v2tec Posted October 6, 2024 Posted October 6, 2024 A push back functionality like in MS FS would be great. With that, it is possible to move planes backward in hangar or leave a hangar, also move the f18 closer to the border of an carrier. Add an option "start push back" and "stop push back" to the ground radio 3 ________________________ ________ ______ ___ __ _ Win10 64 Pro, i7-6800K 3.4Ghz, 32 GB (DDR4), Asus Aorus 1080 TI WF, TrackIR 5 / RIFT, Thrustmaster Warthog, Fanatec Pedals, 55" oled 4k TV, Modules:A10C, KA-50, Huey, AV-8B, FA-18, F-16, NTTR, Persian Gulf _ __ ___ ____ _____ ______ _______ ____________
draconus Posted October 7, 2024 Posted October 7, 2024 Unrealistic for the player to control it. Could be a feature for SC AirBoss after leaving the aircraft. AI already does it on the carrier deck - visible crew/tug would be nice though. Win10 i7-10700KF 32GB RTX4070S Quest 3 T16000M VPC CDT-VMAX TFRP FC3 F-14A/B F-15E CA SC NTTR PG Syria
Lau Posted October 7, 2024 Posted October 7, 2024 Was very useful in other sims, very easy to implement while ED finishes the supercarrier and airframe handling in airbases. 1 F4E, F14B, F18C, F16C, M2KC, A10C, C101, AH64D, BSHARK3, SA342M, MI8, P51D, SPIT, MOSSIE PG, NTTR, SYR, NORM2, WW2PK, CMBARMS, SCVN Asus F17 RG I9 RTX3060 64RAM NVME 2To, TMWarthog, Saitekpedals, TrackIR,
SharpeXB Posted October 7, 2024 Posted October 7, 2024 3 hours ago, draconus said: Unrealistic for the player to control it. Sure. There are some pretty cool and authentic add-ons in other sims that have authentic commands and interface. A little elaborate for DCS though I think. We would be lucky to get a very simple set of F10 commands. i9-14900KS | ASUS ROG MAXIMUS Z790 HERO | 64GB DDR5 5600MHz | iCUE H150i Liquid CPU Cooler | ASUS TUF GeForce RTX 4090 OC | Windows 11 Home | 2TB Samsung 980 PRO NVMe | Corsair RM1000x | LG 48GQ900-B 4K OLED Monitor | CH Fighterstick | Ch Pro Throttle | CH Pro Pedals | TrackIR 5
draconus Posted October 7, 2024 Posted October 7, 2024 1 hour ago, SharpeXB said: There are some pretty cool and authentic add-ons in other sims that have authentic commands and interface. What I mean is that some think that you stay in the aircraft to enjoy the ride. Win10 i7-10700KF 32GB RTX4070S Quest 3 T16000M VPC CDT-VMAX TFRP FC3 F-14A/B F-15E CA SC NTTR PG Syria
Dangerzone Posted October 7, 2024 Posted October 7, 2024 14 hours ago, draconus said: Unrealistic for the player to control it. I don't think that this is something that should be an issue. There's a number of things that are unrealistic in DCS - but are optional, and done for practicality and for player enjoyment. I wouldn't have a problem with the player being able to control it. Especially if it's the easiest way to implement it (as opposed to AI) and it means the difference of us having it implemented, or being on a 'wish list' list that never see's the light of day. In fact, I'd prefer player controlling it even if AI was to be implemented at least until AI is at a level where it does so effectively and without bugs. 2
ShuRugal Posted October 10, 2024 Posted October 10, 2024 I could swear that AI planes will already do this. If you give an AI plane a "land and refuel/rearm" task, then it will reverse out of parking once refuel/rearm is complete. I would think it should be straightforward to grab whatever logic does that and apply to a player-controlled unit?
Dangerzone Posted October 10, 2024 Posted October 10, 2024 2 hours ago, ShuRugal said: I could swear that AI planes will already do this. If you give an AI plane a "land and refuel/rearm" task, then it will reverse out of parking once refuel/rearm is complete. I would think it should be straightforward to grab whatever logic does that and apply to a player-controlled unit? It's never that straight forward. The AI planes will be on tracks - the software knows where they'll end up. Human players are... unpredictable , and a lot more needs to be considered and allowed for, just for starters. 1
ShuRugal Posted October 11, 2024 Posted October 11, 2024 3 hours ago, Dangerzone said: It's never that straight forward. The AI planes will be on tracks - the software knows where they'll end up. Human players are... unpredictable , and a lot more needs to be considered and allowed for, just for starters. sure, but for pushback, you can steal those tracks. the only part that might need "dynamic" pathing is getting from where the player parked to the closest pre-defined AI track. I'm not saying it would be trivial, but that a lot of the prerequisite pieces are already in place, in the form of AI pathing on airports and routines to use those paths.
Dangerzone Posted October 11, 2024 Posted October 11, 2024 (edited) 46 minutes ago, ShuRugal said: sure, but for pushback, you can steal those tracks. How do you steal those tracks? Unless the player parks exactly where the AI is set to park - you have to cater for the player being 'out of position' to start with. And that could be anywhere on the ramp, or even the airfield. Then the tracks are going to be completely different. As someone who's been developing software for decades one thing I've learned during this time, plenty of things seem 'simple', until you find out what's actually involved, and how other things are coded - you've often got no idea how simple or difficult something can be or how deep the rabbit hole is. I suspect there's far more to this than meets the eye, or what you're assuming. That's all I'm saying. Edited October 11, 2024 by Dangerzone 2
draconus Posted October 11, 2024 Posted October 11, 2024 Since you leave the aircraft it can become AI -> the ground AI have pathfinding implemented -> job done. If you park outside the expected area, ground crew will not help your case or it will take much longer - not worth implementing edge cases. Win10 i7-10700KF 32GB RTX4070S Quest 3 T16000M VPC CDT-VMAX TFRP FC3 F-14A/B F-15E CA SC NTTR PG Syria
Dangerzone Posted October 11, 2024 Posted October 11, 2024 54 minutes ago, draconus said: Since you leave the aircraft it can become AI -> the ground AI have pathfinding implemented -> job done. If you park outside the expected area, ground crew will not help your case or it will take much longer - not worth implementing edge cases. You're thinking of it from an unoccupied aircraft perspective. I wasn't thinking of that. I was more thinking from an occupied one. But cool concept to 'keep' aircraft that players exit from ingame though - that would be cool.
cfrag Posted October 11, 2024 Posted October 11, 2024 8 hours ago, Dangerzone said: How do you steal those tracks? Unless the player parks exactly where the AI is set to park I imagine similar mechanics as when you are pulled onto a carrier's cat track (correction of location and orientation). Simply force a movement to the correct location. Maybe put some lines on the ground in which the aircraft must be located. If it's inside, it can be forced-aligned. Could be part of the re-arm/refuel process 2
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