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Posted (edited)

The One Actual DCS community has spent over a year engineering Troops In Contact.  Troops In Contact transforms the DCS ground combat experience to be more immersive and fun.  The AI units are no longer overly accurate terminator bots, are now more dynamic, and they can navigate complex terrain.  Troops In Contact has been tested so far with 800 units in close proximity to each other and to human players, without overloading the server. 

All of this without any coding or specialized knowledge required. 

Join the Troops In Contact Discord 

https://discord.com/invite/pVGv8d6rDv

Release Video

 

ChatGPT_Image_Apr_28_2025_12_19_34_AM.png

Edited by CaliJoshua
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Posted

K, is this a mod or what?  Looks interesting. 

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Posted
17 minutes ago, Steel Jaw said:

K, is this a mod or what?  Looks interesting. 

It is an engineered script that transforms the AI ground unit behavior for Combined Arms

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Posted

so are you going to publish this script somewhere ?

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  • 2 weeks later...
Posted (edited)

Troops In Contact v1.1 Released – Now with Retreat logic,

Formations can now retreat intelligently by moving directly to a specified waypoint—without needing to pass through remaining waypoints in the sequence.

As with other movement logic, retreating can be triggered by schedules, flags, or phases. But in v1.1, a new option has been introduced: the "strength" command.

For example: strength=0.25

This tells the formation to proceed to the specified waypoint if only 25% or fewer units remain. While great for triggering a retreat, the "strength" command isn't limited to that—it can also be used to fall back to defensive positions or re-stage based on combat effectiveness.

Key Features,

New strength command

Triggers movement when a formation's remaining strength falls below a specified threshold.

New direct command

Skips all intermediate waypoints, sending the formation straight to the designated waypoint. (in most scenarios, you should use direct and strength together for units to properly retreat)

Bug Fixes,

Fixed an issue where air defense units would fail to engage airborne targets.

Resolved a minor bug causing nil errors in logs when units were destroyed under certain conditions.

Fixed a logic issue where infantry riding inside destroyed IFVs would not reach the correct "Dead" state.

Release Video

Available here

Thanks to everyone for the excellent feedback.

 

Edited by CaliJoshua
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Posted

Flown this week my first mission with the script, looks cool.

At the moment I'm building my first mission with the script, is easy.

Thanks

Posted
3 hours ago, buur said:

Flown this week my first mission with the script, looks cool.

At the moment I'm building my first mission with the script, is easy.

Thanks

Glad it is working and we would love to know how the mission worked out. 

 

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