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Pretty simple request, currently there is a trigger action called "UNIT AI SET LIFE" if this function could be exposed to the LUA api that would be incredibly useful for a variety of scripts/scenarios
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Hi everyone, I've noticed that in some testing scenarios, large-calibre WWII AAA will only track targets without ever actually firing - instead at some point they stop tracking and reset (seen in the. Sometimes, guns will start engaging but will only fire a few rounds before ceasing. Adding the Kommandogerät 40 seems to resolve the issue for German Flak guns and the allied director resolves the issue for QF 3.7". However, the Kommandogerät 40 does not resolve the issue with either the 75 mm Type 88 AA gun, nor the 8 cm/40 3rd Year Type gun. However, the director shouldn't be required for guns to actually start firing (especially if they've detected and are tracking the target) - instead directors should make guns more accurate. The same issue also applies to ships (namely the Essex), which I've reported here, but have yet to make extensive tracks (I've seen it sometimes engage higher altitude targets, but my prevailing experience is that 5"-guns don't engage reliably, nor do the directors track targets reliably). The same issue does not occur with the KS-19, which is perfectly capable of engaging targets without its SON-9 director. 8.8cmFlak37_Engage-ish.trk 75mmType88_Engage-ish.trk 80mm3rdYearType_Engage-ish.trk KS-19_Engage.trk 8cm3rdYearType_NoEngage_3kft.trk 8cmFlak18_Engage_3kft_Kdo.trk 8cmFlak18_NoEngage_3kft.trk 75mmType88_NoEngage_3kft.trk KS-19_Engage_3kft.trk KS-19_Engage.trk
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Hello, pls comment this. So no any opponent for the Corsair? Overall, I wouldn't really like shooting the second Corsair. We can as well talk about Corsair vs. Mirage dogfights, e.g. Generally, it doesn't make sense, but maybe something wasn't said or in this interview they only talk about the work of the ED team and not other developers. So it will be or not?
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I am trying to understand what is the logic happening behind AI Task Push and Triggered Actions. I created a mission with several triggers. Each trigger executes "AI Task Push" "Attack Ground Unit N". As far as I can see when AI Task Push happens, the unit executes exactly the task and if it a task was already in execution it just forgets it completely. Example: Trigger 1 happens, AI starts attacking group 1 Trigger 2 happens, AI forgets about group 1 and starts attacking group 2 When group 2 is dead, AI returns to its route and forgets about group 1 Can I make it not forget the task it was doing and return back to it?
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- mission editor
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So I am looking at making a mission where I need the Puma helicopter. I remember there being a French helicopter mod pack. However, I cant find it anywhere. Does anyone have a link? Or is a dead mod? Thanks a bunch
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Hi everyone, I'm experiencing an issue with AWACS that go for AAR. The problem is that shortly after they connect they "jitter" causing them to disconnect. I've attached a short video of the issue and the mission used to reproduce it. I've experimented with different altitudes and speeds, but it had no effect. ps: in the video I'm running the sim at 3x but the issue occurs even at normal speed Thanks for your help. awacs.mp4 awacs_refuel.miz
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Hi everyone, I've discovered an inconsistency with AI-fired AGM-84Ds. When "Attack Group" is used, the missiles always only strike the group leader, ignoring any other ships (even if those other ships have larger radar cross sections and are directly in the path of the missile - in the attack group track, you can see missiles overfly larger escorting ships on their way to the group lead). Even with a far tighter formation, the missiles only track the group lead, ignoring any other ships. This they do, even if other ships are obscuring the group lead. As if the missile magically knows where the group lead is and its seeker isn't being modeled. However, when "Search then Engage Group" is used, the missiles more randomly target ships in the formation, leading to every vessel being hit at least once (with the escort ships, which are both larger and closer to the missile's flight path) having more missiles target them. This is more expected behavior of the Harpoon and seems to better replicate the Harpoon's seeker. The bug here is that missiles fired by the AI using "Attack Group" should behave like they do when fired in "Search then Engage". For anyone wondering why I wouldn't just use Search then Engage every time. Well, search then engage requires the firing unit to detect the target themselves, which the low-flying aircraft will only do at fairly close distances. By using Attack Group, I can replicate pre-planned targets (where the Harpoon is fired at a pre-planned waypoint) - allowing the launching platform to remain in EMCON and/or replicate targets transmitted to shooters by other AI aircraft. AGM-84D_AttackGroup.trk AGM-84D_AttackGroup_TightForm.trk AGM-84D_SearchThenEngage.trk
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- agm-84d
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The big hill at the NE end of Spangdahlem means that AI aircraft always crash when trying to land on runway 23. This seems to be 100% reproducible, at least with the Hornet. (It's actually a pretty tricky approach for human pilots, too, but it's suicide for the AI). Broken AI Landing Spangdahlem.miz
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Hi everyone, For whatever reason, I cannot seem to get the AI F-4E-45-MC to use Paveway II and Paveway III series laser guided bombs against points on the ground. Upon reaching the waypoint with the bombing task, the aircraft simply turn around, follow the rest of their waypoints and land. I've tried numerous options on the weapon to use (AUTO just ends up using the internal cannon, I've also tried guided bombs, guided and bombs) to no avail, override AI attack avoidance decisions also doesn't appear to change the behaviour (and in any case, this mission is empty apart for the AI aircraft - there's no threats). It also doesn't seem to matter if the task is set to CAS and whether or not you use the CAS, Attack Group/Unit or Search then Engage tasks, none seem to work. The issue seems to be fairly exclusive to Heatblur's F-4E-45-MC (though the F-5E-3 also failed to drop the bombs, but then, there wasn't anything to provide designation). Attached is a track showing what happens with the GBU-12, the issue is also present on the GBU-10 and GBU-24B/B (the latter should actually be an A/B, but that's for HB to fix). EDIT: The problem is also happening with a few other weapons as well, it seems mostly isolated to guided air-to-surface weapons, with exceptions (so far the AI is fairly reliable when engaging with the AGM-12). In AI_F-4E_AGM-65D_nofire.trk, you can see that the AI won't fire Mavericks at a tank platoon, the same is true for every other Maverick the F-4E-45-MC has available. It also happens regardless of what the Maverick is mounted on (be it the LAU-117, the LAU-117 on the special weapons adapter or the LAU-88). In AI_F-4E_AGM-45A_nofire.trk, you can see that the AI won't fire an AGM-45A at the SON-9 (the guidance section is set appropriately), I have got it to fire at the Big Bird and the P-19 however - it seems a bit inconsistent. I also can't get it to fire at the Fan Song or Low Blow. EDIT 2: The AI will only fire AGM-45A if the SEAD advanced waypoint task is active, it doesn't work if you only have an Attack Group/Unit or Search then Engage task set. The GBU-8 is as with the Paveway II and III described above, see F-4E_AI_GBU-8_nodrop.trk. Both Walleyes however are unaffected. F-4E_AI_LGB_bug.trk AI_F-4E_AGM-45A_nofire.trk AI_F-4E_AGM-65D_nofire.trk AI_F-4E_GBU-8_nodrop.trk
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Anyone else experiencing very weird pathfinding decision by ground units when set to "On Road" and moving on the Autobahn? Specifically this is happening in my mission along the A4 and A64 near Bad Hersfeld, Alsfeld and Fulda.
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We desperately need an option or variation of the CAP task, to limit units to engage only when enemy units are within a set range relative to the CAP flights current position. Contrary to popular belief this does not exist in DCS currently. The option available only limits engagement to a distance around the flight route, which is a feature that is utterly pointless, since "engage in zone" does more or less the same.
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У нас есть тяжелый двухвинтовой вертолет для армии США, давайте предоставим такой же для ВМС.
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Hi everyone, The recent update has introduced some unexpected behaviour for the AI when performing a racetrack orbit. Unlike previously, where upon activation of the task the AI would fly directly to the next waypoint before making its 180° left turn, now, upon activation of the task, the AI immediately performs a 180° turn to the right, immediately followed by a 180° turn to the left. They will then fly to the next waypoint, make a correcting turn to the right and then commence the 180° left turn to begin the racetrack. Fortunately, subsequent "laps" of the racetrack are perfectly excuted - completely as expected and the AI no longer needs to make corrections upon finishing a turn, which is fantastic to see. However, the initial behaviour upon activation is undesirable, especially for practice missions with tankers and receivers that start from the air. There’s no reason for the initial right, followed by left turn, all it does is displace the aircraft laterally from the intended course line and it's only something the AI later corrects when reaching the first turn. Instead, what should happen is that the AI should proceed to the next waypoint as it did before, perform its 180° turn, fly the reciprocal course until it reaches the start point, do another 180° turn and so on, as it does for subsequent laps. Orbit_2.9.12.5336.trk
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Since patch 2.9.6.57650 the "Go To Waypoint" action no longer works. Setup Ground units are setup with a circular route with their final waypoint having a "Go to Waypoint" action to waypoint 0. They are set to "On Road" and all waypoints are set to "On Road" What happens The units follow their waypoints correctly Once reaching their final waypoint they directly go to the waypoint selected within the Waypoint action and do not stay on the road. Once arriving at the waypoint the unit stops and does not continue with its waypoints. Additionally this behaviour is not consistent. Sometimes the unit completes 1 or 2 loops of its route before stopping. Can be seen in the below examples. Expected / Previous behaviour Prior to the patch once the unit reached its final waypoint it would navigate to waypoint 0 via the road and continue with its waypoints. This would mean the unit would continue this loop indefinitely. What I've tried Changing the "Go To Waypoint" to 1 - No change Changed the unit composition and size - No change Multiple maps - Afghanistan, Kola and Caucasus have the same results Example Route Group Setup Final waypoint Setup Result #1 (Afghanistan) mMsSGAo - Imgur.mp4 Result #2 (Caucasus) DCS-AI-LoopTest_1.mp4.4a09e1e47f2291ba54a250f098e8f90b.mp4 Happy to provide any more info if needed or test anything out. Thanks Loop-Test.miz
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- pathing
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Hi everyone, A subsequent update has resulted in ships not firing their anti-ship missiles until their targets are detected by their own surface-search radars (which, ignoring atmospheric ducting (which isn't modelled in DCS), are limited to radar horizon, for most ships this is typically on the order of 20 nmi/~37 km, some ships are). Previously, attack unit/group would result in firings, so long as the target was within the weapon's maximum range. This means that ships with longer-ranged anti-ship weapons cannot take advantage of that longer range and put themselves within range of shorter weapons (which can include some gun systems). Sometimes ships will fire 1-2 missiles, but won't follow up until within detection range of their own surface-search radars, this is inconsistent however (possibly related to heavy timewarp usage). While the current set up is somewhat more realistic, ships don't have ESM systems modelled in DCS, the AI won't share targets they detect with each other (in the tracks below their are aircraft that can provide offboard targeting, both via ESM and/or surface-directed radar - targeting should be able to be provided via data link or voice), nor are satellite based targeting systems modelled (outside Given that ships do not feature ESM systems in DCS, the AI won't share targets they detect with each other (and in the tracks below there are aircraft capable of detecting ships at long-range, both via ESM and via surface-directed radars), nor are there any satellite-based targeting systems (such as Legenda), attack group was the only option available to take advantage of the long range of anti-ship missiles. Now there's no option whatsoever. 3M80_Range.trk P-500_Range.trk P-700_Range1.trk P-700_Range2.trk RGM-84D_Range.trk YJ-62_Range.trk YJ-83_Range.trk
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Flying F-18 and Wingman, Singleplayer, VR mode, Last DCS update released January 20: Aircraft AI. S-3B refueling lights in VR is always broken. Wingman problem during refueling the filling time is too long or stuck with S-3B and also KC 135 , if you have the third wingman it gets stuck in the refueling phase without releasing anymore.
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- singlplayer
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Allow AI to be overriden. For example, AI in CAS/SEAD mission seem to determine their own priorities rather than doing what they're told to do, to complete the action/mission. It would actually make the AI act more intelligently if it just carried out what was asked of it.
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AI aircraft now get stuck at the tanker with this latest patch. The attached trk is a training mission I have been using for a while now without problems until now. Takeoff from carrier, go bomb something at the island target range, hit a kc-130 for some gas, then go south and do some air to air with the air force, back to the ship at the end of a 1:15 cycle, with other ai flights doing their own 'training' too. The other ai flight of this cycle used to do their thing just fine at the tanker and then leave so that my flight can get a drink. Now with this new patch, ai aircraft are getting stuck at the tanker and not leaving. That F18 on the right drogue is totally stuck there. Also, this new 25-degree bank turn feature for refueling aircraft is completely unrealistic and makes a hard task unrealistically harder than it needs to be. According to ATP-56A, the NATO air to air refueling manual, the anchor pattern should be 50nm minimum length, and 20nm wide. 20 nautical miles wide. These tight 25-degree bank turns do not make a 20nm mile wide holding pattern (Annex 4A, Figure 4A Anchor Pattern). The previous 10-degree bank turns were much more realistic for a tanker in a tanker track. Please undo whatever these recent updates were and just go back to the old code. Refueling worked much better before than with these 'improvements' the last couple of patches. Please. RefuellingBug_.trk
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Having a problem with a few missions where AI aircraft either get right to the probe and won't connect or they seem to just refuel forever without finishing since the last patch. Am I special or is anybody else seeing this as well?
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I was playing around comparing damage taken by different NATO IFVs and APCs when i noticed the BTR-80 would not recognize the existence, nor engage upon command the Stryker vehicles (ATGM, ICV and MGS Variants). A MBT like the T-90 would react and engage, but none of the BTRs.... This only occurred for the Stryker's, all other vehicles were automatically recognized and engaged. As I said commanding specifically to attack the units and setting their invisibility specifically to OFF as well still did nothing. no distance, positioning nor and ROE settings would make them see and attack the Strykers. APC Fuchs, MTLB and AAV-7 APCs also would not recognize nor attack Strykers. There seems to be a strange hole in the AI programing or maybe something bigger with these vehicles.. This is hampering my ground missions as well
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Hey Fellow Pilots, We're excited to invite you to our DCS Server, Victor Romeo Sierra (or VRS for short). Whether you're a seasoned pilot or just starting out, our community is ready to welcome you to our new SkyNet AI (Red Game Master) vs Human Players (guided by SkyEye AI AWACS) PvE dynamic long-term campaign. Victor Romeo Sierra - VRS - Dynamic AI Driven Campaign XSAF SkyNet: Based on the leading-edge DCS code written by Pravus for the XSAF community, we have added and enhanced various features including: CTLD (Complete Transport Logistics and Deployment): Transport crates and troops, build units, capture airfields and hold strategic positions. Combined Arms is also enabled for ground unit positioning. CSAR (Combat Search and Rescue): Fly safe! VRS limits the number of lives per airframe, however pilots can be rescued to recoup lives by signing up for CSAR duty. SkyEye AI AWACS providing an AI SRS Airborne Early Warning And Control System to ensure you keep your SA while in the heat of combat. Jump on SRS 251AM/133AM/30FM and say “Focus <Callsign> Radio Check” to test her out. Welcoming Community: We pride ourselves on being open and supportive to new and veteran pilots alike. VRS Discord: Connect with fellow aviators, share tips, and coordinate missions on our active Discord server. It's a great place to see who’s flying and learn the quirks of the server in voice chat. At present, the campaign is excellent for fixed wing pilots, however as the majority of us are rotor wing enthusiasts (hence the name), we plan to adjust the mission to favor shorter flights and more things for Attack Helicopters to shoot at in the medium term. Since this campaign is in active development, and even we (the server admins) are still learning all the ins and outs, bugs are expected and feedback is warmly welcomed as we improve the experience for everyone. Ready to take off? Join us at Victor Romeo Sierra: https://discord.com/invite/EdNwutvfMP Good hunting, Shifty 1-1 | FlamerNZ
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Hi, OK... found a problem. Try the mission I joined here. Taxi to runway 07... AI won't follow. Why ? Because I put a freq change in the ME. Even if the frequency is the correct AD freq. If you delete the line, AI taxi normally. Not a big deal, even if I love creating campaign with full realistic radio comms. But good to know! Bug.miz
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Hi, I think that it will be nice to have the AI wingmen to report their own status from the fighter command menu. the main status likes: fuel weapon countermeasures anything else?? So, the leader can decide what AI wingmen should do in the next step. Any suggestion? Thanks.
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On 4 occasions during the attached track, the AI aircraft I'm following (this is from a formation practice mission) performs a maneuver that is hard to describe. Basically, while in straight and level flight, it suddenly "slides" laterally approximately 50' (that's a guess) one left or right. It occurs during the track roughly at the following time points: 5:28 8:18 9:20 12:13 The last one is the most interesting. Not only is it the only shift to the left, but it also looks like the plane tries to turn before just sliding the rest of the way. It smells like the plane is somehow drifting off course and decides the correct the issue the brute force way, but that's obviously just a guess. Formation-post-update.trk