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Post by victory103 on Sept 11, 2019 22:36:05 GMT -5
Is anyone also using FSCaptain 1.8? I had it in FSX and re-downloaded, although not needed with FSCAI, I was looking more into mission usage.
xpel, thanks on the rotary answers, I was afraid of that. On the AI side, I have just about all MAIW built models that include many "likely" opponents, the first test I'm looking at is the classic "Top Gun" set up, similar to your recent 1974 F-5A verse F-106 vid.
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Post by Dutch Owen on Sept 12, 2019 7:42:01 GMT -5
Yes, FSX doesn't support helicopter AI. Supposedly P3D V4 does (LM made a big splash about it a few releases back) but my attempts to get a helicopter to fly a flight plan in P3D led to nowhere. This bears some more investigation as I gave up after the initial failure and haven't gone back to look at it again.
I'm not sure what FSCaptain 1.8 would be useful for that FSCAI can't do now, except update an FSCaptain career log, and we have an interface planned so that standalone FSCAI log data can be exported into fSCaptain. This feature isn't working yet though. But FSCAI in its present state should be able to execute any FSCaptain assignment. The mission scripts are identical.
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Post by icehawk99 on Sept 21, 2019 2:26:26 GMT -5
hello! im testing your weapons system and its amazing! theres only 2 questions id like to ask will there be torpedoes for planes? and there will be joystick support? its a little bit awkward to press shift+F9 when arming weapons. thanks!
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Post by Dutch Owen on Sept 23, 2019 19:46:22 GMT -5
Hi icehawk,
Sorry I missed this until now. Eventually we will probably add torpedoes but not until later. And joystick support for the weapons keys is already there, at least, you can change the key assignments in Options.cfg for all the weapons buttons and those can also be joystick buttons.
Dutch
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Post by icehawk99 on Sept 23, 2019 20:09:00 GMT -5
thanks for answering! ill check that right away! i know this is early beta testing but ill be checking this forum very often to fix some little issues, like bullets coming out of only one wing instead of 4 like traditional fighters.
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Post by Dutch Owen on Sept 23, 2019 23:19:21 GMT -5
Please note that the weapons you're using aren't designed to be fired from the user aircraft. All we've done is make the weapons designed for the AI to use against you (and against each other) be able to be fired by the user pilot in order to test them.
We aren't trying to replace Tacpack and there's no intention to implement all the details of various precise weapons and exact firing positions, etc. It's enough at this point that AI aircraft can fire realistic missiles, rockets, guns, and drop bombs that work and damage the user aircraft or other simobjects, and that they can semi-competently engage in air-to-air and air-to-ground combat.
We'll refine all this as we go. But there's no goal of having a detailed, realistic set of weapons for user aircraft in FSCAI at this point or for the foreseeable future.
Dutch
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Post by xpel on Sept 24, 2019 0:31:19 GMT -5
Great improvements. Thank's Dutch.
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Post by tgycgijoes on Sept 24, 2019 8:55:33 GMT -5
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Post by Dutch Owen on Sept 24, 2019 11:09:02 GMT -5
I just flew with my first "wingman" and it is a lot of fun. I have a suggestion though if its possible: instead of cloning the user aircraft is it possible to choose wingman/wingmen from the friendlies list? I have 11 ai B-24s each with its own noseart and same bomb group markings I would like to see 3 of as wingmen not duplicates of my aircraft. Thanks for your great addon. In your FSCAI\Config_STD folder you'll find a file named "Wings.cfg". Make a copy of that and put it in the FSCAI\Config_USER folder. Now you can modify that file (with Notepad or another plain text editor) so that you can control who will be your wingmen for any particular model of aircraft you fly. There's any example of an "XP38" model being used with three totally different other AI aircraft. You'll need to know the atc_model (from the aircraft.cfg) of the airplane you are defining, and the titles (again from the aircraft.cfg) of the aircraft you want to be your wingmen. Here is the example setup: Model=XP38,Pos=0,Title=Messerschmitt BF109E Adolf Galland AI Model=XP38,Pos=1,Title=P-47G Thunderbolt Snafu AI Model=XP38,Pos=2,Title=P-51 Mustang Miss Velma AI Model=XP38,Pos=3,Title=Spitfire Mk1a AI
So if I am flying an aircraft with an atc_model code of "XP38" (fake but I didn't want unexpected results for anyone flying a P38 model) if I summon an opponent it will be a BF-109 with a title of "Messerschmitt BF109E Adolf Galland AI", and if I summon one wingman it will be "P-47G Thunderbolt Snafu AI" and if I summon another it will be "P-51 Mustang Miss Velma AI" and the third, if any, will be "Spitfire Mk1a AI". Of course you must have these airplanes in your folder setup with those titles or you won't get a wingman. You can define as many models and setups as you want in here. Dutch
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Post by victory103 on Oct 8, 2019 12:04:50 GMT -5
That is good news as I read a SOH post about changing AI models through the GUI might be in work. Tested again last night with the Aerosoft F-14, although a complex model, the AI wingmen did their best keeping formation. I did notice once shot down and after the VRS Tacpack respawn, I would have to reset FSCAI to get all control surfaces working again.
Does the "Return to Base" command do anything in the current version? I commanded my wing to lead us home, he just kept flying out to sea!
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Post by Dutch Owen on Oct 8, 2019 14:08:36 GMT -5
RTB should be working but of course could be bugged. It worked the last I tried it but that was many releases ago. He should fly back to your base, i.e., where you took off from.
Dutch
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Post by xpel on Oct 8, 2019 23:32:40 GMT -5
RTB works for me. Dutch, I would request for a keypress (combination) to activate/de-activate FSCAI from inside the sim, with a text message informing about this. Currently, It's the only way I see for AIs that fly in session - apart Wingmen - to resume flying in Wpts or start flying in new given Wpts lists. Or maybe, FSCAI deactivates automatically, based on a timer that user can set in FSCAI. What I do in practise, is close FSCAI and then I give new Wpts lists to AIs for RTB (via mission script).
I remind, that FS AIs, if not capable of reaching of a Wpt during a point at their flight - and this is the case after they engage for next Wpt - , they'll try for it making infinite turns or fly straight, ie lost. This concerns AI Flight plans also, I believe.
An additionall challenge, in such a case, will be for user to perform his planned operation in a time frame. Meaning tactical planning from user's part, as also simulates fuel comsumption restrictions for AIs.
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Post by icehawk99 on Dec 21, 2019 1:58:08 GMT -5
hello! any new updates on the way? havent heard anything since october
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Post by Travis on Dec 21, 2019 2:35:11 GMT -5
Dutch is on secondment to an agency which cannot be named. In actuality, he's busy with other projects, but has lots of FSCAI items to work on when he's been freed from his other commitments. Best,
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Post by hajolippke on Dec 21, 2019 7:54:54 GMT -5
Good to hear, really looking forward to an updated version!
HAJO
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