I've downloaded and installed it, but can't fly against an enemy - just a clone of my plane that acts like a wingman and not an enemy. Using an airbase to determine friendly/enemy is kinda wierd.
However you have to start somewhere. As Ben Franlkin said to a French officer who scoffed at a demonstration of a hot air balloon-"would you throw away a new baby then?"
Is there a list of key commands somewhere?
I've played the Jane's sims, European Air War, Il2, all 3 M$ combat sims and was hoping for a combat sim using the X global world.
Not too many takers in the 2020 world...
As mentioned above, be sure you've downloaded the version in the "Latest Version of FSCAI right here" thread. I need to update the link on this thread and will, the that one is the official latest release.
Using the current version the opponent you spawn with option 3 from the F key, they don't attack you? They sure go after me with a vengeance!
The way we determine teams is unusual but I have given this much though and haven't come up with a better alternative. I'm sure open to suggestions. There are several ways to assign teams other than nearness to any airport - you can do it by vehicle model/type/name, and in an FSCAI mission script you can assign a team explicitly to each object. The next release will add the ability to define location zones not tied to an airport, and the ability to assign teams by simobject title.
Hope you enjoy testing FSCAI as it develops, Dutch
Post by realolddog on Apr 20, 2020 12:01:04 GMT -5
Thanks all, I'll get on it. Is there a way in your teams setup to permit reading of one of the ai_ entries or somewhere else to place a keyword to designate a particular sim object (AC or other) to a nationality or allied/ axis etc. This would require in some cases duplication of the item for both sides of the conflict. In WW2 Finland fought for both sides' as did Italy. Finland also flew aircraft built by every major combatant except Japan.
In the CFS2 - MS world, which I dabbled in for 10 years, there was a nationalities list with an odd/even setup for allied/axis. This was built into the game. For the extensive mission builder, you could designate a line, one side being axis, the other allied and all objects could be either depending on their placement. Aircraft/ ships/ground objects could also have a designated nationality/side and would act accordingly. It seems the ACE team removed many of the mod capabilities in CFS3. You could see their point. Once you by the game, you don't need them anymore.
Lastly: what's with the moving crosshair? All the sims I used require you to lead or anticipate the moving target. I'm replacing/modifying some of the FSX aircraft panels to get a greater range of sight. I always preferred to fly without enemy indicators or labels. Don't care if the allies had IFF. That'll work until the eyes give out.
What moving crosshair are you referring to? FSCAI doesn't do anything about putting an aiming indicator on the screen. That would be coming from FSX/P3D or the aircraft if anything. I don't know of any such feature in the sim.
Because we are trying to graft a combat add-on to a civilian flight sim things like an easy ability to assign objects to teams based on nationality are just missing. The MSFS sim world doesn't have a concept of national borders, although they are drawn on the map you have no way of asking what country a particular point is located in, so far as I know. And with so many very complex military situations there are no clear borders anyway. So we have the Teams system that allows sim objects to be assigned to a team based on their name, model, or location in proximity to an airport that's been assigned to a team. It can be confusing and difficult to set up in a fluid and tangled situation like the SE Asian theater during the Vietnam conflict. This next release will additionally be able to assign to a team based on geographic zones not tied to an airport, and to the sim object title using wildcards. This should allow a scenario designer to use codes in the titles of sim objects to use the same model in different teams.
Post by realolddog on Apr 21, 2020 13:00:22 GMT -5
Dutch - I'm older than I think, ya gotta lock down your mouse cursor to the pipper DUH! Now without tracers ... get in close.
Your approach to the teams makes good sense considering the parameters M$ put into X.
I downloaded the later version, figured out my mouse problem and was blown away 3 times before I got a kill. Looks good, now gotta learn the X airplane parameters to beat those guys.
Flying a few A/C I noted some of the opponents act like a wingman and others do not. They spawn the opponent, but then run away F A S T. I was carefully reading the info I missed in the install package and there seems to me 2 "combat" add ons , one by Captain and VRS tacpak. I'm a bit puzzled as to their actual function and if they provide more ability.
I appreciate the work done by you and your team. If you think I would be of any help please let me know.
I have verified information for WW2 A/C and weapons and have added about 20 A/C to my data base. I will start to add Russian, Italian, French, and Japanese WW2 weapons to my weapons database. I flew everything in previous sims to get a feel for the A/C. I have found from other sims, the challenge for the real geeks is to determine how deep to go with aircraft types. A 1940 ME109E1 is quite different from a 1945 109K4 - Spit1 to 24 etc. So far I stick to the larger produced versions and have to wonder if FSCAI uses standard 109, spitfire etc. AI or actually takes your AC config into consideration?
I'm sure you are aware of the Solomon Island addons. Good place to use for WW2 Pacific combat.