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Post by Dutch Owen on Mar 1, 2020 11:27:43 GMT -5
You can see what I'm talking about in video of this post : fscaptain.proboards.com/post/26311/threadI have flown this mission multiple times yesterday. AI F-14 is steadily more aggresive than any of the two Su-27s (they all carry same missiles). AI F-14 fires one or two missiles head on before merge - while rear aspect missiles - while Su27s never do that (they fire msls after merge). For some reason, behaviour of AI F-14 is steadily more aggresive than Su's that are more passive. Only difference, he is in the same team with user. In the next few days, right after the 0.10.3 update, we're concentrating on jet combat and will address these and other issues then. Keep on testing I haven't even flown a jet in the last two weeks while we figured out close gun combat. Dutch
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Post by xpel on Mar 2, 2020 1:59:56 GMT -5
Another bug. While at dead six of AI I was chasing and he was far, I heard "bang" sound. Checking the log, AI has shot me with guns... backwards & from very far. You may see something similar in my Tomcats video at 3:30, happening to the F-14 AI. AI Su-27 role is F/B (so AI F-14 also).
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Post by Dutch Owen on Mar 2, 2020 10:07:22 GMT -5
Another bug. While at dead six of AI I was chasing and he was far, I heard "bang" sound. Checking the log, AI has shot me with guns... backwards & from very far. You may see something similar in my Tomcats video at 3:30, happening to the F-14 AI. AI Su-27 role is F/B (so AI F-14 also). Now that's an awful bug. Which Su-27 models are you using and could you share with me your FSCAI configurations for them? Dutch
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Post by djt1601 on Mar 2, 2020 15:38:06 GMT -5
Hey Dutch ,just ran a AA mission the chinee mig29s followed my mirage 2000 for 50km and never used missles ,they waited until they were 0.6 km before downing me with guns ,I know you are yet to get the missiles updated but I thought you should know.I was in default as NATO...does the program recognize that china and nato are not at war and thats the reason they didnt use missles?
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Post by xpel on Mar 2, 2020 15:38:18 GMT -5
1. Regarding the "no Pitbulling" turning behavior, the problem lied in the certain AI in use. 2. About the bug mentioned above, I hope is restricted to this particular AI. 3. Definite problem is that AI disengages considering Player disabled, when delivers to player even minimum damage. Actually, I used that to my benefit for shooting down the AI that was not engaging me any more... ///////////////////////////////////////////////////////////////////////////////////////////////////////// This experience tought me, how important for FSCAI performance is, the use of proper AIs. I'll come back to this, after some more testing with various AIs. ///////////////////////////////////////////////////////////////////////////////////////////////////////// So, I changed the in FSX Mission AIs to Mig23s AIs of FSX@War (Air file I use from native FSX Ukmil AI tornado and Aircraft.cfg I don't remember if I also use from there or what comes with FSX@War pack 1) and... Epic ! Just Epic !!!... Highlights of a 15 minutes Aerial engagement, resulting in 1.) I took gun hits (40 damage - not critical), 2.) I shot down one AI Mig and before shoot down the second at sea deck, I run out of fuel (due to afterburner use) and went for swimming... G-Breathing sound file, activates when I'm over 5 Gs. You'll see that this was a high G combat. (Helps me a lot to prevent Tacpack G-Lock, though not always...). And the Tacview in 4x speed that presents the whole engagement in all her glory !...
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Post by Dutch Owen on Mar 2, 2020 17:30:46 GMT -5
3. Definite problem is that AI disengages considering Player disabled, when delivers to player even minimum damage. Actually, I used that to my benefit for shooting down the AI that was not engaging me any more... I think this one has been found and fixed and will be included in the 0.10.3 update. Now the AI will stay after you until you have an engine failure or fire (or if he's engaged with another AI until it's disabled at 50+ points damaged) Also, now, if you receive above 49 points damage you will suffer a failure or fire, so you're on the same footing as the AI themselves points wise. Dutch
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Post by djt1601 on Mar 2, 2020 23:10:55 GMT -5
Dutch could you add WW1 timeline?
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Post by xpel on Mar 3, 2020 4:45:03 GMT -5
A. Another important functionality bug : This doesn't happen with A2G AI attacks, but in A2A combat. When enemy AIs are shot down and no AI plane target left, friendly AIs do not revert to "searching state". Instead, there is a vicious cycle in "targeted" state of this type : That results in crash of the AI on ground/sea. If important, I shot down the AIs, not the AI wingman. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// B. This is the link for the "bad" AI that messed things up : drive.google.com/open?id=1FLyo-Zh0VZrAFXSGmiq1RurHNAB983bbModel/texture/Aircraft.cfg from MAIWs recent Su27 release. Altered Air file but it's not this the problem. Problem with this AI is either with : 1. Something in Aircraft.cfg, or 2. Some script in plane's model.
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Post by xpel on Mar 3, 2020 6:24:19 GMT -5
Testing concluded A Case : MAIW AI Su-27, as per download. Ugly things happen : 1. Both AIs targeted user (no different target selection), 2. No pitbulling mode, 3. They target user at their six with guns. (All As described in my post above) B Case : Same Aircraft.cfg (MAIW default), different Air file. Same results. C Case : My custom Aircraft.cfg & Air file (MAIW model/texture) : Everything worked fine and as expected. And BTW we had a really nice engagement... BTW 2 : Edited in FSCAI all AIs with guns only, so that missiles wouldn't lead in a short time dogfight. That's how the 15mins engagements occur... Verdict (and an important one) : At least some (if not the most) of MAIW AIs can't be used as are per download with FSCAI (see Case A) ! Inability to use MAIW AIs as are after download, is not a "disaster". The model & texture folders of these AIs, are the important & useful. These findings, make very "up to date" my post about "which are the best AIs", that you may see here : fscaptain.proboards.com/thread/3962/ais-which-best-use
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Post by xpel on Mar 4, 2020 7:30:45 GMT -5
More testing & things get more clear :
Vicious "circle" I described above, happens only if user destroys the enemy AIs with Tacpack.
If friendly F-14 shoots down the enemy AI, then reverts to "searching" state just allright, without this vicious circle.
So, this is a matter of AIs better recognise other AI targets as disabled, when user using Tacpack disables'em. Probably same problem will be in A2G also, if player destroys a target that friendly AI was targeting (or this was fixed in previous versions ?)
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Post by Dutch Owen on Mar 4, 2020 11:11:12 GMT -5
I'm pretty sure I've found and corrected the "disengagement loop" problem.
Defense is improving. I think I'll release the current version today or tomorrow because so many bugs are fixed in it, rather that wait for defense to be more perfect. It's already much better than before. We still have a problem with evading AI getting too low and smacking into the ground without being hit, despite much code in there to prevent that.
That's my main area of concentration today.
Dutch
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Post by djt1601 on Mar 4, 2020 12:14:11 GMT -5
Having the dll finding problem again ,pop up says cant find the fscai dll in the bin folder.
18:59:45 Running from: C:\Program Files\Lockheed Martin\Prepar3D v4 18:59:46 Reading Options.cfg from 'C:\Program Files\Lockheed Martin\Prepar3D v4\FSCAI\Config_USER\Options.cfg' 18:59:46 SUPPRESSLOG=0 18:59:46 Options loaded 18:59:46 SimConnect Connected 18:59:46 AcmeSound.dll initialized 18:59:46 AcmeSound is ready 18:59:46 Initial CallDispatch Return = 0 19:02:52 OnRecvOpen Executing... 19:02:52 Client Data Receiver is Initialized 19:02:52 Client Data Transmitter Established 19:02:53 CallDispatch initial return is 0 21:00:22 ==> SimConnect Exception=-1, ID=5, PARA=0 (AddToClientDataDefinition (Output)) 21:02:35 ==> SimConnect Exception=-1, ID=6, PARA=0 (RequestClientData (Input)) 21:13:37 SimConnect disconnected
this has been happening for quite awhile now ,Ill manage to fix it somehow but it returns after a few 1 or 2 sessions.
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Post by Dutch Owen on Mar 4, 2020 14:03:42 GMT -5
Having the dll finding problem again ,pop up says cant find the fscai dll in the bin folder. 18:59:45 Running from: C:\Program Files\Lockheed Martin\Prepar3D v4 18:59:46 Reading Options.cfg from 'C:\Program Files\Lockheed Martin\Prepar3D v4\FSCAI\Config_USER\Options.cfg' 18:59:46 SUPPRESSLOG=0 18:59:46 Options loaded 18:59:46 SimConnect Connected 18:59:46 AcmeSound.dll initialized 18:59:46 AcmeSound is ready 18:59:46 Initial CallDispatch Return = 0 19:02:52 OnRecvOpen Executing... 19:02:52 Client Data Receiver is Initialized 19:02:52 Client Data Transmitter Established 19:02:53 CallDispatch initial return is 0 21:00:22 ==> SimConnect Exception=-1, ID=5, PARA=0 (AddToClientDataDefinition (Output)) 21:02:35 ==> SimConnect Exception=-1, ID=6, PARA=0 (RequestClientData (Input)) 21:13:37 SimConnect disconnected this has been happening for quite awhile now ,Ill manage to fix it somehow but it returns after a few 1 or 2 sessions. Those SimConnect errors indicate that the SimConnect link between FSCAI and the sim itself has been lost. A considerable time (nearly two hours) elapsed between establishing the connection (19:02:53) and losing it (21:00:22). That long a connection has never been tested by me - perhaps there is some SimConnect timeout value I don't know about that has to be reset. I'll try and leave it up overnight and see if it will fail for me too. What were you doing during those 2 hours? Normal things, or was it just sitting there? Dutch
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Post by xpel on Mar 6, 2020 0:18:16 GMT -5
I'm pretty sure I've found and corrected the "disengagement loop" problem. Defense is improving. I think I'll release the current version today or tomorrow because so many bugs are fixed in it, rather that wait for defense to be more perfect. It's already much better than before. We still have a problem with evading AI getting too low and smacking into the ground without being hit, despite much code in there to prevent that.
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Post by xpel on Mar 6, 2020 13:00:23 GMT -5
Thank you Dutch,
Bugs from 4 flight tests :
1. I believe problem is that destroyed Migs (crashed at sea), are not removed away, beyond detection range. Though in FSCAI UI, F-14 AI is in "searching" mode, in reality based on log, the above happens. And AI crashes at sea.
2. My AI keeps firing missiles at head on (though rear aspect). I think that if AI locks to AI, then fires missiles at head on, regardless of missls being rear aspect. If AI locks to user, if rear aspect, won't fire missiles. They fire rear aspect to me when at rear aspect.
3. AI also disengages, considering me disabled, while I can fly just alright :
I haven't managed to test the new AI evading pattern yet, since my wingman is too effective of shooting down the enemies, but I'll revert his missls/guns order, placing guns first.
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