|
Post by Dutch Owen on Feb 19, 2020 9:35:33 GMT -5
Update: Many bugs have been fixed and the bomber self-defense mechanism seems to be working fine, but it has revealed that fighters are doing a lousy job of attacking bombers - they are treating them as other fighters and trying to get in their rear and shoot them. Today I'm working on a solution to have them attack from in front and from the sides. Once that seems to work okay I'll post it up.
Dutch
|
|
|
Post by edakridge on Feb 19, 2020 11:30:40 GMT -5
Sounds Good!
|
|
|
Post by hajolippke on Feb 19, 2020 12:48:33 GMT -5
No, I quite often had the problem that - even though the specific vehicle was listed to a certain Team - it showed up in the "wrong" team. Sometimes it seems like the system is confused because a "allied" aircraft took off from (or was close to when the Sim fired up) a "communist" airfield, as seen here: The T28s down low in the list. The "problem-thread" is here: fscaptain.proboards.com/thread/3986/ai-team-assignmentOr here: The weaponized vessels were listed in the Team-list as "communist", but seem to be spawned to close to an allied airfield...: The allied Osa and the allied Nanuchka. The "problem-thread" is here: fscaptain.proboards.com/thread/3999/weaponizing-shipsIt would be great to manually change these vehicles to their proper team manually on the FSCAI-menu. HAJO
|
|
|
Post by Dutch Owen on Feb 19, 2020 20:02:25 GMT -5
In the case of the T-28, the system is designed to give precedence to the aircraft model over the placement of the aircraft in choosing a team. If model "T28" is assigned to team "Allies" it should not matter where it is - if can be sitting on a Communist airfield and it should still be team Allies (and will probably immediately be shot at!). That should be easy to test to see if its failing.
The Osa problem is one of ground vehicles not being able to be given a model code -- so the only way their team can be chosen is what airfield they are closest too (assuming no mission of course.)
Being able to double-click a line on the display and change a team is a good idea. Also, the dialog that lets you change the team should have a checkbox that would allow you to automatically add the change to the Teams file so it would be permanent.
Dutch
|
|
|
Post by hajolippke on Feb 20, 2020 11:53:42 GMT -5
Yeah, that´s exactly what would help me here! Looking forward to the next versions!
Thank you!
HAJO
|
|
|
Post by Dutch Owen on Feb 20, 2020 18:26:58 GMT -5
Yeah, that´s exactly what would help me here! Looking forward to the next versions! Thank you! HAJO It will probably be posted up this coming weekend. The more I test the more I find I need to change/fix. But whatever the delay it will be worth it. Dutch
|
|
|
Post by xpel on Feb 21, 2020 1:03:46 GMT -5
I've been conducting tests over a week now, using the assets of 461st BG, (btw, good job Ed with the available downloads from 461st site , sweet P-40 ), to achieve the full flight sortie under FSCAI control the way I imagine it... My results (in Mission System, using Simvar.exe also, no ASL missions) : 1. AIs landing with active FSCAI, do not blow up (as my experience was with T-28 at Luang Prabang airport-probably an airport or model? issue there). 2. Simvar.exe in Mission system, results in best AI formation flying relative to user (or other AIs). During AI engagement stage though, AIs must be released from this control of simvar, otherwise they miss their targets (conflict wth FSCAI). In video, my order "Fighters attack", just stops simvar AI formation control. So that AIs are FSCAI controlled exclusively. Not of interest for ASL scripting. 3. Now the bug : Since AIs can follow Wpts (static or dynamic relative to user) only when at "searching" state (before & after "engagement" attack state that is), the weapons they carry onboard, I want them to be dropped at once in first AI pass over the targets, so they then revert to "searching" mode and I can control them again with new Wpts. The issue is, that one AI, either the trail bomber and in few cases one AI P-40, though they have dropped their weapons, for some unknown reason they "reload" weapons again, as not expected, messing thus the script logic. Or they don't drop all weapons - as expected - consistently. You can see this with Bomber 2 in video (standard behavior). Though it carries 10 bombs, the total amount of bombs being dropped in two passes, is way more than 10, I believe. I'll wait for Dutch to release the "more aggresive" AIs fscai update, to add the dogfighting in the equation, thus the "full story".
|
|
|
Post by edakridge on Feb 21, 2020 5:12:40 GMT -5
After watching Chris's video (Good job by the way) I realize that there are a few items on my "Wish List" as well. A better way to create formations is one item. The way that I am doing it is by creating a different waypoint for each aircraft at each turn. This is kind of wonky and creates a lot of almost duplicate code in the mission. Secondly, it would be nice to start the Allied AI at "Home Base" either on the runway or parking at 0 airspeed and have them take off. I currently have them spawning at a point out of sight of the airbase and overflying it.Third, the ability for the Allied AI to land back at "Home Base". I have them flying over the hill back to their spawn point. These are all "Nice to have" items and while they would add to the realism, they are by no means a game breaker for me. I am using AI for my bomber formations rather than "Wing Men" because they fly a much tighter formation the way that I am scripting it.
|
|
|
Post by Dutch Owen on Feb 21, 2020 7:37:43 GMT -5
After watching Chris's video (Good job by the way) I realize that there are a few items on my "Wish List" as well. A better way to create formations is one item. The way that I am doing it is by creating a different waypoint for each aircraft at each turn. This is kind of wonky and creates a lot of almost duplicate code in the mission. Secondly, it would be nice to start the Allied AI at "Home Base" either on the runway or parking at 0 airspeed and have them take off. I currently have them spawning at a point out of sight of the airbase and overflying it.Third, the ability for the Allied AI to land back at "Home Base". I have them flying over the hill back to their spawn point. These are all "Nice to have" items and while they would add to the realism, they are by no means a game breaker for me. I am using AI for my bomber formations rather than "Wing Men" because they fly a much tighter formation the way that I am scripting it. All of these are on my "wish list" as well. I've done nearly two hundred missions with FSCAI using the scripting system, and it is tedious although I've worked out some shortcuts to make it somewhat easier; particularly I've learned how to alter latitude and longitude so as to maintain a decent formation without having to plot each point with LNM. I just plot the turn points for the group. So that points the way for a much-needed "group" syntax for the mission system so that objects can be assigned to a named group and the group can be given a route rather than each individually. There's been lots of experimentation done with using faked sim flight plans to induce AI to take off and land at airports, without a great deal of success. I fear that's going to come down to an elaborate system to manage the taxi, takeoff, and landing in detail. Wartime military operations are just so much faster than the slow casual procedures the sim implements for civilian traffic. The priorities are: 1) Bug fixes. 2) Making the AI pilots more competent and aggressive. You should have to respect them or pay the consequences. 3) Add ground-based radar capability that can vector AI to detected targets (as well as vector YOU to a target.) 4) Solving the problems of poor formation flying (possibly with careful use of Slew mode, if SimVar can do it we can). 5) Add group capability to the mission system. 6) Add voice capability so that messages currently displayed in text will be spoken over the radio. 7) Develop a mission editor/creator so you don't have to write the scripts. 8) Add "nice to have" features like takeoffs/landings etc. Right now I'd just like to be able to post the 0.10.1 update by tomorrow. The AI pilots are better now they need just a little more training. Dutch
|
|
|
Post by xpel on Feb 21, 2020 16:45:22 GMT -5
Historically correct bomb load for B-25 is 3000 Lbs. I guess either 6 x 500lbs or 3 x 1000lbs bombs. So, I declared in my FSX@War 461 Tests pack, a 1000lb bomb, using the same values as of MK83 from FSX@War pack1. B-25 AIs assigned a new weapon, consisting of 3 x 1000lbs bombs. Bombing results far better than 10 x 500lbs bombs: Both AI B-25s followed the assigned Wpts list for RTB & both landed at base also. Perfect result, script run as expected. The only "problem" is that FSCAI doesn't treat these bombs as the default AAW_M64 regarding the bomb explosion effects applied. Instead of that FPS friendly effects, the effect of FSCAI plane crash activates (with persisting smoke & fire), resulting in some FPS impact.
|
|
|
Post by edakridge on Feb 21, 2020 17:39:01 GMT -5
Chris, if you had your AI’s taking off and landing, could you share the coding?
|
|
|
Post by Dutch Owen on Feb 21, 2020 18:28:16 GMT -5
About bombs:
A 1000LB would normally be assigned a larger blast radius than a 500LB MK-64, and thus it would trigger a larger explosion. FSCAI explosion effects currently come in 4 sizes: small, medium, large, and huge. Which is chosen tied to the blast radius. As defined in the default database a Mk-81 is small, a MK-82 is medium, and Mk-83 is large, and a MK-84 is huge. Other bombs with a similar blast radius will trigger the same effect.
If there is a persistent fire afterwards that means a secondary explosion happened. Anytime an aircraft is destroyed sitting on the ground its fuel tanks explode and burn, and if any truck-type vehicle is destroyed there's about a 25% chance that it contained munitions and it will explode in a secondary leaving a smaller fire. A secondary also has the blast radius of a 500LB bomb and can potentially cause another secondary in a nearby vehicle.
Dutch
|
|
|
Post by xpel on Feb 22, 2020 4:14:35 GMT -5
ed :
Use this Google map to design your Wpts : drive.google.com/open?id=1yfGDpNvjgaos-bF-nUyjs5taiBw2Pyes&usp=sharingIt's the FSX Toretta AB runways in real co-ordinates (middleline of runways, actual virtual length, spawn heading of AIs : 339.14) Just rick klick at the position of intented Wpt on the map and choose "what's here". It will give you co-ordinates in XX.XXXXXX format. I have tested with JY B-24 AIs and results are excellent. I can convert FSX Mission Wpts co-ordinates to xx.xxxxxx format if you need. iNITIAL SPAWN POSITION AIRBORN : <WorldPosition>N41 6 38.264400,E15 54 30.189600,2675.89</WorldPosition> <Orientation>0.0000,0.0000,287.3600</Orientation> <ContainerTitle>B24 J 491st BG Rage in Heaven</ContainerTitle> @dutch :You see, only thing I did, was to give a different simobject title and set potency to 0. Didn't change the radius of default FSCAI 500lbs bomb. I don't think you mean that the FSX@War bigger bomb radius value, plays a role here.
|
|
|
Post by edakridge on Feb 22, 2020 4:57:02 GMT -5
That must be coding from an FSX mission, not the FSCAI ASL coding. The ASL coding would read:
Point=B2401A,Lat=41.0200,Long=15.7033,Altitude=4500,Heading=019,Speed=160
Point=B2401B,Lat=41.0202,Long=15.7043,Altitude=4475,Heading=019,Speed=160
Point=B2401C,Lat=41.0204,Long=15.7048,Altitude=4450,Heading=019,Speed=160
Point=B2401D,Lat=41.0206,Long=15.7053,Altitude=4425,Heading=019,Speed=160 I will experiment with it some this week.
|
|
|
Post by xpel on Feb 23, 2020 0:48:00 GMT -5
Yes this is FSX Mission and you can see the Wpts I use. ASL script doesn't spawn simobjects to me currently and I engaged with ASL in the first place, to test if taxi, take off, landing wpts work. Small Video of my above mission, with AI B-24 this time, dropping 3 x 1000 Lbs bomb each. Devastating... Everybody RTB and everything worked as expected. Apart of an AI P-40 that "lost" his target he had locked to attack, due to his target destruction of Bombers bombs, before his attack. Still, he rejoined & RTB without firing his rockets at all. @dutch :You see the FSCAI effects in addition to FSX@War effects in foto below. It shouldn't be there, since potency=0 & fscai bomb radius the default 500lb bomb radius. Not a fix bug priotity though, comparing to what you're currently coding.
|
|