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Post by xpel on Feb 23, 2020 3:39:58 GMT -5
@ Ed :1. If fits your project, here is a link to Toretta (LTOR) additional scenery files I use, as seen in video above : a. Airbase ground tile, b. scenery objects from Chodo-1954 scenery (that must be installed & activated in scenery library). And c. I have modified the AFCAD files in "Real_LTOR_ADEX_RRL.bgl" so that FSCAI wingmen can spawn & take off from the airport. (I know you don't intend for this, but in case you'll create traffic files for LTOR, I believe you need this). Files go into scenery folder of "FSX@War_461st" folder. Back up your "Real_LTOR_ADEX_RRL.bgl" first. Other two files are placed at top of all scenery files in the folder (dew to naming), for easy find & delete if unwanted. Link : drive.google.com/open?id=1J6ULVqLga5biVpLdY4pbRmCdZOWcaq462. Your FSX@War pack, places many simobjects (mil. camp) north of runways. At least in my FSX, they are masked by default FSX tiles & scenery objects. I managed to visually locate them, by only using the FSX@War map & slew there. At the same time, cause an FPS drop from 25 (locked) to 20, during take off procedure, until I fly by and they are outside my vision field, so FPS get back to normal. Just my two cents. On another note, regarding this : 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).
Tested with T-28 landing in this Airport, under FSCAI control, and didn't explode. Conclusion is that it was an airport issue (of Luang Prabang) due to AFCAD files (I've made AFCAD for take off only at one runway end, while AI was landing from the other direction), not an FSCAI issue.
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Post by edakridge on Feb 24, 2020 8:12:50 GMT -5
chris, while I appreciate your offer I will have to decline. Richard did the Torretta scenery and I don't want to monkey with it too much. As to the objects needing an exclude, I will take a look at it. You must be running a different landclass than either Richard or myself. We are seeing the encampment in an empty field. I realize that you do your missions in the FSX mission editor and this is not an option for us. We will have to program everything using the FSCAI ASL code because we are welcoming pilots from the FSX/FSX-SE/P3D/P3Dv4 communities and FSX missions won't work with P3D/P3Dv4. @dutch, I tried adding a couple of extra waypoints to simulate a takeoff with no success. It looks better to start the bombers in the air behind the ridge. On another note the 64 bit installer (0.10.1) seemed to work fine.
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Post by xpel on Feb 24, 2020 8:56:52 GMT -5
I fly default FSX landclass for the area, that from what you say, is different in P3D. I guess if you have
members joining with FSX, they'll have the same 'trouble'. Not big deal anyway. FPS drop is more important.
ASL scripting is the way for your project to go, indeed. I haven't suggested you should revert to FSX/P3D scenario
building. Just for clearing any confusion.
I only referred to the Airport visuals. Though it's a matter of preference, airports usually have a background tile
for vivid distinguish of runways, taxiways, etc from surroundings. Like with the FSX2War real platform & default
FSX/P3D airports. Whatever your decision, I'm fine actually.
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Post by edakridge on Feb 24, 2020 10:01:47 GMT -5
I use ORBX global as does Richard. I normally use a background poly/landclass for airports, but Richard did the scenery and didn't want one.
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Post by Dutch Owen on Feb 24, 2020 11:35:44 GMT -5
This is a major issue for any mission designer combat or not - the shorelines and land classes are just totally different between ORBX and stock. I use ORBX and it is much better but I just coded a mission for a bomber strike against the small harbor at Le Touquet to destroy invasion barges there. I know that my exact placement of those rows of barges are likely to be on land in the stock sim because its coastlines are inexact whereas ORBX follows the map almost precisely.
Yet if i place them reasonably in stock they will be located in the middle of town in ORBX!
The only correct solution is to have 2 versions of each mission object placement. And then we have potentially a third version coming with MS2020!
The downside of having an open sim design and the whole world as a map.
Dutch
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Post by edakridge on Feb 24, 2020 12:12:40 GMT -5
@dutch, we also have to remember that FS9/FSX world scenery was written on a FLAT world map and P3D was written on a ROUND world (Not a Globe). This is one reason that there is major disparities in locations from sim to sim.This will only get worse with the release of MSFS 2020 which from what I've seen uses a Google Earth type world.
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Post by xpel on Feb 26, 2020 10:29:35 GMT -5
While for fighters is proper to lock on AAA defences and attack as a priority, the same not applies for level bombers.
My AI B-24Js, attack the AAA also, instead of the big targets (facilities, factories, etc). Since AAAs can be placed away of main big targets, this becomes unrealistic. So, role LB for an AI, has to "disconnect" from AAA.
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Post by edakridge on Feb 26, 2020 10:44:37 GMT -5
Are you programming your AI in FSCAI ASL or FSX mission?
I use this type of ASL and they attack the target itself:
Target=$0001,Lat=44.8213,Long=15.8890,Meters=5000,MinAGL=0,MaxAGL=0,Action=A
Stage=1,Start=$LTOR,Dest=$0001,End=$LTOR,Type=3,PAX=0,Cargo=0,Time=999,Special=0
Point=$0001,Lat=44.8213,Long=15.8890,Altitude=13925,Heading=333,Speed=140
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Post by Dutch Owen on Feb 26, 2020 11:39:25 GMT -5
For non-mission AI, I agree it would be appropriate for LB types to ignore air defense targets. All other types including DB should attack them.
In missions, I'd like to add a TARGET= parameter somewhere (probably the OBJECT statement) to allow specific targets to be listed including both SimObjects or map locations.
Dutch
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Post by edakridge on Feb 26, 2020 12:23:18 GMT -5
Dutch, what I’ve done when building the Fsx@war pack is to align the target ICAO with the mission number. (0001 etc) While the AI will attack the center of the target area, it would be very helpful to be able to assign specific objects or coordinates to individual aircraft.
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Post by xpel on Feb 26, 2020 13:01:33 GMT -5
Good to know Ed about this ASL ability. I was in FSX Mission.
BTW : with ASL missions, though I can have airplanes spawned airborn & following a route, I can't spawn static ground vehicles or planes.
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Post by edakridge on Feb 26, 2020 13:20:39 GMT -5
According to the manual you can spawn ground vehicles. I'm not sure about Static planes. I use FSX@War to place statics. I've experimented with simulating aircraft taking off from the runway and it doesn't work very well. My work around for this is to spawn them in the air behind a ridge (Out of sight) and overfly the airfield. Using $ and the ICAO the AI (Level Bombers) will attack what I have designated as the center of the target.
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Post by Dutch Owen on Feb 26, 2020 16:36:27 GMT -5
Good to know Ed about this ASL ability. I was in FSX Mission. BTW : with ASL missions, though I can have airplanes spawned airborn & following a route, I can't spawn static ground vehicles or planes. I have lots of missions with ground spawns both targets and AAA and they work fine. Could you post up your ASL code so I can have a look at it?
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Post by xpel on Feb 28, 2020 2:31:52 GMT -5
@ Ed :
AIs can Take off properly actually !... You may use for testing what I post below. If this doesn't work, then I strongly believe it's due to AFCAD files of LTOR. In such a case,use mine, at top post of page 3 (DL Link).
AIs can't land though (and probably can't taxi).
@ Dutch :
About AI landing, I'm thinking is due to the fact that Wpts are "wrapped". Meaning that by reaching last Wpt, they continue to fly towards the first Wpt of the Route list. The route wpt list must stop at last wpt. If user wants, has the ability of using [JUMP;X] direction.
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