|
Post by edakridge on Feb 10, 2020 17:01:42 GMT -5
I am experimenting with broadcasting FSCAI missions across JoinFS from the server computer with rather good results. I run FSX on that computer and start an FSCAI mission. After I start the JoinFS session I enable broadcasting on the FSCAI objects. In the screenshot below (From my "Flight" computer) you can see the impact of the bombs from the AI B-24's being broadcast. While their aim is not real good, you can clearly see the impacts on the FSX@War map.
|
|
|
Post by xpel on Feb 11, 2020 3:11:00 GMT -5
Ed, another suggestion. Right now, these bombs can harm FSX@War targets via 2 ways. One being the FSX@War program calculations and the other being the FSCAI bomb damage calculations (that can actually remove simobject_ops and substitute with FSCAI "destroyed" simobjects & effects).
You can add a new weapon bomb at FSCAI (add as new weapon, as the case with vehicles), using the default FSCAI bomb and just editing a new bomb name & potency=1. Then declare this new bomb name to your AI B-24 to use (and update vehicles - AI B-24s). Now, your AI Bombers harm FSX@War targets the exact same way user/s bombs do, only via FSX@War calculations. I've done the same for AI fighter rockets.
Of course, this method is adviced if only FSX@War is used as method for simobject ground targets spawning. If you script in ASL mission spawning of simobjects, these can't be harmed from such bombs/rockets, that are exclusively against FSX@War targets.
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Now, about multiplayer with FSCAI, I forsee problems. In this case scenario with just targets at a training range, there will be no problems. Just the "server" player needs to run FSCAI, so that JoinFS will transmit to other participants the action of simobject of ASL mission & since they all run FSX@War, the transmitted AI bombs will blow up the targets locally to their machines. Everybody will see the exact same action.
But what if there are AA defences and/or AI hostile fighters ?.... Say there is one AAA simobject there, we fly together and we both run FSCAI for the AAA to be active for both of us. Upon reaching there, on my local end, AAA may choose to fire against me, against an AI, or against you but it can only harm just me (and that is in just the case it fires against me). On your local end, AAA may choose otherwise, but still it can only harm only you plus the AIs you transmit from FSCAI mission. This may not be a big deal at all actually. Except of the doubled Flak bursts or tracers (for 2 players, x number of participant players), that can impact FPS
What if there is an AI BF-109, transmitted by your ASL script (you're the server). It can damage me, can damage you, can damage the AIs. You can damage it, AIs can damage it, I can't damage it (is controlled locally from your FSCAI, but not mine).
From this analysis, if it's correct, with "combat" FSCAI multiplayer and last exception, things may be viable.
EDITED : About "I can't damage it", I think this is a Tacpack / FSCAI co-operation matter. If my Tacpack transmit to your Tacpack the awareness of damage to AI BF-109 and your Tacpack informs locally your FSCAI to release it's control upon the AI, it may works ok after all. I remember that Tacpack damage from player to player was not transmitted via JoinFS. This was not the case though against AIs, if I recall correctly... So, Co-operative missions of type "players & friendly AIs" vs "hostile AIs", is viable after all. But has to be tested & confirmed.
|
|
|
Post by edakridge on Feb 11, 2020 5:28:28 GMT -5
Chris, I am a bit confused about what you are talking about with adding another bomb. I thought that by adding the 500lb_Bomb_FSCAI to the FSX@War weapons I had accomplished that. I really don't understand the advantage of adding another weapon. About multiplayer:I realize that just running FSCAI on the server is not enough, but I am tinkering with the idea of broadcasting one part of the mission (Allied Bombers) from the server while running another part of the scenario from each client. (AI interceptors) Of course AAA will be placed by FSX@War. The advantage to this for multiplayer is that the Allied Bomber formation will be in the same time and location for all participants. It is not a real game breaker if each of the players see the AI Interceptors a second or two off. They will still be able to attack and damage you.
|
|
|
Post by xpel on Feb 11, 2020 7:41:46 GMT -5
Say a 500lb_Bomb_FSCAI impacts near an FSX@War target. Calculation of FSX@War may result in some damage points to the simobject but no visual alteration, ie, simobject still in _ops state. Calculation of FSCAI damage against the same simobject can be more more powerful (due to secondary explosions feature or other reasons - FSCAI has not the extended calculation system of FSX2War for damage, being more generic). In this case, FSCAI will remove from scene this target, adding also the FSCAI effects of destruction. So, in FSX@War map, you see the simobject target is still there, but you don't see it in game. When save campaign & refly against this target, it'll be there, though visually you see it destroyed in virtual environment currently...
So, you can make a new weapon (bomb) with potency=1 (range for damaging is 1-200), that virtually can't cause any destruction due to FSCAI's implemented damage simobjects ability, and instead causes damage based in FSX@War program exclusively. Just like your bombs do (or of other players). Of course you'll have to add to FSX@War pack these bombs (as also to the bombers). Anyway, you'll see if this method fits you better or not, in practise.
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
About MP, I don't see the benefit of "spreading" the AI BFs to other players, except you want to reduce the procesor calculations to server's system & "spread" this calculation power to others.
The conflict I see is this : A BF-109 is controled from your FSCAI & transmitted via JoinFS to mine. My FSCAI will try to control this BF also against me or other targets on my system. While for you this is possible, since your FSCAI intervenes to the AI engine of your system that currently controls the AI , this is not possible on my system. Still, my FSCAI will keep trying to control the AI plane, resulting to what ?... Stutters, crash, other ?... I don't know.
|
|
|
Post by edakridge on Feb 11, 2020 8:14:54 GMT -5
Okay, now I understand about the bomb. About the BF's they will not be running on my computer, the server is another computer entirely. Only testing will tell the tale.
|
|
|
Post by hajolippke on Feb 11, 2020 10:42:03 GMT -5
I think concerning "controlling" another MPs AI...: I had this with other MP that fly "combat aircraft". Even though they were listed as on the same team as me, their aircraft in my Sim tried to shoot me as soon as they came into range and position. I once had a MP-friend following me with a F-16, and then FSCAI shot me down with his avatar.
HAJO
|
|