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Post by StuB on Mar 10, 2020 16:41:30 GMT -5
I have been converting the Vietnam War Project AI to work with P3Dv4 and am about 90% complete. What will I need to do for them to use the FSCAI weapons?
Also I'm wondering if there could be a way for the bombs on the AI models to disappear once the way point action has been completed. Don't need to see the weapons fall.....just to see the empty racks on the airplanes afterwards.
For instance.... could it just be handled by a simple payload station weight method? With this method, I could just edit the model so that all the bombs are one part and give the part a station weight of 10. Then in the aircraft.cfg file I would add a "station.1" and give it a weight value of 10. Then, once the AI has "released" the payload, the station weight would be set to 0 which would make the bombs disappear.
If I did this to all the models using the same station weight value, then we would just need some sort of script that resets each models "station.1" weight to 0 once the AI has completed it's attack action.
It could also be done in a full on Tacpack sort of way, where it's done by individual stations..... but this is probably overkill.
Either way, I'm willing to set up a model for testing purposes.
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Post by xpel on Mar 10, 2020 23:55:45 GMT -5
At least in mission system, it can be done, just like you describe it. Actually you can have the dropping FSCAI bombs or rockets from the AI planes, triggering the event "set AI payload station 1 to 0" so that weapons "vanish" visually from stores. If you can provide me such an AI for FSX, I can test to confirm functionality as described above and provide you the scripts you want.
There is also another method. Substitution of an armed AI with an unarmed one.
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Post by StuB on Mar 11, 2020 3:32:20 GMT -5
OK, I sent you a PM with a link to a re-worked VnW AI F-105D, where I added bombs to it as one model part, with a station 1 payload weight of 10. If you can somehow get it to go to 0, the bombs should vanish from the model.
If this works, AI will be able to take off with ordinance and return with empty racks. It will be very cool.
I just remembered that you are only using FSXA.... and I compiled the model as P3D. Hopefully it will still work for you. If not, I'll recompile it for FSX.
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Post by xpel on Mar 11, 2020 4:14:49 GMT -5
It won't show up (tested). Needs FSX compilation. Even more cool will be, they drop their FSCAI bombs upon the FSX@War targets doing precise damage as if player would and then change to unarmed... Totally achievable.
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Post by hajolippke on Mar 11, 2020 12:55:58 GMT -5
StuB, are you talking about this "french" AI-project? I love it, but would like to have "more" activity of my FSX AI-aircraft from that project. Are you able to provide some more "air power"?
HAJO
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Post by StuB on Mar 11, 2020 17:08:32 GMT -5
Yes, the French Vietnam War Project.
What I have done so far is to recompile the FSX compatible AI airplanes that came with the Vietnam War Project so that they will work with P3Dv4.
I installed FSX on my new computer last night and verified that xpel is correct, and that they will not work with FSX.
So, I am now recompiling the F-105D for FSX. Actually its's 4 models, one with bombs on all 8 stations...one with an ECM pod plus 7 bombs on the rest of the stations...one with an ECM pod plus an AGM-45 and 6 bombs... and one with an ECM pod, 6 bombs and an AIM-9B.
The bombs will be on station 1 with a weight of 10. The missiles will be on station 2 with a weight of 20.
I'm having an issue with compiling them properly because I need to adjust the modeldef.xml file. Hopefully I will have them ready for testing by tomorrow afternoon.
I also have a traffic file that I created for Khorat that works in FSX and P3D. When you start a flight from a mil combat parking spot you have to taxi past rows of F-105's and other assorted airplanes. It really makes the base feel like it is alive.
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Post by StuB on Mar 12, 2020 2:07:21 GMT -5
Well, it seems that I am unable to get the models to compile properly for FSX. They are visible, but the landing gear is all messed up. I think it might be due to a modeldef.xml issue.
I'm going to need to either give someone the parts so they can compile them .... or get my hands on a modeldef.xml that will work for me (assuming that is the issue).
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Post by xpel on Mar 12, 2020 3:04:01 GMT -5
No problem Stub. Just give me 1. the Title of simobject airplane, the one that if payload 1 set to 0, bombs dissapear and 2. co-ordinates of center of area that you want this change to happen (ie, target co-ordinates).
I'll make the mission script and send to you to test for your own if works.
BTW : which method for AIs route are you using ? CCP ? Flight plans ? other ?
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Post by edakridge on Mar 12, 2020 4:19:09 GMT -5
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Post by StuB on Mar 12, 2020 12:11:45 GMT -5
Yes, I tried that too. Now I'm having problems getting things to compile properly for P3D. Very frustrating....and now I need to head off to work. I'll regroup and try again when I get home.
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Post by StuB on Mar 14, 2020 4:06:34 GMT -5
I have tried to get the AI to display bombs via payload settings but they don't appear. I am wondering if it has something to do with P3D (and FSX) treating AI differently from flyable aircraft? I tried reading up on the SDK info but there wasn't much about doing something like payload visibility for AI. On another note, I tested a conversion I've been working on with some files Ed was kind enough to throw my way. I think the initial results are pretty cool, so I made a short video..... youtu.be/FxREQS_a_K0
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Post by hajolippke on Mar 14, 2020 4:27:33 GMT -5
The B52 looks nice!
A working bomb sight would indeed do good.
HAJO
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Post by xpel on Mar 15, 2020 23:49:18 GMT -5
I have tried to get the AI to display bombs via payload settings but they don't appear. I am wondering if it has something to do with P3D (and FSX) treating AI differently from flyable aircraft? I have tested with Cattaneo's F-14 as an AI, with panel folder removed from plane's folder, and also added a new Title entry in Aircraft.cfg with panel=none (just to be sure 100% this is AI and not flyable). Script resets station 5 to 0 : So, it's a matter of how the model of plane is coded. And what you seek can be done. But overfocusing on this feature, I think you're missing the real point here, which is this : I mean the satisfaction experiencing AIs changing visuals of stores, can't compare with the experience of flying with AIs that engage with weapons ground or air targets... And about how you can do that, FSCAI manual is very informative, as also posts here at forum. If you encounter difficulties or problems, we're here.
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Post by StuB on Mar 16, 2020 0:35:56 GMT -5
It is great to see that your test shows that it can be done....this is fantastic! I do somewhat agree with you in that it is something that does not need to be perfected immediately. However, it is very realistic when you are in line at a busy air base, like Da Nang, waiting to take off and you see the bomb laden AI taking off in front of you....but much less realistic when you see AI coming in to land still fully loaded.
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Post by hajolippke on Apr 1, 2020 13:28:44 GMT -5
FSX!! FSX!! I have the very nice OV-1D Mohawk ny Tim "Piglet" Conrad. For some reason I fail to put TP-weapons on it (I know that the Army was forbidden to fly armed fixed wings, but I´d do it anyway ), can someone help me? I have attched the aircraft.cfg and the TP-ini. HAJO Attachments:tacpack.ini (1.57 KB)
aircraft.cfg (13.31 KB)
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