Uh, where do I start. Off the top of me head: - They don't do well climbing in a formation, at all: it's like if -2 gets outta position lead will fly in circles til things are 'perfect'. It can take a while, with multiple orbits til they are ready to continue climbing and move on. - Formation keeping is funky in general - terribly inefficient at changing formation. - They take FOREVER to refuel, ie ; given a flight of 2, passing with 5-10 miles of a tanker when command is given; 10 minute later and they are still trying get 'get in there'. It's like they know nothing of lead pursuit, dropping into the tankers 'breadcrumb' trail and overtaking via speed. And not much speed [overtake] either. If you are leading an AI wingman you can 'fly' him to a point ~1NM behind the tanker and give him the "Goto Tanker" command. This works pretty well. Give him a "Rejoin" to interrupt the copulation early too (ya just have to WAG it as far as how much gas he has taken on, without a script that is)
I suppose this gets worse the lower their skill level. Let's hope that the AI gets a little smarter. Pathfinding is supposed to be getting better, but I suppose they are implying that this is for ground troops.
hey man is there is a way to command AI different targets to hit at the same time like you have a four ship flight and you want each one to target different part of an airbase lake hangers but i don't want them to wait for number 1 to drop its bomb and number 2 and number 3 ...
You could have them all in their own groups and have them follow the first one to the target before each striking a different building. There is usually more than one way to achieve what you want in the mission editor.
@@DCSChopsticks nope Homebase is separate as is your landing base and you can even assign 2 bases for landing.... so technically 12 WP... but you must have a Homebase or the others won't work yeah sticking to a few is better
Not a bad rule of thumb. I suppose altitude and speed are contributing factors. As well as the angle of any turn you ask them to make before the target.
@@DCSChopsticks Oops. Answered the wrong reply I think. Yeah, I keep them above MANPADS altitudes inbound. Helps a lot depending on what type of attack you want them to do.
What is the weirdest thing you have seen the Ai do on a mission test?
Haha... do you want the list?
would be easier to just tell when the AI actually did what they were told =P
Uh, where do I start. Off the top of me head:
- They don't do well climbing in a formation, at all: it's like if -2 gets outta position lead will fly in circles til things are 'perfect'. It can take a while, with multiple orbits til they are ready to continue climbing and move on.
- Formation keeping is funky in general - terribly inefficient at changing formation.
- They take FOREVER to refuel, ie ; given a flight of 2, passing with 5-10 miles of a tanker when command is given; 10 minute later and they are still trying get 'get in there'. It's like they know nothing of lead pursuit, dropping into the tankers 'breadcrumb' trail and overtaking via speed. And not much speed [overtake] either.
If you are leading an AI wingman you can 'fly' him to a point ~1NM behind the tanker and give him the "Goto Tanker" command. This works pretty well. Give him a "Rejoin" to interrupt the copulation early too (ya just have to WAG it as far as how much gas he has taken on, without a script that is)
I suppose this gets worse the lower their skill level. Let's hope that the AI gets a little smarter. Pathfinding is supposed to be getting better, but I suppose they are implying that this is for ground troops.
@@DCSChopsticks it would be great if AI ground vics could stop getting stuck or just driving around in circles
B-52s tasked to bomb out a runway at 1500 AGL, bombed a completely different spot..... Also, AI hornets making attack runs on AAA at 200 knots
Short and to the point, that's the way I like it
exellent big tnx..👌👌🤗🤗😁😁
hey man is there is a way to command AI different targets to hit at the same time
like you have a four ship flight and you want each one to target different part of an airbase lake hangers but i don't want them to wait for number 1 to drop its bomb and number 2 and number 3 ...
You could have them all in their own groups and have them follow the first one to the target before each striking a different building. There is usually more than one way to achieve what you want in the mission editor.
For a human player the Viggen is limited to 9 WP
but the AI might be able to do more.... though not 100% sure
But one of them has to be home base? I usually stick to 4 or 5 to keep it simple for them 🤣
@@DCSChopsticks nope Homebase is separate as is your landing base and you can even assign 2 bases for landing.... so technically 12 WP... but you must have a Homebase or the others won't work
yeah sticking to a few is better
Well, we would hate for these things to be obvious 🤣. The Viggen quick guide is going to be hard work 😬.
Clear and concise. Short video, but packed with tips, a fine approach.
Plus Viggens!
I know you cant resist a Viggen 🤣.
@@DCSChopsticks I await the next sexy Chopsticks Viggen mission with baited breath then!
If only I had the time 🤣. That's why I make these videos; so others can make the missions 😬.
At least in lua, I find a min of 20 NM to be a good start to get them to consistently hit something: ...WP [.....20NM.....] TGT ..... NextWP...
Not a bad rule of thumb. I suppose altitude and speed are contributing factors. As well as the angle of any turn you ask them to make before the target.
@@DCSChopsticks Yes, I limit them to no more than 20-25-degree turns when building the routes, until they have a change to level off.
@@DCSChopsticks Oops. Answered the wrong reply I think. Yeah, I keep them above MANPADS altitudes inbound. Helps a lot depending on what type of attack you want them to do.
Way to fast. I couldn't even see what you were clicking on.
RUclips has speed control so you can watch it at a slower speed