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[DCS ISSUE] F-14 AI does not engage Targets


Bruce_D

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F-14 AI does not engage Targets

 

Did your wingman say “Bingo fuel”? If so the AI is currently coded when they say these two words together become drones for missiles because they will refuse to do anything except turn tail and run home like a victim of school yard bullies regardless of being topped off. It’s been complained about for years.

 

It’s a problem of ED.

 

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Did your wingman say “Bingo fuel”? If so the AI is currently coded when they say these two words together become drones for missiles because they will refuse to do anything except turn tail and run home like a victim of school yard bullies regardless of being topped off. It’s been complained about for years.

 

It’s a problem of ED.

 

Sent from my iPhone using Tapatalk Pro

 

Hi,

 

Tks for the answer.

 

Yes, They say “Binfo Fuel”.

 

I have created a .lua script to prevent this for AI air groups, but I’ve never tried for my wingman.

 

I will try this and post the results.

 

Do you know which is the fuel level of the wingman when he says “Bingo Fuel”?

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I’m sorry, I have no idea. Sometimes it seems incredibly low (ex. “2 bingo fuel.....2 ejecting!”), other times they have about 5-7 minutes worth.

 

 

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Great News!

 

My script worked, I just had to adapt it a little bit for the wingman.

 

I’m just turn it a little more user friendly and then I will publish it!

 

Do you want to test it to make sure that I’m not crazy? If yes, just send me a PM and I show the script!

 

Tks

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Ok,

 

I have two scripts to solve this.

 

I prefer this one that is simpler:

 

function Medir(Gfuelplane, time)
--Gfuelplane[1] = Nome do grupo do player
--Gfuelplane[2] = % do combustível para ir para o tanker	
--Gfuelplane[3] = se "y", vai emitir som, porém você deve carregar com um trigger na missão o som
--Gfuelplane[4] = nome do som
local function round(x, n)
	n = math.pow(10, n or 0)
	x = x * n
	if x >= 0 then
		x = math.floor(x + 0.5)

	else
		x = math.ceil(x - 0.5)
	
	end
		return x / n
end

local Ident = Group.getByName(Gfuelplane[1]):getID()
if Group.getByName(Gfuelplane[1]) ~= nil then	
	local fuelplane2 = Group.getByName(Gfuelplane[1]):getUnit(2)
	local fuelplane3 = Group.getByName(Gfuelplane[1]):getUnit(3)
	local fuelplane4 = Group.getByName(Gfuelplane[1]):getUnit(4)
	if fuelplane4 ~= nil then
		local fuel2 = Unit.getFuel(fuelplane2)
		local fuel3 = Unit.getFuel(fuelplane3)
		local fuel4 = Unit.getFuel(fuelplane4)		
		if fuel2 < Gfuelplane[2] or fuel3 < Gfuelplane[2] or fuel4 < Gfuelplane[2] then
			local tabela ={}
			if fuel2 < Gfuelplane[2] then
				tabela[1] = "\n2: Bingo Fuel! " .. round(fuel2, 2)*100 .. "%"
			
			else
				tabela[1] = "\n2: fuel " .. round(fuel2, 2)*100 .. "%"				
							
			end

			if fuel3 < Gfuelplane[2] then
				tabela[2] = "\n3: Bingo Fuel! " .. round(fuel3, 2)*100 .. "%"
			
			else
				tabela[2] = "\n3: fuel " .. round(fuel3, 2)*100 .. "%"				
							
			end
			
			if fuel4 < Gfuelplane[2] then
				tabela[3] = "\n4: Bingo Fuel! " .. round(fuel4, 2)*100 .. "%"
			
			else
				tabela[3] = "\n4: fuel " .. round(fuel4, 2)*100 .. "%"				
							
			end
			
			trigger.action.outTextForGroup(Ident, table.concat(tabela), 30)
			if Gfuelplane[3] == "y" then
				trigger.action.outSoundForGroup(Ident, Gfuelplane[4])
				
			end
			
			return time + 600
		
		else			
			return time + 60
			
		end
		
	elseif fuelplane3 ~= nil then
		local fuel2 = Unit.getFuel(fuelplane2)
		local fuel3 = Unit.getFuel(fuelplane3)			
		if fuel2 < Gfuelplane[2] or fuel3 < Gfuelplane[2] then
			local tabela ={}
			if fuel2 < Gfuelplane[2] then
				tabela[1] = "\n2: Bingo Fuel! " .. round(fuel2, 2)*100 .. "%"
			
			else
				tabela[1] = "\n2: fuel " .. round(fuel2, 2)*100 .. "%"				
							
			end

			if fuel3 < Gfuelplane[2] then
				tabela[2] = "\n3: Bingo Fuel! " .. round(fuel3, 2)*100 .. "%"
			
			else
				tabela[2] = "\n3: fuel " .. round(fuel3, 2)*100 .. "%"				
							
			end				
			
			trigger.action.outTextForGroup(Ident, table.concat(tabela), 30)
			if Gfuelplane[3] == "y" then
				trigger.action.outSoundForGroup(Ident, Gfuelplane[4])
				
			end
			
			return time + 600
		
		else			
			return time + 60
			
		end
	
	elseif fuelplane2 ~= nil then
		local fuel2 = Unit.getFuel(fuelplane2)
		if fuel2 < Gfuelplane[2] then
			local tabela ={}
			if fuel2 < Gfuelplane[2] then
				tabela[1] = "\n2: Bingo Fuel! " .. round(fuel2, 2)*100 .. "%"
			
			else
				tabela[1] = "\n2: fuel " .. round(fuel2, 2)*100 .. "%"		
							
			end
			
			trigger.action.outTextForGroup(Ident, table.concat(tabela), 30)
			if Gfuelplane[3] == "y" then
				trigger.action.outSoundForGroup(Ident, Gfuelplane[4])
				
			end
			
			return time + 600
		
		else			
			return time + 60
			
		end

	else
		return
	
	end
	
else
	return

end
end

local valores = {"name of player's group", % of minimal fuel - I like to use: 0.35, "if you put 'n' no sound will be emited and if you put 'y' you will need to add a sound using a trigger action, "if you put 'n' in the other you have to put 'nil' here and if you put 'y' in the other you have to put 'the sound name.ogg'}

timer.scheduleFunction(Medir, valores, timer.getTime() + 1200)

 

With the following code you will receive an alert when one of yours wingman is on the bingo fuel that you have determinate

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I've never heard my AI wingman say bingo fuel. They just fly until they run out and crash with no communication.

 

ED has dragged their feet on fixing AI. It's pretty tiresome.

 

 

 

That’s weird, I get the bingo calls from all AI wingman on my end. But I feel ya, it is extremely tiresome and blatantly incorrect behavior. What I don’t understand is we have commands for AI to do so many different things, but we have nothing about “say fuel state”. WTH. Again, just like the lack of spawn point selection for the carriers, ED continues to drive around with one foot on the wheel.

 

 

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Win 10, AMD FX9590/water cooled, 32GB RAM, 250GB SSD system, 1TB SSD (DCS installed), 2TB HD, Warthog HOTAS, MFG rudders, Track IR 5, LG Ultrawide, Logitech Speakers w/sub, Fans, Case, cell phone, wallet, keys.....printer

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I've never heard my AI wingman say bingo fuel.

Are you sure you had the radio tuned to his freq? It's usually CH1 on AN/ARC-182.

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On the f14, most of the time, the wingman say bingo fuel and a feel second later eject

That's when he's on AB trying to catch you at deck. Try again in formation at high alt - warning - might get boring :)

 

But either way - should not be like that - AI is ED thing to fix.

🖥️ Win10  i7-10700KF  32GB  RTX3060   🥽 Rift S   🕹️ T16000M  TWCS  TFRP   ✈️ FC3  F-14A/B  F-15E   ⚙️ CA   🚢 SC   🌐 NTTR  PG  Syria

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That’s weird, I get the bingo calls from all AI wingman on my end. But I feel ya, it is extremely tiresome and blatantly incorrect behavior. What I don’t understand is we have commands for AI to do so many different things, but we have nothing about “say fuel state”. WTH. Again, just like the lack of spawn point selection for the carriers, ED continues to drive around with one foot on the wheel.

 

 

Sent from my iPhone using Tapatalk Pro

 

 

Yeah, I agree. "say position" would also be good. It's really hard to keep SA if one sticks the information DCS provides.

 

 

Having said that, I think people do could care more for their wingmen. If you do things like circle after taking off rather than having them chase you, ensure that they are to the inside of your turn when navigating, and limit your speed, they do get less annoying.

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Yeah, I agree. "say position" would also be good. It's really hard to keep SA if one sticks the information DCS provides.

 

 

Having said that, I think people do could care more for their wingmen. If you do things like circle after taking off rather than having them chase you, ensure that they are to the inside of your turn when navigating, and limit your speed, they do get less annoying.

 

I protect my wingman. I always cry when they die

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