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Re: AI & MP Dogfighting now working! Bombable ships, aircraf

Postby Vodoun da Vinci » Fri Sep 16, 2011 12:10 am

Livery select on the Spitfire IX was fine with Bombable until I installed the latest version 4-3...now any attempt at changing liveries or logos is an instant and consistant crash. Boeing - in one post you say it is a major bug and in the very next post you say no, it works. I'm confused..

Are you having the same problem with Bombable 4-3 in that FGFS instantly crashes when you select liveries or not? :? :lol:

I'm off to test a few other aircraft and livery changes and see if FGFS crashes...if it does I'll reinstall FGFS 2.4.0 without Bombable and see if it resolves the conflict. I'm positive it all worked fine before Bombable was installed and I'm positive liverie select worked on the Spitfire IX just fine before installing 4-3.

I have movies to prove it which is why I shoot this stuff as documentation. The issue (I believe) is a conflict bewteen liverie/logo select and Bombable 4-3. Let's solve this and act as debuggers guys...be concise and scientific in your observations and troubleshoot logically. Otherwise a solution will be harder to achieve. :wink: :D

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Re: AI & MP Dogfighting now working! Bombable ships, aircraf

Postby Vodoun da Vinci » Fri Sep 16, 2011 12:21 pm

I tried different aircraft in FGFS with the latest Bombable installed. The instant "select livery" is selected, FGFS crashes. I tried this in the Spifire IX, The Velocity XL, The Hawker Hunter, etc. and it crashes every time with livery or logo select. It still occurs even if a scenario is deselected - IE: Even if not actively running an AI scenario it still crashes.

The "Little Black Box" says: Fatal error: "$" found in property name after "

Anyway. I'm going to unload all of it and reinstall FGFS 2.4.0 without Bombable and see if it goes back to normal. And I'm sure it will. So we have a bonafide bug. I have another small issue I am gonna test for as well and will report back when I have had time to evaluate it with a fresh install.

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Re: AI & MP Dogfighting now working! Bombable ships, aircraf

Postby Hooray » Fri Sep 16, 2011 3:43 pm

If you can reliably reproduce a crash, please do make sure to post a bug report to the issue tracker here: http://flightgear-bugs.googlecode.com/
Please don't send support requests by PM, instead post your questions on the forum so that all users can contribute and benefit
Thanks & all the best,
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Re: AI & MP Dogfighting now working! Bombable ships, aircraf

Postby Vodoun da Vinci » Fri Sep 16, 2011 4:19 pm

Bug report posted! :D

I'll send Flug an Email as well just as a heads up...

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Re: AI & MP Dogfighting now working! Bombable ships, aircraf

Postby flug » Mon Sep 19, 2011 9:35 am

Boeing wrote in Thu Sep 15, 2011 9:04 pm:MAJOR BUG REPORT

The livery select in all planes don't work anymore. FG just quits


Thanks to everyone who reported this--it turned out to be a bug in some other FG code the Bombable 4.3 exposed:

http://code.google.com/p/flightgear-bug ... 0Milestone

It's fixed now in the FG GIT version and also I figured out a way to work around it in Bombable (ver 4.4d or later).

The latest version: http://brenthugh.com/flightgear/bombable4-4fdevel.zip
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Re: AI & MP Dogfighting now working! Bombable ships, aircraf

Postby flug » Mon Sep 19, 2011 9:37 am

OK, we are now up to 4.4h in a developer's version--if you're up to testing I think it is actually more stable than any of the previous 4.X versions and close to beta release. And TONS of new/improved/better features, basically this is going to be version 5:

http://brenthugh.com/flightgear/bombable4-4hdevel.zip

Here are some of the updates/changes in 4.4:

Version 4.4 is a complete revamping of Bombable into more of a
complete, cohesive system for Multiplayer and AI dogfighting
and bombing. The accuracy of all the basic functions has been
improved and made more realistic, and a number of new "Bombable-
compatible" aircraft have been included, from WWI fighters to
modern-day jet fighters.

* AI AIRCRAFT SHOOT AT YOU (VISUALLY): AI aircraft have been able to shoot
at you for a few versions, but now there is a visual indication--
projectiles coming at you, and sometimes from several different
places on one ship or bomber.

* WEAPON HIT DETECTION GREATLY IMPROVED: Complete re-vamped system
for detecting your weapon hits on AI or Multiplayeraircraft. It is
no longer limited by FG's built-in, large "damage cylinder". It now
extends the weapon's flight path within that cylinder to determine
precisely how close the weapon hit on your target--allowing much
better modeling of hits, damage, and results.

* DAMAGE ANALYSIS SYSTEM GREATLY IMPROVED: In addition, the damage
analysis system, which calculates how much damage your hit has done
to the other aircraft or object has been updated to calculate and
use the momentum of weapons as the basis for determing damage of
weapon hits. This has proven to be far more realistic and gives
much better results than the previous ad-hoc method.

* GREATLY IMPROVED DAMAGE IMPACT ANIMATIONS: Previous versions of
Bombable relied on FG's built-in impact animations. The result was that
FG often showed the damage impact explosion when the projectile had
actually made a clean miss of the aircraft. In Bombable 4.4, this problem is
solved, with impact explosions being shown exactly where Bombable calculates
they happen, and only when Bombable detects an actual hit with damage.
So you have much tigher correspondence between what you see and what
damage is recorded.

The impact animations work for all types of small and large caliber guns and
bombs. The system uses FG's excellent particle system to draw the gun and
bomb impacts with almost not impact on framerate, and far less jerkiness
than FG's usual submodel method. As a bonus, the new animations look much,
much better as well, and the visual of the impact matches the actual damage
of the impact quite well--that is, the visual size of a bomb explosion closely matches
the actual damage area of the bomb; small caliber weapons hits show as smaller
impacts that large caliber weapons, etc.

* BOMBABLE FOKKER DR.1 FIXED: Fixed/update the Fokker Dr.1 aircraft.
It is now the same aircraft as distributed in FG 2.4.0 but with added
historically accurate guns and an aircraft help file.

* BOMBABLE GRUMMAN F6F HELLCAT ADDED: Added a new Bombable-compatible
aircraft, the Grumman F6F Hellcat. This makes a great foil to the
A6M2 Zero, as they fought against each other in WWII. (As always,
mucho thanks must go to the authors of the F6F aircraft--all I've
done is update the weaponry to be historically accurate and add a
thin veneer of tweaks to make the aircraft completely compatible with
Bombable. All credit for aircraft design, systems, FDM, and
everything else goes to the original authors, in this case Emanuel
Baranger and others.)

* NEW SCENARIOs: New scenario to show off the F6F, one to show off
the Bombable UFO, and one to help with testing:

BOMB-LakeTahoeWWIIB17BombersWithF6FCover.xml
BOMB-MarinCountyUFOInvasion.xml
BOMB-Kansas-City-Bombable-Testbed.xml

* BOMBABLE A-10 WARTHOG ADDED: The A-10 is the best plane to fly several
scenarios and including it in the package means that it can be
used to fly multiplayer bombable as well. It has several tweaks making
it easier to use with the Bombable package and also improves an annoying bug
where the A-10 slows FG's framerate massively after a few re-init/re-locates.
(Again, all credit to the A-10 original authors--all I have done is add
a few Bombable tweaks and specifics.)

* BOMBABLE UFO ADDED: This is mostly for testing; keys 1-9, 0, q, and w
fire different weapons. A working AI version is included--so you can
have dueling Bombable UFOs over Multiplayer or try the UFO dogfighting
scenario (surprisingly fun!). Also a testbed scenario is included, and
using the UFO with the BOMB-Kansas-City-Bombable-Testbed.xml
scenario is the easiest way to test most Bombable functions, aircraft,
and AI aircraft. (Based on FG's stock UFO, but with Bombable capabilities
added.)

* BOMB DAMAGE: Reconfigured damage impact of bombs; the bombs now act--look
and create damage--far closer to real data.

* NEW MENU: Re-vamped Bombable menu with new/streamlined/more
sensible options.

* RESET DAMAGE: In the new Bombable menu you can reset damage for main aircraft
and AI aircraft and objects.

* BOMBABLE SCENARIOS RENAMED: Renamed all scenarios that come with the
package with prefix "BOMB-". This should make it easier to find the
scenarios and also update or remove them when necessary.

* SMALLER SMOKE/FIRE OPTION: A small fire option, used where
appropriate, so that fires/explosions/damage don't always look so
overly huge.

* UNUSABLE AIRCRAFT REMOVED: Removed unused/unusable aircraft from
the distribution. Some of these are perfectly fine for general flying,
but weapons or other features don't work well with Bombable, and
having them listed in the menus when they didn't really work made for
confusion.

* SCENARIO FIXES: Some scenarios were not loading properly for some
people in ver. 4.3. This might be because of inconsistencies in the
case of some file and directory names. I worked on resolving this
issue, but please let me know if it is still happening.

* SCENARIOS RENAMED: Renamed all scenarios to start with "BOMB-".
This should help us keep straight which scenarios work with
Bombable and also troubleshoot and track down & fix problems with
scenarios.

* AI WEAPONS IMPROVED: AI weapons now malfunction when the AI
aircraft, vehicle, or ship is damaged.

* MISC. UPDATES: Updated included AI aircraft and scenarios to fit
with the new impact detection system.

* FOR BOMBABLE AIRCRAFT DESIGNERS: If you have designed aircraft to
use with Bombable, you should look at the sample AI aircraft provided
to see updates to the Bombable dimensions, vulnerabilities, and
weapons sections. You will need to re-tool your aircraft slightly,
but when finished the results will be much better.

* BUG FIXES: Various small bug fixed and improvements, fixed a lot
of the programs with scenarios, AI Aircraft, directories.

See the To Do file (many of which have now been done) for many more
changes, updates, and improvements.
Last edited by flug on Wed Sep 21, 2011 8:33 am, edited 2 times in total.
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Re: AI & MP Dogfighting now working! Bombable ships, aircraf

Postby Vodoun da Vinci » Mon Sep 19, 2011 7:38 pm

Sweet! I'll load 4-4f up tonight but I think I'll install onto a fresh FGFS 2.4.0 installation just because. :wink:

Here's some additional clips of working up new AI 'Bots for my custom scenarios:



Thanks for all your hard work on our behalf, Flug...this stuff is epic! :D

VooDoo
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VooDoo's FGFS/FGUK Movies!: http://www.youtube.com/user/VooDoodaVinci?feature=mhee
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Re: AI & MP Dogfighting now working! Bombable ships, aircraf

Postby flug » Wed Sep 21, 2011 8:39 am

OK, we're up to 4.4h (developer) now and I'm pretty well done . .

The big new thing in ver. 4.4h is--as requested above, in this thread (drum roll, please . . . ), the enemy AI aircraft now shoot at you visually.

They've been able to shoot at you for a few versions, but now you can SEE it.

I also cleaned up/tweak some of the aircraft definitions and scenarios, so now the SPAD/Camel/Fokker dogfighting seems to go well, the Zero/Hellcat/B-17 missions and dogfighting seems to go well, and the A-10 dogfighting and bombing runs seem to go well.

http://brenthugh.com/flightgear/bombable4-4hdevel.zip
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Re: AI & MP Dogfighting now working! Bombable ships, aircraf

Postby DutchPilotMitchell » Wed Sep 21, 2011 3:50 pm

Thanks for doing this, you are awesome!

My first catch of the day:
Image
Nice shot
Image
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Re: AI & MP Dogfighting now working! Bombable ships, aircraf

Postby Vodoun da Vinci » Wed Sep 21, 2011 10:29 pm

Outstanding Flug!!

Can't wait to get 4-4h loaded up...I checked out 4-4f last night and had a ball. On the AI 'Bots shooting (being able to see them shooting) concept, will I be able to import this into my custom 'Bots?

Or will I have to specifically modify the custom AI aircraft other than copy and paste the Nasal out of an existing Bombable AI aircraft?

I gotta get guns on my 'Spit IX....

VooDoo
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Primarily Flying Warbirds, Jet and Prop - Visit: http://www.fguk.eu
VooDoo's FGFS/FGUK Movies!: http://www.youtube.com/user/VooDoodaVinci?feature=mhee
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Re: AI & MP Dogfighting now working! Bombable ships, aircraf

Postby flug » Thu Sep 22, 2011 2:01 am

OK, and now we're up to Bombable 4.4i (devel) - and the MP aircraft also shoot at you visually, matching what the actual pilot on the other end of the MP session is doing.

http://brenthugh.com/flightgear/bombable4-4idevel.zip

From the What's New:

* MULTIPLAYER AIRCRAFT SHOOT AT YOU (VISUALLY): Until now, Multiplayer
aircraft simply reported their damage to you via a popup message.
With Bombable 4.4, you can see the Multiplayer aircraft firing
its weapons at you, whenever the remote pilot is pulling the trigger.


And, now I'm really done.

(For now.)
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Re: AI & MP Dogfighting now working! Bombable ships, aircraf

Postby flug » Thu Sep 22, 2011 2:14 am

Vodoun da Vinci wrote in Wed Sep 21, 2011 10:29 pm:Or will I have to specifically modify the custom AI aircraft other than copy and paste the Nasal out of an existing Bombable AI aircraft?


VooDoo--

For AI scenarios, that's basically it. You can just cut'n'paste the nasal bits, most conveniently from a similar aircraft in the AI/Aircraft directory, included in the Bombable distribution, and modify some of the settings a bit if you like.

To make your planes work over MP, you have to do that **and** add a few lines into the aircraft's -set.xml file (or one of the files the -set.xml file loads), which will be found within the /Aircraft directory. Those lines look something like
Code: Select all
    <!-- Required to make Bombable work over multiplayer -->
    <!-- String 9 is for Bombable damage/reset messages -->
    <!-- Int 10,11,... are for various weapons triggers as particular to this aircraft -->
      <multiplay>
         <generic>
            <string n="9"
                      type="string"/>         
            <int n="10"
                      alias="/controls/armament/trigger" />
            <int n="11"
                      alias="/controls/armament/trigger1" />

         </generic>
      </multiplay>

For examples, see the various -set.xml files in the Bombable distribution /Aircraft directory.
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Re: AI & MP Dogfighting now working! Bombable ships, aircraf

Postby Vodoun da Vinci » Thu Sep 22, 2011 8:58 pm

Thanks, Flug! Can't wait to try out some of the MP dogfighting with some modified aircraft over at FGUK... :D

I loaded up 4-4h and flew it last night...absolutely the best Bombable yet. Congrats and *Thank You*!!

I have noticed that, in previous Bombable Scripts, if I collided with the AI aircraft it counted as a "crash" and that session was over. However, in the recent versions collisions don't register - I can fly right thru the target aircraft without damage. Also, I am not able to completely eliminate smoke trails even with all the smoke/particle effects turned off in Bombable Options. I still get smoke trails on AI aircraft using transplanted Nasal/Bombable code from the A62M or the Warthogs.

Any ideas on how to completely disable smoke or get the collision=crash things back?

Thanks in advance!

VooDoo
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Re: AI & MP Dogfighting now working! Bombable ships, aircraf

Postby DutchPilotMitchell » Fri Sep 23, 2011 7:38 am

It also looks like that the "white bullets" don't shoot aircraft down. Tried this with the b-17. But this could also be me as a bad gunner ;)
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Re: AI & MP Dogfighting now working! Bombable ships, aircraf

Postby Boeing » Fri Sep 23, 2011 8:38 pm

Wait how can you be the gunner on the B-17?
Won't be doing much anymore....
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