My [DCS mission creation/editing/scripting] life got a little easier when I realized I needed to keep things really, really, simple. ‘They’ are very limited.
This is a complex beast, DCS. Time is the enemy.
I feel you see problems with things like Moose (and my system) not because of the third party but due to the underlying DCS AI code. There appear to be a lot of ‘dependencies’ that are not published, requiring either a lot of time to uncover or constant micro-management.
I treat them as simple ‘drones’.
One of my original goals for an AI flight was:
- Start engines at a specific time
- fly a route (a series of 3D points, with speeds)
- Get gas on the way if needed
- At a specific time attack a specific target.
- RTB
Sounds easy enough. There were issues that had to be resolved with every one of those bullets from
- how long does it take them to start taxing once they turn the key (~2 minutes)
- how long will it take them to reach the runway
- will they reach the runway, without blocking/colliding into each other
- how long will it take them to refuel in the air (turns out too long)
- what altitudes do I give them, based on weight and such
…and I haven’t even gotten to the target yet…
And, because having only one flight is not very realistic, how do we throw multiple ones into the mix, and have it all ‘just work’?
My conclusion: DCS was not designed with AI in mind. Because, likely, this takes a lot of work, time, and processing cycles. Cycles that are in competition with ‘other things’. If you want something even slightly complex you have to manage it all, yourself.
The best I can hope for is that, given enough simple objects moving about the appearance of something intentional will be achieved. Make up a ‘story’ about what is happening and let the player’s imagination fill in the blanks - tie it all together themselves.



















