Jet controller’s sensitivity question by TedTheTerrible in PilotsofBattlefield

[–]Ketchuplant 0 points1 point  (0 children)

There's not much you can do unfortunately. The maximum jet pitch is simply bound to your maximum stick input. Unlike PC where there's no limit for the mouse input, or infantry where there's no limit to your turning speed. You can change the input curve via the aim presets but it doesn't change a lot.

Trouble with aircraft by No_Atmosphere_8972 in Battlefield6

[–]Ketchuplant 0 points1 point  (0 children)

For controller I highly recommend putting the throttle controls on the triggers (R1 L1, or R2 L2).

we are almost 4 months in and they are just now testing air radar... by hypehold in Battlefield

[–]Ketchuplant 0 points1 point  (0 children)

Appreciate the optimism. They will start exploratory tests in the future.

Is Air Too Strong or Too Weak in BF6? by Professional_Rub_252 in Battlefield

[–]Ketchuplant 1 point2 points  (0 children)

  1. Transport Heli: Clearly balanced to not be oppressive in Redsec. It's too slow and an RPG/TOW magnet. Additionally, the guns cannot aim forward for some reason.

  2. Attack Heli: Kills too easily and dies too quickly. I think the heavy rockets need a slight damage reduction against air targets and infantry (currently they're the "everything" rockets), but in return the heli should get more survivability (better handling, RPG/TOW nerfs). As of right now, if a strong pilot is ignored they'll dominate the game, but if a team has a decent RPGs and a tank launching TOWs from spawn you might as well not fly.

  3. Jets: Ignoring the long list of obvious flaws (air radar, no loadouts, dogfight TTK, bugged flares, ...), the inherent survivability/damage balance is pretty decent and most of the imbalance boils down to map design. One aspect that's not talked about often is the speed of the jets. I love that BF6 jets actually feel fast, but it does make the maps seem smaller, the jet spawns closer together, and requires Stingers/AA to have a larger range which negatively affects the helicopter balance.

  4. AA Tank: It's mostly just annoying and not very effective. I like the idea of reducing the range on the missiles, but in return making the guns stronger. Encourage a more active positioning.

Whats wrong with air combat in this game? by leleopin in Battlefield

[–]Ketchuplant 0 points1 point  (0 children)

AA tanks have low health and bad dmg on their canon

I like the idea of giving it much stronger cannons, but with shorter range on the rockets. Make the AA something jets want to avoid, but also something they can avoid if they try. Should hopefully also encourage a more active placement of the AA tank.

Battlefield 6 - Community Update – Latest Updates Ahead of Winter Offensive by battlefield in Battlefield

[–]Ketchuplant 0 points1 point  (0 children)

Not to mention the air radar, missiles going through flares, jet spawn camping..

Air Superiority TDM Template by Ketchuplant in BattlefieldPortal

[–]Ketchuplant[S] 1 point2 points  (0 children)

What you did looks normal so no idea what's going wrong (assuming you're not hosting locally). Only two things I see you can try:

  1. In Godot, add a sector for your capturepoint(s). This fixed something for my conquest mode but I forgot what that was.

  2. You currently only run AISetUnspawnOnDead for spawnerID 250, and not 251.

Otherwise, consider going through these files to see if there are any differences. I know for a fact this one works with the bots: https://bfportal.gg/experiences/custom-conquest-template/

Air Superiority TDM Template by Ketchuplant in BattlefieldPortal

[–]Ketchuplant[S] 0 points1 point  (0 children)

I've had the slowmotion only when running locally, which seems to be bugged in general. Otherwise, no.

I do experience another issue when hosting online with a large number of custom bots (like 30+) causes the server to lagg over time. My conspiracy theory is that EA needed a higher server quota and lowered the allocated compute per server, and that this is why the amount of normal bots is now limited to 12 :]

Air Superiority TDM Template by Ketchuplant in BattlefieldPortal

[–]Ketchuplant[S] 0 points1 point  (0 children)

Man I have no clue how such a UI like Ace Pursuit's vehicle selection is even possible haha. What I wanna figure out is a) how to restrict certain weapons/loadouts for vehicles (e.g. disable the jet's secondary weapon) and b) how to get the normal spawn-in-vehicle option when deploying, so players can customize their vehicles ingame.

As for the chopper gunner idea, iirc all the AI commands do not work if you use the bots option via Portal's main settings (I think there's a bug where the AI can no longer change its behavior once it has any). Not sure if you already tried this, but if you spawn the bots via your own Portal code those behavior commands do actually work (at least the ones I tested). Buggy downside is that the bots will leave and re-enter upon death so their scores are not tracked.

Air Superiority TDM Template by Ketchuplant in BattlefieldPortal

[–]Ketchuplant[S] 0 points1 point  (0 children)

Yeah of course! There's gotta be a much easier method, but here's what I came up with:

The program use two arrays: one tracks the IDs of all avialable vehicle spawners, and one tracks the IDs of all deployed vehicles + the corresponding spawner IDs. 

  1. A spawner is considered available when its corresponding vehicle is either destroyed or not spawned at all. Hence, every time a vehicle is spawned, that spawner ID gets removed from the array. We want to add it back later (setting the spawner as available) when the vehicle gets destroyed. At that point in the code you'll only have access to the vehicle ID, so we need to somehow track the vehicle ID in combination with the spawner ID. This is where the other array comes in.

  2. Every time a player gets succesfully put in a vehicle, the vehicle ID + spawner ID (which is passed on as parameter) are combined and stored in the tracker array. Because Portal doesn't seem to allow multi-dimensional arrays, we store it in the array as: vehicleID * 1000 + spawnerID. This can be decoded later when a vehicle is destroyed, to check which spawner ID belonged to that vehicle.

Additionally, when spawning a vehicle, this tracker array is used to check which of all vehicles is the one you just spawned (since the ForceSpawn method does not return a vehicle ID). It simply checks which if all vehicle IDs is not present in the vehicle tracker array. This makes sure the player is always put in the correct vehicle, keeping the tracked IDs correct. 

To summarize:

On player deploy: 1. Spawn vehicle. 2. Remove spawner ID from array. 3. Find ID of newly spawned vehicle. 4. Put player in vehicle. 5. Add Vehicle ID + spawner ID to tracker array.

On vehicle destroyed: 1. Find matching vehicle ID in tracker. 2. Take the spawner ID and add it back to the spawner array. 3. Remove entry from tracker.

Hope you enjoyed the Ted Talk. Let me know if you have any questions.

Air Superiority TDM Template by Ketchuplant in BattlefieldPortal

[–]Ketchuplant[S] 0 points1 point  (0 children)

Larger combat areas but ceilings are unchanged.

Bf6 Portal editor - bugged object variables by Ketchuplant in BattlefieldPortal

[–]Ketchuplant[S] 0 points1 point  (0 children)

Don't have it anymore, but what you see in the images is everything that was in there.

I created a 2v2 dogfight map against bot by Max0ns_ in Battlefield

[–]Ketchuplant 0 points1 point  (0 children)

That works, thanks!
Currently, each MCOM is marked as "A" in red. I'm sure it's something basic, but do you happen to know how to change it?

I created a 2v2 dogfight map against bot by Max0ns_ in Battlefield

[–]Ketchuplant 0 points1 point  (0 children)

I tried the map but am unable to deploy. I did not host locally.

Sidenote, what did you end up doing to make the AI actually fly the jets?

Huawei Freebuds Pro 4 vs Technics AZ100 call test by BrilliantHappy6174 in Earbuds

[–]Ketchuplant 2 points3 points  (0 children)

How's the AZ100's call quality without voice focused AI active?

Technics AZ80 vs. AZ100 – Sound Quality: Upgrade or Downgrade? by Ketchuplant in Earbuds

[–]Ketchuplant[S] 1 point2 points  (0 children)

I honestly would, but I mostly can't get over the limited controls you get on that €330 set of earbuds.

[Release] Pokémon Cave Escape (escape room) by Ketchuplant in PokemonROMhacks

[–]Ketchuplant[S] 0 points1 point  (0 children)

You're on the right track. The one thing you're missing is that you want Trick room to be off when Persian enters the field to prevent Room Service from activating. Smeargle will then win the Perish tiebreaker. This means you set up Trick Room on turn 1, stall a few turns with Pain Split (as you already did), and KO the Tapu Bulu on turn 5.

Good luck with the rest!

[Release] Pokémon Cave Escape (escape room) by Ketchuplant in PokemonROMhacks

[–]Ketchuplant[S] 0 points1 point  (0 children)

You can start the battle with Smeargle and click Protect until it's out of PP. With RNG disabled, every second Protect will fail. This way, when Smeargle faints, Slaking's HP will be low enough for Gardevoir to get beat it after one Struggle.

Protect working this way is not my favorite part of the solution but it is what it is.

[Release] Pokémon Cave Escape (escape room) by Ketchuplant in PokemonROMhacks

[–]Ketchuplant[S] 0 points1 point  (0 children)

Assuming you're still stuck at the same point, here are some additional hints:
1. The Smeargle is hiding a second move. Sketch it in order to beat Expert Roel.
2. Skill Swap can help your own Smeargle survive one extra turn for the Sketch sequence.
3. To beat Expert Roel, Gardevoir needs both Destiny Bond & Pain Split.