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-   -   My 110 Gunner (http://forum.fulqrumpublishing.com/showthread.php?t=28771)

speculum jockey 01-11-2012 02:29 AM

Pathetic.

It's like everyone involved in this sim has been making the 100% wrong decisions from day one. The only right thing they did was get rid of Oleg. . . oh I mean he moved on. Riiiiight.

Cliffs of Dover should be the new textbook definition of "botched development process" in the gaming world.

TomcatViP 01-11-2012 12:21 PM

Quote:

Originally Posted by speculum jockey (Post 378218)
Has this issue with the AI being turned off and left off when jumping to the gunner position been addressed in one of the bug threads? That sounds like it should be a quick fix. Would be nice to get some feedback from the devs once and a while so we know what to keep reminding them about.

it's not a bug. It's a feature to improve realism. Moreover it give a true role to whom want to be a rear gunner. Try to pair with someone. I think I hve seen such duo on the ATAG server.

You'll get used pretty soon to fly with no rear eyes although a better AI for teh gunner would be great.

Frankly I like flying the 110 and think the "locked" gunner position is great thing to whom want to fly in a realistic way (anyway I am the kind to get dizzy flying in reverse ;) )

III/JG53_Don 01-11-2012 03:32 PM

Dou you reall think this is a feature?
I mean there is a possible realism setting for this not been able to switch seats.
Thats should do it for those who want it your way with full realism and no possibility to switch. For the others who dont trust the AI gunner totally, there should be a AI control on/off switch

Blackdog_kt 01-28-2012 06:51 PM

I tried it in the Blenheim on ATAG and i think i can make the AI take control of the turret again. I mean, i switched back and forth between the turret and cockpit and it was tracking a 109 that was shooting me up, pointing to different directions each time. What's more, the second time i entered the turret it didn't seem to turn off the AI control because i had explicitly given the AI control of the turret.

There's a command for giving control of the plane to the AI in dual pilot aircraft (like the Tiger Moth and the Br.20), check your keybinding options. I think mine is mapped to ctrl+C by default (there's another ctrl+C binding in view options for switching between positions, change that to something else to avoid confusion).

The way it seems to works is this:

1) Crew position is AI controlled until player switches to that position, then AI control switches off.

2) The player can move to another position, but he has to explicitly give control back to the AI for each position he "visited".

3) Once AI is given control of a turret, it seems that "auto-disable AI when switching to turret" is inactive. In other words, once you explicitly give control of a turret to the AI you'll have to explicitly take back this control if you want to shoot the turret yourself, by using the same key command.

So, let's say i'm flying in the middle of the formation and i don't want my gunner shooting to avoid hitting friendly bombers (like we used to do in IL2 when disabling our waist gunners in bomber ops): just switch to gunner position (which will disable the AI control) and back to cockpit.

On the other hand, let's say that i just want to check my six from the turret position, but i also want the gunner to keep shooting when i go back to the cockpit: switch to gunner position, press the "give control to AI" keys and THEN switch back to cockpit.

ATAG_MajorBorris 01-31-2012 10:38 AM

gunners fire
 
In the Ju88, the gunners still fire after I have been in there position, I use Next Position to cycle through crew members. I wonder if it works in other planes.

Tavingon 01-31-2012 07:12 PM

I really think the gunners aren't good enough, they don't seem to shoot enough!


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