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-   FMB, Mission & Campaign builder Discussions (http://forum.fulqrumpublishing.com/forumdisplay.php?f=203)
-   -   Making AI Land (http://forum.fulqrumpublishing.com/showthread.php?t=30935)

Osprey 04-06-2012 08:37 AM

Indeed, please raise it. And also, if they are the leader then another member of the flight continue the mission. Presently they follow the leader even when he is massively damaged.

But, they are working on AI, perhaps better to see what is produced?

FG28_Kodiak 04-06-2012 08:56 AM

Yep, i waiting for the next patch, if the problem still exist i make a bug track.
I made test with script defined Waypoints and without, in both cases the error occur if one of the planes was damaged or running out of fuel. The plane did not land and circled around the airfield until fuel was empty. May be only my game is affected :)

41Sqn_Banks 04-06-2012 08:58 AM

AI is really a mess. I'm not talking about air combat stuff but take-off, landing and player interaction is really a mess.

FG28_Kodiak 04-06-2012 09:06 AM

Da rennst du bei mir offene Türen ein. :rolleyes:

5./JG27.Farber 04-06-2012 09:18 AM

It seems the AI try to keep within a percentile of the speed at the waypoint. So the 2nd to last waypoint must be near the airfield and the last waypoint, the speed must be 0. (the speed will snap to 180) Altitude I did not set on the landing waypoint so it doesnt seem to matter. I wonder if the AI try to be in a certain perctile of the Altitude also.

I tried this with 9 He111 at two different bases in the FMB. Would be good to try on dedi server.

salmo 04-06-2012 09:38 AM

Quote:

Originally Posted by 5./JG27.Farber (Post 406236)
<snip>... Altitude I did not set on the landing waypoint so it doesnt seem to matter. I wonder if the AI try to be in a certain perctile of the Altitude also....<snip>

I thought altitude on final (landing) waypoint set the alt the plane entered the airfield circuit? The higher the alt the more circles before landing? I keep mine to a standard about 300m.

I agree with other comments about waiting for patch until we can lodge any AI bug reports. As soon as the patch comes out I'm sure we'll all be wanting to stress test the Ai logic.

hc_wolf 04-06-2012 11:18 AM

Yeah wait for patch. I like just as the AI touch down, if you strafe them, they power back up and take off.

5./JG27.Farber 04-06-2012 11:36 AM

Here are three groups landing at three different airfields. All aircraft land, taxi and park without fail. I even make the 9 Stuka attack a target just before landing. I dont know how to make attachments here but you can always copy this code into notepad and name it landingtest.mis and play it for yourself. I have not run this on a dedicated server yet but Im confident it would still work.

Now all I need to do is get the Suka working right with dive bombing.


Code:

[PARTS]
  core.100
  bob.100
[MAIN]
  MAP Land$English_Channel_1940
  BattleArea 302111 143947 31034 21575 10000
  TIME 12
  WeatherIndex 0
  CloudsHeight 1000
  BreezeActivity 10
  ThermalActivity 10
  player BoB_LW_LG2_I.010
[GlobalWind_0]
  Power 3.000 0.000 0.000
  BottomBound 0.00
  TopBound 1500.00
  GustPower 5
  GustAngle 45
[splines]
[AirGroups]
  g05.37
  BoB_LW_LG2_I.02
  BoB_LW_KG2_I.13
  BoB_LW_StG2_II.13
[g05.37]
  Flight0  1 2 3
  Flight1  11 12 13
  Flight2  21 22 23
  Class Aircraft.He-111P-2
  Formation VIC3
  CallSign 26
  Fuel 100
  Weapons 1 1 1 1 1 1
  Skill 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0.3
[g05.37_Way]
  NORMFLY 317417.13 158476.20 500.00 300.00
  NORMFLY 321017.44 154936.82 500.00 300.00
  LANDING 321164.29 153607.28 500.00 169.10
[BoB_LW_LG2_I.02]
  Flight1  11
  Class Aircraft.Bf-109E-4
  Formation FINGERFOUR
  CallSign 30
  Fuel 100
  Weapons 1
  Skill 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0.3
[BoB_LW_LG2_I.02_Way]
  NORMFLY 323785.05 163824.02 500.00 169.10
  NORMFLY 319801.36 163822.86 500.00 169.10
[BoB_LW_KG2_I.13]
  Flight0  1 2 3
  Flight1  11 12 13
  Class Aircraft.Do-17Z-2
  Formation VIC3
  CallSign 26
  Fuel 100
  Weapons 1
  Skill 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0.3
[BoB_LW_KG2_I.13_Way]
  NORMFLY 315981.36 171965.18 1000.00 300.00
  NORMFLY 308012.22 163233.04 500.00 300.00
  LANDING 306370.51 160657.44 500.00 180.00
[BoB_LW_StG2_II.13]
  Flight0  1 2 3 4 5 6
  Flight1  11 12 13
  Class Aircraft.Ju-87B-2
  Formation VIC
  CallSign 30
  Fuel 100
  Weapons 1 1 1 1
  Belt _Gun02 Gun.MG15 MainBelt 0 2
  Detonator Bomb.SC-250_Type2_J 1 -1 0
  Skill 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0.3
[BoB_LW_StG2_II.13_Way]
  NORMFLY 334637.34 156147.71 3000.00 300.00
  NORMFLY 328587.55 172592.86 3250.00 300.00
  GATTACK_TARG 328756.02 172047.71 500.00 300.00 0_Chief 0 /GAttackType DIVE /GAttackPasses _1
  NORMFLY 329199.85 169293.43 500.00 300.00
  LANDING 321276.88 172445.78 500.00 180.00
[CustomChiefs]
[Chiefs]
  0_Chief Armor.Cruiser_Mk_IVA gb
[0_Chief_Road]
  328657.41 172356.22 38.40  0 2 6.39
  328695.19 172297.06 38.40
[Stationary]
[Buildings]
[BuildingsLinks]


Osprey 04-06-2012 12:37 PM

Farber, for dive bombing simply set the waypoint just past the target since they fly over it, half roll and dive. The exit needs to be a 180 degree turn from the incoming path and much lower altitude (500m is fine). The AI will not dive bomb from lower than 3km.

Also, make sure you use the correct bomb and matching fuse set for delay with dive bombing when arming the AI or they won't drop it.

5./JG27.Farber 04-06-2012 12:59 PM

Just tried it, they showere the bombs first then dive on target.

Can you show me a working example?


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