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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? |
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 :) |
AI is really a mess. I'm not talking about air combat stuff but take-off, landing and player interaction is really a mess.
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Da rennst du bei mir offene Türen ein. :rolleyes:
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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. |
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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. |
Yeah wait for patch. I like just as the AI touch down, if you strafe them, they power back up and take off.
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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:
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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. |
Just tried it, they showere the bombs first then dive on target.
Can you show me a working example? |
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