Quote:
Originally Posted by Vendigo
I would like to note again that in 4.11 the Komets would take off and always attack the high-flying bombers even if Me-163s had only two waypoints set. It's a natural behaviour for rocket fighter AI but now it is not working as before.
Could anybody from DT pay attention to this and be so kind to comment whether this could be fixed, please?
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In Il2 when plane finds the target it checks through WayPoints and adjust/switch its WP according to position of the enemy. In your mission, right after the takeoff Me163 acquire the target and immediately switches to Landing WP.
In 4.11 that was not a problem for your mission but in 4.12 change has been made for planes that are landing. Prior to 4.12 once the planes were Landing they were not changing their intentions even when attacked. Now they defend themselves when they are attacked even during landing. As their main goal is to land there is a check which prevent them to get carried away with fighting and if distance to their target is to big they go back to landing.
That's what is messing up your mission. What to do now? You can adjust your mission and add WP like I did in test1 mission:
Code:
[MAIN]
MAP Empty1a/load.ini
TIME 12.0
CloudType 0
CloudHeight 1000.0
player g0100
army 2
playerNum 0
[SEASON]
Year 1940
Month 6
Day 15
[WEATHER]
WindDirection 0.0
WindSpeed 0.0
Gust 0
Turbulence 0
[MDS]
MDS_Radar_SetRadarToAdvanceMode 0
MDS_Radar_RefreshInterval 0
MDS_Radar_DisableVectoring 0
MDS_Radar_EnableTowerCommunications 1
MDS_Radar_ShipsAsRadar 0
MDS_Radar_ShipRadar_MaxRange 100
MDS_Radar_ShipRadar_MinHeight 100
MDS_Radar_ShipRadar_MaxHeight 5000
MDS_Radar_ShipSmallRadar_MaxRange 25
MDS_Radar_ShipSmallRadar_MinHeight 0
MDS_Radar_ShipSmallRadar_MaxHeight 2000
MDS_Radar_ScoutsAsRadar 0
MDS_Radar_ScoutRadar_MaxRange 2
MDS_Radar_ScoutRadar_DeltaHeight 1500
MDS_Radar_HideUnpopulatedAirstripsFromMinimap 0
MDS_Radar_ScoutGroundObjects_Alpha 5
MDS_Radar_ScoutCompleteRecon 0
MDS_Misc_DisableAIRadioChatter 0
MDS_Misc_DespawnAIPlanesAfterLanding 1
MDS_Misc_HidePlayersCountOnHomeBase 0
MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0
MDS_Misc_BombsCat2_CratersVisibilityMultiplier 1.0
MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0
[RespawnTime]
Bigship 1800
Ship 1800
Aeroanchored 1800
Artillery 1800
Searchlight 1800
[Wing]
g0100
usa0100
[g0100]
Planes 3
Skill 2
Class air.ME_163B1A
Fuel 100
weapons default
[g0100_Way]
TAKEOFF 5661.22 9105.14 0 0 &0
NORMFLY 6175.56 15527.31 7000.00 600.00 &0
NORMFLY 6403.96 18040.39 8000.00 700.00 usa0100 1 &0
NORMFLY 6064.36 9707.96 500.00 500.00 &0
LANDING 5699.89 9106.71 0 0 &0
[usa0100]
Planes 4
Skill 0
Class air.B_17G
Fuel 100
weapons default
[usa0100_Way]
NORMFLY 2089.23 8598.55 8000.00 350.00 &0
NORMFLY 6343.32 18222.32 8000.00 350.00 &0
NORMFLY 21103.97 19059.20 8000.00 350.00 &0
[NStationary]
[Buildings]
[Bridge]
[House]
Another (ugly) option would be to add special check in code for Me163 in next patch or we can do something else, what would that be I don't know at the moment.
Quote:
Originally Posted by Pursuivant
AI fighter routines to attack heavy bombers seem badly flawed.
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We haven't touch that at all yet, that's on TODO list.