![]() |
|
IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games. |
![]() |
|
Thread Tools | Display Modes |
#1
|
|||
|
|||
![]()
Guys,
Everytime I fly a quick mission and I RTB, the whole Biggin Hill wing follows me in formation as I do my approach. In the end many of them crash and explode. Is there any way to avoid this? I can't seem to find the RTB radio command anymore. Thanks! |
#2
|
||||
|
||||
![]()
dont fly campaigns or quick missions because they dont work.
__________________
Intel i486DX2 66mhz Diamond Stealth Video S3 Vesa IDE ultra ata 66 1.6GB 16MB 30-pin simm 4x cd-rom Sound Blaster 16 3.5' Floppy Drive MS-DOS 6.22 w/ windows 3.11 |
#3
|
|||
|
|||
![]()
.
They and you land in reverse order than you fly in ! If you fly has leader you land last. If you fly has last you land first. But there is a bug. If you are the leader and you wait until everyone has landed and the game did land and parked planes of your wingmen they disappear and are counted as lost in the mission! ![]() Last edited by senseispcc; 08-02-2012 at 10:36 AM. |
#4
|
|||
|
|||
![]()
sounds like a great game!
|
#5
|
||||
|
||||
![]() Quote:
thx for the tip 'neways, will try it
__________________
President Dwight D. Eisenhower 1953: Every gun that is made, every warship launched, every rocket fired signifies, in the final sense, a theft from those who hunger and are not fed, those who are cold and are not clothed. This world in arms is not spending money alone, it is spending the sweat of its laborers, the genius of its scientists, the hopes of its children |
#6
|
||||
|
||||
![]()
They're working on it..... ........ .............
__________________
|
#7
|
|||
|
|||
![]()
It often helps to order your AI flight mates to a far spacing (one of the few AI Comms commands that seems to work). That usually stops them flying into the ground as you land.
Hope that helps. |
#8
|
|||
|
|||
![]()
In many cases, following the usual wartime procedure triggers the AI into landing mode. This works when landing at your designated home base (it has to have an airfield AI assigned to it in the mission editor).
What you do is that instead of simply flying an approach straight in, you overfly the field first. This also lets you see the proper runway direction to use, depending on wind. That is marked with a white T-shaped marker usually, signifying the runway (if more than one exist) and which end of it you should touch down: the landing/take-off direction is where the vertical line of the T-marker points. Then the AI gets into landing mode, they will peel off one by one and start making their individual approaches. At that point you are free to either follow the drill yourself, or simply "overtake" your wingmen and just bring it in with a straight-in approach. |
#9
|
|||
|
|||
![]() Quote:
![]() The only solution is to way until the last one is called to land and then land. You can land before the last one once this wingmen is engaged in his circuit of the airfield. ![]() |
#10
|
|||
|
|||
![]()
Hi senseispcc
I did a 30 or so mission campaign (Spitfire on my Tail by Bolox) and after I started directing my wingman to far spacing I can only recall him crashing into the ground once after I landed...so it did seem to work to some extent. To be fair, the AI settings are not so "tweaked" in the stock standard Quick Missions as they are in a well made campaign so the suicide landings are no doubt more prevalent in those Quick Missions (I haven't bothered landing in a QM for ages)...so you are probably correct in that regard given the OP was referring to Quick Missions. I also did the first half of the campaign pre the 1.07 patch and there was a distinct improvement in AI overall after 1.07 (still had some shocking RTB "stay in formation no matter what" behaviour generally however). |
![]() |
|
|