#11
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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? |
#12
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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 |
#13
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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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#14
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Da rennst du bei mir offene Türen ein.
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#15
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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. Last edited by 5./JG27.Farber; 04-06-2012 at 10:00 AM. |
#16
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Quote:
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.
__________________
When one engine fails on a two engine bomber, you will always have enough power left to get to the scene of the crash. Get the latest COD Team Fusion patch info HERE Last edited by salmo; 04-06-2012 at 09:41 AM. |
#17
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Yeah wait for patch. I like just as the AI touch down, if you strafe them, they power back up and take off.
__________________
__________________ Win7, 64bit Ultra Asus P8P67Pro MB Intel i7-2600K Coursair 16GB (4x 4GB), DDR3-1600MHz Gainward Nvidia 580GTX 3GB DDR5 850-Watt Modular Power Supply WIN7 and COD on Gskill SSD 240GB 40" Panasonic LCD TrackIR5 + Thrustmaster Warthog stick, throttle & pedals |
#18
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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:
[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] Last edited by 5./JG27.Farber; 04-06-2012 at 02:08 PM. |
#19
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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. Last edited by Osprey; 04-06-2012 at 12:40 PM. |
#20
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Just tried it, they showere the bombs first then dive on target.
Can you show me a working example? |
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