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Originally Posted by Fall_Pink?
- fighters escorts that engage, then disengage and fly away, higher and higher. Then turn back in a very long dive at high speed or disengage completely and move on to their next waypoint.
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I made some changes in that regard, can you post your problematic mission so I can test if the problem is fixed.
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- Jabo's that attack and make a pass at their target, then slightly zoom up again and want to make a hard left or right bank and steeply downwards for a second pass. This second move brings them very close to the ground and they sometimes crash.
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I'm aware of that but I don't know what is the exact cause of that, I'll check it when I find time.
Quote:
Originally Posted by Jumpy
Three things That I would like fixed.
1. AI bombers don't maintain level on bomb run.
2. Also jettisoning their bomb load when attacked is unrealistic.
3. The last thing is probably just my opinion, but I think it unrealistic that the AI crews fly happily along in an aircraft that is streaming flame.
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1. Not a priority.
2. Are you talking about bombers or fighters with bombs?
3. I'll check that, they should bail when on fire.
Quote:
Originally Posted by D-XXI
Often, when Í'm way out of visibility range, they ignore other planes from my side and start chasing my plane all the way to my home airfield.
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AI doesn't target player specifically but I see how it could happen that they "all" go after you. There will be some changes in 4.12.
Quote:
Originally Posted by Bearcat
I would be happy if my wingman/flight just attacked the plane chasing me when I ask for cover or I ask for help from anyone....
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In 4.11 if you want your AI to be aggressive you have to issue "Attack" command first. So when you see enemy order "Attack" to wingmen and follow it with "CoverMe", that way Wingman will behave same as enemy AI. Another possible "problem" is how your Wingman assess the danger. That depend on skill and Rookies will let the enemy in your tail while Aces will be lot more aggressive. Anyway, some changes have been made for 4.12 already and in addition there will be more Orders options in Comms menu.
Quote:
Originally Posted by robday
Recently I have been playing a campaign (offline) in the Bf110 G2 over the Kuban map and have found that the aircraft exhibit different behaiviours dependant on loadout.
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Correct, sometimes AI behavior depend on loadout. If two flights are in the mission and second have first one as a target than the second one will behave as escort if it doesn't have bombs or rockets. In case that second flight have offensive weapons than it will act as a flight in formation with the first one.
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Is there some way to ensure that if the mission task is ground attack the members of your group will stick to the mision objective?
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Not really. I must add new parameter for behavior enforcement. Best you can do now is to be very creative in mission design.
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Originally Posted by Juri_JS
At the moment I am building a mission with Ju-87B2 and Swordfish in it, both aren't carrying bombs. To my surprise the Swordfish are attacking the Stukas. I tested the mission with other ground attack plane types and all are showing the same behaviour, except the Ju-87B2, which acts like a normal bomber.
So my questions is, is there a way to stop the AI of ground attack aircraft from attacking other bombers? If not, would it be possible to add an option in FMB that can stop the AI of a flight group from engaging other planes?
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Planes that are categorized as Attack planes in the game will attack other non-fighter planes unless they are carrying offensive weapons.
It's possible to add new option. When? I don't know.