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  #51  
Old 08-30-2017, 02:27 AM
stugumby stugumby is offline
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I will try it but what about landings etc by AI? examp[le is the new guinea map using the buna airstrip, its on the ground but has no index point to link take off or landings to.
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  #52  
Old 08-31-2017, 02:55 AM
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wheelsup_cavu wheelsup_cavu is offline
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Quote:
Originally Posted by stugumby View Post
I will try it but what about landings etc by AI? examp[le is the new guinea map using the buna airstrip, its on the ground but has no index point to link take off or landings to.
The Generic Spawn point is for dogfight missions only. It is used by the Player and not AI aircraft.
You can use the taxi to takeoff feature to get AI aircraft to taxi along the taxiways and takeoff using the runway when there are no takeoff icons. You can not get them to land and follow those same taxiways though.


Wheels
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  #53  
Old 08-31-2017, 08:26 PM
stugumby stugumby is offline
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Yes,hence my frustrations with using u2 and i15,16 series from on skis etc. doesn't help to build everything from scratch then can't land where you want ai to go. New Guinea maps could use a revisit and have landing and takeoff points inserted in. Buns especially as well as gasmata and salamua.
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  #54  
Old 10-11-2017, 04:41 PM
stugumby stugumby is offline
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Default How does AI sense altitude at higher altitudes?

If a flight is set to say 500m at 300 kph and there is a small hill they will climb over it to avoid crashing into it, but i noticed at 4000m at 300 kph bombers will climb a bit whenever they are over huge hills, then dip at coast line etc. is this a bug or just a normal waypoint thing, this is where it seems to happen most. Do they sense the hill top as the altitude or the flat ground? I guess a radio altimiter would show it as it changes?
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  #55  
Old 10-16-2017, 05:08 PM
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dimlee dimlee is offline
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Quote:
Originally Posted by stugumby View Post
If a flight is set to say 500m at 300 kph and there is a small hill they will climb over it to avoid crashing into it, but i noticed at 4000m at 300 kph bombers will climb a bit whenever they are over huge hills, then dip at coast line etc. is this a bug or just a normal waypoint thing, this is where it seems to happen most. Do they sense the hill top as the altitude or the flat ground? I guess a radio altimiter would show it as it changes?
Interesting observation... I confirm that I saw it occasionally. Just wonder is it common for all situations or just for some combinations of true altitude/above ground level and speed.
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  #56  
Old 11-12-2017, 11:19 AM
Marabekm Marabekm is offline
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For the B-24D:
From the co-pilots seat, the 4 green prop limit lights are not visible. (Do not turn green when either the upper or lower RPM limits are reached)

The ball turret --- If I select ball turret and spawn in there at mission beginning, I have no access to the wingspan and range controls for the gun sight. I have to switch to a different station, and then switch back to ball to get these controls. (Difficult to do in the rare cases where the plane is fully crewed.)

For the pilots forward firing 50 caliber machine gun --- To fire the gun, its the weapon 2 key, (cannon). To get the visual of the ammo belt moving, seen from bombardier position, its the weapon 1 key(machine guns). Can we assign both to one weapon key?

For the bombardiers panel: If 12 1000 pound bombs are selected, the panel shows 11 green lights, (10 on the 1000 pound bomb section, and 1 on the 2000 pound bomb section). When selecting 2000 lb bombs, the four lights do not show in right section.

This is version 4.13.4.
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  #57  
Old 02-06-2018, 10:53 PM
saldy saldy is offline
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Default Japanese bombsight bug

text is not displayed for all planes with japanese bombsight (Betty, Kate and Val) ver 4.13.4



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  #58  
Old 02-17-2018, 12:31 AM
Marabekm Marabekm is offline
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We were flying a co-operative mission this afternoon. The version was 4.13.4

All aircraft were taken by real players, twelve of us total. Eight Tomahawk IIb and four Bf-109E7/B. I was the lead Tomahawk. What's strange is, when the Bf109s showed up, I got an AI radio call about fighters, at whatever o'clock. As stated, there were no AI, as all the planes were being flown by humans. So how did a nonexistent AI make a call about bandits? I could see if anyone was flying a multiple crew plane, and there were AI gunners or observers. But both the Tomahawk and the 109s are single seaters.

Last edited by Marabekm; 02-17-2018 at 09:55 AM.
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  #59  
Old 02-17-2018, 09:02 AM
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Quote:
Originally Posted by Marabekm View Post
We were flying a co-operative mission this afternoon. The version was 4.13.4

All aircraft were taken by real players, twelve of us total. Eight Tomahawk IIb and four Bf-109E7/B. I was the lead Tomahawk. What's strange is, when the Bf109s showed up, I got an AI radio call about fighters, at whatever o'clock. As stated, there were no AI, as all the planes were being flown by humans. So how did AI make a call about bandits?
Interesting. "Invisible" AI? Friendly spirits?

I fly multiplayer mostly on maps with AI. And I also find radio calls confusing sometimes, but for different reason. I can not distinguish between AI "radio" and my gunner(s) on intercom. Say, "enemy fighters, 12 o'clock, high". It could be either my gunner spotted someone or just friendly AI far away.
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Q: Mr. Rall, what was the best tactic against the P-47?
A: Against the P-47? Shoot him down!
(Gunther Rall's lecture. June 2003, Finland)
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  #60  
Old 03-14-2018, 05:20 PM
stugumby stugumby is offline
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Default Black Sea map bug

In the southern part of krasnodar there is a railroad bridge, just past the bridge there are houses on the tracks and the track disappears. heres a screen shot
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