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  #1  
Old 06-15-2018, 08:00 AM
JacksonsGhost JacksonsGhost is offline
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Default Improved AI Directional Control for Carrier Takeoffs

I know this issue has been raised before for previous versions, but it seems we still need improvement to AI directional control for carrier takeoffs.

I just did 10 test takeoffs using a rookie pilot in an F4F-4 as the number 1 aircraft in a flight taking off from USS Essex. Two of the 10 takeoffs resulted in this aircraft steering off the starboard side of the deck and losing its wheels on the ships antenna rigging. I've observed this over and over again at about the same 1 in 5 frequency regardless of the position of the aircraft's number 1 waypoint. I think it's a fair expectation that any combat pilot, even one fresh out of carrier pilot training, will have a much higher chance of a damage-free takeoff than 4 out of 5.

Last edited by JacksonsGhost; 06-15-2018 at 10:03 AM. Reason: Edited for clarity
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  #2  
Old 06-17-2018, 12:20 AM
Music Music is offline
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What was the weather like, I have found anything more, (worse) than good makes them wipe out, no matter what the wind direction, (looked at that as a cause, did not seem to make a difference, no problems when Clear or Good, but lots of accidents when Hazy and worse).
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  #3  
Old 06-19-2018, 02:16 PM
JacksonsGhost JacksonsGhost is offline
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Thanks Music. You may be right in saying that it's related to weather. My test mission was one that I've put together for an upcoming historical mission in the Atlantic. Cloud Type is Blind because, at best, that's what the historical cloud type was. In fact, to be more correct, there should be rain squalls in parts.

Now personally, I still think it's a bit exaggerated to have Rookie combat pilots sliding sideways off the deck in 1 in 5 takeoffs, even in full overcast conditions. Directional control on takeoff is way more basic than landing after all, and I think overcast conditions would have been routine for a combat pilot in Atlantic carrier ops at least.

But if TD have thought about this and have decided that's the way they want things to be, or if it's simply too difficult to change it, then I'm fine with that. I'm just posting in case they haven't considered the situation and it's an easy fix.

Just to give the full picture to anyone who's interested, here's a bare bones version of the test mission file I used, showing only what's relevant to the takeoff situation.

[MAIN]
MAP CoralSea/load.ini
TIME 14.716667
CloudType 4
CloudHeight 600.0
player USN_VF_4A01
army 1
playerNum 1
[Wing]
USN_VF_4A00
USN_VF_4A01
[USN_VF_4A00]
Planes 2
Skill0 0
Skill1 1
Class air.F4F4
Fuel 100
weapons default
[USN_VF_4A00_Way]
TAKEOFF -238523.72 -742437.03 0 0 0_Chief 0 &0
NORMFLY -241352.15 -739608.60 300.00 350.00 &0
[USN_VF_4A01]
Planes 2
Skill0 1
Skill1 2
Class air.F4F4
Fuel 100
weapons default
[USN_VF_4A01_Way]
TAKEOFF -238523.72 -742437.03 0 0 0_Chief 0 &0
NORMFLY -241152.15 -739408.60 350.00 350.00 &0
[Chiefs]
0_Chief Ships.USSEssexCV9 1 0 0 1.0
[0_Chief_Road]
-238631.31 -742360.06 120.00 0 2 13.88888888888889
-240809.88 -740815.69 120.00

Last edited by JacksonsGhost; 06-20-2018 at 09:34 AM. Reason: Corrected incorrectly cut 0_Chief_Road
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  #4  
Old 06-19-2018, 03:37 PM
Music Music is offline
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Yeah, Cloud Type 2 is all they can handle in my experience. (I also do not use 100% fuel, I see you did, just had a passing thought maybe the planes are not heavy enough, that's not it).

Carrier footage shows them routinely taking off in gales, even the Doolittle raid was launched in a storm, Cloud Type 3 at least with Cloud Type 4 on the horizon.

The planes would clear the deck most times if the could fly through the superstructure, & that crane or netting just aft, (!!listen to me, like a old salt, arrr), is usually what the get caught on.
I wonder if their tail wheels lock? They seem to arch towards it, like they are trying to fly the other way, but the torque has them locked.
Maybe have them at rookie level for take off, like that Un_Realistic Takeoff and Landings function. The plane will not turn while on the ground, you have no rudder at all. Then back to full sim at first waypoint.

Cheers!
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  #5  
Old 06-19-2018, 08:19 PM
KG26_Alpha KG26_Alpha is offline
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Adjust the weather to suit in the mission then set the carrier course to head into it or vice versa.

Wind direction 180' (South)
Carrier heading 360' (North)

You will have to experiment with the speed and other settings to get the flavour you require .

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  #6  
Old 06-19-2018, 09:42 PM
Marabekm Marabekm is offline
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Quote:
Originally Posted by KG26_Alpha View Post
Adjust the weather to suit in the mission then set the carrier course to head into it or vice versa.

Wind direction 180' (South)
Carrier heading 360' (North)

You will have to experiment with the speed and other settings to get the flavour you require .

Your wind direction is wrong Alpha
Wind with a direction of 180 means its blowing from south to north. Its always where the wind is coming from. So a direction of 180 degrees means if you release a balloon, it will float north. Easy trick to remember. If its confusing, just always make your carriers heading, and the wind direction the same!

Therefore to fly into the wind, your carrier needs to be heading 180. The wind will blow over the deck, simulating more forward speed for the aircraft. Also, make sure you carrier is going fast. Remember in mission builder, speed is in km/hr. Ship speed is in knots. you want to be going around 25 - 30 knots. This is around 40 - 50 km/hr.
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