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-   -   4.12.2 de-bugging (http://forum.fulqrumpublishing.com/showthread.php?t=40139)

FC99 07-02-2013 01:02 PM

Quote:

Originally Posted by Vendigo (Post 506055)
I would like to note again that in 4.11 the Komets would take off and always attack the high-flying bombers even if Me-163s had only two waypoints set. It's a natural behaviour for rocket fighter AI but now it is not working as before.
Could anybody from DT pay attention to this and be so kind to comment whether this could be fixed, please?

In Il2 when plane finds the target it checks through WayPoints and adjust/switch its WP according to position of the enemy. In your mission, right after the takeoff Me163 acquire the target and immediately switches to Landing WP.

In 4.11 that was not a problem for your mission but in 4.12 change has been made for planes that are landing. Prior to 4.12 once the planes were Landing they were not changing their intentions even when attacked. Now they defend themselves when they are attacked even during landing. As their main goal is to land there is a check which prevent them to get carried away with fighting and if distance to their target is to big they go back to landing.

That's what is messing up your mission. What to do now? You can adjust your mission and add WP like I did in test1 mission:
Code:

[MAIN]
  MAP Empty1a/load.ini
  TIME 12.0
  CloudType 0
  CloudHeight 1000.0
  player g0100
  army 2
  playerNum 0
[SEASON]
  Year 1940
  Month 6
  Day 15
[WEATHER]
  WindDirection 0.0
  WindSpeed 0.0
  Gust 0
  Turbulence 0
[MDS]
  MDS_Radar_SetRadarToAdvanceMode 0
  MDS_Radar_RefreshInterval 0
  MDS_Radar_DisableVectoring 0
  MDS_Radar_EnableTowerCommunications 1
  MDS_Radar_ShipsAsRadar 0
  MDS_Radar_ShipRadar_MaxRange 100
  MDS_Radar_ShipRadar_MinHeight 100
  MDS_Radar_ShipRadar_MaxHeight 5000
  MDS_Radar_ShipSmallRadar_MaxRange 25
  MDS_Radar_ShipSmallRadar_MinHeight 0
  MDS_Radar_ShipSmallRadar_MaxHeight 2000
  MDS_Radar_ScoutsAsRadar 0
  MDS_Radar_ScoutRadar_MaxRange 2
  MDS_Radar_ScoutRadar_DeltaHeight 1500
  MDS_Radar_HideUnpopulatedAirstripsFromMinimap 0
  MDS_Radar_ScoutGroundObjects_Alpha 5
  MDS_Radar_ScoutCompleteRecon 0
  MDS_Misc_DisableAIRadioChatter 0
  MDS_Misc_DespawnAIPlanesAfterLanding 1
  MDS_Misc_HidePlayersCountOnHomeBase 0
  MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat2_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0
[RespawnTime]
  Bigship 1800
  Ship 1800
  Aeroanchored 1800
  Artillery 1800
  Searchlight 1800
[Wing]
  g0100
  usa0100
[g0100]
  Planes 3
  Skill 2
  Class air.ME_163B1A
  Fuel 100
  weapons default
[g0100_Way]
  TAKEOFF 5661.22 9105.14 0 0 &0
  NORMFLY 6175.56 15527.31 7000.00 600.00 &0
  NORMFLY 6403.96 18040.39 8000.00 700.00 usa0100 1 &0
  NORMFLY 6064.36 9707.96 500.00 500.00 &0
  LANDING 5699.89 9106.71 0 0 &0
[usa0100]
  Planes 4
  Skill 0
  Class air.B_17G
  Fuel 100
  weapons default
[usa0100_Way]
  NORMFLY 2089.23 8598.55 8000.00 350.00 &0
  NORMFLY 6343.32 18222.32 8000.00 350.00 &0
  NORMFLY 21103.97 19059.20 8000.00 350.00 &0
[NStationary]
[Buildings]
[Bridge]
[House]

Another (ugly) option would be to add special check in code for Me163 in next patch or we can do something else, what would that be I don't know at the moment.:)

Quote:

Originally Posted by Pursuivant (Post 506028)
AI fighter routines to attack heavy bombers seem badly flawed.

We haven't touch that at all yet, that's on TODO list.

KG26_Alpha 07-02-2013 03:05 PM

Quote:

Originally Posted by Vendigo (Post 506055)
Thank you but it only works 50/50, in about half the times I tried it the AI Me-163s still fail to lock on the B-17s and keep flying in circles until the fuel runs out. Unfortunately seems this is not the solution I need.
I would like to note again that in 4.11 the Komets would take off and always attack the high-flying bombers even if Me-163s had only two waypoints set. It's a natural behaviour for rocket fighter AI but now it is not working as before.
Could anybody from DT pay attention to this and be so kind to comment whether this could be fixed, please?

Well the mission 1 I edited puts the waypoints in the correct position to attack the bombers and they do 100%, simply putting a couple of waypoints like you did at 500m with the bombers at 85000m the ai have no choice really but to ignore the target 8000m above them as they were never told to go to that alt and direction, you told them to go 500m to point 1 (set USA) and return to land.

It makes sense to me they would go and land.

@FC99
Even with the new landing defence ai routine it wont make a difference where bad mission building practice is involved, there used to be a set number of waypoints for take off and landing,
and waypoints for aircraft to climb out to IIRC

Nice to hear the Ai bomber attack routines being looked into :)

spn 07-02-2013 04:39 PM

D3A1 Gunsight Cover
 
Please disregard this post, I accidently jumped to the wrong thread.

Thanks

Vendigo 07-02-2013 05:30 PM

Quote:

Originally Posted by KG26_Alpha (Post 506076)
Well the mission 1 I edited puts the waypoints in the correct position to attack the bombers and they do 100%

You are wrong! I ran the mission edited by you 10 times just now, and it worked only 3 times, whereas 7 times Me-163s failed to notice B-17s at all and just kept circling until they ran out of the fuel.

Quote:

Originally Posted by KG26_Alpha (Post 506076)
Well the mission 1 simply putting a couple of waypoints like you did at 500m with the bombers at 85000m the ai have no choice really but to ignore the target 8000m above them as they were never told to go to that alt and direction, you told them to go 500m to point 1

But you are wrong again, in my "mission 1" the first waypoint is "take off" and second waypoint is at 8000m and 700km/h (not 500m as you say) and this WP is in the same direction where the B-17 are headed.
But still I think that adding more waypoints should solve the problem, so thanks for the clue. I will need to do more testing.

Vendigo 07-02-2013 05:50 PM

Quote:

Originally Posted by FC99 (Post 506064)
That's what is messing up your mission. What to do now? You can adjust your mission and add WP like I did in test1 mission:

Thanks for explanation and your variant seems to be working all the time.

FC99 and KG26_Alpha thank you for your help, now I think I can make it work.

Pfeil 07-02-2013 05:53 PM

Coincidentally, while looking at the D3A1's sight, I noticed what appears to be a bug in the mesh. It only shows when the aircraft is damaged. Is it supposed to be a bullet hole in the lens?

http://s8.postimg.org/jr7ay87ch/D3_A1_Sight_Bug.jpg

Screenshots were taken in pause mode, from looking down to looking up.

Alien 07-02-2013 06:59 PM

Quote:

Originally Posted by FC99 (Post 506064)
We haven't touch that at all yet, that's on TODO list.

Yeah :D

KG26_Alpha 07-02-2013 07:15 PM

Quote:

Originally Posted by Vendigo (Post 506093)
You are wrong! I ran the mission edited by you 10 times just now, and it worked only 3 times, whereas 7 times Me-163s failed to notice B-17s at all and just kept circling until they ran out of the fuel.

Again I have 100% intercept success with the ai .

Quote:

Originally Posted by Vendigo (Post 506093)
But you are wrong again, in my "mission 1" the first waypoint is "take off" and second waypoint is at 8000m and 700km/h (not 500m as you say) and this WP is in the same direction where the B-17 are headed.
But still I think that adding more waypoints should solve the problem, so thanks for the clue. I will need to do more testing.

I concede the first waypoint was indeed 8000m but its not enough to set just one wp to intercept from take off as already recognized.

Quote:

Originally Posted by Vendigo (Post 506095)
Thanks for explanation and your variant seems to be working all the time.

FC99 and KG26_Alpha thank you for your help, now I think I can make it work.

Glad your on the right track now.

Pfeil 07-03-2013 02:56 AM

Quote:

Originally Posted by Spudkopf (Post 505589)
Possibly the same issue for the Do-335?

Do you have any reference material that states the bomb doors had to be opened by hand? I know there's an emergency release handle for them, but unless it's on the bomb arming panel there's no switch to open them for regular use.


I have noticed an odd bug, also concerning the bomb bay doors.
When the AI is told to target all, they drop their bombload. This is normal, but the bomb doors remain open for over 30 seconds.
On the player aircraft, this behavior does not occur when dropping or jettisoning bombs.
However, if the player aircraft is switched to AI control and told to target freely, the doors do remain open.
That is, until the AI control is switch back off, as the doors will close a few seconds later.

I noticed it on the Do-335, and tested the mosquito as well, which leads me to assume it's a bug common among all aircraft.
This bug only occurs when dumping bombs, AI dropping bombs on a target close them properly.

Aardvark892 07-03-2013 08:54 PM

Quote:

Originally Posted by christopher0936 (Post 505741)
not really a bug but here it is:

I was trying out taxiing in the FMB and I noticed that you must have multiple flights of one otherwise they crash into the sides of the hanger upon taxiing is it possible to have taxi points for INDIVIDUAL planes in a flight or maybe make a plane taxi to waypoint 2 or 3 or 4 etc instead of 1 thx

Place the first taxi waypoint farther out from the parked aircraft. That first waypoint doesn't have to be right near them; if you move it out so that the yellow (or purple) line pointing to the spawn stationary aircraft is straighter, they won't make drastic turns to get to it, and therefore crash into the hangar. I hope this helps!


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