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EDIT - I just tested the heavy bomber behaviour in 4.11.1 and noticed the same problems, so it is an old issue. Nonetheless I think TD should try to fix these unrealistic maneuvers. A number of times I have seen collisions between bombers because of this behaviour. |
While trying out the new “taxiing” feature I have come up with an annoying bug which can be seen even in the demo mission “AI Taxiing” made by DT and included to 4.12.
In that mission you just roll out of the hangar and taxi all the way along the yellow line to the intended take off position where you take off, retract flaps and gear and then turn the autopilot on – and the autopilot will ignore the flight waypoints, it always flies back to the field where it starts flying in circles at almost zero altitude as the player’s aircraft appears still attached to taxi waypoints. I would appreciate any comments about such AI behavior, thank you! |
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There is a difference though, in 4.12 your AI wingman immedaitely engage. In 4.11 they stay in formation and only engage if you order them to via comms (eg. tab + 2 +3). |
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Shuka and TypII are launching torpedoes. All others dont. Here is the mission: Code:
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Main bug for me so far is the take off bug...
In a mission i built on the Burma map at Imphal airfield, 3 flights of 4 Blenheims in Line take off formation, bombing supply dumps, of the 12 A/C between 2 to 4 A/C crash just after take off, engine speed drops whilst climbing and plummets into the ground, sometimes they recover, most times they don't. I've tried different skill levels of the pilots from average to veteran, no difference. Also Paired take off of the escorting Hurricanes sometimes (but much less often) 1 or two will crash into ground or each other. This is common with most of the A/C i've tried and on different maps. Also, on occasion i find some fighters whilst in a dogfight will fire at nothing at all. Thanks for your continuing support of these forgotten aircraft. |
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yes, it is checked. I eliminated the problem by making 1 home base cover all 3 fields at Henderson. I still find it odd that a player AC launched from Henderson and landed at Fighter 1 would remain parked on the runway at the despawn point; but my workaround suffices.
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