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For mixed flights you can use Taxi To Takeoff but not from stationary planes, I edited your mission and made original bombers flight as AI only and added second bombers flight with TTTO, in waypoint options I selected negative spacing to have them lined up on left side of the leader. If you pick the plane from this flight AI will work fine. I can't say with 100% certainty but the escort problems seems to be related to spawning from stationary planes with mixed flight, that seems to be the root of all problems in your mission. Code:
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OH! Negative spacing. Ok. I don't remember seeing that in the readme. Thank you.
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I am still really confused by your post. PLEASE bear with me in this long post. I'm not trying to be difficult, but being a mission builder, and considering the AWESOME new features, I really need to understand the implications. Information that you posted here is not explicitly stated in the readme, so I want to be sure I understand.
This seems like the exact OPPOSITE of what is described in an update from TD regarding 4.11. So... let me try to ask some questions so I understand, and I truly do appreciate your time on this. I'm mainly talking about COOPERATIVE mode here... AI Only Flights
Human Only Flights (coop mode)
COOP Mixed Human and AI Flights (Coop mode) (SEE NOTE 1 BELOW)
Single Player Human and AI Flight ?? Do or do NOT use spawn stationary? Must (should) use taxi to take off Just seems like there's a piece or two missing from the readme and the description. NOTE 1: I am able to get the AI in a Human/AI mixed flight to start engines and TTTO using Spawn Static Aircraft feature. But you're saying this isn't supported or not recommended? In a Human/AI mixed flight, if I'm NOT using Spawn Static Aircraft (as you suggest), how can I get them all to start in a hanger, etc.? Trial and error? From the 4.11 Readme: This features enables the usage of stationary planes as human player spawn points in all mission types. AI planes are supported only in single player mission, but the positioning of AI planes is critical since they do not know how to taxi to runway. They will just simply take off to the direction they spawn. Feature always requires additional editing of old missions, so it is not automatically enabled to old missions. Now, I understand this, however, in 4.12+ AI planes can now taxi. So, is this information superceded? Continuing from the 4.11 Readme: Setting up for single player and coop missions In single & coop mission, the feature is enabled by assigning a stationary plane as spawn point individually to each aircraft. Individual plane tabs has a new pair of buttons (set & clear) related to this feature. If AI aircraft spawns in coop mission and it's "AI only" parameter is disabled, spawn point is ignored since the mission builder cannot know if the plane will be occupied by human or AI. This is not true, at least for 4.12+. The game will most certainly spawn the aircraft wherever you put them. If a human is populating the plane, great. If not, the game will definately put an AI pilot in there, AND FURTHERMORE, will most certainly TTTO if those waypoints are present. This is where I am confused. Or at least this is one part where the readme/instructions HAVE to be very precise. From the 4.12 Readme: AI taxiing waypoints for take off Mission builder can insert taxiing waypoints for AI planes so that AI planes will taxi from initial spawn point to the take off point. This feature works best with the stationary plane spawn point (see 4.11 patch guide). View the provided demo mission to see an example how the taxiing is used (Missions/412_Demo_Missions/AITaxiing.mis). Nowhere in this readme does it indicate that there might be a problem between mixed AI and Human flights in coop. I'm not trying to be argumentative, I'm just trying to learn. ;) |
Escort Problem STILL
Ok. There is still a problem with ESCORT flights attacking incoming fighters when the ESCORT is to protect the flight.
I've made this mission in accordance to the comments made by FC. The mission is a tad bit long, and it is in COOP mode (sorry, but this may be the problem?)... The I16s are supposed to be protecting an AI flight of Bombers. The moment the bombers become engaged by a spawned, TIMEOUT set of BF109s, the I16s turn tail and just ignore their responsibility. Code:
[MAIN] Note. You have to command your flight to start their engines. The AI flight of bombers should take off first. |
Look at your mission, section
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Ki-45 armement bug report
Greetings,
firstly, thanks for bringing a Ki-45 into a game. Finally a big hole of pacific theater is filled! Plane appears to be modelled beautifully and accurately, thanks. The plane however appears to have inaccurate armament. The plane in the sim appears to be equipped with Ho-5 20 mm cannon (in all versions where it carried a 20 mm weapon, save the Kai Tei with upwards firing cannons). In reality however the plane carried a Ho-3 20 mm cannon, which is far more powerful. (Sources: Francillion, www.airwar.ru, ...) Ho-5 round: 20x94, 720 m/s, 79 g (HE round) Ho-3 round: 20x125, 820 m/s, 127 g (HE round) It would be nice this cannon gets modelled and retrofitted onto a Ki-45. Best regards! |
True, and already known.
Added to the list of wrong Japanese guns. |
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Here's the mission...
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Ok. I edited that mission and removed the RECON waypoint type (didn't know this affected behavior, just thought it threw up some extra waypoints!)
Seems like the mission is playing correctly now. Sure wish there was a little bit more "documentation" on some of the new features besides a sentance or two in passing. ;) |
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