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#1
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Please refer to the attached mission.
(4.12.2 Stock). I'm seeing some goofiness in gliders lately. I can attach one successfully, but 3 (for the Pe- ![]() My undestanding, so far is the following: Towing Aircraft Li-2 He-111 Ju-52 Ju-88 Pe-8 C47 tows 1 G11/1 Me321 Pe-8 tows 3 G11/1 Me321 Bf110 G2 1 G11/1Me321 Could be more combinations. Can someone re-cap or point to the patch readme that explains how gliders work in the FMB? Code:
[MAIN] MAP Stgrad/sload.ini TIME 12.0 CloudType 0 CloudHeight 1000.0 player r0100 army 1 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] r0100 r0101 [r0100] Planes 1 Skill 1 Class air.PE_8 Fuel 80 weapons default [r0100_Way] TAKEOFF 169843.04 45149.66 0 0 &0 NORMFLY 165900.27 42131.18 500.00 300.00 &0 NORMFLY 148237.77 41257.08 1200.00 300.00 &0 NORMFLY 135727.38 44863.54 1500.00 300.00 &0 NORMFLY 115430.74 51522.51 1500.00 300.00 &0 NORMFLY 112126.42 52085.67 1600.00 300.00 &0 LANDING 170643.73 46485.16 0 0 &0 [r0101] Planes 3 Skill 1 Class air.G_11 Fuel 50 weapons default [r0101_Way] NORMFLY 170605.93 46443.15 0.00 160.00 r0100 0 &0 [NStationary] [Buildings] [Target] 3 0 1 30 501 103890 53481 1300 [Bridge] [House] |
#2
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One thing that is confusing is that there is quite a lot of different opinions.
This one, I know is correct, but in 4.12.2, something seems off. How do I get a glider to be towed? 1. Insert the towing aircraft. 2. Insert all waypoints for the towing aircraft 3. Insert ONLY ONE waypoint for the glider near the first towing waypoint. 4. Make sure the glider is selected (flashing) 5. In the Object View dialog box, go to the waypoint tab 6. Click on the Set button and select the first towing aircraft waypoint. Also, updated list of tugs and gliders: Bf110C4+Me321 Bf110C4+G11 Bf110C4B+Me321 Bf110C4B+G11 Bf110G2+Me321 Bf110G2+G11 He111Z+Me321 He111Z+G-11 He111H2+Me321 He111H2+G11 He111H6+Me321 He111H6+G11 Li2+Me321 Li2+G11 Pe8+Me321 Pe8+1xG11 Pe8+2xG11 Pe8+3xG11 But I'm having just mixed success in getting this to work. |
#3
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Glider missions have been busted for years and the problem reported but never fixed.
The first way point of the towing aircraft is the release way point for the attached glider/s. This no longer works, but an attacking aircraft will cause the gliders to be released by the towing aircraft. I asked for a release button as well but not heard anything . Last edited by KG26_Alpha; 01-18-2014 at 05:31 PM. |
#4
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+1 plus a fix to the Ju52 towing problem.
__________________
Bombing smurfs since a long time ago... |
#5
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Heres a work around to get gliders to release at a way point, although it won't solve getting them to land near where you want, you will have to experiment with the following idea.
Set the aircraft up as normal with way points for the towing ac and a spawn norm fly with set attached from glider at way point 0 With the towing ac set a waypoint 1 in front of a g'attack waypoint 2 the gliders will release at this waypoint. wp 0 <attach glider wp 1 wp 2 <gattck wp 3 wp 4 wp 5 <landing . Last edited by KG26_Alpha; 01-19-2014 at 09:48 PM. |
#6
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This has nothing to do with release, but rather getting the pe-8 to take off with 3 gliders attached, which does not work.
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#7
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Did testing for another 2 hours today with just some Pe-8 and ONE glider attached.
This would be taking off (human controlled) pe-8 and a glider. It's broken. Pure and simple. |
#8
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Similliar problems with the SBD
You can create testing missions just to find out how it works, but in combat missions it does not work the way you found out in the testing missions. Take of for Gliders, SBD and Mistel does not work or does not work reproduceable. Its just luck, if it sometimes work or not. |
#9
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Ok as a human piloted towing aircraft the games been broken for years for use that way that's why I thought you were working with AI only. Some aircraft do still work iirc but not the main ones you would expect. As far as AI they also cannot release correctly along with the Mistel etc etc Past requests have not been taken seriously because of I guess priority work and general interest in those areas of the game. I asked for gliders to be fixed and a release button many times over the years. NB Also don't forget once you have everything working in the FMB when you go online in CooP mode none of it works anyway. Just tested He111 towing a Me321 human piloted FMB working ok. Coop not working glider is detached at mission start. So the online codes broken somewhere ![]() ![]() . Last edited by KG26_Alpha; 01-22-2014 at 08:56 PM. |
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