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#101
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Another for me unpleasant behaviour comes with the new starting positions.
Even if I set myself als flight leader, AI starts up engines and immediately give full throttle for a liftoff. My assigned wingman should be so polite to wait until I give full throttle. Within this theme Complex I made another oservation about the accelerating behaviour of AI. First thes accelerate like living hell then just sleep away so I can overtake them easily on the runway. Also I could not manage to place a spawning object for me on the airfield compex. I allways start at the usual starting point, while my flight uses their spawning planes. |
#102
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Here is an example of how to set up a 2-plane flight: -Set your Takeoff Type to Pairs or Line. (See screenshot 1) -Set your Spawn Point for each plane in the flight. (See screenshots 2 and 3) Now any human taking a plane in that flight will spawn where you see the Stationary P-38's. If a plane is AI controlled, it will spawn at the Takeoff waypoint, so be careful where you place it. Aviar
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#103
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Tried it, did not work. Is this only für Multiplayer Mode? I assign my spawn point to an Avatar plane on the Field, but spawn at the regular starting point on the runway.
And while I sat up a mission to try it again, i found another light flaw, as it seems to me. If trying to land the FW190 there is a real hardship getting out speed and height our of this slick AC. Cuting the throttle means reduction in sound. With engine idle, it takes about two minutes to reduce speed from 400kph to 300kph while remaining on the same level. Even skidding does not work to well. Pulling hard up setting all flaps and gear out adds several hundret meters on level and pointing the nose towards the airfield means a real hardship staying below 250kph. with 4.10 I could land this AC with 170kph, now its nearly impossible to bleed speed below 220kph. Forcing a landing with damaged machine in vicinity of the airfield is nearly impossible because you have to stay so long in the line of fire when reducing speed. Historical correct? Or is it just me? |
#104
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SPAD-1949,
You didn't mention if you were asking about single or Coop missions. I assumed you were making a coop. If the 'Pairs' or 'Line' setting is not working, try the Normal setting. It's strange because this feature seems to work differently in Single and Coop missions. *If you post the mission here and tell me exactly what you are trying to do, it would be much easier to show you. Aviar
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#105
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![]() We have already made a lot of changes for 4.11.1 that have been initiated in this thread and we will continue to do that. FC
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#106
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Something should be done about the unrealistically high losses among the AI. I see several solutions:
1) a/c with damaged engine(s) should immediately break off / turn back and try to reach friendly lines; now they press on until it’s too late. 2) AI is no good at finding a suitable place for emergency landings, I often see them crash into forests. 3) Their strafing technique is suicidal – when attacking target they actually throttle back (!), then slowly pull up and orbit their target, instead of speeding away at full bore just above the ground, like all real-life strafers did. |
#107
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DT have mentioned that ground attack patterns will be re-worked. You make a good point with the rest. Furthermore, some AI should chose to break off, even without receiving damage (hit and run tactics or when losing the initial advantage, etc).
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#108
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#109
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Yes, you can simply post the contents of your mis file or you can compress the mission files into a Zip and then attach it to your post.
Aviar
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#110
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I'm noticing that the Ace AI seems to be too willing to trade head-on shots with well-armed enemy AC, rather than maneuvering for position.
While "playing chicken" makes sense for well-armed and armored planes which aren't very fast or maneuverable, like the IL2, it makes no sense for more vulnerable planes with good maneuverability, such as the A6M2, Bf-109E/F or IK3. |
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