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Posted

I believe the throttle reverts back to the setting that it had when you activated the autopilot. 

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  • 3 weeks later...
chuckinator
Posted

I have the same problem specifically with movement. The AI seem to like to shoot things but they wont go anywhere or follow anyone I ask

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-DED-Rapidus
Posted

@chuckinator, more information is needed, please, preferably with examples.

chuckinator
Posted (edited)
On 5/18/2021 at 7:36 AM, -DED-Rapidus said:

@chuckinator, more information is needed, please, preferably with examples.

Well in the tank commander seat I will go to the movement and point to a certain area and say move there and the tank wont acknowledge or carry out the order even though i hear the commander say it. However the gunner seat will obey a Shoot order at any position i give it so im just confused at what commands it follows and what commands it ignores. thanks for responding. (this is in campaign and quick mission it seems) @-DED-Rapidus

 

Edited by chuckinator
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-DED-Rapidus
Posted

@chuckinator, We are currently undergoing a revision and revision of the work of the teams for the platoon and control of the player's tank teams. please check in the next version  this bug, ok?

  • 2 weeks later...
chuckinator
Posted (edited)

@-DED-Rapidus I certainly will have been having a blast apart from the occasional AI bug keep up the good work!
 on a side note i discovered that you have to turn on autopilot from the driver seat then switch to commander seat then they will obey you but ive also experienced that AI will shoot at a suppresion point ive put down and not stop shooting I have a video of this if you care to see it.

 

Edited by chuckinator
JG_deserteagle540
Posted

Dogfight in QMB between 2 FW190A6 vs 2 Hawker typhoons loaded with rockets.

Level : Ace on both side

 

The typhoons don't ditch their rockets as soon as they encountered enemy FW190's. The typhoons continued dogfighting with all rockets still attached on their wings.

See below the links for the folder and track:

 

https://mega.nz/folder/aiIVlAYT#wAQpSNqHP2MEbl6oprWTvA

 

https://mega.nz/file/3iIRmagQ#sVCZgK7Uj9Kai3faq8PXvGka2wJHnp6Zc4fh7UR3MRY

Screwdriver
Posted (edited)

Hi, I've recently been getting some time in with Tank Crew and have been getting good practise with the quick mission builder, often just pitching myself against a single AI to improve my gunnery. The AI would previously advance towards me, stop and shoot before advancing again. I've noticed now that the AI will advance, stop - and then seem to get stuck, but constantly 'trying' to move, if that makes sense. This happens every time, on each map and in each location, and irrespective of what tanks I select. Makes the AI easy picking for me, but less fun as far as a challenge is concerned!

Anyone have any ideas what might be happening?
Thanks!

Stuck AI tank.zip

Edited by Screwdriver
Attached trk file showing AI tank behaviour
Posted (edited)

since the last update, the tank crew refuses to follow orders (type "don't shoot", "do what I'm doing" ...), which makes the game sometimes unplayable ... a solution?

it even allows itself to change the type of shell ...

Edited by moustache
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-DED-Rapidus
Posted
On 6/5/2021 at 4:02 PM, moustache said:

since the last update, the tank crew refuses to follow orders (type "don't shoot", "do what I'm doing" ...), which makes the game sometimes unplayable ... a solution?

it even allows itself to change the type of shell ...

Hi, work on this task is still underway. Maybe we'll fix it before the next update.

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Posted

any idea when the bug will be fixed? because the game is really unplayable like that ...

  • 4 weeks later...
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-DED-Rapidus
Posted

 @moustache, now a major update is being prepared, so all the forces are thrown at it, but I wrote earlier that the task has already been included in the list for correction. Not all at once.

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Posted

i know... but after more one month without being able to play solo...

Posted

Ai 109 in career go inverted in a dogfight or always over speed   in a dive till they hit the ground .

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2/JG26_rudidlo
Posted
3 hours ago, Gutermann said:

Ai 109 in career go inverted in a dogfight or always over speed   in a dive till they hit the ground .

The whole career is piece of crap. Yesterday I launched a new one. Game calculated too low amount of fuel to all my flight mates and when we got to the point where bombers dropped out their bombload, all my mates left the flight to airfield due to low fuel. So I left alone with bombers and wasn't able to defend them with one I-16 against six Bf-110's.:hunter:

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Posted
3 hours ago, 1stCL/rudidlo said:

The whole career is piece of crap. Yesterday I launched a new one. Game calculated too low amount of fuel to all my flight mates and when we got to the point where bombers dropped out their bombload, all my mates left the flight to airfield due to low fuel. So I left alone with bombers and wasn't able to defend them with one I-16 against six Bf-110's.:hunter:

 

What map and what unit?

2/JG26_rudidlo
Posted
11 hours ago, LukeFF said:

 

What map and what unit?

Moscow 1941 and 495 IAP PVO

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-DED-Rapidus
Posted
21 hours ago, Gutermann said:

Ai 109 in career go inverted in a dogfight or always over speed   in a dive till they hit the ground

Hi, do you still have a track of this bug?

18 hours ago, 1stCL/rudidlo said:

The whole career is piece of crap. Yesterday I launched a new one. Game calculated too low amount of fuel to all my flight mates and when we got to the point where bombers dropped out their bombload, all my mates left the flight to airfield due to low fuel. So I left alone with bombers and wasn't able to defend them with one I-16 against six Bf-110's.

...and the mission is needed.

RedeyeStorm
Posted

I-16 has very limited fuel. The AI doesn’t reduce the mixture to save fuel. That plus the constant weaving over the bombers they run out of fuel long before mission complete. The bug is not limited fuel but the missions are to long for the I-16 short legs.  The I-16 is mixed with the MiG-3. I suspect that the MiG-3 is used for flight length.

2/JG26_rudidlo
Posted (edited)
7 hours ago, -DED-Rapidus said:

...and the mission is needed.

Sorry @-DED-Rapidus, I don't have that mission anymore, I have continued to the next day finished the mission and mission has been regenerated. I will let you know if it will happen again.

Edited by 1stCL/rudidlo
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Posted (edited)
10 hours ago, 1stCL/rudidlo said:

Moscow 1941 and 495 IAP PVO

 

Ok, thanks.

 

8 hours ago, -DED-Rapidus said:

...and the mission is needed.

 

2 hours ago, [Pb]RedeyeStorm said:

I-16 has very limited fuel. The AI doesn’t reduce the mixture to save fuel. That plus the constant weaving over the bombers they run out of fuel long before mission complete. The bug is not limited fuel but the missions are to long for the I-16 short legs.  The I-16 is mixed with the MiG-3. I suspect that the MiG-3 is used for flight length.

 

The issue is that the I-16 is being given 70% fuel by default for bomber escort missions. I tracked down the issue.

 

1 hour ago, 1stCL/rudidlo said:

Sorry @-DED-Rapidus, I don't have that mission anymore, I have continued to the next day finished the mission and mission has been regenerated. I will let you know if it will happen again.

 

@-DED-Rapidus: I found the issue in the config files and have sent the fix to VikS for inclusion in the next round of testing.

Edited by LukeFF
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  • 4 weeks later...
Posted

hello, I did the update well, but the AI of the members of my tank still do what they want and refuse to follow orders ... what can i do?

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-DED-Rapidus
Posted

@moustache, orders to "do as I do"?

We have fixed the problems that you found earlier. Is something specific from your list not working?

Posted

well, i haven't tested everything yet, but the orders for the gunner, like "do like me" or "shoot only at my order" are not followed ...

it seems a bit random sometimes, it is from the beginning that the gunner fires, chooses his shells and targets independently, sometimes he does so that after the first shell fired ...

I can deactivate all the aids, give the oders from the beginning of the game , nothing.

I did download the update, check all my files on steam, nothing ...

some people also seem to still have the bug of the turret which turns on an invisible target and crashes ...

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-DED-Rapidus
Posted

@moustache, thank you for helping, I have a request to you, we were catching a bug with AI last time we reproduced a situation when the AI did not obey from the start, there is something else, I have a request to you record on video the situations when you gave an order and the AI did not respond, the problem is that we need a clear understanding of how to reproduce the problem. Thank you again.

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Posted

ok, thanks, i try to do that this week...

AEthelraedUnraed
Posted

Brief description: DH.4 uses wrong AI type
Detailed description, conditions:

Observed behaviour: The DH.4 actively engages fighter aircraft when engaged. It actively gets into a dogfight, maneuvers aggressively, attacks enemy aircraft and also follows these when they disengage. It seems as if it uses fighter AI instead of bomber AI.

Expected behaviour: The DH.4 should exhibit evasive maneuvers, but not actively engage enemies unless explicitly ordered so by the mission logic. The DH.4 should definitely not follow enemies after they have disengaged from the fight, but rather return to the original waypoint/task like the WW2 bombers do.
Additional assets (videos, screenshots, logs): A simple mission file and recorded track is attached. There are 2 groups of enemy DH.4 aircraft approaching, each with a waypoint that in turn leads to an Attack Ground MCU. The eastern group has the waypoint priority set to Medium, the Western to High. If the player engages the eastern group, they get into "fighter mode" and will actively engage and pursue the player, even if the player then flies away. The western group behaves like they should, i.e. they continue flying towards the objective and try to stay in formation, but as the waypoint priority is High, the rear gunner doesn't fire. This way, it's not possible to have realistic bomber intercept missions for Flying Circus: either bombers will behave as if they were fighters, or their gunners don't fire.

 

The desired behaviour would be for the eastern group to continue flying towards the mission waypoint after some evasive action, and for the western group to have their rear gunners engage the player.

d4test.zip

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Posted

hello @-DED-Rapidus,  sorry for the delay, a little jaded of the solo game at the moment, hoping that it helps to solve the problem ...

 

here, the "automatic" shot is only done after a first shot ... with the same patern, it happens from the beginning, but the catch bugged, sorry ...

Il-2 Sturmovik 2021-08-18 09-01-31.zip

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Posted

Brief description: Unit conversion error for waypoints with imperial units
Detailed description, conditions: Started kuban career in a unit that flies p39s, first mission's waypoints had a cruise speed of 268mph but AI seemed to cruise at around 160mph. I suspect they were cruising at 268 kilometers per hour (166mph) rather than miles. It was a bomber escort mission and I started from the runway. I started a new career under the same conditions and got a different mission type for first mission, this time I started in the air (sorry changed multiple variables there) and the waypoints were 250mph which the AI seemed to respect. I would do more science but my load times are long and my hours are short.
Additional assets (videos, screenshots, logs):
Your PC config data (OS, drivers, specific software):
win 10, steam version

Posted (edited)

 

Brief description:  The AI of all the types of Flying Circus two seater aircraft drop their bombs too readily

Detailed description, conditions:  Regardless of which side or aircraft type, if a Flying Circus two seater aircraft that's carrying bombs and under MCU priority low or medium gets too close to an enemy aircraft it immediately drops its bombs, and that's even if the enemy aircraft never fired upon it.  Sure, if set to priority high it'll keep it bombs, but not make any effort to defend itself from enemy aircraft.  I would expect these WWI two seaters' AI would behave like the Ju-87 AI which drops its bomb under MCU low or medium priority only if it's critically damaged.  Hoping to see this situation corrected, for as it is now this defect makes using formations of these AI aircraft rather pointless in online missions for once an enemy just gets close enough the bombing attack is foiled; and if the aircraft are under MCU high they don't drop the bomb as with low/medium but then they are nothing but meat on the table for the aircraft don't fire back.

Additional assets (videos, screenshots, logs):  This issue is directly related to an issue that was recently posted above https://forum.il2sturmovik.com/topic/12258-autopilot-and-ai/?do=findComment&comment=1115599
Your PC config data (OS, drivers, specific software): win 10 pro, steam version

Edited by AcidBath
Formatted as directed by topic OP
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-DED-Rapidus
Posted
On 8/19/2021 at 5:01 AM, Sgt_Diealot said:

Brief description: Unit conversion error for waypoints with imperial units

If this problem repeats, I ask you to save the mission file _gen. mission (located in the folder il 2\data\missions\ )

  • 1 month later...
Posted

Brief description:  Bristol rear gunner points his gun through the pilot

Detailed description, conditions:  During a MP match I noticed the AI gunner pointed his guns in a direction he should not be able to: directly through the pilot. This was in the middle of a massive, epic dogfight, so I was too busy to pay attention to any unusual circumstances. I have not observed this before.

Additional assets (videos, screenshots, logs):  Video of the event, link to the track
Your PC config data (OS, drivers, specific software): Windows 10 Home

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Posted (edited)

Brief Description: Mission objective targets aren't targeted by wingmen

Detailed description, conditions: This isn't a new bug and I've made reports in the past. Just load up a FW-190 A5 career in Kuban and any ground attack mission will show the problematic behavior. But what's different now is that with the AI doing a single pass to drop their bombs before going back to base, it's even more apparent then before. In short, if you have missions to attack a train junction, river crossing, troop concentration, your AI wingmen will ignore the targets and go straight to AAA, meaning the actual targets of the mission will remain untouched.

 

Just load a FW-190A5 career and you show get a ground attack mission. Do that mission, you'll see the problem by yourself.

 

My solution? Make the AI ignore AAA or make it super low priority. If they don't stick around anymore after a single pass, there's no need to target AAA anyway.

 

Edited by Sybreed
  • Upvote 1
  • 1CGS
Posted

@Sybreed, The first rule of the pilot: if you see anti-aircraft guns, destroy them without hesitation. You can give your own target designations to your wingmen.

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