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Player AC as part of AI flight, taxi, take off.


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Posted

I'm having a bit of trouble getting the AI to act like it should when the player aircraft is linked to the leader.

So I have 2 AI Ju52's, and by themselves they taxi from the parking area and take off normally.

 

As soon as I make the player aircraft the 3rd plane in the flight, they just start their engines and sit there.

This is annoying, because I want the player AC as part of the flight, and I need to be able to test the mission

on autopilot/accelerated time.

Insight, experience, suggestions welcome.

 

 

Posted

Don't link the player plane to the leader.

Posted

That's what I arrived at - was just trying to get things neat and tidy, and have that player AC fall into formation for testing purposes

without me having to fly the mission.

 

I'll go back to my work-around - thanks.

Posted (edited)

Hmmm, I wonder what would happen if you did link the player plane to the leader and enabled the "AI Autopilot" in your plane before the leader received the takeoff command (to start taxiing)?

Edited by JimTM
Posted

I'm pretty sure this used to work.

SYN_Haashashin
Posted

Thats wierd, its working for sure. Maybe check the airfield chart and see how the point are located since it can be problematic some times.

 

Also may be related to the player plane not been a 52??

Posted

Was hitting autopilot immediately all along, same result.

 

I tried making the entire flight He111's to see if it was an aircraft type issue - same behavior.

AI taxis to the runway normally so long as the player aircraft is not targeted to the lead.

 

Also if I unlink the player from the AI lead, but then object link the first waypoint (for AI flight) to the players aircraft the AI don't like that either and just sit there.

 

 

 

SYN_Haashashin
Posted

Gambit that sound wierd, take a look at the missions I released yesterday. There are 3 or 4 that you aint the leader of a flight (3 to 4 planes) and it works. Other way is for you to send us the missions so we can take a better look.

 

Haash

Posted

I will do that Haash, thank you.

I will post mine later, with player both linked and unlinked so you can see what I mean.

SYN_Haashashin
Posted

Cool, will take a look later tonight then.

Posted (edited)

Was hitting autopilot immediately all along, same result.

 

Just to confirm, which key were you pressing, the one for "AI-autopilot on/off" or the one for "AI-autopilot for level flight: on/off"?

...

 

Also if I unlink the player from the AI lead, but then object link the first waypoint (for AI flight) to the players aircraft the AI don't like that either and just sit there.

 

Aside: If you object link a waypoint to the player plane, an icon appears over the waypoint, giving you the distance to the waypoint.

 

 

Edited by JimTM
Posted (edited)

Jim, was hitting 'A' for normal autopilot.

 

However, when I went to re-link the player AC just now (for the 5th time or so) to send you guys, I did a quick test....and it worked.

I have no explanation other than maybe before I was target linking the wrong direction before or something silly...no idea.

On one hand I have a hard time believing I was doing that, but I have no other explanation.

 

Although, just testing again the player plane doesn't actually take off.

 

I'm going to post it here anyway - maybe you can tell me where I went wrong with my tower/flair logic.

Seems like a simple enough task but the thing won't fire. I should fire when the AI leader gets in range.

 

 

BTW the waypoints make a tight circuit because I've just been experimenting with airfield stuff so far

Gambit21.zip

Edited by Gambit21
SYN_Haashashin
Posted

I just took a look,

 

What I saw:

 

- You dont need an Activate MCU to trigger the formation MCU, with a timer which trigger it its Ok. The best way to use formation MCU is triggering it with the first WP after take off.

- If you place a IA plane (or any other entity) and in the advance propierties box the Enable box is selected, there is no need of using MCU Activate. You may use this one when you want something to activate and it doesnt have the Enable box selected.

- About the flare, the Check zone which you use to trigger it wasnt activated.

 

If you want the flare to be fired later, just add time to the trigger timer.

 

https://www.dropbox.com/s/9zxyzajum52rgq0/Ju52.rar?dl=0

 

Haash

Posted

Thank you Haash - every little bit of understanding helps me get there.

Posted (edited)

Nevermind - sorted

Edited by Gambit21

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