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Posted (edited)

Anyone notice that if you have vehicles driving around, even if they're not on the runway or taxiways, you get takeoff clearance

problems for the AI? This is problematic if the player isn't the flight lead.

 

I REALLY need the ability to quickly turn elements/groups on and off with the flick of a switch so that I can test this stuff.

Having to save another version of the mission with a small change is a royal PITA.

 

Realized after I posted this that I could have used my other similar thread - forgot about that one.

Edited by Gambit21
Posted

Experienced the exact same thing this week. It slows takeoff times a lot.

Posted

Yep, delay on a normal airfield, and in my latest mission on a lakebed airfield on the Moscow map, the AI flight just never even moves to taxi.

I have a theory that the vehicle waypoints crossing over the fakefield taxi waypoints is causing the issue even though the vehicles themselves

are not in the way, but I don't have time right now to change things and test.

 

I'll start with deleting the vehicles and verifying that the flight again takes off like normal, then move the vehicle waypoints and see if I can correct

the behavior while keeping the vehicles.

Posted

FYI mine didnt really cross. They went in parallel with plenty of room.

 

I'm experiencing the same thing though.

Posted

Yep when I had them parallel/close on a normal field/as well as crossing I got the delay. On the lakebed it stops the AI planes completely.

  • Upvote 1
Posted

Well it was clearly user error - I somehow changed something or didn't reconnect the take-off command correctly or similar.

Re-pasting in another flight solved the issue.

Posted

Glad to hear it got sorted out!

No601_Swallow
Posted

Thanks for talking about the issue, though. Tales of ME weirdness happening to other people is one of the things that helps me sleep at night!  ;)

Posted

I'm still having issues even when I remove all other vehicles.

 

When playing as a wingman, the flight leader will request permission to take off and it will be denied because the airfield is busy :(

 

I can take off the dirty way (no fakefield) but the landing will be ugly (no taxiing, with planes stopping in the middle of the runway).

  • Upvote 1
Posted

So is it an annoying delay or a permanent hold on the flight taking off?

 

It's little things like this that cause huge immersion problems, especially if you're relegated then to making the player the lead all the time.

Posted

Seems permanent. I created a crowded airfield because I like them better than a field and a couple of nets.

 

Maybe some buildings are being an obstacle (even though there is plenty of room)?

 

 

2jyz5u.jpg

Posted

Try moving some blocks away from the fakefield points maybe and test. Or re-paste a flight and test. Already I've been using the ME long enough to see that sometimes somethimg gets corrupted under the hood. Behavior like this is one reason why we need layer functionality in the ME. Turn off things one by one and test, or turn things on (even a layer with multiple objects) one by one and see what was breaking the mission.

  • Upvote 1
Posted

 

 

Try moving some blocks away from the fakefield points maybe and test.

I agree. I think some buildings are too close from the runway.

Posted

Yes from that perspective it becomes more obvious.

 

From the top-down ME not so much. 

 

I'll give it a shot this weekend.

Posted

I like what you done on that airfield.

 

What is the location (squarre) ?

Posted

I agree. I think some buildings are too close from the runway.

 

To my surprise, it was not the buildings, it was the planes behind the leader. For some reason it doesn't like having anything behind even though the airfield starts ahead of the leader.

It's kind of annoying we cannot test the missions within the editor. I waste a lot of time going from editor to mission and back.

 

 

I like what you done on that airfield.

 

What is the location (squarre) ?

 

The location is 0605.4 in the Moskow Map.

I attached a group if you want to use it as a starting point and then modify it to your liking.

 

If you do Menu: File -> import from file    I think it should show up in the right location.

 

 

 

 

Becklovo airfield.zip

  • Upvote 2
Posted

To my surprise, it was not the buildings, it was the planes behind the leader. For some reason it doesn't like having anything behind even though the airfield starts ahead of the leader.

It's kind of annoying we cannot test the missions within the editor. I waste a lot of time going from editor to mission and back.

 

Glad you found the problem.

The time waste factor going back and forth is huge.

 

It would be nice if there was a debug function within the editor that informed you that the expected behavior of a certain entity was compromises, and by what block/group.

That, and the old test/fly function back

Posted

Even a Test mission button that would launch it directly in the game would be a big improvement.

Posted

Yep, the ME should be launched in game like the old sim.

Posted

To my surprise, it was not the buildings, it was the planes behind the leader. For some reason it doesn't like having anything behind even though the airfield starts ahead of the leader.

It's kind of annoying we cannot test the missions within the editor. I waste a lot of time going from editor to mission and back.

 

 

 

The location is 0605.4 in the Moskow Map.

I attached a group if you want to use it as a starting point and then modify it to your liking.

 

If you do Menu: File -> import from file    I think it should show up in the right location.

THX Jade Monkey.

Menacing_Ferrets
Posted (edited)

use server inputs to triggers stuff (or deactivate something)

 

for testing I'll make a SP version and toss a tank spawn near what i want to look at. You can either trigger what you'd like to test with your tank spawning or use the server input MCU.

 

you cannot SP test anything a player can do in game regarding an airfield.  AI will however still use the nearest taxi chart to negotiate take off and landings.

 

However with SP testing you can use X8 speed

 

hope this helps

 

BTW when AI don't take off check these...

 

The airfield chart,

where the AI spawn in relation to the points, and especially the take off and land points makes a huge difference. Not sure why, but just a meter or two can make all the difference.  

 

Also if you spawn in at the airfield spawn point (MP), just your presence near the taxi chart can sometimes interfere with the AI's taking off.

Edited by Menacing_Ferrets
Posted

use server inputs to triggers stuff (or deactivate something)

 

for testing I'll make a SP version and toss a tank spawn near what i want to look at. You can either trigger what you'd like to test with your tank spawning or use the server input MCU.

 

you cannot test anything a player can do in game regarding an airfield.  AI will however still use the nearest taxi chart to negotiate take off and landings.

 

hope this helps

 

BTW when AI don't take off check these...

 

The airfield chart,

where the AI spawn in relation to the points, and especially the take off and land points makes a huge difference. Not sure why, but just a meter or two can make all the difference.  

 

Also if you spawn in at the airfield spawn point (MP), just your presence near the taxi chart can sometimes interfere with the AI's taking off.

 

Thanks!

 

In my tests it looked like it was best to set the taxi area perpendicular to the runway, not in a straight line.

That solved it for me.

 

Can you use server input for Single Player missions? (it doesnt make much sense but it may work in SP too?).

Posted

where the AI spawn in relation to the points, and especially the take off and land points makes a huge difference. Not sure why, but just a meter or two can make all the difference.  

 

I'm not sure if your findings are the same, but I found that I have to put the "Park" point directly on the AI flight leader, basically in the center of the "cross" wing/fuselage or

I run into problems with the AI flight just sitting there.

 

Not sure what you mean by "tossing a tank spawn near what I want to look at"

Do you mean just placing a unit nearby so that it's associated camera is available rather than placing a camera operator?

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