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Realistic AI descent to next (lower) waypoint


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Posted

So far the AI seem to want to dive unrealistically to the altitude of the next way point, (if it's lower) no matter how far away it is.

Even if the difference is say 400 meters over several kilometers, they'll dive as soon as they pass the previous (higher) way point.

That's one thing if they're fighters, but it looks rather stupid when they're Ju52's.

Other than placing many way points with very slightly different altitudes to get the AI down to the desired lower altitude, is there a way around this behavior?

Posted

I think that's just how the AI is coded :( your solution is probably the best so far.

 

Interestingly they dont do the same when the WP is higher, usually remaining a bit below in my experience.

Posted (edited)

Ok - a silly amount of waypoints it is - thanks. :)

Edited by Gambit21
Posted (edited)

Consider also reporting this as an issue. It shouldn't be hard to compute the distance to next waypoint and figure out if you need to use maximum or some intermediate descend/climb rate. Should be an easy fix for the devs IMHO.

Edited by Sim
Posted (edited)

I think it was CloD that let you define a number of intermidiate waypoints. Not sure if that can work in the same way for BoS

Edited by TP_Jacko
Posted

 

 

Other than placing many way points with very slightly different altitudes to get the AI down to the desired lower altitude, is there a way around this behavior?

No, there is no other solution, or if there is one, i don't know it.

Posted

Thanks Habu,

 

Interestingly I have a flight of 109's that air start @ 2300m and I placed the second waypoint 10 kilometers away @ 150 meters.

They make a long, shallow dive towards this waypoint. This is likely because of the air start - I'll do some testing.

Completely different behavior though.

Posted

Has anyone experimented with "command land" and how high the last way-point can be before this command?

Just trying to get the AI Ju52's to descend without the annoying stair steps.

Posted

Thanks Habu,

 

Interestingly I have a flight of 109's that air start @ 2300m and I placed the second waypoint 10 kilometers away @ 150 meters.

They make a long, shallow dive towards this waypoint. This is likely because of the air start - I'll do some testing.

Completely different behavior though.

Based on this could it be the "ai decision to land" checkbox that's causing this behavior?

Posted

Don't know...I'll look.

I can't get the player/ AI Ju52 flight (they take off, not air start) to descend in anything resembling a realistic fashion still.

The 50m at a time stair steps are almost as annoying as the hundred meter dives, and the Ju's are porpoising all over the place when they level out.

Posted

The 109's descend gradually because that distant, lower waypoint is the first waypoint.

So they're capable of doing it - just need a logic adjustment between waypoints.

Posted

The 109's descend gradually because that distant, lower waypoint is the first waypoint.

So they're capable of doing it - just need a logic adjustment between waypoints.

Could a workaround be to deactivate the next waypoint after its reached effectively maiking the one after it the "first" ... Sort of.

Posted

Won't work - but thank you for the problem solving effort just same.

Frankly I'm surprised that this behavior is present at this point.

Posted

Don't know...I'll look.

I can't get the player/ AI Ju52 flight (they take off, not air start) to descend in anything resembling a realistic fashion still.

The 50m at a time stair steps are almost as annoying as the hundred meter dives, and the Ju's are porpoising all over the place when they level out.

I am away from my pc but i don't think this is what i see on landing an AI Ju52. Can you post your mission to see how its set up.

Posted

Based on this could it be the "ai decision to land" checkbox that's causing this behavior?

I don't think.

  • 4 weeks later...
=TBAS=Sshadow14
Posted

what speed are the ju52's doing when you want them to decend just curious ?

Posted

Max cruise - can't remember exactly what speed at the moment. Anyway - pretty sure it's unrelated to speed. It's the AI interpreting the alt of the next waypoint as "get there now"

 

It's an interpolation problem.

No601_Swallow
Posted

Gambit, has this changed at all with Version 2.007?

SCG_Space_Ghost
Posted

I saw Gambit mentioned in the 2.007 discussion thread that there is an improvement.

Posted

Yep - fixed!

Posted (edited)

Yep - fixed!

Thanks for you answer regarding the AI cpu cycles question. Also if the above problem is fixed its quite amazing. Single seat planes take little server load now. What an improvement. Should be able to have 3-4 flying around all the time now, regardless.

Edited by TunaEatsLion
Posted (edited)
Thanks for you answer regarding the AI cpu cycles question. Also if the above problem is fixed its quite amazing. Single seat planes take little server load now. What an improvement. Should be able to have 3-4 flying around all the time now, regardless.

 

It depends of your server for the AI. Here is what i have before the last patch on one of my mission.

 

German Human :

Nidray : Recon and fighter

Serpicox : Recon and fighter

Kerlir : Fighter

Obélix : JU52 suply Shkolniy airfield (carré 1026) to activate the airfield. After landing, switch to Ground attack using BF110e2/JU87

Phoenix : JU52 suply Shkolniy airfield (carré 1026) to activate the airfield. After landing, switch to Ground attack using BF110e2/JU87

 

German AI :

- 2 group of 3 JU52 which should drop cargo on Pitomnik airfield. They are infinite.As soon one group is killed, another one spawn.

- 2 JU 52 to help to activate the Shkolniy airfield

- 2 BF 109 G2 which patrol in a coridor between Plesovskiy (carré 1415 NP2) and the east side of the german pocket

- 2 MC 202 which patrol in a coridor between Plesovskiy (carré 1415 NP2) and the east side of the german pocket

- 3 BF109 G2 which patrol inside the pocket

- 2 BF 109 G2 which patrol in the pocket and which are activated by a player at th end of the game.

 

Russian AI :

Winterz : Chasse

Selmak : Chasse

 

Russian AI :

-1 Sveno 01 (3 planes) which patrol in or close to the pocket. Planes (4 kinds possibles) and their path are random. As soon a sveno is killed, a new one spawn.

-1 Sveno 02 (3 planes) which patrol in or close to the pocket. Planes (4 kinds possibles) and their path are random. As soon a sveno is killed, a new one spawn

- 5 IL2 activated by russian player at the begining of the game which have to attack Pitomnik airfield. Their path is random and german player do not know that they are present.

 

So in that mission, there are 8 human players and 26 Ai, and many objects such as dca, searchlight, and i have tank which move to take a part of the Stalingrad pocket, with the front line which can change if tank are not stopped.

 

But all of that is possible with a real server, which has power and bandwith. There is no secret, even if it's better than before, do not believe that you can do miracle with a simple PC. On that mission we have no overload message, the tick delay stayed round 13 which give me some margin to add more human player. But we are just a few human players. With more human player, i have some trick to delete some AI.

Edited by Habu

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