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AI Unable to make turns? (Solved, sort of).


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Posted

I have just encountered an odd issue.  I have a mission with a series of waypoints around a defended airfield for a large number of AI to fly, to test results of LAA.

This was tested test a months ago for a few German and Soviet types, without issues.  I recently used it with the P-51 and P-47: again, no issues. The only thing changed with each run is the plane model.

 

Just now I tested it using the Bf109K and found that some of the AI planes were failing to hit a later waypoint and flying round in small circles, making the mission unfit for purpose. Changing the plane for the Fw190 A-8 - similar result.  As far as I can see, no plane is required to turn at greater than 45 degree bank angle. Is it possible that the AI without standard G-suit is "getting tired" with the new pilot physiology model?  Is it reasonable that the AI should be unable to fly this track?

 

Missions attached for P-47 and 109K.  Kuban map. There are some unattached waypoints from where I deleted a couple of planes, these have no affect. If anyone has any ideas I would be most grateful. No player plane: the P-37 is just there to help counting when cycling through the planes.

 

 

 

  

My Missions.zip

Posted

I have solved the practical problem by making the waypoint areas much larger.    This does not answer why some planes have so much more trouble following the original waypoints than others, but I can at least run the missions.

  • unreasonable changed the title to AI Unable to make turns? (Solved, sort of).
Posted

Good !

I did have a look, but by the time I'd untangled a few of the connections the bloody thing started crashing.

  • Thanks 1
Posted

Yes, it is pretty horrible, appreciate the effort of you and ANother to take a look.  But I found that giving each plane it's own waypoints was the only way to make this work: having AI formations change direction without them all colliding is too hard for me!  In the end I was surprised at how well it worked for it's particular purpose. 

Posted

Yeah it's same with vehicles - if they share waypoints, as soon as the 1st plane hits it they all change direction for the next WP, wherever they may be at the time.

The b*st*rds :)

 

 

Posted (edited)
2 hours ago, namhee2 said:

Screenshot (53).png

 

Actually those are just dead waypoints from when I deleted two aeroplanes that were refusing to behave themselves from the mission start. They have no effect on the planes that are left, all of which have waypoints attached, but thanks for taking a look. So I now have the mission working for Fw190s. My goal of a mock up of the attack on Eindhoven is one step closer to fruition!  

Edited by unreasonable
Posted
16 hours ago, unreasonable said:

I have solved the practical problem by making the waypoint areas much larger.    This does not answer why some planes have so much more trouble following the original waypoints than others, but I can at least run the missions.

 

That was going to be my suggestion yesterday, but I figured I'd better check the mission first, but never had time.

WWSitttingDuck
Posted

you could try this.  

 

not really sure if the activate/deactivate are doing anything here.  But the plane hits a waypoint right before the airfield which sets off the next waypoint timer, and because the plane at that time does not have any orders, enters an AI POI set to 1000m, and obeys the AI POI.   It flies in that circle till the  timer goes off hitting the next waypoint for the plane, which then takes off towards that waypoint.

 

sp mission, 2 mins till waypoint timer go off.

 

http://bhah.homeip.net:192/Old Fokkers/Misssions/lapinoPOI.rar

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