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Posted

Is there an issue with AI linked to a lead AI to taxi from parking and take off? All mine does is start engines and rotate to the airfields direction of takeoff and start their run.

Any idea.suggestion?

Posted

Could be you’ve knackered the logic, or could be a current bug that I’ve reported in Beta that prevents taxiing in some (not all) locations/situations.

Posted
1 minute ago, Gambit21 said:

Could be you’ve knackered the logic

 

That's bloody likely! :thank_you:

 

I will create a basic mission and see if it works - Thanks dude!

Posted (edited)
20 minutes ago, JG7_X-Man said:

Is there an issue with AI linked to a lead AI to taxi from parking and take off? All mine does is start engines and rotate to the airfields direction of takeoff and start their run.

Any idea.suggestion?

 

Check the country of your airfield object.

 

I assume you have a taxi path defined, right?

 

Otherwise, please zip and post your mission.

Edited by JimTM
Posted (edited)
9 minutes ago, JimTM said:

 

Check the country of your airfield object.: double checked that

 

I assume you have a taxi path defined, right? Yes

 

Otherwise, please zip and post your mission. Copy that!

 

AI_Fighter Spawn_new.rar

I added the Fw 190D-9s to test the trigger mechanism and that works - love your randomizer! 

Edited by JG7_X-Man
Posted (edited)

sorry! Eindhoven and Volkel 

I was trying different things -

Volkel has 4 fake runways for each 4 plane unit

Eindhvoven has 2 fake runways for each 4 plane unit

Neither worked. 

 

9 minutes ago, JimTM said:

 

Where do I look?

 

@JimTM did it upload?

Edited by JG7_X-Man
Posted
6 minutes ago, JG7_X-Man said:

sorry! Eindhoven and Volkel 

I was trying different things -

Volkel has 4 fake runways for each 4 plane unit

Eindhvoven has 2 fake runways for each 4 plane unit

Neither worked. 

 

 

@JimTM did it upload?

 

Yes, thanks.

Try the following test:

  • Create a simple version of your mission with just Eindhoven, just one flight of Spits, one takeoff command, and the two airfield objects (and no other logic).
  • Place your plane somewhere on the airfield (set to Great Britain) or place a camera operator trigger so you can monitor the taxi.
  • Place the airfield related to the flight close to it and adjust the taxi path accordingly.
  • A short time after mission start, deactivate the airfield that's far away from the flight, wait 2 seconds and trigger the take off command for the flight.
  • Thanks 1
  • Upvote 1
Posted

@JimTM looks like positioning the airfield object close to the the flight did the trick. Also, maxing out the taxi nodes and rounding out the turns and long taxiways with spacing of the nodes helps with easier/faster taxing for AI.

 

I need to tweak the positioning of the takeoff VPP in relations to the other as the leader sometimes taxis too close to the other takeoff VPP for the other unit, it chooses that one and the subsequent flight follows!

 

I am trying to learn mission making to augment Multiplayer with it's rampant cheating.

Posted
28 minutes ago, JG7_X-Man said:

@JimTM looks like positioning the airfield object close to the the flight did the trick. Also, maxing out the taxi nodes and rounding out the turns and long taxiways with spacing of the nodes helps with easier/faster taxing for AI.

 

I need to tweak the positioning of the takeoff VPP in relations to the other as the leader sometimes taxis too close to the other takeoff VPP for the other unit, it chooses that one and the subsequent flight follows!

 

I am trying to learn mission making to augment Multiplayer with it's rampant cheating.

 

Great!

 

Try deactivating the airfield object not in use to avoid the VPP issue.

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