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JG7_X-Man

Help with Bomber+Escort Circling

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Posted (edited)

Hey guys I need some help please.

In the attached mission, I have one of four Bomber+Escort groups (27 bombers and 12 fighters) spawn at random and fly to target and carpet bomb it.

The problem is I cannot get the spawned group to fly to WP1. They just circle over Melsbroek when then not enabled (testing worked fine when they were enabled).

 

I know it's very busy. I have been piecemealing this as I get them to work in testing. The rest of the mission works (AI aircraft spawn on the ready at random).

 

If someone could just get the lead bomber to work, and explain what I did wrong - it would be great.

 

Note:

The Group to the West of Melsbroek is attacking Essen and WP1 is just west of the target area

The Group to the South of Melsbroek is attacking Kolon and WP1 is just west of the target area

The Group to the East of Melsbroek is attacking Dusseldorf and WP1 is just west of the target area

The Group to the North of Melsbroek is attacking Koblenz and WP1 is just west of the target area

 

AI_Fighter Spawn_new.rar

Edited by JG7_X-Man
Updated File

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I downloaded your mission, and my notes are below. Also, I was unable to test because all the planes spawned in at the beginning of the mission. It was a slideshow for me in VR. 😕 I removed all the planes and only tested your Spitfire reactionary force.

  1. All of the planes spawned in at mission begin. I'm not sure you want that logic... I wasn't able to test anything in VR until I removed nearly all of the planes. 
  2. When the player reaches the Checkzone, do you intend for them to stay at the Checkzone while the reactionary forces fly to the Checkzone? It seems to me that as a player, I would keep flying, and the reactionary force would never reach the player. In my image, I assume the player is flying East, so I fire the Checkzone and then as the player flies East, the reactionary force will meet up with them because I moved the waypoints more Easterly than the Checkzone.
    1. Another question... What happens when the reactionary forces reach waypoint 1 and the player? I assume you want them to fight! But the ai will just keep following the waypoints. Granted the waypoints are set to low, so the ai will attempt to defend itself, but if you want the ai to be aggressive, you have to tell them to fight air targets with a command AttackArea MCU. I did not include that logic in my picture.
  3. The reactionary forces take way... way way way way too long to start up their engines and taxi to the airfield. If they're a reaction force, shouldn't they be on standby on the runway? I recommend making them 'no taxi take off' and setting the planes to runway. This will speed up everything... but especially testing time.
  4. I liked the idea of a split taxi from each garage/hanger! However, some of the planes crashed into objects as they taxied to the runway. You'll probably have to give them a straight clear path if you want to do something like that.
  5. After the reaction forces takes off, you have an onTakeOff event to waypoint 1, but you also have a timer to waypoint 1 when the Checkzone is hit. It's possible they're interfering with each other. I would give a slight delay to onTakeOff event to waypoint 1 and then another slight delay to your formation MCU.
  6. You have waypoint 3 to waypoint 1 and land MCU... The planes won't know which to chose; so you'll have to change that logic.

image.png.3e91b22acb8eeeab6ea8db10a660cd25.png

Here you can see the timer connected to waypoint 1 and an OnTakeOff event to waypoint 1. I think the ai is getting confused here. I would also give a slight delay after OnTakeOff.

 

image.thumb.png.ecb5e9a5d03f7e19d2bf5dd4a7133827.png

You can see here that you have waypoint 3 sending message events to both waypoint 1 and the land MCU. You'll have to change this logic.

 

image.thumb.png.55cea44faf160734acbe0f8ffb7186aa.png

Here's what I recommend, not including the cmd AttackArea MCU

 

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Posted (edited)
7 hours ago, Sketch said:

I downloaded your mission, and my notes are below. Also, I was unable to test because all the planes spawned in at the beginning of the mission. It was a slideshow for me in VR. 😕 I removed all the planes and only tested your Spitfire reactionary force.

  1. All of the planes spawned in at mission begin. I'm not sure you want that logic... I wasn't able to test anything in VR until I removed nearly all of the planes. 

  - Interesting! On my end only 1 bomber group and escort spawns (39) and the reactionary force (20), so a total of 59 aircraft and I get 60 fps. If I do release it, I will have to keep that in mind.

  1. When the player reaches the Checkzone, do you intend for them to stay at the Checkzone while the reactionary forces fly to the Checkzone? It seems to me that as a player, I would keep flying, and the reactionary force would never reach the player. In my image, I assume the player is flying East, so I fire the Checkzone and then as the player flies East, the reactionary force will meet up with them because I moved the waypoints more Easterly than the Checkzone.

- Actually, I have not gotten that far yet. The player (a flight of two or four) will fly either Allied or Axis. The idea is give the player a sense of an active airbase/active map. I am trying to simulate the feel of other missions going on around that they are not apart of. which is what I loved about Paul Lowengrin's DCG for IL-2 FB/AEP/1946.

  1. Another question... What happens when the reactionary forces reach waypoint 1 and the player? I assume you want them to fight! But the ai will just keep following the waypoints. Granted the waypoints are set to low, so the ai will attempt to defend itself, but if you want the ai to be aggressive, you have to tell them to fight air targets with a command AttackArea MCU. I did not include that logic in my picture.

- I have tested that functionality and it works. I had enemy spawn in the Checkzone and they took off, climbed and engaged with no issue.

  1. The reactionary forces take way... way way way way too long to start up their engines and taxi to the airfield. If they're a reaction force, shouldn't they be on standby on the runway? I recommend making them 'no taxi take off' and setting the planes to runway. This will speed up everything... but especially testing time.

-The Check Zones will be edited after the testing phase and made bigger and moved a tad into enemy territory, which will give them enough time to launch. Radar of the time had a range of ~128 KM.

  1. I liked the idea of a split taxi from each garage/hanger! However, some of the planes crashed into objects as they taxied to the runway. You'll probably have to give them a straight clear path if you want to do something like that.

- Yeah I have not tweaked their behavior at taxi with airfield objects - my bad :unsure:

  1. After the reaction forces takes off, you have an onTakeOff event to waypoint 1, but you also have a timer to waypoint 1 when the Checkzone is hit. It's possible they're interfering with each other. I would give a slight delay to onTakeOff event to waypoint 1 and then another slight delay to your formation MCU.

-Thanks for that tip! I will change the timing.

  1. You have waypoint 3 to waypoint 1 and land MCU... The planes won't know which to chose; so you'll have to change that logic.

- The idea is to keep the aircraft flying a circuit until they are low on fuel at which point they will land but that decision will not happen until WP3. I don't want them to "disappear" once the threat is gone.

 

Thank you much for your suggestions. Did you get a chance to look at the bomber group which is not working at all - regardless of which 1 of the 4 that spawn, they just fly in circles.

 

image.thumb.png.9b37129b748bed7286094af65a6fb999.png                 image.thumb.png.9419e72c7c38d25dd427b44e494234dc.png

 

Here is what I am doing. I have 10 sec trigger delay to activate WP1 from the bomber group that is randomly activated. The leader of each 3 flight group is linked to each waypoint.

Edited by JG7_X-Man

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Oh I thought the escorts were the problem!

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1 hour ago, Sketch said:

Oh I thought the escorts were the problem!

@Sketch not in the least - you made a twitch video for me on how to get that setup, I just tweaked it to get them to "sit at the ready" :)

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I made few changes and this still didn't do the trick! Grr!

 

Here is how the logic works:

1. The group is activated (via @JimTM's random 4 way switch)

image.png.1c41117069ac883016351a43776b1e31.png

 

2. I then target linked a timer from the group activate trigger to 20 sec timer to active WP1 and AAA

I also liked the 20 sec timer to another 2 sec timer to trigger the Command Attack.

 

So I guess I am not triggering WP1 correctly the way I doing it. Any suggestions?

                                                                                          image.png.33881e43022cf2972ec07a7bbf7bfe1b.png

 

 

 

 

 

  

 

This part works as this 1 of 4 groups spawns.

 

 

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Well I ended up hacking WP1 with a Mission Begin MCU and a 10 sec time delay. 

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25 minutes ago, JG7_X-Man said:

Well I ended up hacking WP1 with a Mission Begin MCU and a 10 sec time delay. 

Sorry I never got a chance to go back and look at your logic. Glad you were able to get it resolved though!

  • Thanks 1

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I’ve never needed a significant delay when activating a waypoint btw. I usually use 1 sec, even 20 bombers or a large, “mature” mission file. This leads me to believe that your logic is somehow the problem.

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9 minutes ago, Gambit21 said:

I’ve never needed a significant delay when activating a waypoint btw. I usually use 1 sec, even 20 bombers or a large, “mature” mission file. This leads me to believe that your logic is somehow the problem.

 

Agreed! The activation trigger that randomly chose the group wasn't activating the 1st waypoint. My assumption was I needed enough time to spawn 60 aircraft and 10 secs would definitely be enough time to do all that for testing purposes. On that note,  I will tweak it as I have some more groups to add.

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