PatrickAWlson Posted November 23, 2020 Posted November 23, 2020 There do not seem to be a well defined set of rules that guarantee proper functioning of cold start taxiing. At the moment it seems like a a combination of experimentation, voodoo and prayer. If I am wrong, please point me to a set of rules that can be applied to any airfield. issues usually involve failure to taxi at all. Sometimes collisions are an issue but I understand that these can be corrected by ensuring that the formation leader is closest to the runway, with the rest placed in formation order. Mostly, as I look at the failures and the successes, I cannot understand the difference that causes failure. My preference would be that airfields come with predefined taxiways and parking locations. This way I don't have to make it up by myself. Otherwise, please provide clear rules.
SAS_Storebror Posted November 24, 2020 Posted November 24, 2020 There are no clear rules. I have once implemented cold start taxiing on the training mission for the FAC server. Took me two weeks try & error just as you've described, albeit in my case the situation was slightly different in that I didn't use formations, but single planes of arbitrary (randomized) type spawning and taxiing at arbitrary (randomized) times in arbitrary (randomized) order. I finally got it working, just to find the next patch to break the ability of one plane type to crank up it's engine on winter maps (try to find that out in such randomized pattern). Fixed it by changing that particular plane type to "runway" spawn type (i.e. with running engine), just to find the next patch break another two planes. Fixed them as well, just to find the next patch change the whole taxiing behaviour of all planes. Concluded that backward compatibility doesn't seem to be a thing in IL-2 GB and dropped the project. Mike
PatrickAWlson Posted November 25, 2020 Author Posted November 25, 2020 @Murleen did an amazing job implementing cold start on dozens of airfields for PWCG. Thing is it doesn't work on some fields. AI obeys rules so they must exist, even if only in the code. Oh well, thanks for the feedback. If nothing else I would like to see a dev come on and say it's not a supported feature. That way I could put it to bed.
Gambit21 Posted November 25, 2020 Posted November 25, 2020 Patrick I’ve reported this several times. With sample missions demonstrating the problem. It wasn’t always this way, and started happening after the Rhineland map release.
SAS_Storebror Posted November 26, 2020 Posted November 26, 2020 9 hours ago, Gambit21 said: It wasn’t always this way, and started happening after the Rhineland map release. Yep, that was when taxiing issues got "fixed" - in particular it was said that AI should not run into each other so eagerly anymore. Well... that particular issue got toned down a bit, at the cost of arbitrarily breaking anything else. Mike 1
PatrickAWlson Posted November 26, 2020 Author Posted November 26, 2020 23 hours ago, Gambit21 said: Patrick I’ve reported this several times. With sample missions demonstrating the problem. It wasn’t always this way, and started happening after the Rhineland map release. Yeah, but if I put it in the complaints section it will receive immediate attention, won't it?
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