Solved AI wingmen not engaging ships
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Nope still fubar.
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@Hubert3000 And you have also noticed that ships just disappear, right…? No smoke or flames…?
I think that is an even larger shame than non-engagement. Kinda’ immersion killing.
Mind you, the last time I attacked a ship in Falcon, my install had the initials SP3.
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@Aragorn said in AI wingmen not engaging ships:
@Hubert3000 And you have also noticed that ships just disappear, right…? No smoke or flames…?
I think that is an even larger shame than non-engagement. Kinda’ immersion killing.
Mind you, the last time I attacked a ship in Falcon, my install had the initials SP3.
Let’s just say it’s a weak point and needs some tweaks to match the high standard of the rest of the game. Yeah it’s pretty piss weak. That puff of smoke was an aircraft carrier…
What you haven’t blown a ship in 20 years OK grandpa lol.
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@Hubert3000 said:
What you haven’t blown a ship in 20 years OK grandpa lol.
WTF…!? Hahahaa…! Didn’t expect that…!!
I was Vanilla Smurf; New Kid on the Block at Frugs.
Now I’m grandpa.You poke the Balrog(orn)…? Massive coconuts. Respect.
Your screens = That flaming oil-slick + smoke is better than I was imagining. I was literally picturing the ship just… disappearing…! Hee hee.
Yeah. I gotta’ install again, Uber 3000 dude.
Arapr0n
P.S. Cheers for the real life LOL moment, dude…!!!
Haven’t laughed that much since @PumpyHead 's last spelling bee.
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Apparently the AI wingman is firing Harpoon but I found that once you give him the order, instead of firing right away he is flying towards the IP, then he is turning around, fire all Harpoons and turn back away from the target.
This is wrong of course and we will fix it, thanx!
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@I-Hawk I also noticed this kind of engagement against tank column …once the order given, they are flying back toward the IP and after that they are going to the target to attack it
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@suhkoi69 said in AI wingmen not engaging ships:
@I-Hawk I also noticed this kind of engagement against tank column …once the order given, they are flying back toward the IP and after that they are going to the target to attack it
Yes this is normal they need proper trajectories in order to attack correctly targets.
Some IP will be adjusted , harpoons for instance
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@Mav-jp the order to attack needs to be given before IP to avoid to stay too much longer on enemy target area?
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@suhkoi69 said in AI wingmen not engaging ships:
@Mav-jp the order to attack needs to be given before IP to avoid to stay too much longer on enemy target area?
ideally yes because did you do it too close then the will have to go back to reattack
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What about targets of opportunity will they be able to engage?
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@Hubert3000 said in AI wingmen not engaging ships:
What about targets of opportunity will they be able to engage?
Yes of course but they have to prepare their trajectory
They can’t behave like ace combat they need a proper approach depending on target , weather conditions and weapons
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]@Good news
Attack IP will now be more dynamic and will allow AI to engage at a much closer range without having to go back to pre established nominal IP
Basically now there is a nominalP and a minimumIP
for instance
Harpoon minimal 10NM, nominal 60NMif Engage order has been given above 60, it will fly to an IP @ 60 and engage
if engage order has been given between 60 and 10, it will engage immedialty
if engage order has been given below 10, it will take a new IP at 1.3 * 10 perpendicular to the target , then fly there and attack from there
that will be valid for all weapons
IPminimalrange[CAMERA] = 6.0f; IPminimalrange[GUN] = 6.0f; IPminimalrange[ROCKETS] = 6.0f; IPminimalrange[BOMBS] = 6.0f; IPminimalrange[LGB] = 6.0f; IPminimalrange[GPX BOMBS] = 6.0f; IPminimalrange[IAM] =10.0f; IPminimalrange[LGM] = 8.0f; IPminimalrange[HARPOON] = 10.0f; IPminimalrange[GBU15] = 8.0f; IPnominalrange[CAMERA] = 10.0f; IPnominalrange[GUN] = 10.0f; IPnominalrange[ROCKETS] = 10.0f; IPnominalrange[BOMBS] = 10.0f; IPnominalrange[LGB] = 10.0f; IPnominalrange[GPX BOMBS] =10.0f; IPnominalrange[AGM65] = 12.0f; IPnominalrange[IAM] = 25.0f; IPnominalrange[LGM] = 12.0f; IPnominalrange[HARPOON] = 60.0f; IPnominalrange[GBU15] = 20.0f;
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@Mav-jp said in AI wingmen not engaging ships:
Excellent thing to provide the details.
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@Mav-jp This is excellent data, thanks. Can we then use the data to “help” the AI by placing the IP close to the target but just above min. range?
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@LorikEolmin said in AI wingmen not engaging ships:
@Mav-jp said in AI wingmen not engaging ships:
Excellent thing to provide the details.
It’s a work in progress
Better ideas came for even more dynamic IP especially for long range missiles
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