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Bugs...
Sept 6, 2019 13:00:42 GMT -5
Post by Dutch Owen on Sept 6, 2019 13:00:42 GMT -5
What Typhoon are you using? Is it freeware?
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Bugs...
Sept 6, 2019 23:00:20 GMT -5
Post by xpel on Sept 6, 2019 23:00:20 GMT -5
It's from Aeroplanes Heaven. This bird is my most favorite WWII plane & combined with F-4U "birdcage" from AH also, is what I fly in WWII (western front & Pacific).
By the way : The problem with AIM-9Bs is semi-corrected. At initial spawn, head on, AI will still fire AIM-9B. After the merge, it will shoot only from rear as it should. Very nice correction with the law accuracy / malfunction rate of the missiles. (With Tacpack, almost 1 out of 2 drops like brick from the plane...)
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Bugs...
Sept 7, 2019 14:36:57 GMT -5
Post by Dutch Owen on Sept 7, 2019 14:36:57 GMT -5
I'm not seeing the issue with 9B's. With the F5, only missiles defined are 2 AIM-9B. Spawn him at 5 miles and he passes by me on the merge without firing a missile, only guns.
If I stay straight and level he'll circle around back and fire both his missiles at my rear, and usually they fail with guidance faults but sometimes they hit.
There's code to suppress a non-rear shot and in the debugger I can see that's what's keeping him from firing during the merge.
There may be some odd circumstance where he can but I'm not seeing it. Not at the user aircraft anyway.
Dutch
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Bugs...
Sept 8, 2019 1:45:24 GMT -5
Post by xpel on Sept 8, 2019 1:45:24 GMT -5
AIs crash on the ground & explode with no aparent reason. At Log file says plane 0 hits. I fly with 3 x AIs in my Team (not spawned via FSCAI) and at least one of them will crash while performing nothing difficult (maybe a turn to go for attack again).
I wonder if this has something to do with their attempt to get the "attack wpts".
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Bugs...
Sept 8, 2019 11:00:30 GMT -5
Post by Dutch Owen on Sept 8, 2019 11:00:30 GMT -5
This was a major problem about a month ago and I tracked it down to two things. Stalls due to being too aggressive in forcing them to bank too steeply, and diving aggressively too low to the ground. I backed off from a max 70 degree bank to 60, and put in a protector function that forces a pitch-up if they are pitch-down for any reason within 500 feet of the ground. With those two in place the smacking to the ground pretty much stopped. But I saw an ME109 impact the ground when flying home very low last night for no good reason and I'm not sure why, or why he was so low either.
Dutch
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Bugs...
Sept 8, 2019 17:47:38 GMT -5
Post by Dutch Owen on Sept 8, 2019 17:47:38 GMT -5
Good news. I have this "dropping out of the sky" problem solidly reproduced and should have a fix soon and this will deserve a quick fix as 0.9.10.
Dutch
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Bugs...
Sept 8, 2019 23:07:13 GMT -5
Post by xpel on Sept 8, 2019 23:07:13 GMT -5
Good news indeed. It was kind of annoying...
On another note about the Bombs : For the bombs to fall realistically from the AI plane (ie, to follow casted plane's trajectory to the ground), they must be "flying" before attached to AI plane & released (and don't be static, parked somewhere). Ie, they'll have to have initial speed, as opposed to speed=0 if static & parked.
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Bugs...
Sept 9, 2019 12:31:39 GMT -5
Post by xpel on Sept 9, 2019 12:31:39 GMT -5
AI Bombing : F/B AIs consistently drop their bombs at least 2 miles before the target (Flight Alt 2000ft). After that, follow proper
Wpts and make repeated passes over the targets, using guns (or rockets). Problem is with bombing.
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Bugs...
Sept 9, 2019 12:51:41 GMT -5
Post by Dutch Owen on Sept 9, 2019 12:51:41 GMT -5
In tracking down the cause of the ground impacts of AI wingmen I discovered a number of other problems with the ground attack code. I'm in the process of rewriting some of it and testing. When it looks ready, I'll post up, hopefully soon.
Dutch
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Bugs...
Sept 10, 2019 9:13:05 GMT -5
Post by denisgerard on Sept 10, 2019 9:13:05 GMT -5
nice
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Bugs...
Sept 14, 2019 6:38:59 GMT -5
Post by xpel on Sept 14, 2019 6:38:59 GMT -5
Well... Amen...
There is a Huge difference in behaviour - regarding A2G at least - of AIs, depending if they are spawned via FSCAI Menu (wingmen) or by other means.
Case 1. A2G attack via AIs spawned with FSCAI (up to 3 x AIs wingmen), goes very well and as expected. No problems - by the book.
Case 2. A2G attack by AIs spawned with other means, goes well just for release of first - primary weapon at first pass (and not always for all participating AIs). After that all sort of problems arise : searching & don't finding target, crash on ground, etc.
Case 3. AIs spawned by other means, but also user spawns at least 1 x WINGMAN via FSCAI Menu to lead the attack ! This AI wingman, given user's order to attack the ground targets, seems that has the ability to organize the A2G attack behaviour of the rest of AIs also !... Now things function mostly as in case 1 for all participating AIs...
So it seems that my problems, came mainly by the different AI functionality relative to method of spawning the AIs...
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Bugs...
Sept 14, 2019 10:58:14 GMT -5
Post by Dutch Owen on Sept 14, 2019 10:58:14 GMT -5
Behavior should be the same regardless of how spawned, and I did all my testing with wingmen doing A2G. So when I get back Monday I'll concentrate on triggering A2G from flight plan or mission spawned AI which will reproduce these issues and I can fix them.
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Bugs...
Sept 14, 2019 11:42:31 GMT -5
Post by xpel on Sept 14, 2019 11:42:31 GMT -5
Rgr. I spawned a wingman at X8SP (Advanced Field 1 - Normandy), after I had run MakeRunways to include airport in database.
1. Wingman spawned at a Parking spot, tottaly opposite to my take off direction on runway. Same happened at LGVL (Nea Aghialos). Both airports not FSX default - made from freeware developers.
2. While wingman taxiied alright at my initial position on runway for taking off with same heading, he never did. Finally, I gave him order to join formation and poor thing tried hard to get off ground & finally he was following with weels down.
I'll have to test with default FSX airports to confirm that wingmen can't take off or they can.
Edited (16/9/19) : Tested. AI Wingmen take off alright. Not a bug. Was just the airport (X8SP).
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Bugs...
Sept 17, 2019 5:33:50 GMT -5
Post by hajolippke on Sept 17, 2019 5:33:50 GMT -5
I propably should have seen it, but right now I have missed how to activate the FAC. Can you add that in your manual?
HAJO
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Bugs...
Sept 17, 2019 10:38:36 GMT -5
Post by hajolippke on Sept 17, 2019 10:38:36 GMT -5
DonĀ“t know if this is a factor or if I just did something wrong... I started on the ground at L20A (Laos) in an A-1 and spawned a wingman. Then I changed over to a C47. My wingman appeared in one of the parking spots with the A-1, engine off. He never moved or made any action, even after I took off and told him to join formation...
My log:
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