wingmen crash

General discussion for CFS2 - WW 2 Pacific Theater

Re: wingmen crash

Postby Hagar » Fri May 07, 2004 11:20 am

Happ. I tried the Kenley scenery for you. First of all, it conflicts with Steve McClelland's CFSII Europe mesh. You would need to temporarily deactivate the mesh for Kenley to work. Make sure you installed NovaLib1.bgl to the CFS2\SCENEDB\library\scenery folder. The Kenley folder can be pasted anywhere you wish & activated via the Scenery Library. I had to paste copies of 5 texture files from the Kenley\Texture folder into the CFS2 main texture folder for the trees to display. These are the 4 BMP files named nova066 + VOD62.PAT. Please try it & tell me if that fixed it.

PS. I didn't try any of the missions. I suspect that installing the Kenley scenery could fix your wingmen problem with this campaign.

PPS. Don't forget to edit the Kenley entry in airbases.dat according with the instructions with the campaign.
Last edited by Hagar on Fri May 07, 2004 11:24 am, edited 1 time in total.
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Re: wingmen crash

Postby Happ_Hazard » Fri May 07, 2004 1:18 pm

What a shame Hagar, the airstarts run fine & i like Steves euro scenery so i wont be changing it, any way (in mission builder) i can correct this wingman crashing? it must be a start height problem for them to nose over like that.
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Re: wingmen crash

Postby Hagar » Fri May 07, 2004 1:47 pm

I haven't tried the campaign so this is only a guess. In the instructions it tells you to edit the existing default Kenley entry in airbases.dat. I assume this means that the runway altitude & location is different with the recommended Kenley scenery installed. I'm not sure the campaign will work properly with Steve's mesh as the altitude in that area is almost certainly different again.

To play this campaign properly it would be best to install the Kenley scenery & use it without the mesh. This need only be temporary. If you activated the mesh via the Scenery Library it would be a simple matter of deactivating it to play this campaign. If you wish to use it for other campaigns you can reactivate it with a single click & deactivate Kenley.
Last edited by Hagar on Fri May 07, 2004 1:49 pm, edited 1 time in total.
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Re: wingmen crash

Postby Woodlouse2002 » Fri May 07, 2004 5:14 pm

[quote]What is wrong with pressing X?

Nothing if you are just interesting in achieving the mission goals.

Personally I think the main goal for most mission should be getting as many of your boys back home as possible.

A little while ago I set up a short mission to simulate a BoB scramble. The test being that if maximum climb rate was achieved in the Hurricane Mk1a
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Re: wingmen crash

Postby Happ_Hazard » Sat May 08, 2004 4:12 am

well, i move wingmen into the other section in campaigns if they get kills, most i've seen there is 2 kills on a wingman then they get wasted ,it's part of your goals that you dont lose too many, & you will get 'busted down' if you do, i've been behind an attacker about to shoot down a wingman & put round after round into it, its on fire one end to the other, and it STILL shoots down the wingie ! I think the computer CHEATS :o
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Re: wingmen crash

Postby Woodlouse2002 » Sat May 08, 2004 1:01 pm

Hehehe. While shooting down enemy aircraft, aim for the wing. If they don't have two of those then they can't fly.
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Re: wingmen crash

Postby ckur » Mon May 10, 2004 12:06 am

If we could just get them to land safely more often.

I have noticed that the ai are able to land on the grass fields of the BoB scenery much better than on runways. Don't know why as the ai only see a single section of the field as a grass runway!

Kev


When landing on a runway, take a look at your wingmen. They seem to land quite a bit before the runway and then they speed up. That is they dont crash before reaching the runway... This was the reason I tried changing landing touchdown distance, but as said with no notable results.

One reason for crahes may be that in pacific the wingers land too soon and there is water, not land in the position where they land. In BOB missions the runways are mostly a bit further inland. Sometimes I have even noticed that if wingman lands in the water, quite near the shoreline they are able to do some ambhian work and get on to dry land.  ;D

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Re: wingmen crash

Postby B24Guy » Mon May 10, 2004 7:25 am

I was courious so I made a simple AI land mission using the SBD. I doged him with the wild cat. With the 1% airfile the SBD would almost get to the runway gear down then he would just hang in the air nose down and crash. I had just installed a new CFS2 so I copied over the mission and tryed it.  The SBD was stock MS AI only.
This time it landed right on the runway no prob.
But get this it would not stop. It just kept flying at "0" feet off across the water. :o
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Re: wingmen crash

Postby GuyBoullenger » Mon May 10, 2004 5:34 pm

All accurate airfiles are much too touchy for the AI.

The only way to solve that seems to have two different flight models, one "touchy" and accurate for the player, and a "stock based" one for the AI. Anyway, the AI doesn't use the flight model as the player does. You'll notice that an AI using the same flight model can perform manoeuvres that you can't follow.

Another aspect of using accurate flight models with AI is that they underperform in combat, bath bombers and fighter. I believe that it is due to the fact that they can't stabilise their aircraft. You 'll see that when flying straight, they ondulate like a dolphin, which is not a good stable gun platform, obviously !

Last thing about AI is their DPs. They must have their cannons and machine gun attributed to the same trigger and they must be harmmonized differently, both in range and elevation. The AI doesn't have a gun sight. He seems to focus on a hard coded line of fire, and if you don't harmonize for it, then the AI misses its aim.

Guy
Last edited by GuyBoullenger on Tue May 11, 2004 5:08 pm, edited 1 time in total.
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Re: wingmen crash

Postby GreenGhost » Sun Jul 04, 2004 4:58 am

A bit of an old thread... but here's my 2 cents worth...

Had the same problem with nose diving into ground shortly before landing with 1% Beaufighter - entire flight in perfect formation.

After playing with the air file with AirEd found that it was the Flaps angle that caused the grief for the AI.
In section 320 there is the "*Flaps Angle Limit" on the 1% Beau this was over 1 (= 58 degree historical flap angle) . Reducing this below 1 had immediate benefits and at 0.45 wingmen can usually land OK if not suffering combat damage.  *This is by test and observation* settings may be different for other Aircraft. (and AI still perform other weird things - like bouncing during landing , travelling in a wheelbarrow like mode and taxiing over water.... but it's one step in the puzzle)
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Re: wingmen crash

Postby Akula. » Thu Jul 08, 2004 11:25 am

While shooting down enemy aircraft, aim for the wing. If they don't have two of those then they can't fly.


heehee. another brilliant way of taking the enemy down is kill the pilot. just shoot straight into th cockpit and hopefuly he dies. By the way, if you need to take B-24s down quickly, then use rockets. they're not as inaccurate as you would think, i managed to bag one at 600 yards. B-24s can usually take about one rocket and a few bullets and they go down.
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