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Nix Mills

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Everything posted by Nix Mills

  1. When taking off from the carrier, and after making their breaking turn, AI aircraft go into a steep climb with burner until they reach 10,000 ft. Even your wingman will do this, irrespective of what you're doing, which of course makes them expend a lot of fuel right from the start (especially for the F/A-18C). Real life Case I procedures (good visibility, daytime) require departing aircraft to, after the clearing turn, to proceed on a parallel course to the carrier (BRC) at <300 kts and <500 ft until 7 miles out. Real life Case III procedures (low visibility, fog and/or night) require departing aircraft to not perform a clearing turn (as each departs with at least 30 sec intervals) to proceed on a straight course and a steady climb at <300 kts until 7 miles out. (After that they'll arc towards their first waypoint maintaining their speed and climb until 10 miles out, plus there are some radio procedures for this, but all that is not quite as important for this purpose). My wish for this list is to include this AI behaviour for Case I/III so that they don't burn right up to 10,000 ft. Love your work.
  2. AI air-to-air refueling seems to work alright now but after completing refueling, the AI seems to want to return to the carrier. I'm trying to create a mission that requires flying deep into Syria with two F/A-18C launching from a carrier. I have set up the wingman as a separate group so that in can fly as my lead and attack its own targets. The steps I have up are as follow: - upon entering zone, orbiting KC-135 pushes to next waypoint -- it then flies in a straight line - at waypoint, AI gets Perform Task -> Refueling -- AI cathes up with KC-135 and starts refueling - ON REFUEL, AI inside the tanker's moving zone, it sends a message that the AI has started refueling -- this works like a charm - ONE REFUEL STOP, AI inside the tanker's small moving zone, it sends a message that the AI has stopped refueling and AI TASK PUSH to follow tanker -- AI breaks away, message appears and AI heads back to carrier I have tried giving additional orders, such as AI TASK PUSH to follow play or head to next waypoint, but to no avail. Gosh - these quirks are really frustrating me. Does anyone have suggestions to how to get this to work? Edit/update: After trying a few other approaches, it appears that all the AI's waypoints disappeared after completing refueling.
  3. Having the same issue here with missions I had created that worked just fine until now. As described, AI Hornets drop into the water after carrier take-off. Vikings and Hawkeyes don't seem to have that problem.
  4. I'm having the same issue. I've been trying to create a mission where the player and wingman in Hornets (technically another group so as to make it lead) refuel on their way back over Syria. From reading the posts above, I've also been in v.2.7, using KC-135 flying in a race-track orbit, refuelling one at a time from the left basket and both carrying an external fuel tank. I have tried using 'Push AI Task' to next waypoint or follow, and stop refuelling task, but the AI Hornet is stuck refuelling.
  5. I also have that experience. I've been trying to create a mission where the wingman is technically another group, because I wanted the wingman to be lead. At the refuelling stage, both player and wingman are low on fuel (<4000 lbs). I set the wingman to refuel first and it is supposed to display a message when the AI finishes refueling (On Refuel Stop script), but it doesn't finish and just keeps refuelling. I've tried issuing 'Push AI Task' to make it move to next waypoint, follow the player or stop refuelling, but it doesn't work.
  6. Syria is a great map with lots of little POIs to check out. However, on N 35°56'7.23" E 37°57'6.53" an uneven pyramid has risen out of the ground. That is probably a bug.
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