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Showing results for tags 'george'.
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need track replay AI CPG not lasing targets when in range
JaroGrozni posted a topic in Bugs and Problems
I noticed that when using RF Hellfires, George won't automatically lase the target when it gets in range. He lases it when the target is first detected and then just hangs until i give him the command to scan again or until i cycle the weapons to get him to lase again. He should lase it in intervals to see how far the target is in my opinion... The problem persists even if he has free fire selected and the target list populated. He just waits.. -
Is there a plan for when George displays the target list that the highest threat in the search area is the first option? For example if there is an Manpad in a group of infantry, the manpad should be a priority, not having to go down the list to discover it. Also depending on how the mission is set up he can track enemy static objects while having to spam down the list looking for a threat. So like 40 static objects can be listed before seeing any threat.
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Not sure this is easy to implement, but here's the idea. I would love to "hide" a concealed sniper or certain static objects (weapons cache) from George AI in missions. Currently if George has LOS and is close enough, he seems to spot ANY unit easily from 4-5 km whereas a human CP/G find it quite challenging to identify the Infantry AK-47, kneeling behind the mudwall on a building with his head barely showing. I know it's a bit contradictory, as often we complain, that George fails to see the enemy, as well. So if possible, can we use the Mission Editor options: Hidden / Hidden on MFD / Hide on F10 map and if "Hidden" is selected George needs to be commanded to point search and only if the unit is in a narrow cone (2° ? ) and close < 4 km George will "find" it and show in the target list. This would allow incredibly interesting search mission design, surprise ambush scenarios where you could preemptively search a "suspicious" compound or orchard and find the BRDM waiting for you, but if you look at the wrong compound a bit left, you may miss it and get attacked... Sniper searches, where finding the target in build up areas or hidden between bushes or orchards is actually challenging, despite using George.
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4k meters away from a target in plain view. George will usually ID the target. I can clearly see the target visually and in the Video screen. Remember, 4000 meters, plain view in the screen and through the windows. I can select the target. George starts lasing. Grant permission to fire, he says, engaging. Doesn't fire. Grant permission, George says engaging, no fire. He is the most worthless CPG imaginable. 4 damn times, he refuses to fire even though he says he is. Please fix this. There is zero reason for the CPG to be completely useless. The Hind co pilot can function. I am told the RIO's in the jets can function. How is it you can not get George to do anything but take up space and make the desire for a usable rifle in the cockpit like the Kiowa. I would love to shoot George.
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When I send George to look for a target. This message appears. Previously it did not appear. What is the solution for him to look for? Where do I put the ACQ TADS mode? Thanks!
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need track replay AI make heli keeping rotation
_UnknownCheater_ posted a topic in Bugs and Problems
I just set decrease altitude from 1700B to 700R,the AI make heli keep rotation. https://youtu.be/ilZEwYc146s -
Jump to CPG from moving stats(60Knots),then AI make Heli into VRS.
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When I am in the CPG seat and use 5 short up clicks to get the Pilot to come up to 50 feet, he does that ... then he sinks to the ground, then he goes up again, then comes down, up, down, up down ... I shot a video of it. Can anyone tell me if there is something I need to do in the Pilot seat itself before switching to CPG seat to make this work? My Bouncing Apache!
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reported earlier Can not get out of COOP mode for rockets
SsgtHolland posted a topic in Bugs and Problems
After WASing up rockets in CP/g seat, when switching to pilot seat and WASing rockets, it is not possible to get out of coop mode for rockets. This happened with only rockets remaining as ammunition. After deslaving CP/G George, the pilot has no command over rocket steering cue and coop remains in HDU. -
(I hope this hasn’t appeared already - couldn’t see it!) Problem: George’s target list is hard to see Oculus Rift S, using Oculus runtime (i.e. not SteamVR), just in case that makes a difference. Monocle set to right eye/default. George interface appears fairly high in my FoV - would prefer it a bit lower, I think, but not a big deal - which is fine, nice and visible. Tell him to slave to what I’m looking at, and then he produces a target list. Which is nigh on impossible to spot/see as it overlays (mostly) the bottom left of my view, often over the dark cockpit instruments. Sometimes it appears on the right. Not sure why. Also, I see that list double, unless I shut an eye. Workable, but probably not the optimal solution for future releases.
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When I'm piloting, George is amazing at finding targets but always struggles a lot with tracking them, and seems to only care to correct his lasing every 5 seconds if the drift is slow, which leads to a lot of missed shots. He doesn't even try to use LMC to make it better. When I fly with a human CPG, or I CPG myself, the pilot might do some crazy stuff, including a barrel roll, and general janky flying, but I can still easily land all my shots with LMC, or even without it entirely. As such, I ask: can George (at least when IAT rolls around) be buffed? It seems a bit harsh on pilots that he has the tracking capabilities of a toddler.
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Add an option to the helicopters AI pilot George(or what they are called in other helicopters) to orbit a point. In the AH-64D it could be a 5th "page" using left arrow that is called ORB where you like on the FLT page can set three parameters ENGAGE/DISENGAGE, DIR, DIST, where DIST is the distance to the point you want George to orbit and DIR is either Left or Right (turn the pilot should start the orbit with. Engage/disengage is if George should start or stop orbiting. The FLT page can then be used to control speed and altitude while the orbit is engaged.
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That sounds very interesting. One thing that caught my attention is the bold statement regarding "tuned according to the missions map and label settings". What does that mean exactly? Is that some sort of setup where the system will take into account "blue" or "red" graphics from the mission editor, to bias the decision making of the AI unit in IFF? If that's the case, that's specially interesting and realistic.
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THE PROBLEM: If you enter the front seat of the Apache and let George fly, if you return to the pilot seat while still having George's AI flight helper menu open, trying to manually raise/lower the collective with a throttle will cause what I assume to be George's still-present flight AI to fight your inputs and try to move the collective back into the position he last had it in. NOTE: This does not happen if using the collective keyboard controls (-, =). THE CURRENT FIX: Turning off George's Flight Helper menu before returning to the pilot seat seems to fix this issue. EXTRA NOTES: I am playing on the current open beta version, multithreaded. Attached below is a video of me attempting to manually move the collective with my Winwing Orion II throttle. This was done on the Caucuses Hot Start Apache instant action mission. This bug happens in both SP and MP. Apache Bug (Compressed).mp4