andqui Posted April 1, 2014 Posted April 1, 2014 I'm having a problem where my AI wingman will begin to engage a datalinked target, and then becomes "stuck" and refuses to engage any other targets for the rest of the mission. I've attached a track. On ingress to the target, I first take out the two air-defense targets to the left. I then store the DL location of a BMP near the entrance to the town, and then send that to my wingman and tell him to engage. He does, and fires off three or so rockets very proficiently. However, after that, he freezes in a hover and doesn't engage targets, despite announcing "roger" and "Running in" to various new datalinks and orders I sent him. Eventually, he rejoins formation to the left of me and refuses to attack anything, even when I don't use the datalink and simply lock up the target in the shkval and say "attack my target". Finally, when I land at the FARP at the end of the mission, my wingman decides to fly off in some random direction- I thought landing was supposed to make the other AI craft land with you? Anyways, he came back and landed after I told him "return to base". thanks to anyone who takes a look at this. Sorry, the track is pretty long because the inbound flight took a while. I don't know how to limit the track to just the action.Back to Teberda AI bug.zip
Hunden Ynk Posted April 2, 2014 Posted April 2, 2014 I don't know about your particular problem, seems the AI got stuck in some state, making it refuse new orders. If that happens, I usually try issuing a new command for example "rejoin formation", which sometimes works. But I have just accepted that the AI is not to be counted on and that it is prone to bugging out. For example: it once got stuck on repeating the same response over the radio, again and again - pretty distracting.:crash:
ShuRugal Posted April 3, 2014 Posted April 3, 2014 For example: it once got stuck on repeating the same response over the radio, again and again - pretty distracting.:crash: shot mine down for that, once.
Puddlemonkey Posted April 4, 2014 Posted April 4, 2014 shot mine down for that, once. harsh but reasonable :)
tsumikae Posted April 5, 2014 Posted April 5, 2014 AI wingmen during the campaigns ranks from braindeads to Einsteins. Depending on the mission you should either let them do all the work like it's nothing for them, or do everything you can to prevent them from taking off in the first place. One thing they are useful for in any case, including the braindeads, is scanning for and spotting enemies. It's like a button you press to ask the game "show enemies".
Erforce Posted April 7, 2014 Posted April 7, 2014 For wingman efficiency, you should check my AI datalink guide. Wingmen's AI is now a coward, (it used to play rambo-style suicidal mission) Yes, it's a "show me ennemies" cheat mate, but don't rely on them to remove any air defense in tricky area without trouble. :( TASK / ROLES acronyms guide Black Shark A.I. datalink guide illustrated (v1.2.4 Available on Wiki) DCS World Codex 1.1 : full units list (Speed/Weapons/Armor thickness/Threat zone/Weapon damage...) (Oct 2013) BlackShark 2 1.2.x Bug and glitches thread (v1.2.7)
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