BombSquad2336 Posted August 2, 2016 Posted August 2, 2016 Ok, I am trying to build a relatively simple mission with the UH-1h. Basically, takeoff from one spot and land at another. There's a lot more involved, but the problem is with the Huey and not the other stuff. I have several AI hueys following me. They all seem to follow fine. I had to give them their own waypoints which are directly on top of those I am flying. They are all spaced well and don't seem to have any struggles there. However, when we reach the designated landing area (a field I chose in the hills; all flat) I gave each of them a landing command based off of their last waypoint. This is a perform task function, not under the "Type" for the waypoint. I'll explain why in a sec. So they all follow me in no problem; then, when I land, I take a look back and they are all going bonkers! After flying around confused for a moment they all line back up and head toward the coastline 15 NM away (No where near any waypoints) find an airfield and start circling around like a confused swarm of flies...some even crash into each other. They never return to the designated landing area. I have spaced out the designated landing "triangles" vertically and horizontally in about 20 different configurations, but they continue the same behavior. Occassionally, and I have no idea why; one or two of the last birds will land in the field (no where near their landing points) and the others will scoot off over the hills. They always go to the same airfield. If I use the waypoint "Type" function as landing, the waypoint gets moved to the nearest airfield automatically and I cannot move it back to the field I want to land them in. (It should be noted this is not the airfield they like to go circle around when using the other method). So I tried adding a grass airstrip at each of the landing points in the field I want them to land in. But the waypoint remains on the airfield 12 nm away while using the landing "Type" for the wp. So I removed the "type" back to fly over (same problem if I use it as a turning point) and tried to get them to land on the grass strips...no dice. I have set the alt for the wp to the lowest agl possible. No help. I have set a condition that if flag 1 (you can't miss the trigger) is active, then there is a 100% chance they will land. Same problem. I made sure the wp is the last one in the list...still same problem. I have no idea how to input .lua scripts or anything like that. So...I think I gave all the info. Hopefully someone has an answer for me on how to get them to land in the field. Thanks in advance. VF-2 Bounty Hunters [sIGPIC][/sIGPIC] Virtual Carrier Strike Group 1 | Discord[/center]
firmek Posted August 2, 2016 Posted August 2, 2016 Don't know the answer as I haven't tried to do it myself but I'm guessing that it might be done in one of the campaign missions. Just check how it's done there. The files are located in Mods\aircraft\Uh-1H\Missions\EN\Campaigns folder. I didn't fly UH-1 campaign jet but group landing in field was done in Mi-8 campaign - though I can't recall if the AI was landing after the player or opposite. F/A-18, F-16, F-14, M-2000C, A-10C, AV-8B, AJS-37 Viggen, F-5E-3, F-86F, MiG-21bis, MiG-15bis, L-39 Albatros, C-101 Aviojet, P-51D, Spitfire LF Mk. IX, Bf 109 4-K, UH-1H, Mi-8, Ka-50, NTTR, Normandy, Persian Gulf... and not enough time to fully enjoy it all
Shahdoh Posted August 2, 2016 Posted August 2, 2016 Try a FARP instead of the grass airfield. The grass airfields are not working yet in any capacity that I am aware of.
BombSquad2336 Posted August 2, 2016 Author Posted August 2, 2016 Don't know the answer as I haven't tried to do it myself but I'm guessing that it might be done in one of the campaign missions. Just check how it's done there. The files are located in Mods\aircraft\Uh-1H\Missions\EN\Campaigns folder. I didn't fly UH-1 campaign jet but group landing in field was done in Mi-8 campaign - though I can't recall if the AI was landing after the player or opposite. I dug through a few of them already. I can't seem to find any that have a similar situation that I can learn from. Thanks for the suggestion though. VF-2 Bounty Hunters [sIGPIC][/sIGPIC] Virtual Carrier Strike Group 1 | Discord[/center]
BombSquad2336 Posted August 2, 2016 Author Posted August 2, 2016 Try a FARP instead of the grass airfield. The grass airfields are not working yet in any capacity that I am aware of. No dice on the FARP. Thanks for the suggestion though :-) VF-2 Bounty Hunters [sIGPIC][/sIGPIC] Virtual Carrier Strike Group 1 | Discord[/center]
Shahdoh Posted August 2, 2016 Posted August 2, 2016 I set up 4 hueys in a single group, 3 waypoints and then a "Perform Task: Land" at a designated flat area and that was successful. I then separated them into 4 singular groups and again, they all landed (Even in the same spot, crashing into each other, I had not moved the designated landing spots after copy/paste). I then separated the landing spots by about 200 feet and they all successfully flew their waypoints and landed. I did notice that you said they were following you. Did you use the follow command?
Shahdoh Posted August 3, 2016 Posted August 3, 2016 Ok, I played around with the follow command, and if you did use it, there are some things you need to do in order for them to land where you want. Some things will depend on how many waypoints you have and if you want them to follow the waypoints if you are not there, or to follow you exclusively. Set up each group to follow you at a set distance (Perform Task: Follow: Click on A/C to follow) X = the forward / back distance from the lead (positive for forward, negative for back) Y = vertical difference from the lead (Positive is above, negative is below) Z = distance off to the side of lead (Positive is to the right, negative is to the left) Setup a specific "Stop Condition" I recommend setting up a trigger zone just prior to the landing zone. Specify a flag to be true (check boxed). Setup a trigger that when the unit you (or lead a/c) are in that trigger zone, the flag specified is set to true Setup a "Perform Command: Switch Waypoint: Condition = Time more then mission start time plus 5 seconds). If this command is not used, the a/c following will go back to waypoint 0 to start their route again. If you have a complicated route and want them to follow it if the lead a/c is destroyed, you can setup a series of switch waypoints based off of time to waypoint in case the lead is taken out anywhere along the way. In any light, ensure you have at least 1 in there to keep them from going back to the starting point (or point in which they started following if picked up mid way). Ensure the last waypoint (no matter how many you have) is set to 1 waypoint prior to the landing zone. Should be right there at the trigger zone. Then make sure they have 1 more waypoint that designates them to land (PerformTask: Land :Ensure the landing triangles are not to close to each other). Now, they will follow you no matter where or what route you take, until you hit that trigger zone and sets the designated flag to true. Then they will stop following, will have switched to the waypoint prior to landing, immediately hit the landing waypoint and will proceed to land. Attached is the test mission I created to show this working. Good luck!Heli land test.miz
BombSquad2336 Posted August 4, 2016 Author Posted August 4, 2016 Attached is the test mission I created to show this working. Good luck! Thanks Shahdoh! I downloaded the test mission and will look this over this weekend and see if I can get it working. I truly appreciate you taking the time to do that. I'll let you know how it goes. Cheers VF-2 Bounty Hunters [sIGPIC][/sIGPIC] Virtual Carrier Strike Group 1 | Discord[/center]
shagrat Posted August 4, 2016 Posted August 4, 2016 One additional hint. The landing point (triangle) mustn't be too close to the waypoint where you set the landing action. Set the waypoint at 100-150ft above ground level and half a mile or more from the actual landing site. If the WP is too close or too high, they will go around and set up an approach what can take a while... Shagrat - Flying Sims since 1984 - Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)
BombSquad2336 Posted August 6, 2016 Author Posted August 6, 2016 One additional hint. The landing point (triangle) mustn't be too close to the waypoint where you set the landing action. Set the waypoint at 100-150ft above ground level and half a mile or more from the actual landing site. If the WP is too close or too high, they will go around and set up an approach what can take a while... Alright! Got her all set up. Turns out that the stop condition must be placed on the 0 waypoint. Originally I placed the stop condition of +5 seconds from start time of mission on the last waypoint before landing and they would circle back to the start. Once I switched it to the 0 waypoint...BOOM. Thank you for the help. Any thoughts on how to get them to do it more than once? Like 3 trips back and forth with landings at both locations? :-) Thanks again. Don't worry about that last bit...I'll figure it out LOL. VF-2 Bounty Hunters [sIGPIC][/sIGPIC] Virtual Carrier Strike Group 1 | Discord[/center]
Shahdoh Posted August 6, 2016 Posted August 6, 2016 Additional Advanced waypoints with their own start/stop conditions, independent from each other, would be where I would start.
feefifofum Posted August 8, 2016 Posted August 8, 2016 I believe you can also set the time they're on the deck in the landing task options...it's called something a little funny like "on land" but set this as desired and they should take back off. Using a stop condition with a flag or timer should also work. THE GEORGIAN WAR - OFFICIAL F-15C DLC
Recommended Posts