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Posted

After a turn one of the escort ships crosses the path of the carrier. The carrier reduces its speed (to avoid a collision, I guess) and comes to a complete standstill.

 

However, after the escort ship passed the carrier, the carrier does not resume its route. At this point the whole strike group gets stuck terminating the mission as the carrier will not proceed to the following waypoints.

 

I have witnessed this now on multiple occasions. Attached a simple mission file. It happens at waypoint 3 a bit later in the mission. Track also attached.

 

Also made a short video. It's a different mission but same phenomenon.

 

 

Could we please release the drunken skipper from its duty? Thanks!

 

DCS 2.5.4.30386

CarrierStop.miz

CarrierStopBug.trk

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Posted
After a turn one of the escort ships crosses the path of the carrier. The carrier reduces its speed (to avoid a collision, I guess) and comes to a complete standstill.

 

However, after the escort ship passed the carrier, the carrier does not resume its route. At this point the whole strike group gets stuck terminating the mission as the carrier will not proceed to the following waypoints.

 

I have witnessed this now on multiple occasions. Attached a simple mission file. It happens at waypoint 3 a bit later in the mission. Track also attached.

 

Also made a short video. It's a different mission but same phenomenon.

 

 

Could we please release the drunken skipper from its duty? Thanks!

 

DCS 2.5.4.30386

 

I've had this too, agreed it's quite bothersome.

 

The trick I found was configure the carrier group so the support ships will be on the outside of the carrier turn radius. Not ideal, but stops this behaviour/bug.

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Posted
I've had this too, agreed it's quite bothersome.

The trick I found was configure the carrier group so the support ships will be on the outside of the carrier turn radius. Not ideal, but stops this behaviour/bug.

Thanks mate :thumbup: I was also playing around with the distances. However, it's still tedious and not 100% rigorous as I think the turn radius depends on the carrier speed, for example.

 

Still hoping for some better AI algorithm. I know, these things always seem more easy than they really are.

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Posted

Yeah it appears the AI wants to stay strictly in formation at all times, so when they get into a turn ships on the inside of a turn aggressively maneuver to maintain the formation X, Y. If they cut close enough to the bow of a ship the AI just stops. Behavior is only exacerbated by the location of the ships in the formation and the severity of a turn.

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Posted

Right, it's usually a 180 degree turn, which is as much as any sensible ship needs to :) I was OK when the escorts just clipped through the Stennis, rather than stopping it. Seems to be either sacrifice some escorting on the sides of the Stennis, or invest in multiple leg turns with catchup time, which is painful.

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Posted

The Tico had right of way, I guess the commanding officer of the squadron is yelling his arse off against he CO of the Tico :)

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Posted
Will this issue be solved with the super carrier release? Or is the "super" carrier only doing its job as a single ship and not when part of a strike group?

 

 

I really don't see this as an "issue". I mean, the carrier and her escorts are tens of thousands of tons of ship plowing through the water and it's not like you can expect to lean forward to tap the uber dirver on the shoulder and tell him to, "whip a uey here mate, I need to stop at the liquer store on the way over to the party!"

 

 

As a mission builder you need to give that drunken skipper a little help with a bunch of waypoints scribing an arc for the group to follow if you want him to change course 180 degrees.

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Posted
I really don't see this as an "issue". [...]

As a mission builder you need to give that drunken skipper a little help with a bunch of waypoints scribing an arc for the group to follow if you want him to change course 180 degrees.

Well, if you get to the point to create missions where you don't only have a pre-defined set of waypoints, you'll probably see the "issue" as well.

 

For example, I use a script that let's the carrier turn into the wind at arbitrary times. It already uses additional waypoints to help the carrier turn. Still this issue is happening at times. Then the mission is basically fubared and/or people need to restart their server.

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A warrior's mission is to foster the success of others.

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RAT - On the Range - Rescue Helo - Recovery Tanker - Warehouse - Airboss

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  • Flappie changed the title to Carrier Group Stopping Unexpectedly
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