skybaby68 Posted May 15, 2020 Posted May 15, 2020 Hi. As the title question asks. Is there a way to 'force' the darned AI to land whilst you're waiting on a taxiway. Infuriatingly I've spent weeks on a Yak-52 Instructor training mission, along with countless knee boards and dozens of custom voice overs and as is with DCS bugs etc, I'm only happening across them after all the work is done and testing ensues. I've set up a lengthy start up procedure with full instructor voice commands etc, followed by, having a 'follow-me' vehicle to guide the player out to the runway threshold but has to stop short to allow an incoming C-130, out on finals, to land and roll out. Waiting behind the follow-me vehicle is intentional, so as to walk the pilot around the instruments, and pre-take off checks etc as the mission would always break if the pilot would just 'go for it' and jump triggers, voice overs etc. C-130 won't land (just orbit with wheels down) and I've just learned that it's a known bug and like everything else, has been a known bug for 2 or more years. I just wanted to know ... Is there a work around? Is there some kind of advanced task command or something that would have the AI land? IL-2 uses a priority system for way points and tasking? Is there something similar? Thanks. i9 14900K - ROG Maximus Z790 Hero - GIGABYTE GeForce RTX 4090 - 64GB Kingston Fury Beast DDR5 XMP - Samsung 4TB SSD - Pimax Crystal - Thrustmaster Warthog Throttle & Joystick - VirPil AH-64D Grip - Thrustmaster TPR Pendular Rudder Pedals
Pikey Posted May 16, 2020 Posted May 16, 2020 No, ATC is handled by the sim and is not exposed to the SSE or the ME tasks which only include "Land" waypoint. You need to address the reason it is unable to land, which I suspect is either your queueing on the taxiway or the vehicle blocking it. Additionally aircraft can get stuck in their landing cycle for no reason. ___________________________________________________________________________ SIMPLE SCENERY SAVING * SIMPLE GROUP SAVING * SIMPLE STATIC SAVING *
skybaby68 Posted May 16, 2020 Author Posted May 16, 2020 Um .. that's exactly what I'm trying to replicate. The player 'queuing' on the taxiway whilst the C-130 lands, as in real life or literally every other sim out there. (IL-2, X Plane, Falcon, FSX). The player is sitting a safe way short of the runway threshold, behind a 'follow me' vehicle, (which, in itself, is a scream to be behind, and takes half the night to get there), and whilst he/she is having to sit there listening to the instructor ramble on about instruments etc, the C-130 on short finals provides the necessary eye candy and temporary thrill fill-in. The AI aircraft in question isn't stuck in cycle because it will land perfectly fine if the airbase is like a 'ghost town' and nothing's moving, no one's doing anything. The only way I've gotten around this is to have the player declare 'abort take off' the moment they start their taxi (try explaining that one to a trainee pilot). But even then, you have to make sure there is 'NO' other AI plane about to make a taxi request (or even start up) procedure during this whole period of the player taxiing, waiting etc, and (when on the ground with ATC correctly tuned), the / key for comms menu only works in 2.5.5 and not in 2.5.6. (Apparently in the latter, you have to turn 'off' easy communications and only then, the comms menu on the Yak will show with Right Alt + /). Yet in 2.5.6, the / key works perfectly normal with other modules, and yes, the Yak binding key is no different. I just find it 'staggering' to comprehend that this has apparently been the case for 'years' and not 'weeks'. I've put so much time into this mission and the amount of brick walls I've come across is beyond a joke. The follow-me vehicle (set to 15 knots if the player is inside the follow vehicle's moving trigger zone, stops the player is outside the zone), moves at a snails pace and 70% of the time, gets confused with waypoint nodes and wanders across the airfield before eventually turning 180° and crashing into you. (Totally different results when tested in 2.5.6, the vehicle moves off and behaves until it gets bored and stops for periods of 5 mins or more before continuing). The Yak-52 (player a/c), has a totally botched ADF system whereby in 2.5.5, the ADF will only make an audible morse call and the visual pointer in the HSI doesn't work, but in 2.5.6, the opposite, no morse but the pointer works. The training mission involves detailed start up and taxi from Kutaisi, taxi and take off, hop over to Sennacki, couple of touch and go's and citcuit training before returning to Kutaisi. A nice little exercise for ADF training I thought. This last AI landing debauchery is a bit of a back-breaking straw as I'm so far into the mission with over 60 custom voice overs, 65 kneeboard plates and yet the 'known issues' section of the readme file will be gargantuan. I fully realise that 2.5.6 is a 'testing' platform but what else is there. 2.5.5 is the 'stable' version where all these problems are found (I write the missions within 2.5.5). I guess addressing bugs like this don't make ED any money like a Super Carrier does. i9 14900K - ROG Maximus Z790 Hero - GIGABYTE GeForce RTX 4090 - 64GB Kingston Fury Beast DDR5 XMP - Samsung 4TB SSD - Pimax Crystal - Thrustmaster Warthog Throttle & Joystick - VirPil AH-64D Grip - Thrustmaster TPR Pendular Rudder Pedals
cobragva Posted May 16, 2020 Posted May 16, 2020 It has been existing for years. Once an aircraft request taxi or is taxiing, the landing aircraft automatically interrupt its landing pattern ...even if he is in short final. The AI has been poorly developed over all the versions and we shouldn t expect any changes soon.
Pikey Posted May 18, 2020 Posted May 18, 2020 They will get to it, we have some months of catch up due to planning this year to be upgrading CORE sim features, then over-reaching and causing issues with 2.5.6, which delayed more or less everything, because (believe it or not) ED does care and does want a good sim so they are trying especially hard to get a decent 2.5.6 out the door that performs. As well there has to be some product movement else it's not a viable business, and with every module and specifically non airplane modules, there is a lot of core changes needing to happen. I'm sorry you have found basic issues before you set out to invest time. Unfortunately it's shorter time to write gargantuan projects than it is to learn DCS quirks that everyone else will say, "Oh its been like that for years" and make you mad. ALways start small and test with proof of concepts first, embarking on major effort without understanding that what you expect, is not what the sim delivers is asking for disappointment. SOrry about that, it's not comforting. ___________________________________________________________________________ SIMPLE SCENERY SAVING * SIMPLE GROUP SAVING * SIMPLE STATIC SAVING *
Jagohu Posted November 20, 2021 Posted November 20, 2021 All you can do is to place a static aircraft at the holding point, and once your traffic lands destroy it and replace it with a live one. Or you can go into timings and distances and experiment at what distance the AI initiates a go-around if the runway isn't free - and by the time it gets there just make the aircraft taxiing into a static object and continue making it taxi once your aircraft has landed. You can play around with vehicles though, they don't influence runway usage.
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