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[CORRECT AS IS] AI airplane will take-off through static planes


marek.babic

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When placing parked static airplanes e.g. on catapult 1. The AI will normally taxi to catapult and take-off through static airplanes.

 

No collision simulated.

 

Two possible solutions:

- better AI should recognize airplane being parked in catapult area and taxi to different catapult

- other solution: possibility to disable certain catapult in mission editor so mission creator may place static airplanes on deck and disable catapult

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We don't really know what's in the way/out of the way of AI. The manual shows green areas for static objects in launch and recovery situations, but the AI still move through those green areas.

 

This is exactly what I was trying to explain to ED in many threads but didn't succeed. Currently ANY static will be treated like a ghost by AI, no matter where you put it.

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Yes, and again, that is by design, because it will cause too many issues having them try to dance around every static object you might put down.

 

The AI uses those areas if statics are there because they ignore statics, its kind of a double edge sword in this case.

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A mediocre and not super thing to AI not to recognize blocked catapults.

In the yesterday VHUNAF MP SC mission cat 2 was blocked by numerous statics, this is the real usage of the module.

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A mediocre and not super thing to AI not to recognize blocked catapults.

In the yesterday VHUNAF MP SC mission cat 2 was blocked by numerous statics, this is the real usage of the module.

 

This particular one is still WIP, it will be solved i guess.

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Further to this, it would be nice to 'disable' a cat in the ME on the carrier for Full deck simulation on take-offs, and allow for simultaneous take-off and recoveries on MP servers.

 

Passing through static is by design in the case of a Mission Creator putting something in the wrong spot and not to break then entire mission. The best thing to do is to not put static objects in the way of AI or players. thanks.

 

If the scenario depicted below is intended behavior, maybe it should be logged as a feature request.

 

Screen-200524-181623.png


Edited by Highwayman-Ed

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A mediocre and not super thing to AI not to recognize blocked catapults.

In the yesterday VHUNAF MP SC mission cat 2 was blocked by numerous statics, this is the real usage of the module.

 

Interested to know why statics would be put on the Cat if it was known to be used?

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Interested to know why statics would be put on the Cat if it was known to be used?

 

So is there a way that we can make them ‘not used’? That’s what we’re looking for I believe... as it stands now, the AI will use cats in order... 1, if that’s busy, 2, and so on

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Interested to know why statics would be put on the Cat if it was known to be used?

 

You're literally asking why we want to set up a real carrier flight deck for the sake of immersion. You should start thinking outside the box - inside the chimney pinkiepieexcited.png

 

I understand why this happens, since it would be much work to program the AI to actively dance around objects to get to their destination and it would also cost us some CPU cycles most probably so there's also a performance reason behind it icon_exclaim.gif

 

But we should have at least some checks there. The carrier has those lines on the deck that indicate which area should be kept free for recovery and every cat launch ops. Let the sim check that and block the AI from using the cats which are not free. That alone would boost the immersion a lot and shouldn't be too hard to realize twilightsmile.png

 

All the other occurences probably can get edited by the mission maker when he sees something taxi through a mule placed somewhere on the deck for example dealwithit.png

 

Although it would be great to be able to switch the possible AI taxi routes visible in the ME, generally for carrier decks as well as airbases. This would help avoiding such problems for the mission makers in the first place rainbowdashwink.png

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+1

 

Especially if we consider that even a nearly 20 years old game had the ability to show the taxi routes and parking spots for ai planes.

 

And I would be interested to know why we can’t deactivate cats in the first place if at least 50% of all pictures of any carrier on google show at least one or more cats obstructed by parking planes.

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Agree that it would be a very useful feature to be able to shut down cats manually to take advantage of "flex deck" and other setups. This could be accomplished through tick boxes that are initialized in the mission editor and subsequently controlled (e.g. via scripts, radio menu, etc) by the mission host only. Later in early access this feature could be transitioned to the AIR BOSS role if desired.

 

In this image if CAT2 was disabled, the AI F/A-18 waiting for it indefinitely (and blocking the plane behind it) could route to another CAT like the other planes have done.

 

Screen_200528_151348.thumb.jpg.b6152baf83e1fdbfa673b4c66dd3f1a2.jpg

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Been wanting this feature ever since Hornet released.

 

 

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Just in case for Player placed to a blocked catapult, we need the cancel function of the launch for SC.

For example: the free Hornet campaign once spawned me to a blocked catapult, but on non SC Stennis we could unhook the shuttle!

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