marek.babic Posted May 20, 2020 Share Posted May 20, 2020 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 Link to comment Share on other sites More sharing options...
hein22 Posted May 20, 2020 Share Posted May 20, 2020 They also taxi through static planes in normal parking spots. Too bad. Stay safe Link to comment Share on other sites More sharing options...
ED Team NineLine Posted May 20, 2020 ED Team Share Posted May 20, 2020 Track please. Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug** Link to comment Share on other sites More sharing options...
hein22 Posted May 20, 2020 Share Posted May 20, 2020 Track attachedstatic on catapult.trk Stay safe Link to comment Share on other sites More sharing options...
hein22 Posted May 22, 2020 Share Posted May 22, 2020 Friendly bump. Track attached above. Stay safe Link to comment Share on other sites More sharing options...
ED Team NineLine Posted May 22, 2020 ED Team Share Posted May 22, 2020 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. Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug** Link to comment Share on other sites More sharing options...
Nealius Posted May 23, 2020 Share Posted May 23, 2020 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. Link to comment Share on other sites More sharing options...
hein22 Posted May 23, 2020 Share Posted May 23, 2020 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. Stay safe Link to comment Share on other sites More sharing options...
ED Team NineLine Posted May 23, 2020 ED Team Share Posted May 23, 2020 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. Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug** Link to comment Share on other sites More sharing options...
Nealius Posted May 23, 2020 Share Posted May 23, 2020 Is it safe to assume, then, that the diagrams in the manual about where to put statics are only valid in multiplayer with no AI assets on deck? Link to comment Share on other sites More sharing options...
discwalker Posted May 23, 2020 Share Posted May 23, 2020 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. GTX 1070 8GB, 16GB DDR3, W8.1 on SSD, DCS on another SSD Link to comment Share on other sites More sharing options...
VirusAM Posted May 23, 2020 Share Posted May 23, 2020 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. R7-5800X3D 64GB RTX-4090 LG-38GN950 Valve Index VPForce Rhino FFB, Virpil F-14 (VFX) Grip, Virpil Alpha Grip, Virpil CM3 Throttle + Control Panel 2, Winwing Orion (Skywalker) Pedals, Razer Tartarus V2 SpeedMaster Flight Seat, JetSeat Link to comment Share on other sites More sharing options...
Highwayman-Ed Posted May 24, 2020 Share Posted May 24, 2020 (edited) 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. Edited May 24, 2020 by Highwayman-Ed Intel i9-9900KF @5.2GHz MSI Z390 Gaming Pro Carbon 32GB G.Skill Trident Z DDR3200 RAM MSI RTX 2080 Ti Gaming X Trio 40" Panasonic TH-40DX600U @ 4K Pimax Vision 8K Plus / Oculus Rift CV1 / HTC Vive Gametrix JetSeat with SimShaker Windows 10 64 Bit Home Edition [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
ED Team NineLine Posted May 24, 2020 ED Team Share Posted May 24, 2020 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? Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug** Link to comment Share on other sites More sharing options...
Highwayman-Ed Posted May 24, 2020 Share Posted May 24, 2020 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 Intel i9-9900KF @5.2GHz MSI Z390 Gaming Pro Carbon 32GB G.Skill Trident Z DDR3200 RAM MSI RTX 2080 Ti Gaming X Trio 40" Panasonic TH-40DX600U @ 4K Pimax Vision 8K Plus / Oculus Rift CV1 / HTC Vive Gametrix JetSeat with SimShaker Windows 10 64 Bit Home Edition [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
Nealius Posted May 24, 2020 Share Posted May 24, 2020 Interested to know why statics would be put on the Cat if it was known to be used? If we can't put statics on cats that are known to be used by AI, then we can't put statics on the bow, full stop. Link to comment Share on other sites More sharing options...
Cerdon Posted May 24, 2020 Share Posted May 24, 2020 this thread feels more like a wish than a bug Link to comment Share on other sites More sharing options...
Eldur Posted May 25, 2020 Share Posted May 25, 2020 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 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 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 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 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 Link to comment Share on other sites More sharing options...
Tobi1304 Posted May 26, 2020 Share Posted May 26, 2020 +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. vCVW-17 / VF-74 Link to comment Share on other sites More sharing options...
rag48 Posted May 28, 2020 Share Posted May 28, 2020 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. Link to comment Share on other sites More sharing options...
Eagle7907 Posted May 29, 2020 Share Posted May 29, 2020 Been wanting this feature ever since Hornet released. Sent from my iPhone using Tapatalk Pro Win 10, AMD FX9590/water cooled, 32GB RAM, 250GB SSD system, 1TB SSD (DCS installed), 2TB HD, Warthog HOTAS, MFG rudders, Track IR 5, LG Ultrawide, Logitech Speakers w/sub, Fans, Case, cell phone, wallet, keys.....printer Link to comment Share on other sites More sharing options...
discwalker Posted May 31, 2020 Share Posted May 31, 2020 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! GTX 1070 8GB, 16GB DDR3, W8.1 on SSD, DCS on another SSD Link to comment Share on other sites More sharing options...
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