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Posted

Super simple mission attached.

 

Caucus Map:

 

2xF18 with GBU's instructed at waypoint 1 to attack map target, this instruction is repeated 4x to hit four different hardened hangars, I have tried moving the targets around to various locations to test the limits of achieving 4 drops and 4 hits in a single pass. In the example posted the AI drop 4 bombs each on 4 targets in one pass, as instructed.

 

If you run the test with 1x AI and 1x Player (player aircraft #2 and lead aircraft being the AI) the AI will only drop a single bomb in one pass, then circle back 3 more times over the target area to drop the remaining 3 bombs he should have let go in his first pass.

 

I have tried changing all the permutations on the action to change this behaviour, Group Attack, Auto , Bomb count etc etc , nothing worked, every time there is a human controlled aircraft the AI will only drop 1 bomb each pass.

 

 

Reason for test ?

 

I have a mission with 4 targets, and wanted to double check how to instruct my wingman to take out 2 of the targets, leaving the other 2 targets for me, then I became aware of the bug above.

 

The mission as uploaded will work perfectly and as instructed, then go back into editor and change the #2 aircraft to human control and you will see the AI only starts dropping 1 bomb on each pass, and a new pass on each target.

AI Multi Target 1 run Bomb Test with wingman.miz

Posted

Bug remains in the latest version, and the work around is just the same, todays patch hasn't changed anything.

 

So 2x AI in a flight will release multiple bombs against multiple targets in one pass, as soon as you make one of those planes under PLAYER control the AI starts releasing 1 bomb at a time, and makes multiple passes on the targets.

Posted

Couple of things.

 

1. The AI isn't really programmed or currently meant to have the player aircraft be a wingman.

2. It works when the player is flight lead and you tell the AI to do the mission. See my track and screenshot, those are the bombs the AI drops with me as flight lead.

3. The bug fix for multiple JDAMs had to do with the timing and behavior of the drop. It only impacted a few aircraft types due to the number of bombs needed to drop in a single pass. If I recall with the old behavior the limit was about 7 bombs per pass if you had 7 targets. The tacview screenshot has a different target for each bomb and shows the results of the fix.

 

mult_jdam_fix.JPG.6d68263e42f514af0a70c3ea90eba106.JPG

do_mission_rejoin.trk

Screen_201105_173320.thumb.jpg.5325b956ebdb78eebf3cb3d87c14bd43.jpg

The right man in the wrong place makes all the difference in the world.

Current Projects:  Grayflag ServerScripting Wiki

Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread)

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Posted
Couple of things.

 

1. The AI isn't really programmed or currently meant to have the player aircraft be a wingman.

2. It works when the player is flight lead and you tell the AI to do the mission. See my track and screenshot, those are the bombs the AI drops with me as flight lead.

3. The bug fix for multiple JDAMs had to do with the timing and behavior of the drop. It only impacted a few aircraft types due to the number of bombs needed to drop in a single pass. If I recall with the old behavior the limit was about 7 bombs per pass if you had 7 targets. The tacview screenshot has a different target for each bomb and shows the results of the fix.

 

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I kinda guessed this, originally I had the 2nd aircraft set as my wingy, but he failed to drop anything, hence I started testing the other way around and at least got some results, first of all testing without me as the player in the flight at all, to make sure AI logic was working at all.........that's when I discovered the above scenario. As long as you don't have the player in the mix at all the AI release all 4 bombs in one pass as expected, it only goes south the moment you add a player in the equation, whether it is in the lead or wingman position ?

 

Happy to test some more on this and put up vids and missions etc if this helps.....having an AI wingman who will release all 4 bombs in one pass is crucial to the mission design I am working on at the moment, as we don't want to be hanging around the target area, needs to be an in and out mission in one pass.

 

Would you care to post your mission up here so I can double check my settings are correct here maybe ? and just to clarify I have been using the "Flight Engage Mission order" during the flight ?

 

It is entirely possible my mission is not structured for the fix correctly atm due to messing around with workarounds etc.

 

I have noticed the AI make more use of the glidepath for the JDAMS dropping at further distances tho.

 

Thx

Posted

The track in my reply is your mission. Perhaps the only difference behavior wise is since I tested without having my HOTAS plugged in I just gave the radio command and watched the AI do the attack. But in my quick test with me as flight lead the AI did drop all their bombs in one pass.

  • Like 1

The right man in the wrong place makes all the difference in the world.

Current Projects:  Grayflag ServerScripting Wiki

Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread)

 SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum

Posted
The track in my reply is your mission. Perhaps the only difference behavior wise is since I tested without having my HOTAS plugged in I just gave the radio command and watched the AI do the attack. But in my quick test with me as flight lead the AI did drop all their bombs in one pass.

 

Yep, confirmed fixed, wonderful stuff........when I re-tested earlier I had been #2 still.....so in that instance doesn't work, but that is fine, it works as we wanted it to work. Great thx.

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