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Mission Building is a House of Cards


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Guest ThomasDWeiss
Posted

I posted a pack at Biohaz some days ago with 24 missions, well, 60 missions - because you can choose to fly the first twelve on the Eagle, Flanker or Fulcrum and the second on the Flanker or Fulcrum.

 

As I took a couple of weeks off I decided to tweak a few missions (MISSION 6 /NATO pack) - and replace some German fighters with Ukrainian Fitters, to make the mission a bit different - a simple thing to do, isn't it?

 

The Fitters tasked to drop a pair of bridges crashed on take off.

 

The Fitters tasked with firing at SAM sites never get to fire their ARM, they just kept flying to their the target and when engaged by SAM's dropped their loads and fled (they had an ARM task and targets) .

 

The enemy fighters decided not to engage them or me, and instead went after my AWACS - I could not account for this bizarre behavior in any other way than by the fact that they (the enemy fighters) knew something I did not. :D

 

So, I went back, replaced the Fitter with the original Tornados, and all is back to the way it should be.

 

The thing that I hope ED improves the most , is mission building. They are so difficult to do, the AI so hard to task that it requires a lot of work to get it right. As it is , it is a house of cards, one element gets changed and the whole mission collapses.

Posted

Re: Mission Building is a House of Cards

 

The Fitters tasked to drop a pair of bridges crashed on take off.

 

It seems to me that the SU-17's maximum allowed weight in LOMAC is a bit optimistic - load them up fully, and they need a very long runway to take off from. You have to either set them to take off from an airbase with a big runway, or just not load them up as much. Otherwise, they'll run off the end and crash.

Guest ThomasDWeiss
Posted

You are right - fully loaded the Fitters fail to clear the runway - but there should be a warning when you try to place a flight is a runway that is too short.

Posted

I've had problems with setting task as anti-radar. The a/c went too close to the target and climbed when they got near. Then the SAM fires and they go defensive, dumping the weapons.

Seem to recall that I fixed it by setting task as ground attack / CAS / pinpoint strike (cant recall which), loaded up with the anti radar missiles and setting the targets as attacked by missile, and they attacked as I wanted.

The only other problems I have had with a/c with Mission Editor is when I have failed to set attack point far enough away.

[sIGPIC][/sIGPIC]

Sorry Death, you lose! It was Professor Plum....

Guest ThomasDWeiss
Posted

In a couple of days I am going to upload a new version of my missions that correct some of the AI problems.

 

The thing I learned when making them is that LockOn AI has a mind of its own, that in order to make a good mission you have to understand that the AI will react in a completely different way if you change a small detail in a mission.

 

It takes an hour to build a mission - but it takes about a week to tweak it.

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