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Posted

Hi,


I have found two issues with AI aircraft taxiing around the carrier. Maybe they've been reported already, in that case please disregard

 

Issue 1: F-14 taxies from SIXPACK parking 3 to CAT3. When the E-2 launches from CAT3, the S-3B Tanker prepares to launch from CAT4. The F-14 starts creeping closer and hits the right wing of the S-3B, making it a deadlock (S-3B never takes off, F-14 never takes off).

20210106200520_1.jpg

Issue 2: also on the same screenshot - F-14#2, taxiing to CAT4 from SIXPACK parking nr 4 taxies through the static object E-2. This also happens with airplanes after landing, they just taxi straight through the aircraft parked in front of the Island.

Thanks!

 

Posted

I've had a similar issue with Cat 1, If aircraft are lined up in front of the island, on the forward elevator and another aircraft is coming from the stern and waiting for the JBD to be lowered, sometimes the aircraft will pull forward off the elevator and get locked up with the aircraft already waiting

Posted

Additional:  The AI will sometimes park in front of the island resulting in foul deck / other AI crashing into it on landing.  The angle of the AI parking needs to be adjusted to keep it behind the foul line

Posted

This is the worst part of the super carrier and while adding static objects all over the desk is obviously gonna cause difficulty, having just 3 aircraft (E2, S3b, f18) crash into each other in single player while under AI control is a bit disappointing. I've tried setting up a sort of endless patrol using 4-5 groups (using the refueling land option then after take off cycling waypoint back) and it's like every AI is trying to do it's own thing as if no other object exists in the universe, and If it does, then it's gonna crash into it should their natural paths cross

. . . . . . .

Every module/ map except the dual winged joke.

Posted

Same stuff with an F/A-18 causing a deadlock... S3#1 launches from CAT4, S3#2 taxies to CAT3, but needs to wait until the launch of S3#1 - in the meanwhile the Hornet taxiing to CAT4 stops in front of him...

20210119172756_1.jpg

Posted

I've noticed too Cats 3 and 4 are rarely used. I don't know if it's a DCS issue or a Liberation issue but I've noticed often 3 and 4 will be clear but then aircraft come forward from aft and cause a log jam at Cat 1 because aircraft are trying to start off there 

Posted

Using the supercarrier with Liberation is a complete hassle... you have to make sure you have only a certain number of flights spawning on deck at any one time or there's going to be gridlock. I'd say a maximum of 8 aircraft or so. Also, trying to predict which Cat your wingman is going to head to once you start rolling is a hilarious lottery.

 

I really hope they're working on AI pathfinding/logic for this. They have said they're implementing plane directors, so you'd assume they'll need to sort these issues out or it just isn't going to work.

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DCS Modules - A-10C; M-2000C; AV8B; F/A-18C; Ka-50; FC-3; UH-1H; F-5E; Mi-8; F-14; Persian Gulf; NTTR

Posted
On 1/20/2021 at 4:29 AM, Ryanwtod said:

I've noticed too Cats 3 and 4 are rarely used. I don't know if it's a DCS issue or a Liberation issue but I've noticed often 3 and 4 will be clear but then aircraft come forward from aft and cause a log jam at Cat 1 because aircraft are trying to start off there 

It all depends on the spawn position - you can check them out in the SC manual/Mission Editor part. That's the only thing which matters actually, but then again the way I see it after some LUA programming, it is rather difficult to cater for all possible cases and give an AI to the taxiing aircraft - and it's not a high priority I guess, because it's not as visible as ie. new systems/weapons for aircraft...

Posted

Here's another nice one. Taxiing from spot 16 (patio) to CAT4, hitting parked aircraft on EL4.

I don't even want to go into the Patio(spots 14-15-16)-to-CAT1/2 taxi issues - they always get stuck if there're aircraft on the Street/Sixpack.

20210123152432_1.jpg

  • ED Team
Posted

Hi

 

Please provide track replays for debugging. 

 

Please note we can not debug track replays with unofficial mods or external scripts. 

 

It is important to keep the taxi routes clear as shown in the super carrier manual. 

 

thank you 

smallCATPILOT.PNG.04bbece1b27ff1b2c193b174ec410fc0.PNG

Forum rules - DCS Crashing? Try this first - Cleanup and Repair - Discord BIGNEWY#8703 - Youtube - Patch Status

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  • 2 weeks later...
Posted

Hi,
I'm trying to undertand how this SC works in ME, in terms of taxing the aircraft.
In this video,
https://youtu.be/XvpmsomR25U
for some reason I cannot replicate, the first two triggered flight are going to cat 3 and 4...

I copied the mission sheme and those two a/c, awacs and tanker, go to cat 1 and 2 and get stuck by the other planes sitting in fornt o f the elevator n1 and n2 (park slots 1-4).
 

They still get stuck :( :(

 

Thanks for helping

Posted

I've had similar issues, on the taxi bug, I think I found out that the first group placed in the mission editor will spawn in the 4 forward parking spots that can obstruct the taxi way to cats 1 and 2. The workaround is to make sure that those 4 spots are a 4 ship and that they are placed first so that they will launch first. 

 

Another issue I've had, as others have reported, is that planes will park in front of the island when the elevator is occupied when you have a large number of planes landing at once, causing them to foul the deck. Also a plane on the elevator taxing into the hanger glitched up onto the flight deck and parked in the middle of the wires... which also fouled the flight deck. For some reason I do not have a track file for this mission, but as it was taxing into the hanger, as soon as it got inside, it teleported through the deck. 

Posted
9 hours ago, Youdaspud said:

I've had similar issues, on the taxi bug, I think I found out that the first group placed in the mission editor will spawn in the 4 forward parking spots that can obstruct the taxi way to cats 1 and 2. The workaround is to make sure that those 4 spots are a 4 ship and that they are placed first so that they will launch first. 

 

Another issue I've had, as others have reported, is that planes will park in front of the island when the elevator is occupied when you have a large number of planes landing at once, causing them to foul the deck. Also a plane on the elevator taxing into the hanger glitched up onto the flight deck and parked in the middle of the wires... which also fouled the flight deck. For some reason I do not have a track file for this mission, but as it was taxing into the hanger, as soon as it got inside, it teleported through the deck. 

 

Two two-ships should work as well. The two closest to the bow will taxi to the bow cats, and the other two will taxi to the waist cats. At least for Hornets. Things get whack with Tomcats. 

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