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AI TAXI PATHWAY Issue (Mount Pleasant and Port Stanley) Asked to post here byu nineline.


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Posted

 

Hi, I reported this issue to Nineline and he asked me to report it to you guys believing the issue to be with the Taxiiways on the South Atlantic map.

See below for timestamps of issues please...

:All takes place at Mount Pleasant Airbase

1) at timestamp 11.07 (in game time) note the KC135 decides to pull out onto the end of the runway whilst aircraft are either taxiing to a takeoff position or actually taking off (this doesn't affect the smaller jets or the awacs but does cause a head on collision when the second tanker the KC135MPRS tries to take off)

2) at timestamp 11.20 (in game time) the MPRS attempts to take off using the vast majority of the runway and shortly before rotation collides with the KC135 head on due to it having parked on the runway as opposed to stopping short of the runway waiting for traffic to clear so it can taxi safely.

3)  any other info required just ask, thanks,

Martin

P.S. To best see the issue view the track in f10 view centering over Mount Pleasant Airbase. (edited)

 

FalklandsTestMission.miz Stupid Tanker Taxiing AI.trk

Posted

I have no idea if it's a DCS bug or specific to this map, or relating to.

 

We had a mission (and I can recreate the miz if need be), that spawned an AWAC, and roughly 30 or so seconds later a KC135; both on the runway.

but even with ground wind, they spawned on opposite ends of the runway... and ended up crashing in the center.

 

Screen_220612_160841.png

  • ED Team
Posted
5 hours ago, XCNuse said:

I have no idea if it's a DCS bug or specific to this map, or relating to.

 

We had a mission (and I can recreate the miz if need be), that spawned an AWAC, and roughly 30 or so seconds later a KC135; both on the runway.

but even with ground wind, they spawned on opposite ends of the runway... and ended up crashing in the center.

 

Screen_220612_160841.png

Thanks Xcuse for the added info, will ask our side if they can help point the way. Seems some issues with taxiways

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Posted (edited)
3 hours ago, NineLine said:

Thanks Xcuse for the added info, will ask our side if they can help point the way. Seems some issues with taxiways

As a follow up; interestingly ... this works just fine in single player. (which is why our mission maker was caught off guard)

 

My assumption is, instead of delaying the spawn in time for the KC, it went ahead and spawned it on the runway, I'll have the miz attached. looks like he did a fixed "start" time of 90 seconds after mission beginning time (not trigger based, not that it probably matters here). I wonder if this is somehow tied into the few times I've had "mission start" triggers not work on me in multiplayer. The E3 is barely off the runway by the time the KC spawns in, so there isn't much give time on this, but it seems like the E3 was sitting on the runway maybe 60 seconds longer than it normally would have in single player.  (there are many obvious fixes for this, including delaying flights longer, spawning in air, etc. but obviously the real issue here is, and as I just tested myself, it seems to work just fine in single player)

 

Aaaaaaaand I'm going to start all over!

Fortunately the track file is pretty short and.. does work since it's the very beginning.

 

So the KC135 and E3 are indeed both set to runway takeoff.

For some apparent reason in this multiplayer mission; they didn't spawn... on the runway like they're set to be. 🤔

Not sure what to make of that....

track: https://drive.google.com/file/d/1v6Ixs3-5b8w_4prpiBp96Tdm3GpvSzvC/view?usp=sharing

They actually ended up spawning on pads that connect to that runway, and back taxied to where they're supposed to take off from.

Edited by XCNuse
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