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AI Aircraft have very little energy compared to player Aircraft


hisothiro

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Issue Summary

AI aircraft have a lot of trouble following the player, seemingly experiencing much more drag through all phases of flight.

Initial Conditions

Create a player-controlled aircraft with at least one AI wingman. A normal loadout can be used (2 FOX 1, 2 FOX 2, centerline fuel tank) although the issue is exacerbated with ''heavier'' (but well under MTOW) loadouts.

Actions

Takeoff and ask the AI wingman to rejoin.

Expected Responses

The AI will accelerate faster than the player in order to rejoin with him.

Incorrect Responses

The AI lights up the afterburner (as expected) but accelerates extremely slowly, way slower than a player with a throttle setting well below military power. It will eventually join up if the player slows down a lot (almost flying at on-speed AOA). If the player accelerates afterwards (at MIL power), he will absolutely outrun its wingman.

Other Observations

  • AI aircraft taking off with any significant bomb load will fly constantly at the edge of a stall, and if the bomb load is large enough, they will crash.
  • This issue is also exacerbated when commanding the AI to go dogfighting. They will slow down so much that they will almost be unable to perform maneuvers.
  • It seems like the issue is less visible (for smaller loads) when the aircraft start in the air.

Reproducibility

This issue is easily reproduced on any map.

A track file is linked with the issue apparent when loads are heavy (still below MTOW). You can see that the player aircraft, at MIL power, easily accelerates through 390-400 knots while the AI wingman, with full afterburner, struggles to increase its speed through 340-350 knots.

 

 

Unfortunately, this issue makes it very hard to use the Mirage F1 in any single player missions.

large_load_issue.trk


Edited by hisothiro

F-5 | Mirage | Huey | Mig-21 | Ka-50 | F/A-18C | F-14A/B

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