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Feel like this has been reported before, but I've started seeing it more often while putting together missions. The AI get damaged to the point the engine is out but I guess the pilot is still alive and endlesly float around in circles without being enaged further. I suppose this is fine given they are no longer a threat, but it does make it difficult to create events that trigger upon their destruction.

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If the aircraft is still mostly sound, the AI are instructed to try and glide as close to the desired friendly airbase as possible, the biggest issue with this I suppose is that perhaps they should bail if enemy aircraft are still engaging or close by, I will discuss with the team, but mostly this is correct as is, if they have a lot of altitude, they can glide for some time. 

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On 8/16/2022 at 7:39 AM, NineLine said:

If the aircraft is still mostly sound, the AI are instructed to try and glide as close to the desired friendly airbase as possible, the biggest issue with this I suppose is that perhaps they should bail if enemy aircraft are still engaging or close by, I will discuss with the team, but mostly this is correct as is, if they have a lot of altitude, they can glide for some time. 

But in that case the enemy AI should keep shooting at them until 'unit dead = true'. As said above this really messes with 'unit dead' triggers, as it only fires minutes after the 'destruction' of the aircraft.

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1 hour ago, Reflected said:

But in that case the enemy AI should keep shooting at them until 'unit dead = true'. As said above this really messes with 'unit dead' triggers, as it only fires minutes after the 'destruction' of the aircraft.

In case it helps, it is possible to use a very simple script (DCS event) to detect engine shutdown, and then in your trigger you set conditions : unit dead OR flag true (flag is turned true in engine shutdown event detection). EDIT : you could add to flag true a unit's altitude>X condition to avoid normal shutdown at base.

Attached is an example .miz and .trk where an Anton kills engine of a Mustang, and when propeller starts to stop after some seconds the trigger fires.

(the script only detect the Mustang unit, but it is easy to make it work with any unit, and activate a flag that is the unit's name so you easily can set your triggers for all units with associated flag - I'll add it here if needed)

test-dead-or-EngineOut.miz test-dead-or-EngineOut.trk


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4 hours ago, Reflected said:

But in that case the enemy AI should keep shooting at them until 'unit dead = true'. As said above this really messes with 'unit dead' triggers, as it only fires minutes after the 'destruction' of the aircraft.

I'll discuss with the AI guys and see what he thinks.

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  • 3 weeks later...
On 8/16/2022 at 12:39 AM, NineLine said:

If the aircraft is still mostly sound, the AI are instructed to try and glide as close to the desired friendly airbase as possible, the biggest issue with this I suppose is that perhaps they should bail if enemy aircraft are still engaging or close by, I will discuss with the team, but mostly this is correct as is, if they have a lot of altitude, they can glide for some time. 

I'm fascinated to learn more about the AI engine out glide pathing and decision making. We have missions on the Normandy map that typically involve B-17 formations at heights of 25,000ft or so. When damaged, they drop out of formation but then spend up to half an hour drifting down at very low forward speeds (~100kts) with 1 or more failed engines before trying to land at Carpiquet airfield. Invariably they pick Carpiquet no matter which coalition controls it or which side's vehicles are there.

I know the next question is "have you got a track". I'll see if I can set up a test in the next week or 2 to capture this behaviour.

DCS WWII player. I run the mission design team behind 4YA WWII, the most popular DCS World War 2 server.

https://www.ProjectOverlord.co.uk - for 4YA WW2 mission stats, mission information, historical research blogs and more.

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