Jump to content

AI Ship Groups have problems to turn


Recommended Posts

(I don't know if this was adressed before, but I didn't find anything regarding my issue.)

My problem is that when Ship Groups are on patrol (between 2 waypoints with go-to-waypoint-0 command at wpt 1) and have to make a 180° turn, they always try to stay in formation, but absolutely fail to do so. Then they start to zigzagging like crazy to prevent collisions which also often fails. So the ships start to drive through each other which kinda breaks immersion. Also when a carrier is involved it's almost impossible to land on it until it managed to drive a straight course again, which can take several minutes. This seem to happen no matter how large the distance between the ships are.

The solution for me now is that I simply can't use ship groups on longer missions.

I think there would be a simple solution if ship groups would have an option to just make in place turns without trying to turn the whole formation. So that after the turn the ship that was in the back is now on front, the ship that was left is now right etc..

Is there anybody else with this issue or am I missing s.th. in the editor?

Thank you in advance.

  • Like 2
Link to comment
Share on other sites

Ship formations are an issue and I agree with the suggestion to have better control over their movements. Some automation would also be nice, like trying to avoid attackers when applicable.

Due to the issues with ships I'm generally very careful when making them maneuver. I usually try as much as possible to limit them to straight lines and have them change speed rather than direction.

Groups of one ship won't have the issue obviously so there is at least that solution, but it's less ideal from a mission building perspective.

Awaiting: DCS F-15C

Win 10 i5-9600KF 4.6 GHz 64 GB RAM RTX2080Ti 11GB -- Win 7 64 i5-6600K 3.6 GHz 32 GB RAM GTX970 4GB -- A-10C, F-5E, Su-27, F-15C, F-14B, F-16C missions in User Files

 

Link to comment
Share on other sites

vor 13 Stunden schrieb Exorcet:

Ship formations are an issue and I agree with the suggestion to have better control over their movements. Some automation would also be nice, like trying to avoid attackers when applicable.

Due to the issues with ships I'm generally very careful when making them maneuver. I usually try as much as possible to limit them to straight lines and have them change speed rather than direction.

Groups of one ship won't have the issue obviously so there is at least that solution, but it's less ideal from a mission building perspective.

I found some kind of work-around. You can still not use ship groups with, but at least you can synchronize different groups a bit. For example I have 2 waypoints for the stennis (WPT0 and WPT1), at WPT1 I give the go-to-wpt0 command, but with the condition that a certain Flag X must be 1. Then I create a few single-ship escort groups in parallel with analog waypoints (and analog condition for the go-to command) and also set a rectangular triggerzone T that encloses all WPT1s of all groups, with a little bit of error margin. Then you need two continuous triggers. The first sets X:=1 when all ships are in T, the second sets X:=0 when one ship of any group is not in T*. It's not pretty, but at least the groups stay more or less synchronized even in longer missions.

* I don't know the exact trigger names, but it goes s.th. like PartOfGroupNotInZone("group-1", "T") [OR]  PartOfGroupNotInZone("group-2", "T") [OR] ... -> Set Flag X:=0

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...