Grimes Posted April 23, 2009 Posted April 23, 2009 I'm still in the process of learning this new mission editor and I've noticed some things.... One. Tomahawk cruise missiles don't seem to hit targets ever. The ship fires the missile, but the missiles either go dead and hit the ground, or land withing 50m of the target but still fail to destroy it. If theres multiple targets in the area it just fires 4 missiles toward the first of the group and the missiles all hit the same spot on the ground. Also if the targets are close enough to the ship it also fires harpoons, which follow the same flight path and fail to hit targets. Two. This is probably a bug..... Kobuleti Airbase. Spawn locations 2 and 8 are on the opposite side of the runway. When spawned at parking from these spots the AI taxi the long way around in order to take off. If you make a 4 ship, they all taxi at correct times, however the 2nd aircraft takes quite abit of time to get around the base. When it finally takes off the 3rd and 4th aircraft of the group fly back to get in formation off of 2 and 2 goes full speed (wasting fuel) to catch up with 1 who doesn't even slow down. Obviously I can just have them set to spawn in the air, or even on the runway. But is there a way to get them to wait for all aircraft to get in formation before they proceed with the mission? The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
nomdeplume Posted April 24, 2009 Posted April 24, 2009 What happens if you set the desired speed for the first waypoint after take-off to be very slow? Maybe that'll get the early birds to cruise along slowly as if they're waiting for the rest of the flight to catch up? With a bit of experimenting you might be able to get something that looks reasonably natural.
nomdeplume Posted April 27, 2009 Posted April 27, 2009 Well I've tested that after running into a similar issue and it seems to work okay. It might take a bit of experimenting to get the timings right but it's workable. Another possible option is to slap down static objects in the parking spots you don't want the spawned aircraft to use. It seems fairly good about noticing areas that are occupied and moving on to the next slot.
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