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Posted

I haven't flown the sim for a few months, basically got fed up with the same campaign missions over and over again.

 

With the new patch I thought I would give it have another go. I am using the 'Clear Tkvarcheli' mission as a training mission to re-hone my combat skills. I have found a couple of problems I assumed were fixed in the patch - no matter what instruction I give to my wingman, he gets shot down within a very short time - he is absolutely brainless, even 'hold present position' (well away from enemy) he will climb and attract the attentions of the nearest sam launcher.

 

I have advanced well to the west of Tkvarcheli hiding below tree level approx. 7 to 8 km away ready to popup and attack the air defences, when I see a missile coming through the trees and end up being shot down. This is not a one off fluke shot, I have tried it several times and been shot down below tree level on more than one occasion. I am using labels during this re-training period so can see where the enemy are, so seeing missiles coming through a forest is ridiculous.

 

Glen

GAJ52

 

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Posted

Not sure if that's going to help.

But basically, just fly low and set combat spread formation, or send him trailing you.

He will fly as low as you are, and if you arent in danger, he should be ok also.

 

You are right, however, the AI pilots dont see a danger in a long/medium range Radar SAMs, coz unless you mark it for him, he wont know it's painting, coz there's only a Laser Warning Receiver and not Radar.

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Posted

Trees and vegetation is non-collideable and the AI can see through them. It's a pitty, yes, but it can't be done with the current engine - there are several topics on that matter.

 

Long story short: Either look at it as making it more challenging for you or disable the trees if you really can't stand it.

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Posted

That depends, as most SAMs also have a minimum altitude for deployment. So, the best option is to stay low unless you are sure there are rather low-altitude defenses and no enemy fighters, in which case you should stay high.

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Posted

Also, depending on the terrain you can use buildings and hills and such for masking instead of trees. I tend to fly as if the trees are trees anyway, because it's just more fun that way, but I do allow for the fact that they're non-collidable and the AI sees through them. Shame that it is that way but the problems of making them opaque to the AI are pretty big. I guess it could be theoretically possible to make a rough (but non-textured and thereby transparent) "terrain box" around a forest and thereby get a similar function that wouldn't tax the CPU too much - but then we'd instead have invisible edges of obstacles and NOE flying would be dangerous in a completely unmanageable way.

 

So, sadly, we're "stuck" with working around it until someone at ED has a stroke of genius.

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Posted

So, sadly, we're "stuck" with working around it until someone at ED has a stroke of genius.

 

...like moving the whole thing over to Cryengine 3. :smilewink:

Posted
I guess it could be theoretically possible to make a rough (but non-textured and thereby transparent) "terrain box" around a forest and thereby get a similar function that wouldn't tax the CPU too much - but then we'd instead have invisible edges of obstacles and NOE flying would be dangerous in a completely unmanageable way.
Seeing as flying into trees is usually a bad thing anyway, is that so bad?

 

If ED could do this it would make a huge difference. You'd have to do it on a per-tree basis (if possible) so clear areas of forest can be descended into.

 

* Begs for this change to the trees *

 

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Posted

It has been said before and so I will repeat it again:

 

Trees aren't going to be collidable any time soon, where soon is an element of (tomorrow, in two weeks, in a month, in half a year, in a year).

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Posted

In a roundabout way, having the A.I. enagage through/hide in trees goes a way to compensating for their inability in other areas. A welcome distraction from the otherwise 'Fish in a Barrel' scenario until the issue can be addressed :joystick:

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Posted
It has been said before and so I will repeat it again:

 

Trees aren't going to be collidable any time soon, where soon is an element of (tomorrow, in two weeks, in a month, in half a year, in a year).

 

Very true. Such a change would require a significant re-write of the way the terrain in generated... not an easy or quick change by any means.

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