MK-82_1_EACH Posted September 16 Posted September 16 I noticed this at launch with AI where situations AI F4U wont' attack a target. This problem seems to occur more with the MK.IV but will happen with both. I have provided a unlisted video as this issue could be difficult to explain. Video involves creating a new mission with the MK.IV and targets. Setting the aircraft to CAS tasking to attack the ground targets. Saving then launching the mission. AI in the mission won't attack the target defined in the waypoint actions "Group Attack", and also has this slide slipping jerking behavior. In the same video I illustrated that ending the mission back to the mission editor and nudging the AI and relaunching the mission will fix the problem. This seems to happen consistently when Tiny Tim's are loaded, but not 100 percent each time. Also the jerking flight behavior does not occur. Video: https://www.youtube.com/watch?v=HDsBS_q2uRQ I also attached 2 track files. Track one is with the issue. Track 2 is after moving or nudging the AI in the mission editor and the AI attacks the target. Also - I completed a repair with no change to this issue. In addition, I sent a mission to a friend to see if the problem appeared on his system and it did.. F4U_ATTCK_TEST1.trk F4U_ATTCK_TEST2.trk
MK-82_1_EACH Posted September 17 Author Posted September 17 Tried this after the today's update. As I mentioned before something about the Tiny Tim's are influencing the failure to attack targets. This vid demonstrating working or attacks the targets, then adding the Tim's to the loadout and if won't attack the targets. A few cycles of removing and re-adding. Note there is no funky behavior when it works (slide slipping jerking). https://www.youtube.com/watch?v=iz1gw0hC1xc
HotTom Posted September 28 Posted September 28 (edited) Having the same problem. Setting up a mission where I am leading a flight of F4Us and I'm the only one attacking the targets. Doesn't seem to matter if Group Attack is selected or not. Nor if planes are instructed to ignore AI cautions (this has become very confusing with a double negative in the setting). Even if I repeatedly command my flight to attack, they sound as though they are attacking but they don't. Makes mission editing impossible for multiple AI wingmen. Edited September 28 by HotTom Exceptional engineering...and a large hammer to make it fit!
Reflected Posted 13 hours ago Posted 13 hours ago Same here, I'm struggling a lot to get the AI to attack. Lots of dry runs , pullouts, and flying away randomly. Facebook Instagram YouTube Discord
Gunfreak Posted 4 hours ago Posted 4 hours ago Same here. Both pure AI flights and Wingmen seems useless. When I've done my misson and look at the F10 map. Many Corsair flights are far out to sea. Looking at the replay. It seems the Corsair flight extended miles and miles away for attack runs and then lose track of the target. Or they dive down for rocket or gun run, and then abort. i7 13700k @5.2ghz, GTX 5090 OC, 128Gig ram 4800mhz DDR5, M2 drive.
MK-82_1_EACH Posted 2 hours ago Author Posted 2 hours ago Like I said I noticed this on day one. Just glad other people are seeing this behavior. My speculation is some conflict with launching the weapon as the AI appear to go stupid on the 1st pass but re-attempt the pass but never drop or launch any ordnance.
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