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Posted (edited)

This is identical to the list in made in Black Shark but its been adjusted for FC2 changes.

 

FC2_spawns.jpg

 

Changes From Black Shark List

 

Now that players can spawn inside of bunkers The "Max AI Small" listing of aircraft from the previous list has been updated to "Clients"

 

"max AFM" is defined as player controlled Su-25A, Su-25T, and Ka-50. It also is treated as all helicopter spawns, however most bases there isnt a limit for AI helicopters as they can park and take-off in the grass near the runway.

 

AI Quality

I added this because it needed to be said. Some airbases suit AI operations (taxi from ramp-takeoff-landing-taxi to ramp) really well. Other airbases have issues.

 

GREEN = Airbase supports AI operations well. Wind direction doesn't break things often and multiple groups of AI can take off and land seamlessly.

 

YELLOW = Bases work quite well if you double check every scenario for AI to spawn in. Maykop and Anapa have issues of AI pathfinding when they spawn anytime after mission start + 1 second. Kobuleti has a strange spawn setup causing a few AI to taxi all the way around the base to get to the runway.

 

RED = All of these runways are restricted to take off and landing from a single direction. (Take off to the north and land from the north) As a result if an AI lands and another spawns at roughly the same time, they taxi into one another.

 

Anytime you have AI taxi into one another they completely shut down the Airbase for usage by any AI. The only way to fix it is to do so via triggers or restarting the mission and hoping it doesn't happen again.

 

For a multiplayer mission I suggest giving the AI their own airbase to operate from separate from human players. Not that the AI are to stupid to deal with human players but rather the human players are to stupid to deal with the AI. I can't count how many times I've seen behavior online that would completely break the AI's ability to use an airbase. Not to mention the virtual scrap yard of debris players have a habit of leaving behind. I also don't know if AI will park in a "clients" spawn point, and if they do if that spawn point moves.

Edited by Grimes
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Posted

Good stuff Grimes! This will be a post I'll come back to often.

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Posted

Changes From Black Shark List

 

Now that players can spawn inside of bunkers The "Max AI Small" listing of aircraft from the previous list has been updated to "Clients"

So, it's now possible for example to have 31 Clients spawn at Guduata?! Just want to double check please. That is awesome.

 

Not that the AI are to stupid to deal with human players but rather the human players are to stupid to deal with the AI.

LMAO :megalol:

 

Thanks Grimes for sharing this. Very nice of you.

Posted

Nice stuff! Thanks.

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Posted
So, it's now possible for example to have 31 Clients spawn at Guduata?! Just want to double check please. That is awesome.

 

 

I believe so, but I'm kinda confused by some of the new spawning rules for the game. Before it just spawned you at the closest access point to the correct runway based on wind. For instance at Guduata the ramp area holds only 10 player in FC1, if there is no wind set it would spawn the first client aircraft at the most south spawn point for a Northbound take-off. But if the ILS was reversed it spawned the first client at the other end of the ramp for a southbound take-off. The default spawn location I've seen for the first slot of clients in FC2 is now in the bunkers. So I honestly don't know whats going on.

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Posted

What's the difference between Bunker 1 and Bunker 2 in the spreadsheet above?

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Posted
What's the difference between Bunker 1 and Bunker 2 in the spreadsheet above?

 

 

If the airbase has two groupings of bunkers. Anapa for example has a large bunker complex on the west side of the base and another bunker complex on the north east side of the base. It boils down to "Bunker 1 is at one end and bunker 2 is at the opposite end of the base"

The right man in the wrong place makes all the difference in the world.

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