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Posted

1. I tell a group in flight to go into an orbit at their last waypoint. But as far as I can observe they simply maintain their present course when reaching that waypoint and carry on this heading until the mission ends. What could possibly been going wrong?

 

2. While playing my mission I recognize an AI flight group reporting their crossing of every waypoint. But only the text message about this is displayed at the upper left portion of the screen. The radio doesnt play a voice, only static for the few seconds. They are only 20 miles away, so the problem cant be the distance. Any idea what could cause this?

Posted
1. I tell a group in flight to go into an orbit at their last waypoint. But as far as I can observe they simply maintain their present course when reaching that waypoint and carry on this heading until the mission ends. What could possibly been going wrong?

 

2. While playing my mission I recognize an AI flight group reporting their crossing of every waypoint. But only the text message about this is displayed at the upper left portion of the screen. The radio doesnt play a voice, only static for the few seconds. They are only 20 miles away, so the problem cant be the distance. Any idea what could cause this?

 

Not sure about No.1 but No.2 usually means there are mountains between you and the radio source.

 

Nate

Posted (edited)
1. I tell a group in flight to go into an orbit at their last waypoint. But as far as I can observe they simply maintain their present course when reaching that waypoint and carry on this heading until the mission ends. What could possibly been going wrong?

 

AI won't continue to orbit unless they have a stop condition. Select the waypoint you want them to orbit at and select Advanced (Waypoint Actions). Select ADD, Perform Task, Orbit (with type and altitude). Then check STOP CONDITION...from there you can have their orbit be completed via Time, Flag, Condition, or Duration.

 

BTW NOT a noob question!:)

 

EDIT: My first explanation was confusing me!

Edited by Torment

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Posted
No.2 usually means there are mountains between you and the radio source.
This cant be the problem, I meanwhile once escorted the group and still no voice, calm static only.

 

from there you can have their orbit be completed via Time, Flag, Condition, or Duration.
This works fine. Could I now just set the duration to some unrealistic overtime of maybe 24 hours, adding the option to RTB on bingo fuel to have them orbiting until bingo? Or would there be a"cleaner" way to let them orbit until bingo?
Posted

From the GUI manual on page 136:

 

"An Orbit Task will be stopped by the AI automatically upon reaching Bingo fuel state, when the AI only has enough fuel to return to base (RTB)."

 

So if your missions starts at 12:00:00/0 and you set the duration to 12:00:00/1 (one day later) the aircraft should RTB at bingo.

 

On a side note, that page also shows how to set up a race-track pattern. When I was trying to learn AR and building missions, I couldn't figure out why the tanker would hit the waypoint and instead of orbiting, would fly to Russia. A race-track needs two waypoints to orbit between. IIRC they can't be that far apart either...a WAG but I think it was in the neighborhood of 15NM.

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Posted
From the GUI manual on page 136

You are right, just found it there. Must have overlooked that while cross-digging all the manuals, sorry :music_whistling:

Posted

Race track waypoints can be much further apart than 15 miles. The longest I've actually used and seen working are 110 km or so (~ 60 nm) for each leg. I expect they can be longer if needed though.

Posted (edited)

Finally I can deliver those files. In the track of the mission it is me starting up and then circling around Batumi. At 1010 two Ai controlled Ka-50 (Uzi flights) wake up and take off around 1021. Their mission is to orbit across Batumi city. While they send their soundless radio-textmessages, I am also circling in this vicinity.

At 1030 a Mi-8 awakens, also starting up and taking off without any ATC.

 

In the Mission file I set 131.0 MHz for every ship, as this is the Batumi freq. My A-10 also covers the 131 right from the powering up of my radio.

In fact the only radio I received was the AWACS departing immediately on beginning of scenario. It says "Enfield airborne" after clearing the runway. Although I didnt call it Enfield in the .miz.

Only the Uzis are at least readable, but no audio.

 

 

I also did check this mission in a single player configuration. Problem occured there too, so possibly no connection to the known problems of ATC@MP...

server-20111025-230951.trk

TestMP.miz

Edited by Rongor
Posted
At 1010 two Ai controlled Ka-50 (Uzi flights) wake up and take off around 1021. Their mission is to orbit across Batumi city. While they send their soundless radio-textmessages, I am also circling in this vicinity.

Not all countries have voice recordings. What nation are the Ka-50s from?

 

At 1030 a Mi-8 awakens, also starting up and taking off without any ATC.

May be same issue, but also AI flights don't interact with ATC at all, anyway. The most you'll get is an "airborne". Not sure if helicopters report when they're airborne though. Might only be fixed-wing.

 

In fact the only radio I received was the AWACS departing immediately on beginning of scenario. It says "Enfield airborne" after clearing the runway. Although I didnt call it Enfield in the .miz.

AWACS and tankers have two callsigns; the one you set in the mission editor is what the 'backend' of the flight will be known as. They also have a 'frontend' callsign which is always Enfield at present.

 

So for an AWACS, the guys you talk to use the backend callsign (e.g. Overlord or whatever), while the pilots talk to ATC etc. using their flight's callsign (which is always Enfield in sim at present, and of course - AI flights don't actually interact with ATC).

Posted
Not all countries have voice recordings. What nation are the Ka-50s from?

Ok, I figured it out, after editing the mission file, this was the problem.

I wouldnt have expected that every nation (those Uzi flights were georgian) has its own radio sound files. I faulty guessed this being only bound to callsigns, letting those whatsoever-nation-pilots speak english.

So on one side, this is cool, enabling the simulator to speak different accent. On the other hand: 1. sad that they are missing and 2. Why are we limited then to the fix list of callsigns when the game "doesnt speak" everything already being radioed anyway?

Posted

It speaks what it can. US, UK, France, Spain I think all have voice files, possibly some others. Germany does too but aren't currently played due to an error in the configuration. Russia has voice as well but they may not have Nato phrases like the callsigns.

 

The AI flight text messages are all assembled from known words though, even if they're not actually played.

 

I suspect the callsigns may be a deeper thing that just aesthetics, although possibly it's not and may just be how it was designed.

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