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Posted

Hey guys,

 

I'm working on a big air assault mission in which I need AI helicopters landing on landing sites. Right now, the landing looks like shit. The last waypoint before landing is planned at 98' AGL 120kts. Then it zooms up (to reduce speed?) and comes back down again, then slowly proceeds to the landing site, hovers above it, goes a little bit back, a little bit forward, a little bit up, down, before it FINALLY lands.

 

This sucks monkeyballs. Is there any way to get the AI helicopters to land a little more smoothly?

 

Also... Why is 98' AGL the lowest available height? I want my helicopters to fly lower!

 

FYI, the AI helicopters I'm working with right now are CH47D's.

Posted

That would be something in the AI side of things and something ED would need to address, if it warrants addressing. The CH-47 is great fun as player flyable, not realistic but great fun all the same.

Posted
Hey guys,

This sucks monkeyballs. Is there any way to get the AI helicopters to land a little more smoothly?

 

Slow your approach and make a gradual decent by adding more waypoints. It has been a while since I have messed with the AI helos but that might help reduce the sucking your monkey's package.

[sIGPIC]sigpic65507_1.gif[/sIGPIC]

Posted

Ì tried adding more waypoints to slow down the approach. It doesn't help... It still takes too long to land and it looks too clumsy. :(

 

Anyone some other ideas?

Posted
Ì tried adding more waypoints to slow down the approach. It doesn't help... It still takes too long to land and it looks too clumsy. :(

 

Anyone some other ideas?

You need to play around some more, I have reasonable success with Heli approaches and landings. One thing to play with is the distance from LAND action waypoint to the previous one, too short or too long will change how it behaves.

 

At the moment the heli does appear to overshoot very slightly, retreat and pause before landing. They certainly don't rush in vietnam style.

 

One thing everyone has to understand is that making AI more intelligent requires more CPU cycles which = lower FPS. It always a balancing act. Same with min 98'agl = less collision polling and avoidance instructions = better FPS. Before anyone implies that making landings better wouldn't impact FPS that much, I agree unless of course you have 6 Helis all doing it at the same time and we include all of the other AI improvements that ppl are asking for. That all said I did mention the Heli behaviour to the Dev when I tested the LAND feature, maybe he will take a look at it when he gets a chance to move onto low priority fixes.

 

cheers.

i7-7700K : 16Gb DDR4 2800 Mhz : Asus Mobo : 2TB HDD : Intel 520 SSD 240gb : RTX 2080ti: Win10 64pro : Dx10 : TrackiR4 : TM Warthog : ASUS ROG SWIFT PG348Q

Posted

Low priority fix? Lol, wtf???!!! If you want to make immersive realistic missions with helicopters (the real deal like it happens irl) this should be a high priority fix.

 

It would to wonders to the immersion for this game.

  • Like 1
Posted

If that fix brings the fps down below 10 frames, it doesn't matter how immersive the "slide show" would be if it was playable! :D

Shagrat

 

- Flying Sims since 1984 -:pilotfly:

Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B  | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)

Posted

Just a thought sort of related, with these ultr realistic missions, keeps us FPS challenged fols in mind. Busy airbases look great but kill immersion when FPS is down.

[sIGPIC][/sIGPIC]

Posted
Just a thought sort of related, with these ultr realistic missions, keeps us FPS challenged fols in mind. Busy airbases look great but kill immersion when FPS is down.

 

FPS is still fine with around six or eight aircraft at a huge airbase. This thread isn't about FPS, it's about how to get AI helicopters to land normally. I don't believe that programming a more realistic way of landing helicopters would induce lower FPS. This just doesn't make any sense.

Posted
FPS is still fine with around six or eight aircraft at a huge airbase. This thread isn't about FPS, it's about how to get AI helicopters to land normally. I don't believe that programming a more realistic way of landing helicopters would induce lower FPS. This just doesn't make any sense.

what Druid said indicates the opposite! If the AI needs to increase collision checks, etc. it will hit fps.

On the other hand, a prepared animation/path may be a good compromise... AI helo reaches 100ft agl and then moves according to a preprogrammed path to rapidly slow and sink. Mission designer needs to take care to get the helicopter at 100ft and below 20kts at the landing waypoint.

To get the AI to compute a realistic descend, hover and combat landing would be cool, but the

path concept may be more quickly implemented. Just an idea, though. Don't know if it is as easy as I imagine it to be.:D

Shagrat

 

- Flying Sims since 1984 -:pilotfly:

Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B  | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)

Posted

Here you go .. a miz I created for a short film some months ago. I imported into latest 1.2.4.xx ver and resaved then ran it. Sure .. heli's appear to overshoot ldg spot slightly and therefore take a wee while getting into position (reported to Devs btw) but the whole approach to land works beautifully.

RR_HAI_land_Demo.miz

i7-7700K : 16Gb DDR4 2800 Mhz : Asus Mobo : 2TB HDD : Intel 520 SSD 240gb : RTX 2080ti: Win10 64pro : Dx10 : TrackiR4 : TM Warthog : ASUS ROG SWIFT PG348Q

  • 4 weeks later...
Posted

The only way I found to force units land normally is setting wind speed at sea level to 0 m/s. Above that value the helis will always face opposite to wind direction (if it blows from 90º they will face 270º when hovering). Turbulence and other winds can have > 0 values, but wind at sea level must be 0 I´m afraid... That´s the case of the mission posted by Druid, for instance.

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