Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik > Daidalos Team discussions

Reply
 
Thread Tools Display Modes
  #441  
Old 08-05-2012, 11:34 AM
KG26_Alpha KG26_Alpha is offline
Approved Member
 
Join Date: Jan 2008
Location: London
Posts: 2,805
Default Un-killable. (Hero status AI)

Hi

Great work on v4.11 much appreciated.

One small bug/feature I have consistently found is the fighter pilots AI seem to have a strange DM, bomber AI seem to die easy enough but the fighters have a strange anomaly.

Testing offline with Arcade=1

I hit this one a few times in the pilots body from my tail gun I switched to his ac to have a look at the hit points and found him with one in the eye, he carried on and shot down my aircraft and damaged a couple more before making a perfect landing seemingly unaffected by the fatal hits to him.
Attached Images
File Type: jpg grab0016.jpg (516.7 KB, 50 views)
Reply With Quote
  #442  
Old 08-05-2012, 11:56 AM
SaQSoN SaQSoN is offline
Approved Member
 
Join Date: Oct 2008
Location: Nowhereland
Posts: 340
Default

Quote:
Originally Posted by KG26_Alpha View Post
I hit this one a few times in the pilots body from my tail gun I switched to his ac to have a look at the hit points and found him with one in the eye, he carried on and shot down my aircraft and damaged a couple more before making a perfect landing seemingly unaffected by the fatal hits to him.
Nothing wrong here. And that's old, really. The arrow does NOT show the bullet path. It shows the bullet hit vector at the moment of impact. Here you can see, your bullets hit the windshield, which is armored glass. Since pilot isn't dead, it's safe to assume, the bullet did not penetrate the armor.
Reply With Quote
  #443  
Old 08-05-2012, 04:08 PM
KG26_Alpha KG26_Alpha is offline
Approved Member
 
Join Date: Jan 2008
Location: London
Posts: 2,805
Default

Yep I remembered that

I should have said I was in a Betty tail gun.

It must be very tough glass then thats a 20mm hit to the glass.
Reply With Quote
  #444  
Old 08-05-2012, 04:27 PM
SaQSoN SaQSoN is offline
Approved Member
 
Join Date: Oct 2008
Location: Nowhereland
Posts: 340
Default

Well, it could be HE shell, so the armored glass could well withstand such hit. Actually, it was designed to stop 12,7 mm bullets, which IMO has higher kinetic energy, then 20mm HE shrapnel.

Either way, pilot wasn't hit here, despite the impact vector image goes right through him.
Reply With Quote
  #445  
Old 08-06-2012, 10:17 PM
KG26_Alpha KG26_Alpha is offline
Approved Member
 
Join Date: Jan 2008
Location: London
Posts: 2,805
Default

Thanks I forgot they only show vector and not penetration/damage.





.
Reply With Quote
  #446  
Old 08-06-2012, 11:25 PM
Luno13 Luno13 is offline
Approved Member
 
Join Date: Oct 2011
Posts: 370
Default

Quote:
Originally Posted by SaQSoN View Post
Well, it could be HE shell, so the armored glass could well withstand such hit. Actually, it was designed to stop 12,7 mm bullets, which IMO has higher kinetic energy, then 20mm HE shrapnel.

Either way, pilot wasn't hit here, despite the impact vector image goes right through him.
Don't HE rounds show a starburst pattern in Arcade mode?
Reply With Quote
  #447  
Old 08-11-2012, 04:09 PM
SPAD-1949 SPAD-1949 is offline
Approved Member
 
Join Date: Jan 2012
Posts: 124
Unhappy AI Landing Shyness Bug

Was landing shyness of AI allready mentioned?
I creatded missions where I'm part of a flight ready to start. the rest of my flight is allready in runway 1, I need to Taxi.
Another flight (incomimg reconaissence) has to land first on the parallel runway 2 (Pacific islands map 90-270 runways on northern island) before we can start.

But the aircraft supposed to land won't do so. Rather circle around like drunk skanks on a fair until fuel is over then eventually land or mostly crash.

If I remove the other AC of my flight and don't move from my position at the hinterlandiest part of the Airfield, they mostly land, but allways circle around a few times.

I can't force them with 2 or 3 waypoints just to fricking land straight without just whimpy-pimpy around fpr a while.

Its just for the immersion of seeing them touch down before you cross the runway and join your flight (iE starting eastwards)
Attached Files
File Type: zip Torpedo Range Trials.zip (5.7 KB, 2 views)

Last edited by SPAD-1949; 08-11-2012 at 05:39 PM. Reason: typo
Reply With Quote
  #448  
Old 08-11-2012, 08:59 PM
Aviar's Avatar
Aviar Aviar is offline
Approved Member
 
Join Date: Dec 2007
Location: New Jersey, USA
Posts: 545
Default

Quote:
Originally Posted by SPAD-1949 View Post
Was landing shyness of AI allready mentioned?
I creatded missions where I'm part of a flight ready to start. the rest of my flight is allready in runway 1, I need to Taxi.
Another flight (incomimg reconaissence) has to land first on the parallel runway 2 (Pacific islands map 90-270 runways on northern island) before we can start.

But the aircraft supposed to land won't do so. Rather circle around like drunk skanks on a fair until fuel is over then eventually land or mostly crash.

If I remove the other AC of my flight and don't move from my position at the hinterlandiest part of the Airfield, they mostly land, but allways circle around a few times.

I can't force them with 2 or 3 waypoints just to fricking land straight without just whimpy-pimpy around fpr a while.

Its just for the immersion of seeing them touch down before you cross the runway and join your flight (iE starting eastwards)
AI planes are sensitive to other planes and/or vehicles near their intended touchdown area. You have both near that area.

I suggest moving your aircraft taking off to the other runway...but not changing their takeoff direction. Then, have the AI planes land on the runway you were originally taking off from.

The second alternative is to simply have your planes take off from the other end of the runway. In any event, you don't want your flights sitting on the end of the runway that is near the touchdown area of the returning planes.

*BTW, are you using 4.11? You no longer need to use the old workaround of using vehicles to temporarily 'block' a flight from taking off. In 4.11 you can simply delay the takeoff of a flight, even after it has spawned.

Also, you seem to have other issues as there was an explosion on the runway at the start of the mission.

One more thing....in 4.11 you can now instruct flights to land 'straight in', without the normal circling. However, you still need to clear up the 'sensitive' area near their touchdown zone.

In all, you still have a lot to do if you want everything to play out your way.


Aviar
__________________
Intel i7-4790 4-Core @3.60GHz
Asus Z97-C Motherboard
16GB DDR-3 1600 SDRAM @800 MHz
NVIDIA GTX 760 - 2GB
Creative SB ZX SBX
Logitech X-530 5.1 Speakers
27" AOC LED - 2752
Logitech G15 Gaming Keyboard
CH FighterStick-Pro Throttle-Pro Pedals
Logitech G13 Gameboard
GoFlight GF-T8 Module
WIN 8.1
Reply With Quote
  #449  
Old 08-12-2012, 01:05 PM
SPAD-1949 SPAD-1949 is offline
Approved Member
 
Join Date: Jan 2012
Posts: 124
Default

Quote:
Originally Posted by Aviar View Post
AI planes are sensitive to other planes and/or vehicles near their intended touchdown area. You have both near that area.
Thats what I meant to be reported as a bug
Quote:
I suggest moving your aircraft taking off to the other runway...but not changing their takeoff direction. Then, have the AI planes land on the runway you were originally taking off from.
It does not change the shy beaviour and my intention of the mmersion was that you have to check, that yousee him coming in and wait for clearance.
Quote:
The second alternative is to simply have your planes take off from the other end of the runway. In any event, you don't want your flights sitting on the end of the runway that is near the touchdown area of the returning planes.
I hope this will change with 4.12 when we all together taxi for our takeoff. Also here is my intention not to have them alligned in the old fashioned way but have them stowed offset. Just for immersion.
Quote:
*BTW, are you using 4.11? You no longer need to use the old workaround of using vehicles to temporarily 'block' a flight from taking off. In 4.11 you can simply delay the takeoff of a flight, even after it has spawned.
Yes but then I have the immersion-killing bug, that they start their engines and immediately pushing full throttle without warm up. If I block them, they start their engines and have usual warmup time or their props allready running. The C47 I use as a blocker (the tanks or follow me jeeps did not work), shoud be available as invisible Aircraft or a vehicle should work as a blocker again.
Quote:
Also, you seem to have other issues as there was an explosion on the runway at the start of the mission.
Thats the version of the mission where I used a Tank as blocker, that does not work.
Quote:
One more thing....in 4.11 you can now instruct flights to land 'straight in', without the normal circling.
Thats what I did not understand in the Guide, now I Know, thanks. However, since the (in my eyes) sensitivity bug exists, it does not make a change at all.
Quote:
However, you still need to clear up the 'sensitive' area near their touchdown zone.
My report intended to call this a bug and to reduce the size of this area even to make accidents possible, like real.
Quote:
In all, you still have a lot to do if you want everything to play out your way.
I'd love to, if I could, but my programming skills are not existing anyway to join up and help.
Reply With Quote
  #450  
Old 08-12-2012, 01:26 PM
Ace1staller Ace1staller is offline
Approved Member
 
Join Date: Apr 2011
Location: somewhere in the united states
Posts: 125
Default

I have a problem with my Quick mission builder because it shows me a blank screen.
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 04:03 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.