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#3955190 - 05/18/14 07:41 PM Ai "blindness" workaround.  
Joined: Nov 2001
Posts: 3,955
Sokol1 Offline
Senior Member
Sokol1  Offline
Senior Member

Joined: Nov 2001
Posts: 3,955
Internet
If you are wingman, engage autopilot briefly to get permit to take off.
If are group leader, leave the autopilot engaged until first way point for
AI wingman follow you/accept this formation commands.

Instead use this second procedure, Desastersoft discover that:

Taxi to the runway.
Ask for conditions for take off (TAB -> 7 -> 3)
Ask for take off permission (TAB -> 7 -> 6) *
Take off.
After take off go into a traffic pattern to the right side and keep on circling until aircrafts number 2, 3 and 4 of your flight are in the air.
If you stay in the traffic pattern, the AI aircrafts can still see you and will join you, as if auto-pilot is used.


* The tower response (for takeoff/landing) is always negatives because script message for this are inverted, so ignore an go.
TF promised revise this for Patch 5.0 (2015).

Sokol1

Inline advert (2nd and 3rd post)

#3955657 - 05/19/14 07:58 PM Re: Ai "blindness" workaround. [Re: Sokol1]  
Joined: May 2006
Posts: 3,744
HeinKill Offline
Senior Member
HeinKill  Offline
Senior Member

Joined: May 2006
Posts: 3,744
Cloud based
Nice tip...laborious but perhaps one for the realism fans

H


[Linked Image]
#3955679 - 05/19/14 08:47 PM Re: Ai "blindness" workaround. [Re: Sokol1]  
Joined: May 2006
Posts: 1,088
SlipBall Offline
disillusioned
SlipBall  Offline
disillusioned
Member

Joined: May 2006
Posts: 1,088
East Coast U.S.A.
I still fly the original Eu release of the game, most times that is. Since I don't have this issue it must have been a patch introduced bug at some point. I can go right, left, or straight but they will always follow on take off and in route, no auto pilot needed or used. Patches rushed out the door really screwed up the game back then.


Post composed with speech to text, it woks grape!


Clod
OEM screenshots & videos of Eu release..So I fly the original game because I am a off-liner and the game's AI was broken after the last good patch, game version 1.0.13954
GigaByteBoard...64bit...FX 4300 3.8, G. Skill sniper 1866 32GB, EVGA GTX 660 ti 3gb, Raptor 64mb cache, Planar 120Hz 2ms, CH controls, Tir5
#3956441 - 05/21/14 01:52 PM Re: Ai "blindness" workaround. [Re: Sokol1]  
Joined: Oct 2013
Posts: 120
AlphaSix Offline
Member
AlphaSix  Offline
Member

Joined: Oct 2013
Posts: 120
Originally Posted By: Sokol1


Taxi to the runway.
Ask for conditions for take off (TAB -> 7 -> 3)
Ask for take off permission (TAB -> 7 -> 6) *
Take off.
After take off go into a traffic pattern to the right side and keep on circling until aircrafts number 2, 3 and 4 of your flight are in the air.
If you stay in the traffic pattern, the AI aircrafts can still see you and will join you, as if auto-pilot is used.





Confirmed.
Now taxiing&take-off differs not much from a 'standard' procedure

#3957219 - 05/23/14 03:48 PM Re: Ai "blindness" workaround. [Re: Sokol1]  
Joined: Mar 2001
Posts: 1,914
JagerNeun Offline
Member
JagerNeun  Offline
Member

Joined: Mar 2001
Posts: 1,914
Shenandoah Valley, Virginia
I fly Desastersoft missions and thought they'd tweaked the AI command features, so it's good to know these tips are effective in other missions as well.

#3960074 - 05/30/14 11:52 AM Re: Ai "blindness" workaround. [Re: Sokol1]  
Joined: Oct 2002
Posts: 532
Otto3 Offline
Member
Otto3  Offline
Member

Joined: Oct 2002
Posts: 532
NC,USA
Does this method work when starting from the runway with engine running? I tried this method in one of the TF dynamic missions, but the ai took off and then returned to base.


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