21.01.2009, 08:15
When making missions for offline play, I have a real liking for low flying set-ups, especially in mountainous or deep river valley terrain.
So I was wondering if there is any way of getting the info on the terrain height from the maps in FMB while setting up a mission. When it comes down to canyon/valley flying, a difference of 100 to 50 meters can make a difference between staying aloft or crashing into the ground, but I find it very hard, even with an in-flight recon beforehand, to find the terrain height so that I can set it in the FMB for the aircraft.
Will it remain a trial and error method, where you have to go with a gut feeling or lots of trial and errors? Or can an reasonably accurate terrain height be deduced somehow?
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I was also wondering why in spite of careful calibration and set-up of flying height and all that, why ai aircraft so often insist on flying into mountain or canyon walls? They seem to have a knack for doing an otherwise avoidable crash, flying level, not climbing or turning away, even when they have plenty of maneuvering room?
Is it something to do with the game engine's AI? Or can this be set-up differently in missions?
So I was wondering if there is any way of getting the info on the terrain height from the maps in FMB while setting up a mission. When it comes down to canyon/valley flying, a difference of 100 to 50 meters can make a difference between staying aloft or crashing into the ground, but I find it very hard, even with an in-flight recon beforehand, to find the terrain height so that I can set it in the FMB for the aircraft.
Will it remain a trial and error method, where you have to go with a gut feeling or lots of trial and errors? Or can an reasonably accurate terrain height be deduced somehow?
________________
I was also wondering why in spite of careful calibration and set-up of flying height and all that, why ai aircraft so often insist on flying into mountain or canyon walls? They seem to have a knack for doing an otherwise avoidable crash, flying level, not climbing or turning away, even when they have plenty of maneuvering room?
Is it something to do with the game engine's AI? Or can this be set-up differently in missions?