more questions.... didn't realize until now that the static camera key ( ctrl F2 ) is not working...did I miss something ? I changed the mission to complete AI, set up some cameras in Pearl Harbor, but can't switch there...
Disable gunners most of the ships flak and leave them dormant. Select certain ships to provide flak but lower the flak levels. Set delays in the activation time for those ships.
For my versions of this mission I did this...
I have all AI flights airstart...except my own flight which takes-off from Akagi and is joined by the other flights as it reaches the coast. (mine is a part of the second wave and i watch the first attacks whilst my plane is on autopilot.)
All ships are silent until several minutes after the attack begins.... and then only a few ships are able to open fire at reduced rates.... more by the time of the second wave attack.
Only about 20% of the returning planes land on their carriers...... the rest crash into the sea.....especially from the first wave attack....before the second wave attack starts...to get them out of the mission and lessen the strain on the computing.
There is a new more realistic Hawaii map WIP....
cool, thx for the ideas, getting the AI airborne before mission start seems an fps-friendly one....BillSwagger, I'm not sure I got Your answer right...I set the same time for the first 5 wp-s but no result....I thought the planes would alter their speed in order to get to point A, B,C ...etc at the time set...I guess the takeoff procedure is to blame, so...thanks guys for the ideas, appreciate it :cheers: :cheers: :cheers:
Problem with this method is AI planes won't be able to use their wingmen... I only use it for very low flying torpedo bombers to avoid the tail end planes crashing into the sea when they go into line astern attack formation.
My trick for forcing the AI to form up is to make 'high speed legs' on the way to target. I set the lead group at a medium/low speed while I set the trailing groups at their maximum, so they can catch up more quickly. Takes a bit of trial and error to get it right, but it works quite well.
Remember the FMB doesn't take take off time into account when calculating waypoints time. If you place two formations of the same type flying at the same speed towards the same waypoint at an altitude of 3000m, one starting in the air and the other starting on the ground, the one starting on the ground will reach the waypoint roughly 2 minutes after the one starting in the air. Obviously the higher the waypoint, the longer it'll take for the ground starting flight to climb and reach the waypoint.
For landing waypoints, be sure to assign nav waypoints between the target and the landing base/carrier, or your AI will fly in landing formation all the way back. Your landing waypoint shouldn't be placed more than just a couple of miles away from your last 'normal flight' waypoint.
Cheers
Nico
I prefer this method because AI don't usually use their wing men to any benefit. For example, I've been in a chase where the enemy AI wing man will line up next to the plane i'm chasing.
My other experience has been that my wing men really don't do anything other than trail behind me when there are other bandits to engage, sometimes even while a bandit is shooting at me.
maybe there is a command for this, I'm not sure.
I've tried the AI MOD but it doesn't address the issues with the wing men, it just makes the AI less predictable.
What i do know is that when placed individually they are much more aggressive in their attacks, which makes it a bit more challenging. Thats not the only method I use in mission building.
The method you use will probably depend on the effect you are going for. When building a mission, its almost like a small production where the player also see's a good show. So using a variety of methods will probably give the best results for making it both a challenging mission as well as an immersive show.
This AI talk makes me wonder how difficult it would be to increase the amount of planes that could be included in an element.
4 seems to be the standard, but the option to have up to 12 planes would be cool.
Bill
I'm an idiot :lol: :lol: :lol: ....nosubtitles=1 ....sorry :oops: :oops: :oops:
I use the QMT utility a lot....... it is easy to set-up a single flight... then when everything is working OK to clone it into many flights....then just go and rearrange the attack points...