Thanks man! I think in real world combat situations they typically separate to a greater distance but where they can still see you. In game sometimes it's hard to figure out where they are because they are too far away, but there are some formation commands you can give as well to get them closer. Those are somewhat limited.
Thanks, nice work. This is about getting AI from a different _group_ to follow, right? Cool. I've only used this to get a chopper to follow the carrier. Escort situations come to mind as well. And yeah the AI as wingmen are next to useless , especially in an Air-To-Ground scenario. FWIW I've discovered the AI (when in the same AI group) are terrible at formation _keeping_ under anything but simple situations, to name one: they are all thumbs when the route makes a turn of more than about 20-30 degrees, especially when climbing (think a departure climbing to altitude on some non-trivial route). Keep it under this and they do fine. Go over and it's a mess. It's like the wingman can't keep up, gets out of place; then the lead levels off (and often descends) and does one (often more) 360's waiting for his rock to get back into place. And the wingman seem to know nothing about lead pursuit here - they will try to re-form by following a 'bread-crumb' trail left by lead. And this takes FOREVER. Totally messing up any timing you've hoped for. Similar with changing the formation at a waypoint. A real flying circus when that happens. I haven't tested this in depth. I just wish ED would at least publish something that went into more detail about the limitations on the AI. So at least we'd spend a LOT less time trying to figure out what works best. Rant over... Thanks again.
That is the behavior I've seen as well. Getting the AI to do the right thing is a struggle, which is common to a lot of games. If they are attacking me they seem to usually be pretty salty. LOL. But when I need them to attack they are usually lacking. Thanks!
well the second a10 was placed with no linkage to the first plane and no waypoint = it will go north. the hornet is somehow linked to the first one maybe?! i'm not sure, i can tell. when you open the editor with the hornet there is some sort of linkage to the first place, but you didn't record the action of linking the 2 planes.
No you're right...when I come back and watch this video again I'm not really sure what I was doing in the editing room. I'm guessing I was rushed in putting it all together...but I would NOT edit it this way now. LOL. But yes, I never linked the A-10 and it didn't have a waypoint so it flies off and lands. The Hornets were linked but I never showed the way I used the Advanced Waypoint to build that. It's not a good video. Sorry about that.
The thing you did wrong with the planes flying wildly was because the following aircraft didnt have a waypoint, any air spawned aircraft without a waypoint always spawns facing north
Ah, thank you! They really need to add the ability to spin the unit. It's something easily done in ARMA, or at least if we could do it like when placing ground units that would be better. Thanks!
Very useful video. I have played this game for years and wondered at times why I could not see wingmen. Thumbs up.
Thanks man! I think in real world combat situations they typically separate to a greater distance but where they can still see you. In game sometimes it's hard to figure out where they are because they are too far away, but there are some formation commands you can give as well to get them closer. Those are somewhat limited.
Thanks, nice work.
This is about getting AI from a different _group_ to follow, right? Cool. I've only used this to get a chopper to follow
the carrier. Escort situations come to mind as well.
And yeah the AI as wingmen are next to useless , especially in an Air-To-Ground scenario.
FWIW I've discovered the AI (when in the same AI group) are terrible at formation _keeping_ under anything but simple situations, to name one: they are all thumbs when the route makes a turn of more than about 20-30 degrees, especially when climbing (think a departure climbing to altitude on some non-trivial route).
Keep it under this and they do fine. Go over and it's a mess. It's like the wingman can't keep up, gets out of place; then the lead levels off (and often descends) and does one (often more) 360's waiting for his rock to get back into place. And the wingman seem to know nothing about lead pursuit here - they will try to re-form by following a 'bread-crumb' trail left by lead. And this takes FOREVER. Totally messing up any timing you've hoped for.
Similar with changing the formation at a waypoint. A real flying circus when that happens. I haven't tested this in depth.
I just wish ED would at least publish something that went into more detail about the limitations on the AI. So at least we'd spend a LOT less time trying to figure out what works best. Rant over...
Thanks again.
That is the behavior I've seen as well. Getting the AI to do the right thing is a struggle, which is common to a lot of games. If they are attacking me they seem to usually be pretty salty. LOL. But when I need them to attack they are usually lacking. Thanks!
What does interval mean?
Basically the gap between each plane
Thanks
well the second a10 was placed with no linkage to the first plane and no waypoint = it will go north.
the hornet is somehow linked to the first one maybe?! i'm not sure, i can tell. when you open the editor with the hornet there is some sort of linkage to the first place, but you didn't record the action of linking the 2 planes.
No you're right...when I come back and watch this video again I'm not really sure what I was doing in the editing room. I'm guessing I was rushed in putting it all together...but I would NOT edit it this way now. LOL. But yes, I never linked the A-10 and it didn't have a waypoint so it flies off and lands. The Hornets were linked but I never showed the way I used the Advanced Waypoint to build that. It's not a good video. Sorry about that.
@@311Gryphon easy, no problem at all :) thanks for replying. i had to watch that bit a couple of time to figure out that something was missing :)
The thing you did wrong with the planes flying wildly was because the following aircraft didnt have a waypoint, any air spawned aircraft without a waypoint always spawns facing north
Ah, thank you! They really need to add the ability to spin the unit. It's something easily done in ARMA, or at least if we could do it like when placing ground units that would be better. Thanks!
How did you speed up the sim?
I think it is CTL + Z by default. Then LALT + Z slows it down. SHIFT + Z sets it to 1X. Something like that anyway.
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If you want to get cool videos while looking out the back of the C-130 mod use
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