+comrpnt Posted July 17, 2009 Posted July 17, 2009 (edited) Has anyone noticed with the SF1 series, with the October 2008 patch applied, how AI flights now take evasive action if they're likely to 'collide' with another aircraft? I first noticed it with the ODS mod work I did. At that time it wasn't an issue, but now I'm working on doing a tight formation, similar to this (done on a pre-October 2008 patched install)... ...and of course the AI is having none of it. :-( So here's what I don't know. Any ideas how to turn off this 'feature'? I looked through the various ini files you can get out of the Flight folder CATs but nothing jumped out at me. So, in summary, what used to work doesn't any more because the AI aircraft get twitchy when you get too close. Regards, comrpnt. Edited July 17, 2009 by comrpnt Quote
ONETINSOLDIER Posted July 17, 2009 Posted July 17, 2009 I hope you get this solved , as I was asking around about maybe doing a missing man formation, but was told it wouldnt work for that reason and when you broke off, theyd try to follow you Quote
+comrpnt Posted July 17, 2009 Author Posted July 17, 2009 I hope you get this solved , as I was asking around about maybe doing a missing man formation, but was told it wouldnt work for that reason and when you broke off, theyd try to follow you Hi gwar, that's a negative on the AI following you IF the formation is defined so that you are AircraftMission(x) and the remainder of the formation are AircraftMission(y) in the mission file. Then you are free to roam as you will and the other flight will continue as programmed on to their next waypoint. Given the problems of AI claustrophibia in formation post-October 2008, consider this addition to Formations.ini for a missing man formation, where you take up position #3 in a four aircraft formation. The 3 AI aircraft will leave a space for you in the middle of the formation. Add the following to your Formations.ini file... // Additional Formation defns for Missing man formation // // o // o * // o // // * denotes position of player - aircraft #3. // // Replace XXXX with next index number in sequence // // comrpnt 2009. 1. Add the following to the end of the FormationType section // Size=3 because Player makes up 4th [FormationType0XX] Name=ftMissingMan_3 BaseLevel=3 Level[01].Name=nMissingMan_3 Level[01].Size=3 Level[01].Formation[01]=fMissingMan_3 2. Add the following to the very end of the Formation.ini file [fMissingMan_3] Position[01].Offset= 0, 0, 0 Position[02].Offset= -50, -50, 0 // Player position 50, -50, 0 Position[03].Offset= 100, -100, 0 Then consider the test mission I've attached to this note to try the formation out. Here are the results I'm seeing and all worked well. In formation with the AI flight - you are 2nd from the left in the picture Over the airfield - pull up! Keep going to perform the missing man... The view from the Tower Once past the airfield the AI flight splits left to return to base, while you continue on a short way at altitude The AI flight with missing man, on the downwind leg The AI flight returns to base, with you tucked in behind the last AI aircraft Regards, comrpnt. Missing_Man_Formation.zip Quote
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