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Old 10-02-08, 11:33 AM   #6
Pisces
Silent Hunter
 
Join Date: Dec 2004
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Quote:
Originally Posted by Castout
Quote:
Originally Posted by Pisces
I'm allways carefull about it's altitude. If it's at dipping altitude and has to make a turn for the next waypoint you can count on him going to try skinny dipping. If you let it climb a few hundred feet before making large turns it has some room to maneuver. Never do two kind of maneuvers (speed up and turn) at once at low altitude. But you probably meant with regard to doctrine language.
So before issuing new waypoint I should wait for the AI to adjust its helo position/altitude to a more favorable one before ordering it to turn and follow the next waypoint?

Be in mind that the helo was controlled by the AI since the playing platform in this case was the FFG.
Sorry, I wasn't thinking about AI helo's, but player commanded helo. My fault. But I tested it just now. The AI helo has a mind of it's own how it get's to the waypoint. It's not possible to give it speed and climb commands. And I tried my best to drive it into the wet stuff by placing waypoints with big course and range changes, or really close ones. No go. The pilot was capable of maintaining safe altitude in my game with minimal altitude deviation. But maybe it works for you if you place the next waypoint in front of him first while he's low and slow. Then reposition the waypoint while he's at safe altitudes with speed. It requires a more turning room but would be less taxing on his torque requirement as he doesn't have to do turns right away. So yeah, if I think that's what you meant.

It used to crash into the sea often while I played it on a slower computer. But not now, on a 2.6GHz P4. As if the 'collective control' algorithm doesn't get enough control computations or something. I don't know. Do you have a slow pc by any chance? Just a wild guess really.
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