drkhrt532 0 Posted May 31, 2002 ok Ya'll....... i know youre getting sick of my ranting and raving about realism but i need to be picky when it comes to realism in my map making.......... ok heres the deal... you know when an AI is landing in a chopper, it always does that whole autohover deal and it goes like 200 feet in the sky and swings its tail around? well that kinda pisses me off and thats not how real helicopters land and fly under fire...... in real life a helicopter pilot flys "map of the earth" aka treetop level dodging everything from bullets, RPG's, rockets, shoulder fired AA missles, AAA, rocks, arrows, spears, branches, ducks, birds and geese... *inhales sharply* and when he comes in for a landing and flares his helicopter, he dosent go 200 feet in the air....thats plain suicide when youre in a hot zone.....so heres my question how do you keep a helicopter at a safe, reasonable altitude when landing? (i tried the "FlyInHeight" command, and it only works in straight, level flight. Share this post Link to post Share on other sites
NEO -PZ- 0 Posted May 31, 2002 Well, the reason the pilot goes up in the air like that is because he enters the area in about 250-300 km/h, and then he approaches the WP and has to make a drastic stop. You could try with having the normal WP with full speed I guess, then close to the LZ another WP with normal speed, then another WP with limited speed. And then make him land or whatever you want. Maybe that works, or he will stop at each WP for a sec before moving on the next one. Anyway, you could try it. You might be successful Share this post Link to post Share on other sites
Aculaud 0 Posted June 1, 2002 I should say at this point, that at your "safe, reasonable altitude for landing", make choppers in OFP are just about the easiest kill you'll get. Even infantry machine gunners can take them down. I'd say realistic hot zones are defined by the enemy units advancing on the guys that need to be picked up instead of the choppers behaviour. In the game, that is. Share this post Link to post Share on other sites
Cumboy 0 Posted June 1, 2002 Yes the only thing you can do to prevent this is what Neo said. If an AI pilot approaches a LZ at normal speed (250) they pull up and slow by converting their speed into altitude. The only way to prevent this would be to alter the AI, or to make them approach at a slower speed (limited).. As Cumboy, this is my diagnosis.. Share this post Link to post Share on other sites
drkhrt532 0 Posted June 1, 2002 true but like its been said a real life pilot comes into an lz goin so fast....he knows that he has to keep low so he will start slowin down by flaring and when he does this he eases up on his collective so the blades loose lift......the belly at this point is pointing at the ground so the bird is just skimmin at the same altitude bleeding off airspeed....think of it like a stone skipin accros the water......the surface of the water is the set altitude hes flyin at during combat (say, 30 feet off the deck) and he wont go under that plane or surface untill hes at a slower foward speed so he keeps his altitude slowin down.....you see normally, when you put the nose up, you go up right? well you find that equilibrium so where youre loosin altitude by easing up on your collective but your nose is pointing up, therefore the nose up and the down collective cancel out and you dont go up or down but you DO slow your forward airspeed and when youre slow enough you put the bird down. thats what i want.......and in the game even at airspeed the AI doest think of the airspeed changes like you or i......like for instance when youre drivin down the road goin 50 and you see a sign that says 35, most people just coast and let speed bleed off.....in the game it wants a sudden and dramatic chane in speed.....so a helicopter will momentarily flare at a new waypoint as if its goin to land.....a hum goes to a different waypoint gradually, in a gentile curve...the AI thinks in straight lines....see? i know im ranting again...sorry fellas......thanks to the guys who are offering advice Share this post Link to post Share on other sites
Cumboy 0 Posted June 1, 2002 Yes we all know this, I in fact have a CPL helicopter licence (though I fly fixed-wing for a living)... I suggest not to worry about it too much. With the depth that OFP has I don't really think we need to worry about everything being authentic as possible. I'll look into it. Myabe I can come up with a script (I always do) Share this post Link to post Share on other sites
LordZach 0 Posted June 1, 2002 trust the AI to make a realistic hot landing? they have enough trouble not crashing into eachother in mid air! Share this post Link to post Share on other sites
NEO -PZ- 0 Posted June 1, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (LordZach @ June 01 2002,11:11)</td></tr><tr><td id="QUOTE">they have enough trouble not crashing into eachother in mid air!<span id='postcolor'> Haha, true Share this post Link to post Share on other sites
Raker 0 Posted June 1, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (NEO [PZ] @ June 01 2002,00:53)</td></tr><tr><td id="QUOTE">Well, the reason the pilot goes up in the air like that is because he enters the area in about 250-300 km/h, and then he approaches the WP and has to make a drastic stop. You could try with having the normal WP with full speed I guess, then close to the LZ another WP with normal speed, then another WP with limited speed. And then make him land or whatever you want. Maybe that works, or he will stop at each WP for a sec before moving on the next one. Anyway, you could try it. You might be successful <span id='postcolor'> NEO, Thats excactly what I did, I always set AIz in 3 short way points, Full, down to limited with flyinheight 20 (I've tested these Altitudes clear across the jungle Everon map..Never hit a tree top yet. Just make sure anyone who wants two Hueys to come in the same "HLZ" to set 'flyinheight" diffrent on one of the helis,2 "MARTINS") I played with diffrent settings till they actually came close do how they came into a a "HLZ" Back skidds "O" Scrappin..With a few inchs of forward slide...And no tail spin when landing. I use invisible "H" pads to do this. (It took me a whole saturday to get this right ) This is one part of "VIET-NAM-In Country" Mission I've been working on...Naplam and arty all around this "HLZ" Anyone who would like a cut scene sent to them, on how to make them come in (Helis) fast,low and low. Feel free to contact me by PM. [ODB]_Raker Share this post Link to post Share on other sites
Psychopomp7781 0 Posted June 3, 2002 I don't think I've ever laughed so hard before! Share this post Link to post Share on other sites
Psychopomp7781 0 Posted June 3, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (LordZach @ June 01 2002,11:11)</td></tr><tr><td id="QUOTE">trust the AI to make a realistic hot landing? they have enough trouble not crashing into eachother in mid air!<span id='postcolor'> ARRGHHH - I hate not knowing how to use these cool features! Share this post Link to post Share on other sites
digitalcenturion 20 Posted June 3, 2002 Ive seen a hot LZ landin script somewhere but i cant really say where... Share this post Link to post Share on other sites
Cumboy 0 Posted June 3, 2002 I have finished my script for a hot LZ landing.... If anyone wants it email me.... Share this post Link to post Share on other sites
arkadeyevich 0 Posted June 3, 2002 Try this one I posted it about a month ago in another thread. It basicly takes the chopper down to about 2 meters, puts everyone on the ground in a circle to cover in every direction, and then makes the chopper fly away. Works every time. Share this post Link to post Share on other sites