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MattWales

Helicopter Assault Landing

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Afternoon all,

I understand that fast-roping will be scripted in to A3 helicopters. That said, for aircraft such as the MH-6, has anyone experimented with AI approaches/landings in a "hot" environment - that is, rounds coming in, in a Direct Action/Combat Role?

I only ask as my previous experience of the series showed that an AI helicopter coming in to land takes a month of Sundays to do so, with a ridiculous amount of time in a high hover, before an almost vertical decent profile, and when it finally does touch down, the troops pop out one at a time. This is rubbish - real world, its a case of a quick approach, flare to a rapid stop, land on, and get out the troops out as quickly as possible - if its a Chinook, the guys will literally pour out of the back ramp as if its a landing craft on D-Day.

If its an MH-6, all 4 guys can leap off at the same time. Thats the point of it. MH-6s barely stop when doing assault landings. The moment it comes to a stop, the guys are leaping off, and as soon as they are clear and its clear for the pilot to do so, he pulls in power and gets the aircraft out of there.

An MH-60 will see the guys scrambling out as quicky but as safely as possible. Two can leap out at the same time, in pairs.

Then, the pilot gets the a/c back into the air as soon as possible, flying up and forward at the same time - none of this "go straight up, hold a precarious hover at 50ft, the slowly depart". As soon as you are off the ground and clear of obstacles, you are transitioning and getting the f**k out of dodge.

It'd be nice to see some realistic scripting of helicopter assault landing profiles, would make life a lot easier than tweaking and editing a mission 800 times because a single well-placed infantryman took out the approaching MH-6 which decided to enter a hover directly above an objective for 30 seconds, before landing... upside down... on fire.

Matt.

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I think this topic touches on more than just helo insertions too - general AI behavior. Getting AI to board a helo as fast as possible under fire is almost impossible. Getting that helo to even land under those conditions is likewise almost impossible. I think there could be a mode of AI processing that can temporarily disregard immediate danger to achieve a specific task.

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What you do have to remember is that the Arma AI is under a lot of pressure; it needs to navigate a vehicle in a 3-dimensional battlefield (referencing the sky), land in what may be a very small area, all while under enemy fire, and do this as a natural part of their programming. The AI has to do a lot of work for one thing.

Which is something I believe that kills the A.I. Far too much is required of them to behave like we want. Bohemia mentioned that they're eliminating most of the slow pace in urban environments, by not having the A.I check every single piece of cover. You want them to find cover that... covers them, but then they also have to wonder what they're going to do after that. How to use what's in their backpack, for example: Rpg? RPG HE? HEAT? Smoke Grenade? HE grenade? Flare (for some odd reason)? Normal rifle? Binoculars? Where the shot came from? OH MY GOD IT CAME FROM THE MINARET. How surprising. Then, what do they do? Do they just stay their and spam their nice little TAR-21 looking things? Do they advance up? Kill it with fire?

I believe that's one thing people forget. It ain't gonna go away till computers can make the most of their hardware to control the A.I effectively, and buddy, this problem will continue if you want a challenging enemy. But no, you want it not to be slow? To move faster than a snail's pace? Sorry, MATE, but you'll be sacrificing some A.I thinking there too.

I doubt that Bohemia can make the best of both worlds, but we'll see. I'd still want the faster A.I, though.

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Module "Combat Get In", what is that for? Related to anything in this topic?

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If it is quite technical or a setpeice landing unitcapture can be used to stage it, provided yourself or someone you know is a good pilot.

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Unitcapture? Explain?

I'm guessing it has something to do with you flying a set pattern, with that being recorded and then turned into a script so the AI can follow that script to plan, perfectly.

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Unitcapture? Explain?

I'm guessing it has something to do with you flying a set pattern, with that being recorded and then turned into a script so the AI can follow that script to plan, perfectly.

Pretty much bang on the money.

Records the designated units movements to a file that can then be used with unitplay I think it is.

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You will be able to get people out of a vehicle all at once with the 'Eject' command (Not yet in A3)

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