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scottb613

limitSpeed for Helicopters - only works to 200 ???

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Hi Folks,

 

I've been using limitSpeed a bunch lately with helicopters - it seems to work up until 200 but after that I seem to be getting weird results - if set to 250 - helicopter goes 230... Helicopter is capable of hitting nearly 300... I didn't see any limits in the WIKI mentioned - could this be a bug ?

 

Regards,
Scott

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Which helicopter reaches 300?

From ToH experience reaching 300 in a littlebird would cause some serious damage! Using AFM in Arma 3 should do the same. Haven't tried it due to respect to passengers but 300 should be too much ...... unless parts flying away from the chopper is wanted :icon_biggrin:

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Hi...

Yeah - just ran some tests on another issue - both the Vanilla Blackfoot and the 3CB Apache seem to top out at over 295... For the Apache the model seems to go quite a bit faster than the RW counterpart...


3CB BAF Vehicles
 



Regards,
Scott


Sent from my iPad using Tapatalk

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18 hours ago, helicopterenthusiast said:

Which helicopter reaches 300?

From ToH experience reaching 300 in a littlebird would cause some serious damage! Using AFM in Arma 3 should do the same. Haven't tried it due to respect to passengers but 300 should be too much ...... unless parts flying away from the chopper is wanted :icon_biggrin:

 

RW Data on Apache:

 

Here's the data as flown by AI:

 

TRACKguns.sqf
##  
##  UNIT_1: Apache AH1 Multi || Time = 71.934 || Alt = 23.4918 || Spd = 0.604495 || Dist = 0.576934
##  UNIT_2: AH-99 Blackfoot || Time = 71.934 || Alt = 22.3154 || Spd = 4.6578e-006 || Dist = 0.00472832
##  UNIT_3: Merlin HC4 18 GPMG || Time = 71.934 || Alt = 23.8356 || Spd = -2.6469e-005 || Dist = 0.00855532
##  
##  UNIT_1: Apache AH1 Multi || Time = 81.939 || Alt = 56.6002 || Spd = 146.949 || Dist = 180.6
##  UNIT_2: AH-99 Blackfoot || Time = 81.939 || Alt = 41.5377 || Spd = 4.14278 || Dist = 19.628
##  UNIT_3: Merlin HC4 18 GPMG || Time = 81.939 || Alt = 23.8356 || Spd = 4.88869e-005 || Dist = 0.00855532
##  
##  UNIT_1: Apache AH1 Multi || Time = 91.947 || Alt = 31.4076 || Spd = 225.354 || Dist = 699.083
##  UNIT_2: AH-99 Blackfoot || Time = 91.947 || Alt = 61.1974 || Spd = 166.55 || Dist = 276.12
##  UNIT_3: Merlin HC4 18 GPMG || Time = 91.947 || Alt = 61.9951 || Spd = 63.6128 || Dist = 63.6897
##  
##  UNIT_1: Apache AH1 Multi || Time = 101.955 || Alt = 27.96 || Spd = 264.516 || Dist = 1376.33
##  UNIT_2: AH-99 Blackfoot || Time = 101.955 || Alt = 29.7623 || Spd = 232.612 || Dist = 826.667
##  UNIT_3: Merlin HC4 18 GPMG || Time = 101.955 || Alt = 43.7224 || Spd = 171.525 || Dist = 417.519
##  
##  UNIT_1: Apache AH1 Multi || Time = 111.967 || Alt = 28.0334 || Spd = 283.254 || Dist = 2135.56
##  UNIT_2: AH-99 Blackfoot || Time = 111.967 || Alt = 28.4176 || Spd = 268.65 || Dist = 1526.01
##  UNIT_3: Merlin HC4 18 GPMG || Time = 111.967 || Alt = 25.3103 || Spd = 222.42 || Dist = 968.215
##  
##  UNIT_1: Apache AH1 Multi || Time = 121.97 || Alt = 28.0274 || Spd = 289.866 || Dist = 2927.58
##  UNIT_2: AH-99 Blackfoot || Time = 121.97 || Alt = 28.3971 || Spd = 283.527 || Dist = 2291.13
##  UNIT_3: Merlin HC4 18 GPMG || Time = 121.97 || Alt = 23.1417 || Spd = 245.521 || Dist = 1617.37
##  
##  UNIT_1: Apache AH1 Multi || Time = 131.975 || Alt = 48.124 || Spd = 285.515 || Dist = 3723.5
##  UNIT_2: AH-99 Blackfoot || Time = 131.975 || Alt = 40.2371 || Spd = 288.88 || Dist = 3083.81
##  UNIT_3: Merlin HC4 18 GPMG || Time = 131.975 || Alt = 22.9608 || Spd = 256.459 || Dist = 2313.93
##  
##  UNIT_1: Apache AH1 Multi || Time = 141.983 || Alt = 66.1732 || Spd = 287.296 || Dist = 4408.54
##  UNIT_2: AH-99 Blackfoot || Time = 141.983 || Alt = 61.4336 || Spd = 277.425 || Dist = 3846.32
##  UNIT_3: Merlin HC4 18 GPMG || Time = 141.983 || Alt = 22.9317 || Spd = 264.269 || Dist = 3040.09
##  
##  UNIT_1: Apache AH1 Multi || Time = 151.986 || Alt = 103.965 || Spd = 283.241 || Dist = 5146.41
##  UNIT_2: AH-99 Blackfoot || Time = 151.986 || Alt = 34.8361 || Spd = 291.229 || Dist = 4538.41
##  UNIT_3: Merlin HC4 18 GPMG || Time = 151.986 || Alt = 27.4719 || Spd = 271.028 || Dist = 3770.11
##  
##  UNIT_1: Apache AH1 Multi || Time = 162.002 || Alt = 103.858 || Spd = 290.486 || Dist = 5932.93
##  UNIT_2: AH-99 Blackfoot || Time = 162.002 || Alt = 53.9406 || Spd = 281.933 || Dist = 5299.63
##  UNIT_3: Merlin HC4 18 GPMG || Time = 162.002 || Alt = 27.4162 || Spd = 275.728 || Dist = 4421.71
##  
##  UNIT_1: Apache AH1 Multi || Time = 172.004 || Alt = 100.014 || Spd = 296.536 || Dist = 6735.18
##  UNIT_2: AH-99 Blackfoot || Time = 172.004 || Alt = 29.4626 || Spd = 292.949 || Dist = 6087.08
##  UNIT_3: Merlin HC4 18 GPMG || Time = 172.004 || Alt = 27.924 || Spd = 279.006 || Dist = 5146.85
##  
##  UNIT_1: Apache AH1 Multi || Time = 182.014 || Alt = 110.454 || Spd = 293.867 || Dist = 7538.22
##  UNIT_2: AH-99 Blackfoot || Time = 182.014 || Alt = 28.3872 || Spd = 294.584 || Dist = 6889.25
##  UNIT_3: Merlin HC4 18 GPMG || Time = 182.014 || Alt = 27.7116 || Spd = 276.851 || Dist = 5917.6
##  
##  UNIT_1: Apache AH1 Multi || Time = 192.015 || Alt = 121.534 || Spd = 293.183 || Dist = 8347.64
##  UNIT_2: AH-99 Blackfoot || Time = 192.015 || Alt = 28.3859 || Spd = 293.973 || Dist = 7695.82
##  UNIT_3: Merlin HC4 18 GPMG || Time = 192.015 || Alt = 27.7277 || Spd = 276.947 || Dist = 6682.43
##  
##  UNIT_1: Apache AH1 Multi || Time = 202.021 || Alt = 127.11 || Spd = 293.583 || Dist = 9161
##  UNIT_2: AH-99 Blackfoot || Time = 202.021 || Alt = 28.3997 || Spd = 295.738 || Dist = 8507.15
##  UNIT_3: Merlin HC4 18 GPMG || Time = 202.021 || Alt = 27.737 || Spd = 276.38 || Dist = 7450.1
##  
##  UNIT_1: Apache AH1 Multi || Time = 212.021 || Alt = 125.242 || Spd = 295.055 || Dist = 9971.82
##  UNIT_2: AH-99 Blackfoot || Time = 212.021 || Alt = 28.387 || Spd = 296.002 || Dist = 9323.08
##  UNIT_3: Merlin HC4 18 GPMG || Time = 212.021 || Alt = 27.7153 || Spd = 274.894 || Dist = 8219.24
##  
##  UNIT_1: Apache AH1 Multi || Time = 222.029 || Alt = 136.642 || Spd = 294.137 || Dist = 10783.3
##  UNIT_2: AH-99 Blackfoot || Time = 222.029 || Alt = 28.4041 || Spd = 295.443 || Dist = 10136.8
##  UNIT_3: Merlin HC4 18 GPMG || Time = 222.029 || Alt = 27.7492 || Spd = 276.158 || Dist = 8987.69
##  
##  UNIT_1: Apache AH1 Multi || Time = 232.047 || Alt = 131.575 || Spd = 295.138 || Dist = 11596.3
##  UNIT_2: AH-99 Blackfoot || Time = 232.047 || Alt = 28.3863 || Spd = 295.11 || Dist = 10951.2
##  UNIT_3: Merlin HC4 18 GPMG || Time = 232.047 || Alt = 27.7524 || Spd = 273.208 || Dist = 9754.29
##  
##  UNIT_1: Apache AH1 Multi || Time = 242.052 || Alt = 144.917 || Spd = 289.494 || Dist = 12404.5
##  UNIT_2: AH-99 Blackfoot || Time = 242.052 || Alt = 28.3941 || Spd = 296.049 || Dist = 11764.9
##  UNIT_3: Merlin HC4 18 GPMG || Time = 242.052 || Alt = 27.7564 || Spd = 273.559 || Dist = 10515.1
##  
##  UNIT_1: Apache AH1 Multi || Time = 252.067 || Alt = 145.401 || Spd = 291.973 || Dist = 13200.4
##  UNIT_2: AH-99 Blackfoot || Time = 252.067 || Alt = 31.9889 || Spd = 289.125 || Dist = 12576.5
##  UNIT_3: Merlin HC4 18 GPMG || Time = 252.067 || Alt = 27.7277 || Spd = 273.847 || Dist = 11280.3
##  
##  UNIT_1: Apache AH1 Multi || Time = 262.072 || Alt = 139.392 || Spd = 293.91 || Dist = 14010.1
##  UNIT_2: AH-99 Blackfoot || Time = 262.072 || Alt = 28.4011 || Spd = 292.796 || Dist = 13379.7
##  UNIT_3: Merlin HC4 18 GPMG || Time = 262.072 || Alt = 27.7267 || Spd = 272.288 || Dist = 12042.8
##  
##  UNIT_1: Apache AH1 Multi || Time = 272.082 || Alt = 134.061 || Spd = 294.362 || Dist = 14825.8
##  UNIT_2: AH-99 Blackfoot || Time = 272.082 || Alt = 28.3901 || Spd = 294.335 || Dist = 14193.2
##  UNIT_3: Merlin HC4 18 GPMG || Time = 272.082 || Alt = 27.8487 || Spd = 268.697 || Dist = 12798.5
##  
##  UNIT_1: Apache AH1 Multi || Time = 282.085 || Alt = 175.377 || Spd = 284.423 || Dist = 15567.5
##  UNIT_2: AH-99 Blackfoot || Time = 282.085 || Alt = 32.3064 || Spd = 291.363 || Dist = 15007.2
##  UNIT_3: Merlin HC4 18 GPMG || Time = 282.085 || Alt = 27.6874 || Spd = 271.031 || Dist = 13552.5
##  
##  UNIT_1: Apache AH1 Multi || Time = 292.093 || Alt = 180.971 || Spd = 291.329 || Dist = 16097.8
##  UNIT_2: AH-99 Blackfoot || Time = 292.093 || Alt = 60.3474 || Spd = 280.634 || Dist = 15692.2
##  UNIT_3: Merlin HC4 18 GPMG || Time = 292.093 || Alt = 27.7172 || Spd = 273.59 || Dist = 14315.9
##  
##  

 

Regards,
Scott

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Interesting logs

The AH-99 chopper is the fastest as expected since it is an attack helicopter. Following is the Merlin chopper.

 

Now it is worth noting that these speeds can be reached but they are hard to control. When you reach 280 km/h the chopper is harder to control. Move the nose too much and you will face a huge altitude/speed difference if not a temporary loss of control. That is why you need to lower the throttle greatly when trying to stop and even then it takes some time. In vanilla Arma 3 maps these speeds are not needed as much since the time you need to reach them and the one to stop is too long. With the AH-99 you can use them since the chopper is a lot more flexible than the Merlin but rarely are these speeds needed. Besides flying low that fast will make the gunner start spinning  :whistle:   

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2 hours ago, helicopterenthusiast said:

Interesting logs

The AH-99 chopper is the fastest as expected since it is an attack helicopter. Following is the Merlin chopper.

 

Now it is worth noting that these speeds can be reached but they are hard to control. When you reach 280 km/h the chopper is harder to control. Move the nose too much and you will face a huge altitude/speed difference if not a temporary loss of control. That is why you need to lower the throttle greatly when trying to stop and even then it takes some time. In vanilla Arma 3 maps these speeds are not needed as much since the time you need to reach them and the one to stop is too long. With the AH-99 you can use them since the chopper is a lot more flexible than the Merlin but rarely are these speeds needed. Besides flying low that fast will make the gunner start spinning  :whistle:   

 

Hi...

 

Yeah - - - I've spent weeks writing scripts to make AI helicopter based air assaults as simple as placing a couple markers on the map - to address both troop lift and supporting CAS... The whole point is I wanted a modular script that I can use anywhere - with any helicopter-  and all the helicopters will follow a basic marker path to the LZ (avoiding areas likely to get them shot down) without having to place a single waypoint... It's working pretty well - just needs some tweaks yet... For landing at the LZ - I start slowing the aircraft down in gradual increments starting at 2 clicks from the LZ... It's not perfect - but it avoids that huge balloon when trying to stop from full speed all at one time... I'd also like to be able to use the limitSpeed to control the helicopters at greater than 200 kph...The FOV in ArmA is such that it doesn't help with flight as it makes the ground seem to rush by at an incredibly high rate of speed that is completely unrealistic... LOL - while working on this I've uncovered some real problems with AI Helicopter flight that I've been attempting to relay to the teams who developed them - such as the Apache's (3CB, RHS, and CUP) will just start climbing and never stop - no matter what flyInHeight you set... It's why I created the data logging script so I could easily run comparisons...

 

Nice to see someone else interested in the helicopters...

:thumb:

 

Regards,
Scott

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23 hours ago, scottb613 said:

 

Hi...

 

Yeah - - - I've spent weeks writing scripts to make AI helicopter based air assaults as simple as placing a couple markers on the map - to address both troop lift and supporting CAS... The whole point is I wanted a modular script that I can use anywhere - with any helicopter-  and all the helicopters will follow a basic marker path to the LZ (avoiding areas likely to get them shot down) without having to place a single waypoint... It's working pretty well - just needs some tweaks yet... For landing at the LZ - I start slowing the aircraft down in gradual increments starting at 2 clicks from the LZ... It's not perfect - but it avoids that huge balloon when trying to stop from full speed all at one time... I'd also like to be able to use the limitSpeed to control the helicopters at greater than 200 kph...The FOV in ArmA is such that it doesn't help with flight as it makes the ground seem to rush by at an incredibly high rate of speed that is completely unrealistic... LOL - while working on this I've uncovered some real problems with AI Helicopter flight that I've been attempting to relay to the teams who developed them - such as the Apache's (3CB, RHS, and CUP) will just start climbing and never stop - no matter what flyInHeight you set... It's why I created the data logging script so I could easily run comparisons...

 

Nice to see someone else interested in the helicopters...

:thumb:

 

Regards,
Scott

Using scripts that improve the AI helicopter behaviour is really nice. When trying to use choppers in missions their behaviour on my end is unacceptable. I need to use as lesser waypoints as possible simply because the choppers tend to stop when reaching a waypoint and then they continue on to the next waypoint. Additionally I too have to use the flyInHeight command multiple times so as to convince the chopper not to fly too high. Especially when they fly in Careless mode on rough terrain.. Let alone chopper formations. So much testing for a simple helicopter route where the choppers need to have some sort of formation!! Being in careless mode makes them come real close and sometimes they even crash on each other while flying. The pilot alone being in careless mode simply because gunners being in careless mode causes issues too.

 

And a smart and nescessary move with the LZ issue. 2 clicks should be really nice. More might only be needed when you fly really fast and really low and want to slow down without any type of altitude changes.

Now one "positive" but unrealistic AI chopper ability that I have discovered is that sometimes they are able to stick to the ground no matter the terrain being steep or not. About 65 degrees slope? Not an issue. For AI. And not always. Sometimes the just do not accept landing on the landable LZ and they just stand there. Using an invisible helipad as an LZ is really helpful but even then it doesn't always work and it needs a lot of testing.

 

Yep, choppers are really cool. Especially when you are piloting and you have your friends' ingame lives in your hands. A wrong move while they are fastroping? The End. And it is awesome when you have just extracted your team via a hot LZ, have sustained heavy damage, the chopper is trembling and your friends are like "Is this normal?" . Once we were hit badly and some of the passengers used 3rd person view only to see the chopper full of bullet holes and the tail rotor missing. Had there been will sheets under their seats they would have used them but LOL we made it. Not every damage is handable though..

 

Oh and if you like mp helicopter missions you can try this: http://www.armaholic.com/page.php?id=31469

Its one of my favorites. Our website mission link is here

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Are you aware of the flyInHeightASL command ?

 

Also, if you don't trust the AI you can always use some more restrictive scripting to make them obey. ^^

Using setVelocityModelspace can be a very powerful tool for that. Just gotta be careful so it doesn't look unrealistic.

 

A good option would be to just use a script to that helps the AI to stay in formation during flight, that should be relatively easy to do.

In fact I think I've even a script for that purpose here or on armaholic before (maybe last year ?).

 

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Hi Folks,

 

Good discussion - much appreciated...

 

Yeah - I think BIS fixed something over the years - I seem to recall helicopters used to almost stop at waypoints - from my testing they seem a bit more reasonable now - they certainly pitch up, climb, and lose some speed but the transitions seems smoother...

 

I'm limiting my slicks to 200 KPH for the duration of their flights - even in real life I don't think they would run max speed as you need some play to keep formation... I recall a RW story where the Apache's had to call their accompanying Chinooks to tell them to slow down because they couldn't keep up... Hah - the fast and sporty gunship couldn't keep up with the flying truck...

 

Yeah - I script landing pads wherever I need the to land... I've seen the runaway choppers on slopes - LOL...

 

I also didn't like using the same exact position for each helicopters waypoint - the helicopters seemed to robotic in flight - so I offset each helicopter a bit and add minor altitude variations... It tends to look a bit more realistic...

 

No haven't used flyInHeightASL - I'll try it and see if I can get better results...

 

I'll take a look at your examples...

 

This is what my script does:

 


//============================//
// SLICKS - SCO Launch Script //
//============================//

// Author: scottb613
// File: LAUNCHslicks.sqf

// Note: Only tested in Single Player.

// Given: (1) to (4) helicopters [slickx] preloaded with crew - units named below.
// Given: (1) to (4) infantry squads [chalkxx] per helicopter [slickx] - units named below.
// Given: Multiple infantry squads [chalkxx] will be loaded as cargo into helicopter [slickx] with respect to number.
// Given: (1) infantry squad [chalkxx] must exist per helicopter [slickx] used.
// Given: User must insure helicopters have adequate capacity to lift assigned chalks.
// Given: An LZ marker [lzx] must exist for each respective helicopter [slickx] used - markers named below.
// Given: Helicopters will autonomously assault LZ creating defined helipads - drop troops - RTB to home helipads.
// Given: User can define manual flight path with up to four inbound markers [inb1-inb4] if desired - else direct to [lzx].
// Given: User can define manual flight path with up to four outbound markers [out1-out4] if desired - else direct to base.
// Given: For best results - inbound/outbound markers should be a min of 2000 meters from launch/landing positions. 
// Given: Even though helicopters are individual units - they will maintain a diamond like formation along flight path.
// Given: Offloaded chalks will move to respective markers [ck1-ck4] defined in combat "RED" mode - else defend [lzx].
// Given: Once chalks reach final waypoint - intended for "High Command" or similiar to manage their actions.
// Given: Intended use - fired by radio trigger.
// Given: If [debug] is enabled - writes log entries to windows clipboard and places markers on waypoints.

// Named Asset: [OPT] ("s1" -player unit)
// Named Asset: ("slick1" -slick helo) ("slick2" -slick helo) ("slick3" -slick helo) ("slick4" -slick helo)
// Named Asset: ("chalk11" -inf squad) ("chalk12" -inf squad) ("chalk13" -inf squad) ("chalk14" -inf squad) -> load to slick1
// Named Asset: ("chalk21" -inf squad) ("chalk22" -inf squad) ("chalk23" -inf squad) ("chalk24" -inf squad) -> load to slick2 
// Named Asset: ("chalk31" -inf squad) ("chalk32" -inf squad) ("chalk33" -inf squad) ("chalk34" -inf squad) -> load to slick3
// Named Asset: ("chalk41" -inf squad) ("chalk42" -inf squad) ("chalk43" -inf squad) ("chalk44" -inf squad) -> load to slick4

// Named Marker: ("lz1" -lz pad marker) ("lz2" -lz pad marker) ("lz3" -lz pad marker) ("lz4" -lz pad marker)
// Named Marker: [OPT] ("ck1" -final posit chalk11-14) ("ck2" -final posit chalk21-24) 
// Named Marker: [OPT] ("ck3" -final posit chalk31-34) ("ck4" -final posit chalk41-44)
// Named Marker: [OPT] ("inb1" -inbound marker) ("inb2" -inbound marker) ("inb3" -inbound marker) ("inb4" -inbound marker) 
// Named Marker: [OPT] ("out1" -outbound marker) ("out2" -outbound marker) ("out3" -outbound marker) ("out4" -outbound marker)

// Example: Flight Path - [(slick1 start point) -> inb1 -> inb2 -> inb3 -> inb4 -> Lz1 -> out1 -> out2 -> (slick1 start point)].
// Example: Troop Loading - [chalk11 chalk12 chalk13 will load into slick1] [chalk21 chalk22 will load into slick2].
// Example: Troop Movement - [chalk11 chalk12 will move to marker ck1] [chalk21 chalk22 chalk23 will move to marker ck2].

Regards,

Scott

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Increasing the waypoint radius can be useful for helicopters, it usually makes the transition a bit smoother.

 

By the way, flyInHeight and flyInHeightASL are best used in combination, they do different things.

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Quote

Are you aware of the flyInHeightASL command ?

Wasn't aware of that one either.

 

Quote

Using setVelocityModelspace can be a very powerful tool for that. Just gotta be careful so it doesn't look unrealistic.

That one sounds dangerous :sulkoff:

 

Quote

In fact I think I've even a script for that purpose here or on armaholic before (maybe last year ?).

There was a convoy script for vehicles and not for choppers. Haven't found any other.

 

Quote

I also didn't like using the same exact position for each helicopters waypoint - the helicopters seemed to robotic in flight - so I offset each helicopter a bit and add minor altitude variations... It tends to look a bit more realistic...

That's cool!

 

And that is a nice looking script. A script that will enhance the helicopters assault behaviours is also needed. When I use Seek and Destroy waypoints and such the choppers tend to behave sloppy. Some times they shoot a few rounds and then they just stay still. Other times they are super effective and they can minigun kill you really easily like they got a scope or something. Also there are times when they fire a few shots with their gunners and then they leave the area? 

The whole chopper assault situation is wierd. Choppers with side gunners should be flying low while following a path that will let the gunners be effective. Assault choppers do not need to be close to the operation area. They got to keep their distance and take out targets from afar. Choppers that haven't got such advanced systems should use the terrain as cover when possible and not fly relatively high while cyrcling around their targets in order to get a shot. Doing so can be disasterous.

 

 

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Hi Folks,

 

Yeah - I have both the Slick and CAS scripts operational - I'll pack it up tonight with a Vanilla demo mission and send I along if you care to take a gander - wouldn't mind some external input...

 

Same big issue with the CAS - trying to figure out a way to have the helicopters use their stand off weapons first - before moving in for the knife fight... I've tried keeping the search pattern set back from the battle - helps a bit - but they are still too quick to charge in... Most of the gunships I've found have the never ending climb issue when flown by AI - they just keep going up indefinitely... I've tested Vanilla, 3CB, RHS, and CUP... The Vanilla Blackfoot and the 3CB Wildcat seem to be the exception and work as they should...

 

Regards,
Scott

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Sadly I do not think there is a way to lock the use of some weapons in the choppers according to the distance to the target. Maybe we would then be able to halt a chopper's path for a bit till it uses all of its long ranged weapons and then go nearer to use the rest of its weapons.

 

In general you trying so much to use AI controlled helicopters in your missions at such a scale is surely praiseworthy! On my end I prefer making more missions than spending so much time to organize a simple helicopter assault.

Gladly guys like you exist  :thumbsup:

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