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Xoref

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About Xoref

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  1. Alright, so after extensive testing I found that AI actually can see the targets, reports them, orders the second pilot (the gunner) to engage BUT nothing really happens, they simply fly towards their targets and keep flying above them until they got shot down by enemy fire. The interesting bit is that if I switch all on-board weapons to the pilot (not gunner) in pylon settings they'd at least begin to use their cannon but that's it. I also can see that the target is actually being selected as the square on pilot's HUD is put around it (in Ka52 for example it means that the target is actually being pointed by gunner's laser targeting system). So they def see the target and can shoot, except they just don't until it's 2-3km close. It's also worth mentioning that if the chopper have fire-and-forget weapons such as AGM-114L they seem to use them at proper distances like 7-8km. So, it's obvious that something is broken here with the heli AI, and the question stands where should I seek in game archives for the actual heli AI scripts. I'd greatly appreciate if someone would point me in the right direction.
  2. Thanks a lot! I'll def check them all!
  3. Hi everyone Some RHS helicopters such as Ka-52 or Mi-28 have their Vikhr ATGMs with effective range around 9-8km, so when I'm the pilot I can select a target in that range and order my AI co-pilot who is gunner to shoot the target and he will do that and the missile hits the target if nothing obstructs it's flight. But the thing is, when AI-only crew pilots the same chopper it will only engage at a range of like 2-3km flying almost directly above the target as if it was an unguided rockets run. So my question is, how do I increase the distance at which AI will use their ATGMs so it be around the same I can use it as a pilot? I suspect I need to check AI logic, not the weapon's config 'cause as I mentioned above if I order my AI co-pilot to shoot at target at, say, 7km he will successfully do so. Any tips on where to look in game pbo's etc will be greatly appreciated. I run ACE + RHS + compat patches for ACE, view distance set at max 12000m
  4. So I just created this account to report one: the PKM model for FAA has messed-up texture which looks like it's from vanila game stretched upon the RHS model. Seems it's because the hiddenSelectionsTextures[] parameter is missing in the AFF config. I fixed it with hiddenSelectionsTextures[] = {"rhsafrf\addons\rhs_weapons\pkm\PKM_co.paa"}; but not sure it's the best way, tho, I'm not a modder. There are some other models with the same issue, but I just can't remember right now which ones. Maybe I'll edit this in later.
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