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Forceing Planes To Land
Posted: Wed 19 Sep 2007 7:14 am
by DD_Friar
If I turn this feature on, do planes have to make it back to their original airfield, or is landing at any one in their armies contol good enough.
If they dont make it back and are still in the air when the mission is ended are both the pilot and the plane recorded as MIA or Dead etc.
Cheers
DD_Frior
Posted: Wed 19 Sep 2007 4:16 pm
by Hitcher
This is my understanding of the Enforced Landings option:
Any landing event at any airfield will suffice. If the player is still in the air at the time the server shuts down, the pilot will be considered KIA and the aircraft will be considered to be destroyed.
Posted: Thu 20 Sep 2007 4:39 am
by DD_Friar
thank you for clearing that up.
Salute.
DD_Frior
Posted: Tue 20 Nov 2007 5:52 pm
by DD_Friar
sorry to start this thread up again but i have hit a problem during final testing of my campaign.
does turning on "must land" only apply to human pilots?
its just that i am testing by having two flights.
flight A transfers to another airfield (took about 20 mins) all ai.
flight B goes off on a long patrol (again all ai) around the map and is programmed to land back at the starting base.
I watch flight A transfer and land. once all stopped and engine off i terminated the mission.
I then ran the analysis and went back in to plan the next mission.
when i looked at the original airfield it showed 1 flight of 4 planes available.
the airfield i transfered to shows empty.
what is happening please
i am running dcs 3.1.1
Posted: Tue 20 Nov 2007 7:57 pm
by IV/JG7_4Shades
Hi Frior,
Not sure here, can we have more information please? Were there any destruction events? Does the MP not show the transfer flight in the airbase tooltip, or is it just not available in the Create New dropdown unit selector? Was the transfer flight a top-up? Can you post the mission file so we can see the transferring flight directives?
The reason that I ask this is that the transfer functionality is integral to SEOW for many years and should (hopefully) be working fine.
Cheers,
4Shades
Posted: Wed 21 Nov 2007 5:48 am
by DD_Friar
Hi, sorry about the lack of info.
It was a straight flight, no contacts, events etc. duration approx 20 mins and 7 waypoints. the other flight, duration 80 mins approx 15 waypoints
The transfer flight was to an empty airfield
It did not show up in the airfield pop up window.
I must admit i dont remember if i saw it in the taskable list, i will try and look later and confirm back.
as an aside, are you able to answer the forced landing question.
does it only apply to human pilots that they are deemed kia if they dont land.
ai only flight paths dont matter?
Posted: Wed 21 Nov 2007 6:28 am
by IV/JG7_4Shades
Hi Frior,
Yes, the "Enforce Pilot Landings" options only applies to human pilots. All AI aircraft that are not destroyed in a mission are assumed to have made it safely to their destinations.
On the missing flight - maybe it was cancelled due to aircraft breakdown?
Cheers,
4Shades
Posted: Wed 21 Nov 2007 7:30 am
by DD_Friar
thanks for clearing the forced landing issue up.
i have the breakdown % set at just 1%.
I have also turned off fog of war and refit delays. but i take it that there is no in built delay on transit flights? as this is basicly what it was.
my main reason for testing is to make sure i know what will happen when we go live on this and people have to divert to another airfield becaue of damage / time etc.
perhaps I need to fly more rather than letting ai do the testing for me as it seems differnt rules apply.
Posted: Wed 21 Nov 2007 7:35 am
by IV/JG7_4Shades
no in built delay on transit flights?
There is no in-built delay on transit flights. They are just like any other flight.
i have the breakdown % set at just 1%
OK, but there is still a 1% chance that any flight could be aborted.
In general, AI flights are treated just the same as human-piloted flights. No special changes are made to flight orders based on whether the aircraft are human-flyable or not.
Cheers,
4Shades
Posted: Wed 21 Nov 2007 7:41 am
by DD_Friar
Ok Shades, many thanks for the quick replies.
I will try and test it again tonight when I get home from work and if I encounter problems I will try and document them a bit better.
Your support for this through the forums is much apprictated.
Doh, why does real life get in the way of flying so often !
Posted: Wed 21 Nov 2007 6:27 pm
by DD_Friar
OK, so now I am getting really confused.
Test Mission. (all airfields are occupied and under my sides control)
1 flight of 4 fw190's plotted to fly to and from napoli in a big circle.
i take plane #2 in the flight.
during the circuit i head off and land at Limone.
planes 3 and 4 decide to follow me rather than their waypoints.
i land at limone.
planes 3 and 4 crash
flight leader completes the circuit and lands.
i analyise the mission.
i go into plot a new mission via the mp.
it shows TWO planes available at napoli. nothing at limone
does this mean that contray to previous answers, players MUST land at starting airfield?
Posted: Wed 21 Nov 2007 8:17 pm
by IV/JG7_4Shades
Hi Frior,
I think you must have misunderstood my previous answers. I'll state it again,
Any plane that survives the mission (human or AI) is deemed to have reached its scheduled destination safely.
The only exception is for human-piloted aircraft that do not land by mission end and where the Enforce Pilot Landings option is selected. In this case, the aircraft is deemed to be destroyed and the pilot KIA.
In your example, you do not have Enforce Pilot Landings selected. Your flight had a scheduled destination of Napoli. Four airframes took off, two crashed. At the end of the mission, therefore, there would be two remaining airframes at Napoli.
This isn't a perfect situation - ideally you'd like to track all airframe landing points individually. But this would lead to split flights, numerous ferry flights, long delays while squadrons are re-assembled etc, not to mention greatly complicated coding. So SEOW makes the simplifying assumption that mission survival guarantees arrival at scheduled destination (unless Enforce Pilot Landings is used).
Cheers,
4Shades
Posted: Thu 22 Nov 2007 5:50 am
by DD_Friar
Hi Shades
In your example, you do not have Enforce Pilot Landings selected
I did have that option selected.
From your comments, my test last night and some input from one of my squad mates, Doubletap, I now understand the rules.
A player can land at any friendly occupied airfield to be classed as survived.
His plane will be returned to the original airfield for the next mission. I now see why this makes sense.
reference planes #3 and #4 following me and crashing. could i have sent them home with one of the commands?
Does the RADIO SILENCE setting prevent use of the commands accessable via the TAB key ie wingman / attack fighters etc ?
Posted: Thu 22 Nov 2007 7:49 am
by IV/JG7_4Shades
Hi Frior,
Great!
AFAIK, the radio silence option does not prevent you issuing orders to your flights in-game, but it does prevent you hearing their responses.
If anyone thinks I've got that wrong, please speak up so we can all learn.
Cheers,
4Shades
Posted: Fri 23 Nov 2007 4:04 am
by 102nd-YU-VUK
The orders to AI for them to go home DO not work
it is not SEOW issue it is GAME issue-bug
Trust me we tryed it several times