[Fixed] Two different bugs in one scenario
Posted: Fri Jun 12, 2020 9:35 am
Greetings,
I set up a scenario to catch two bugs that I have been seeing. I'm using 1147.1, but these issues predate the update.
Bug 1:
A little background in to what I am trying to do in this mission- I want to override an aircraft strike mission loadout's Hi-lo-Hi profile with a custom Hi-Hi-Hi profile.
Avalon #1 is on a strike mission approaching two targets. Basically, I want to keep him at 36,000 ft through both runs such that he never dives for the deck like he would by default. I've adjusted the waypoints (big bold kind) to get what I want- arranging them and setting all altitudes to manual override to 36,000 ft ASL for the Ingress, IP, target, and Egress points. However, upon reaching the IP, Avalon #1 actually still starts a dive to 2000 ft AGL (weapon's min release height, I think.) It can be overridden again with the UNIT Altitude setting, but this would be easy to miss in a busy scenario. Stated another way, it seems to be ignoring the manual override altitude set for the IP point.
This relates to my question here:
fb.asp?m=4816905
It could be that I am simply misunderstanding how the waypoint system is supposed to work. However, I feel that the choice of
high level vs. low level is a critical decision. I am especially under the impression that Hi-Lo-Hi is NOT appropriate in all circumstances or eras. In my view, the ideal solution would be to be able set the Ingress, IP/Target, and Egress waypoint throttle and altitude settings directly in the mission planner, similar to what one can do for support and patrol missions now.
Bug 2:
Watch Sherlock #1 on a recon mission. He flies his mission, but then when he gets back to base, he does not land and instead tries to refly his entire mission until he runs out of gas. He does not RTB at Bingo, and does not respond to the normal RTB B-key order. I think that this bug is related to the pathfinding around the no-navigation zone; if this zone is moved out of the way, the problem goes away.
Thanks
I set up a scenario to catch two bugs that I have been seeing. I'm using 1147.1, but these issues predate the update.
Bug 1:
A little background in to what I am trying to do in this mission- I want to override an aircraft strike mission loadout's Hi-lo-Hi profile with a custom Hi-Hi-Hi profile.
Avalon #1 is on a strike mission approaching two targets. Basically, I want to keep him at 36,000 ft through both runs such that he never dives for the deck like he would by default. I've adjusted the waypoints (big bold kind) to get what I want- arranging them and setting all altitudes to manual override to 36,000 ft ASL for the Ingress, IP, target, and Egress points. However, upon reaching the IP, Avalon #1 actually still starts a dive to 2000 ft AGL (weapon's min release height, I think.) It can be overridden again with the UNIT Altitude setting, but this would be easy to miss in a busy scenario. Stated another way, it seems to be ignoring the manual override altitude set for the IP point.
This relates to my question here:
fb.asp?m=4816905
It could be that I am simply misunderstanding how the waypoint system is supposed to work. However, I feel that the choice of
high level vs. low level is a critical decision. I am especially under the impression that Hi-Lo-Hi is NOT appropriate in all circumstances or eras. In my view, the ideal solution would be to be able set the Ingress, IP/Target, and Egress waypoint throttle and altitude settings directly in the mission planner, similar to what one can do for support and patrol missions now.
Bug 2:
Watch Sherlock #1 on a recon mission. He flies his mission, but then when he gets back to base, he does not land and instead tries to refly his entire mission until he runs out of gas. He does not RTB at Bingo, and does not respond to the normal RTB B-key order. I think that this bug is related to the pathfinding around the no-navigation zone; if this zone is moved out of the way, the problem goes away.
Thanks