Very Reproducible. tested with Albarross aircraft only.
When attempting to perform a gun run on targets, depending on the target the albatross AI for the gun run gets janky enough for it to crash. This 'Jankyness' can only be seen when attempting to perform a gun run on an aircraft that is currently on the ground. this does not happen for gun runs on any 'ground vehicle'.
Steps to reproduce:
- Have an island where the aircraft are on the ground.
- Launch an albatross
- Let it climb to 400 (or default alt)
- order albatros to gun run the grounded aircraft (the albatross will perform a turn dropping its alt to30-50 m above sea level)
- the AI pathing to perform the gun run will eventually cause the aircraft to crash into the ground / sea.
This is different from a gun run on a ground vehicle:
- Have an island where there are ground vehicles
- Launch an albatross
- Let it climb to 400 (or default alt)
- order albatros to gun run the ground vehicle (the albatross will perform a turn KEEPING its altitude around 400m (or default alt)
- the AI pathing will allow the aircraft to perforn the gun run and regain alt.
The following may be completely incorrect, but this is what I beleive is happening:
From the evidence that I can see, I believe that there are two seperate codes for the gun run attack. one for ground vehicles and one for aircraft.
the Ground vehicle gun run code tells the Albatross to KEEP height, drop it during the gun run, then return to previous high Alt.
the aircraft gun run code tells the albatros to MATCH the aircraft height, so when the target is grounded, it only crashes during hard turns.
By seperating out the target Alt to identify 'actual flying aircraft' from 'aircraft on the ground' this should allow Ground vehicle gun runs on grounded aircraft without issue.
Hopefully this helps.
If you need more info, etc, please reply to defect.