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Hoggorm

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Everything posted by Hoggorm

  1. I see what you mean. I'll experiment with the no reaction action, but I then fear that the SAM will shoot them down before they shoot their ALARM missiles... I do not allow them to jettison their stores with the "restricted jettison" action, so that does luckily not happen.
  2. Thank you, I've set them to Evade Fire already, so this is already active. That is why I find it strange that they RTB still sometimes. Can I see somewhere how much fuel they have left? Could it still be fuel even though they have drop tanks?
  3. From time to time I see that my AI bombers and SEAD aircraft abort their mission and RTB early. I was wondering why that happens. I believe I have identified one cause to be fuel. In the first version of the mission all aircraft that did not carry fuel tanks would RTB before reaching the target area. After adding fuel tanks the aircraft at least fly for longer than what they did. Still I see them RTB early from time to time so what other causes can be the reason for an aircraft to RTB without completing its mission? What can I consider that would prevent this?
  4. Thank you. I was able to reproduce the somewhat lower altitude, but even in your example the AI bomber will not go below 1000' AGL. Even though you (and I) have set the altitude to be 100' AGL... To me it appears as if 1000' AGL is a minimum bombing altitude.
  5. Hello! I try to set up an F-16 AI to do low level bombing with high drag bombs. The target is a building. The F-16 come in at 17000 ft MSL. On the WP before the target (IP about 12 NM out) I set them to descend to 500 AGL and increase speed to 550 knots. Advanced Waypoint Actions is set to Bombing - Unguided - All in 1 pass and the marker is set to the target building. Now the problem is that if I let the aircraft descend to 500' at IP they just start to circle there, never pushing forward to the target. If I however raise the altitude to above 5000' AGL they press on, and release their bombs, but of course they miss... How can I set tis attack up so that the F-16 come in low and fast and bomb the building?
  6. Hello, I'm looking into a mission file created by someone who appears to know their way around the Mission Editor and I was wondering about the following: In a mission, and on an AI unit: In what situations would you set the following. Why was it important for the mission designer to set these advanced waypoint actions? What was his thoughts and goal that would not be met had he not used those actions? 1 - ECM Using = USE IF ONLY LOCKED BY RADAR 2 - Radar Using = NEVER USE 3 - Restrict Jettison = on 4 - Restrict Afterburner = on 5 - Silence = off (What does the Silence Waypoint action do anyway?) 6 - Why would you use both Search then Engage in Zone and SEAD 7 - Radar Using = USE FOR ATTACK ONLY 8 - Why would you have one Search then Engage in Zone -ref and one Search then Engage in Zone on the same waypoint? Regarding ground units. Why would you need the following? 9 - Why would some tanks and ground units be set to Invisible(on) Is this so that no AI unit can see them, only a human player? Will an AI unit react to an invisible unit as if it was not there? 10 - Engage Air weapons = off And finally two more questions: 11 - What does the -a, -ref or other similar letters after the action mean? What is the difference between Search then Engage in Zone and Search then Engage in Zone -ref
  7. I see. Since you mentioned you've used the system for a number of years, I'm sure you are correct! I'm just making assumptions And I was under the impression that those clicks and pops were the HAVEQUICK system in action.
  8. I understand. I mixed in the UHF background noise to the HAVEQUICK effect. It sounded better of course, but the clicks in your file seem deeper in pitch than the click in the clip I linked to. This is taken from a formation flight so it could be a hot mic, even though he is not talking. It could also be interference on some of the frequencies the HAVEQUICK system listen to in a fraction of a sec?
  9. Thank you Cribob. The HAVEQUICK_TONE.wav in the Audio Effects folder does not sound exactly as the sound I uploaded above. Can the file I uploaded be of something else?
  10. You are absolutely correct, I'm sorry. It is indeed a frequency hopping system and not encryption. Although the audio is about the same I believe one can hear the system in operation by it's small "quirks and clicks"? I've uploaded a file below that if I am correct is the Have Quick in operation (less the breathing of the pilot) when no one is talking. Thank you for your suggestion! This was not exactly what I was after. I'm looking for the sound you can hear in this audio clip that I've included below. Have Quick 7.ogg
  11. Hello, In a mission I'm building I was looking for Have Quick (encryption) sound effects while pushing messages on screen and was wondering if I can download such files somewhere? They do not have to be very long. A sec or two is should be enough. Thank you
  12. Hello, I wonder why the carrier is missing in my mission on one computer, but appears on another? Both have the Supercarrier module installed.
  13. Thank you all for suggestions! I found the problem. I wanted to drop all bombs in one run so I selected -Bombs in the Weapon selection box. This was not correct for the Mk-84 bomb. Correct Weapon should be -Unguided. When this was selected the bomb fell. However, they missed because of the wind I had added (!). Somewhat strange that they do not account for wind when bombing, but fair enough. I can correct that at least.
  14. Thank you. That was strange...
  15. I've set up a B-1B that I was hoping should bomb a train station. For some reason it just flies via the waypoints, never fly over the target and not releasing its bombs. Can you see what is wrong?
  16. I see what you mean. Now I want my AI wingman to use Catapult 2, so I taxi to Catapult 1 and hook up there. My wingman however stay behind the blast barrier and does not taxi into position to be fully ready, even though the catapult is free for him. After I launch, he proceeds and launches, but much later than preferred. Can this behavior be changed?
  17. Looking at the link you provided and the diagram there, I see two solutions: 1 - I will have to make sure that my wingman spawn at a parking spot where it will taxi to CAT 1, or 2 - I can use CAT 1 myself so that my wingman uses CAT 2?
  18. I see that my AI wingman want to use the same catapult as I when launching from the carrier. Is there a way to tell it to take the next available catapult and be ready?
  19. Thank you Exorcet!
  20. Yeah, I see what you mean. Still you have to go in an out of the mission editor and check the speed at every given altitude for every new aircraft, so it is a somewhat time consuming process.
  21. Do you have a list of mach numbers you use for various aircraft? Or is it just something you have learned?
  22. Hello, Is there a list somewhere with realistic groundspeeds for various aircrafts at different altitudes? To me IAS seem more useful, but the mission editor uses GS instead. Often I see that the AI flights I set up either fly very slow or use afterburner to reach the (too high) GS I've set. It is time consuming having to check every AI aircraft to see if it has a realistic speed while flying.
  23. Thank you StevanJ! The video was helpful. I've been testing for a bit last evening and starting to understand a bit more
  24. Yes, this is for an AI aircraft. I tried to follow your description, but unfortunately I lost you. You say 'start on ramp'>'Uncontrolled'. I find Takeoff from Ramp but no "Uncontrolled"? What is this? - Then set an option in the Task menu for a 'Start' - Then 'Time more than 1800 > AI task > Start' I assume you mean the advanced waypoint actions? I could find a Time More under "Start Enroute Task", but no 1800 (I assume this is sec?) and no AI task and no Start. I guess I'm looking at the wrong place?
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