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Everything posted by 84-Simba
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Hi there ! On my mission my flight is tasking of engaging AAA sites. I have a trigger ''engage en route'' to attack that particular group (and only this one) + ROE to ''only designated''. That way I would expect to give him the order ''engage primary and rejoin'' for him to drop his JDAMs before I come for a 64D run if needed. He goes in and just attack other targets. I cannot order him to engage Air Defences because there are other inactive SA-6 launchers and he will attack them. He has 4x GBU-38 JDAMs. If I get him 4x GBU-12, it works. Any thoughts ?
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Still present ! What's the point of that thing ?
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Hi ! I'd like to set up a trigger for a specific flight to call ''Magnum'' when they fire an HARM (and apply this to other brevities) and report when a specific target is destroyed. How should I proceed ? I'm not talking about my wingmen but other AI flights. I tried the radio options but it does not work. (Flight is 4x F/A-18C Lot 20) Thx
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reported Orders to wingman #4
84-Simba replied to 84-Simba's topic in Aircraft AI Bugs (Non-Combined Arms)
My mission will be to long to be practical for you. I'll have to set up a new quick flight. In the meantime, if you want to try out yourself : - set up a flight of 4, - in the ME, define something as a primary target with the command ''engage on-route'' - in the air, give the order to 3 using the radio menu (I don't use easy comms) You'll see that 3 will go along and 4 stay in formation. Now if you tell 3 to rejoin, 4 will go gate and rejoin with 3 and then both will come back to you. Same if you give the order to RTB. 4 will follow 3. I don't mind having 4 following his sub-leader but it needs to stay consistent AND/OR being able to give him orders directly. Finally, blow up 3 and 4 will follow you but you won't be able to give him orders apart of going flight orders and then call back 2. -
missing info AI and wingmen target coordination
84-Simba replied to 84-Simba's topic in Aircraft AI Bugs (Non-Combined Arms)
Both. They do not coordinate when using stand-off weapons, resulting in HARMs being lost of Mavs hitting the same spot multiple times. -
missing info AI and wingmen target coordination
84-Simba replied to 84-Simba's topic in Aircraft AI Bugs (Non-Combined Arms)
Nope, sorry .. The .miz is superor than 5MB so I cannot post it here. -
Hi It would be great to have the AI assets (wingmen and other flights) to have some target distribution and coordination IN THE SAME FLIGHT when running in. If you send them attacking a zone with multiple designated groups, they'll often lose some missiles (Mavs and HARMs) because while one plane has launched on something and the missile is travelling, another plane detects the target (with any sensor) and engage. You'll see quite a lot of HARMs passing over their intented target or Mavs impacting 2 or 3 times on the same spot. It's not a saturation thing because if for some reason you get the timing right using the radio menu (play with ''engage primary'', ''rejoin'' and using the F-10 view) you can get them to attack the targets more or less correctly. But if for any reason some planes of the same flight are running in at the same moment, some targets will get engaged multiple times by different units. Note that what I expect is coordination of assets in the same flight. Of course coordination between different flights is a matter or triggers and that is not the problem. The big problem is coordination between wingmen inside a particular flight. Thanks.
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missing info AI engagement with HARMs
84-Simba replied to Eagle7907's topic in Aircraft AI Bugs (Non-Combined Arms)
Note that wingmen do not coordinate when engaging SAMs. So if you send the whole flight using -engage primary and rejoin- so missiles will go to the same targets. Some 88s will end up thrashed because one wingman will fire at something and during the flight time of the missile, another wingman will get spiked by that target and fire at it also. You'll have to get the timing right by yourself using the radio menu and F-10 to monitor what they are doing. -
reported Orders to wingman #4
84-Simba replied to 84-Simba's topic in Aircraft AI Bugs (Non-Combined Arms)
Add to that that if #3 gets shot down you cannot issue any order to #4 individually. He won't become #3 and so the only way to issue order is to order something to the whole flight. -
Hey there ! I think there is a logic problem in the orders you can give to the second element of a flight of 4 ships. In most cases, #4 will follow #3 (like RTB, route or tanker orders) but he won't for engagment orders. When you give #3 the order to engage air defenses, he will set up his run but #4 will stay in formation (and move to #3 spot in the formation) And since you cannot give him the order directly, well, he's useless. And when you order #3 to rejoin, #4 will break the formation, rejoin on #3 (with full burner) and then both will join up on lead. I like the idea of having orders to pass on the second element only (not each wingman) but this need to be consistent on all orders. Thx
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missing info AI engagement with HARMs
84-Simba replied to Eagle7907's topic in Aircraft AI Bugs (Non-Combined Arms)
I think the problem is that AI will engage in SEAD targets that are actually spiking them. For long distance search radar, no problem. AI will accept the order, fly away to commence a HARM as intended. Now for short distance launchers, the problem is that you have to wait until they declare being spiked to give the order. They take some distance to set up the HARM run but lose the target when they are out of its range and just rejoign. They seem to not keep awareness of something more than a few second (that would explain the never ending calls on AA combat ... anyway) The idea is fly in formation toward the target and find the good timing to give the order while they are far enough to make their run directly. Note that if a launcher is painting you, it may not spike your wingmen. And they are definitely not using the pre-planned attack mode or the HTS pod to launch on the spot. -
Tried again on my own mission and everything looks fine. My wingmen engage an SA-11, SA-6 and OSA-8 on Kuweires. There is one problem though. Once they shacked the SD radar of the SA-11, they have troubles to engage the launchers. If they are too far and the SA-11 doesn't paint us, they refuse to engage (I believe because they do not see it on RWR) So I get them closer, they get locked, they accept the order to engage so they turn around, get some distance to fire the HARM ... so the SA-11 lose the lock and my wingmen just rejoin. You have to get them in the SA-11 range and give them the order, but your timing have to be right. Note that my mission is at night, but everyone has the FLIR and the HTS. I expect this situation to be a little simpler soon when we'll be able to share SPI as Wags said a couple of days ago.
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reported earlier Deck Markings Missing in ME
84-Simba replied to mmoccio's topic in Bugs and Problems
That's something I like to hear My apologies. I wasn't trying to derail, I just wanted to share a point (mine, obviously) that I'd prefer to get an overhaul than just a quick fix (which you said wasn't easy anyway), even if I have to wait more. I had the impression that carriers were not treated well ; it appears I was wrong and I'm glad I was -
reported earlier Deck Markings Missing in ME
84-Simba replied to mmoccio's topic in Bugs and Problems
That would be a very good occasion to update all of this. That's what I meant by ''more work'' and ''show some love for a paid module''. If they need more time to work on the carrier decks, maybe they should take more time to give something better, not just to patch a hole hoping people will just satisfy with that. The problem now is that we may have the feeling that SC is just left aside in that state, and that wouldn't be acceptable. Now if the boys are indeed working on something greater, I'm ok (with maybe an ETA, even if the estimation is large) -
reported earlier Deck Markings Missing in ME
84-Simba replied to mmoccio's topic in Bugs and Problems
While we ere here maybe we should ask for parking spots numbers, as every airfield has. It would be very much easier to populate the carriers when building up missions. Though I believe it would imply a little more work than what the OP is about. But come on guys, SC is a paid add-on. A little more love for it would be much appreciated. -
reported AI don't copy flight lead formation lights
84-Simba replied to MARLAN_'s topic in Aircraft AI Bugs (Non-Combined Arms)
Did some testing and you were right. In the F-16, wingmen will copy leader formation lights but only the green/red lights in their steady state. The anticoll isnt sync as you said, and the vertical stabilizer light neither. That's minor I believe, especially if there is a work in progress on that. Maybe I was fooled by the anticoll lights and sun reflections on my last sortie. -
Thanks
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requested KC135 MPRS and Viper
84-Simba replied to 84-Simba's topic in Aircraft AI Bugs (Non-Combined Arms)
That makes more sens Thanks -
requested KC135 MPRS and Viper
84-Simba replied to 84-Simba's topic in Aircraft AI Bugs (Non-Combined Arms)
lol ''Correct as is'' Fair enough ... -
reported AI don't copy flight lead formation lights
84-Simba replied to MARLAN_'s topic in Aircraft AI Bugs (Non-Combined Arms)
Wilco -
reported AI don't copy flight lead formation lights
84-Simba replied to MARLAN_'s topic in Aircraft AI Bugs (Non-Combined Arms)
Weird. How did you make your fence in ? I usually just turn the main rotary button to off, with the individual switches still in position. Pretty much like a Master Light Switch on the Hornet. It does turn all my lights off, #2 does the same, #3 and #4 keep their lights on. Maybe the sync is based on the individual switches positions and not the master rotary. -
reported AI don't copy flight lead formation lights
84-Simba replied to MARLAN_'s topic in Aircraft AI Bugs (Non-Combined Arms)
Yep, the F-16 wingmen are still doing odd things. #2 will follow leaders formation lights but not anti-coll. #3 and #4 stay full lights on -
Hey guys ! I noticed yesterday that when you zoom in close to put some static units on a carrier deck, be it SC module, Stennis or Tarawa, you cannot see the different markings anymore. This is kinda problematic because it's quite a guess to put the static units properly on the deck. It would be great to have the AI crew to be visible also on the SC carriers. Thank you !