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Strike Eagles won't attack runway (mission attached)


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I've been having problems since 1.5 to get AI to do what I want it to do, and for a while I thought it was because I was loading up 1.2 missions, but now this is a fresh mission I'm building in 1.5 and I'm beginning to think that it has to be me...there's something I'm not doing right.

 

I've set up a strike package of 2 vipers on SEAD and two Strike Eagles on a runway bombing mission. In order to make sure all the triggers and such work, I just stay put in my C model and watch them do their stuff. When they hit Waypoint 1, you must push them with the F10 menu. After that, the Vipers do their SEAD business and get outta there just in time for the Strike Eagles to make their bombing run. They then line up with the runway, proceed on their attack run, and then bug out without dropping any bombs. Please run the mission and tell me if I've done something wrong. There are no enemy aircraft because I wanted to test out the AI.

 

Just stay in the parking area and fast forward it if you don't want to actually have to fly the mission. Everything can be done with the map, F10 menu, and fast forwarding everything. Remember that they're going to hold at WPT 1 while they wait for your order to push.

 

This has been happening in my old campaigns that I've built, and up until now I thought it was just the 1.5 changeover, but I think something has changed, something small, and I'm just overlooking it. Please help.

 

Thanks!

Eagle Escort mission.miz

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I've set up a strike package of 2 vipers on SEAD and two Strike Eagles on a runway bombing mission.

 

They then line up with the runway, proceed on their attack run, and then bug out without dropping any bombs.

 

Please run the mission and tell me if I've done something wrong.

 

Thanks!

 

 

Change at (Waypoint 1) for runway strike package aircraft

 

  • ROE=Weapons hold to ROE=only Designated (funly enough if you tell them to not use weapons, they don't):music_whistling:

Cheers, Ian

Asus p877v-pro, Intel I7 3770k 4.2ghz, 32gb Ripjaw X ram, Nvidia RTX-2070 Super, Samsung 32" TV, Saitek x52 pro Joystick and Combat rudder pedals, TrackIR 5, Win8.1 x64 with SSD and SSHD protected by (Avast AV).

 

DCS Tech Support.

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I thought that worked only at Waypoint 1. I used that so they won't leave the waypoint and engage anyone without my pushing them. So even if Weapons Hold is at WPT 1 and nowhere else, they'll continue to be at Weapons Hold? The Vipers have the same ROE command and they engage at their next WPT. Gonna give it a shot and will post results. Thanks!


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I thought that worked only at Waypoint 1. I used that so they won't leave the waypoint and engage anyone without my pushing them.

 

So even if Weapons Hold is at WPT 1 and nowhere else, they'll continue to be at Weapons Hold?

 

The Vipers have the same ROE command and they engage at their next WPT. Gonna give it a shot and will post results. Thanks!

 

Yes, ROE will stay that way permenantly in flight unless changed by another counter command. The vipers had a counter command to ROE=Engage Designated or something like, which is why they worked.

 

Looking at the other stuff quickly, you do a lot of unnecessary micro-management of fllights.

 

Sead waypoints:

 

 

  • Disable Sead -a -x or delete the first command Sead -a in waypoint 0 (will not auto attack anything now)
  • Next waypoint have your obit command to hold them
  • Trigger - Set radio push command to send them on
  • Next waypoint after Orbit command - Place Search and engage or engage in zone command for the airport defences you want dead.
  • Ai will figure it most of the time on what to kill first - dont have to specify attack every target.

Asus p877v-pro, Intel I7 3770k 4.2ghz, 32gb Ripjaw X ram, Nvidia RTX-2070 Super, Samsung 32" TV, Saitek x52 pro Joystick and Combat rudder pedals, TrackIR 5, Win8.1 x64 with SSD and SSHD protected by (Avast AV).

 

DCS Tech Support.

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