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Posted

Hello;

 

I am a new bee for sure. I am currently trying my hands on flying in the "In the Weeds" mission. A couple of things bug me. My wing man is not aggressive enough. He doesn't respond to orders and is always RTB. What is up with that?

 

I know from the start this mission requires a rearm and refuel "if you don't get hit" but, How do I rearm my wing man back at base?

 

While locking up a shot with the use of the TGP at lets just say 7000 feet and being forced to head back to mother earth to avoid a SAM, my TGP doesn't hold the SPI position and instead will move to a off target location. That is very annoying! Any help would be appreciated! Thanks, John.:pilotfly:

Posted (edited)

Hi there and welcome! Im afraid nobody cant help you with the wingman. AI is terribly bugged and it would be up to ED to fix that, nothing you can do afaik. Also, afaik, AI wingmen cant rearm or refuel...

But then, I dont fly singleplayer really, so maybe others have some advice for you.

 

I can however probably help you with your second problem, you SPI 'jumping'. This annoyed the hell out of me as well when I was new, but there are two simple workarounds that I use.

 

1. the probably correct one (Im not a real pilot..) is to make a markpoint on your target. I would try to get into the habbit of this really. Once you find a target on the TGP, instantly go TMS right short and you have a markpoint. Now for your attack, make your new markpoint your steerpoint, this also gives you the advantage of using the HSI now to set up for a correct final attack heading. If your SPI 'jumps' at any time, no problem, simply slew your TGP back to current steerpoint using CHT aft long.

 

With proper binding of switches, you can do the above procedure without using the mouse, so once you get into the habbit of that, you will be super effective and never lose a target again.

 

2. Another more easy way for a beginnger is to simply use the INR mode in the TGP (TMS down) instead of Point or Area lock. With INR, the TGP will always get back to the same location and will not be 'jumping' due to paratial terrain masking (as in when you evade a sam). Disadvantage of course it then it wont track a moving target, but its still better than resetting the SPI completely

 

Hope that helped

 

 

edit: sniped by Cik :D I agree: markpoint markpoint markpoint!! :D

Edited by EntropySG
Posted

AI wingmen are bugged pretty badly, so that's not your fault. I have found that extensive surgery in the mission editor can correct this, but it's a lot of work. It involves deleting and recreating each enemy unit group and then rebuilding the triggers. Almost not worth it.

 

Hard maneuvering can and will throw off your TGP. Sometimes it's due to gimbal lock (it will say so on your MFCD) but other times it just gets lost. You can counter this by making a markpoint (TMS right short), switching to that markpoint, then slaving sensors to steerpoint (china hat aft long). If your TGP gets lost, you simply boresight it (china hat aft short) and re-slave it (china hat aft long). I do this so much it's almost muscle memory now:

 

TMS right short

Coolie up short

DMS up

China hat aft long

Coolie right long

Attack!

  • 2 weeks later...
Posted

I did this mission recently. I didn't finish it though. Think I got fixated on an APC and he managed to kill me with his machine gun as I got way too close.

 

I told my wingman to get Trail. So it stayed behind me and at least made an attempt to stay under cover. However as soon as you tell him to attack anything he pops up and invariably gets a SAM launch on him. He promptly dumps his stores "Engaged Defensive" and runs home crying like a girl. Next to useless.

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