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Viggen AI and weapons


rainyday

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How's your Viggen AI handling gun- & rocket pods?

 

Mine aren't doing too hot. Im building a mission - but it seems the AI really can't use the gunpods or the rocket pods properly. Highest skill level.

 

AI seems to fly really high and doesn't do a proper dive - in addition it fires ONCE (instead of a burst or a salvo) - and even those with crappy accuracy, trying to 'lob' them to the target really far away. And then breaks off, does a wiiiiide turn and repeats it with no success.

 

F-5's in the same mission are doing splendid work with rockets - taking out targets.

 

Oh, and it seems AI Viggen is using chaff even without chaff pods installed? :huh: Sneaky.

 

What DOES seem to be working with Viggen AI is the RB-05 - bit too good actually as it's such a powerful weapon :D But sill pretty nice sight seeing a whole squad of Viggens turning in to the target and firing RB-05's almost simultaneously. :thumbup: Maybe I need to set up bit more beefier target than couple of trucks... :P

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How's your Viggen AI handling gun- & rocket pods?

Mine aren't doing too hot. Im building a mission - but it seems the AI really can't use the gunpods or the rocket pods properly. Highest skill level.

AI seems to fly really high and doesn't do a proper dive - in addition it fires ONCE (instead of a burst or a salvo) - and even those with crappy accuracy, trying to 'lob' them to the target really far away. And then breaks off, does a wiiiiide turn and repeats it with no success. ...

 

 

Dont know if it helps:

Place the small "attack" triangle in the mission editor 10 km away from the waypoint, then the AI might hit the target.

I used this trick for 71 bombs.

 

Edit: after reading what I wrote, what I meant, is to place the waypoint 10km away from the target itself, and place the small attack triangle on the target. :)


Edited by TOViper

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  • 2 years later...
On 11/17/2021 at 9:21 PM, SGT Coyle said:

So I got a successful BK90 attack out of my AI, but how do I get them to use a Wide, Long, or Compact setting?

Unfortunately the AI are missing the controls and fidelity to be able to set this stuff up, that's why there are seperate, simplified, AShMs for the AI to use, though it would be good to have weapon settings in the advanced waypoint actions.

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I think you may get the AI do use the wide/long/compact thing by placing target points appropriately, and then ordering them to use exactly one BK-90 for each strike.

I thought the anti-ship missiles had a dedicated AI version that otherwise they can't use? Has that changed?

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36 minutes ago, TLTeo said:

I think you may get the AI do use the wide/long/compact thing by placing target points appropriately, and then ordering them to use exactly one BK-90 for each strike.

OK I'll try that.  I got a long convoy on a road, a small group at a cross roads, and I'll setup a wide line of defense along a river.  We'll see what happens.

39 minutes ago, TLTeo said:

I thought the anti-ship missiles had a dedicated AI version that otherwise they can't use? Has that changed?

All I see in the editor is "AJS37" for air groups.  Am I missing something?

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So my experience so far with RB-40E (for AI), is that the AI need to be pretty high (400m ASL) to get all their missiles off before they close the distance and get frazzled(they star trying to make repeated runs but never shoot).

Haven't had any luck with the BK90 pattern modes(Wide, Long, or Compact).  I've tried several different scenarios. 

CAS with search and engage group,

Ground Attack(Bombing. Auto weapon select, Auto release  

Ground Attack(Bombing, Cruise-missile, One release

Ground Attack(Bombing, Cruise-missile, One release, Attack From 180

No joy on any pattern selection.  All the above test were on a long road bound convoy.  all test that achieved a launch impacted with the default square pattern.

Night Ops in the Harrier

IYAOYAS


 
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I think the wingman does not even attack any air target...

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15 hours ago, VFGiPJP said:

I think the wingman does not even attack any air target...

You need to set "group attack" 🙂

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In the ME you mean? Or what should I choose from comm menu?

VR Flight Guy in PJ Pants -- this is how I fly. We do not fly at treetop height, we fly between trees(TM)

YouTube: https://www.youtube.com/channel/UCc9BDi-STaqgWsjNiHbW0fA

My simple missions: https://forum.dcs.world/topic/284071-vr-flight-guy-in-pj-pants-simple-missions/

NSRI - National Strategy Research Institution, a fictional organisation based on wordplay of Strategic Naval Research Institution (SNRI), a fictional institution appears in Mobile Suit Gundam UC timeline.

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4 hours ago, TLTeo said:

Yep, it's a Mission Editor setting. You have to be really, really specific in there to get wingmen to do anything.

I honestly hand-hold my AI, if I want it to do specific tasks. Rather than a wingman, I will set a second aircraft to follow the first and then have both execute say a single drop run. This will give you the illusion of a 2 ship dropping together, etc... But yeah, you need to be very specific. Delete the CAS role, or they go wild. Drop on point often works best, etc etc... In the end, it is more about how it looks, right? And if it looks right, it was done right imo, so being creative with the AI, is often better than trying to make it do, what it has difficulties to do. I even make sure a certain unit just explodes sometimes, when it is needed for story-progression, set AI to invisible, etc etc... The player has to look at all of it and think: woah, cool! How it was patched together, is then secondary. 🙂

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Heatblur Simulations

 

Please feel free to contact me anytime, either via PM here, on the forums, or via email through the contact form on our homepage.

 

http://www.heatblur.com/

 

https://www.facebook.com/heatblur/

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