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Posted (edited)

As has been known for a very long time- the AI wingman has fuel management problems.

 

There are countless of examples by users stated over the years, but just to give a recent one:

 

Flew CAP over the CSG in F-14, an aircraft famous for it's long legs and playtime. The wingman goes "Bingo" after some 30 mins (Of CAPing, no combat)at which point I have 95+(!) % left on my main tanks. Enough to fly for an age.

 

Of course- bingo not enough either. I tell him to RTB right away- the boat is some 50 NM away and he proceeds to eject over the boat.

 

I never used my burners, never exceeded 350 IAS and always turned INTO my wingman.

 

 

 

While I realize that creating an AI smart enough to manage his fuel is difficult (This has been a problem for many, many years), I beg you to consider giving us options here as a stop-gap measure.

 

We have waited long enough for a fix I would say.

 

Here are some humble suggestions.

 

Options:

1: Wingman unlimited fuel (Set in options). Have the wingman at 50% fuel constantly (So he is able to land and maybe even light enough to keep up).

2: AC unlimited fuel (set in ME. Not ideal- as many people would like to fly missions without going through it)

3: Half the wingmans fuel burn rate (Set in options).

4: Limit wingmans power to 80% percent and no burner unless in combat/or the LEAD uses burner (More tricky to implement)

Edited by REDEYE_CVW-66
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