Mnf Posted February 5, 2023 Share Posted February 5, 2023 I did a simple mission with an AI F16 to attack an SA15 unit using an 'Attack Group'. The problem is that the F16 does not re-engage after the SA15 destroys the HARM fired by F16. "Unit Attack" does the same problem. I also tried using "max attack qty" but it didn't seem to work. F16 attack once and stop. Any help with this? test.trk Link to comment Share on other sites More sharing options...
GrEaSeLiTeNiN Posted May 1, 2023 Share Posted May 1, 2023 The Max Attack Qty bug has been asked about since 2021. It still does not work as far as I can tell. AMD Ryzen 5 5600X | Gigabyte RTX 3070 Gaming OC 8GB | 32GB Adata Spectrix D50 3600 Mhz (16x2) | Asus B550 TUF Plus Gaming | 2TB Aorus Gen4 HOTAS Warthog | TrackIR 5 | My Files | Windows 10 Home x64 Link to comment Share on other sites More sharing options...
Insonia Posted May 2, 2023 Share Posted May 2, 2023 AI on attackUnit and attackGroup ties to flight roles. Like CAS role i tested it can re-engage multiple times, and can apply multiple attackUnit and attackGroup command. Antiship, SEAD i figured out that you must saturate the defense in one run. it almost impossible to apply second attack command. But sometimes it can but very unstable and can not reproduce consistently. Let the anti-ship -a and sead -a do it's job. attack command is unreliable If you want timing your attack or quantify expend, use CAS instead. AI is more predicable. Link to comment Share on other sites More sharing options...
markom Posted May 2, 2023 Share Posted May 2, 2023 If you are timing your attacks, consider using "AI push task" as the method. I.e. remove the whole SEAD from the flight tasking, and add it as a triggered command. Have fighters orbit somewhere safe, and when ready, terminate their orbit and push SEAD task. Then you let them do their thing. Link to comment Share on other sites More sharing options...
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