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Posted (edited)
One of the files (somewhere in scripts/database I think) lists what pods must be carried to use what missiles. I tried adding the correct pods to a player-flyable EFA (Extra Flyable Aircraft) mod BAE Harrier to be able to use ALARMS but it didn't work (despite having the correct pods loaded), but I think if you have the correct pods on the correct aircraft that AI may be able to use them. Perhaps you should try altering the F-16s pod loadout and see if that gets the HARMs to go.

 

Perhaps it is worth loading that F-16 up with pods and seeing if that makes any difference.

 

I tried it with a Block 52 loaded with ALQ-131 ECM pod and a LANTIRN pod, just because that was one of the ready made load-outs, which included a pair of HARMS and a pair of MAVs, just like the FA-18C flight had. Resulted in a CTD. Nothing else in the mission was changed or altered.

 

OK so then I just decided to remove the AGM-65 and the LANTIRN pod, and leave in the HARMs and the ECM pod. Threw in a couple rockeyes in place of the Mavericks, just to have a full load. This worked fine. Flight lead fired two HARMs at the mobile SAMs, just like the FA-18C did.

 

Strange, but whatever works, I guess.

 

Ripcord

 

NOTE: I tried this in DCS: A10C mission editor, not FC2

Edited by Ripcord

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Posted (edited)

Lets try to keep it clear whether we're doing stuff in FC2 (as that is the section we are currently posting in) or in a the beta product (in which case it belongs in that forum and might be cause for a bug report). Could you please attach the .miz files you have used, including the one that caused the CTD and I can try that out in DCS:A-10C.

 

But in FC2 the behaviour I have observed is as stated in my previous posts and as far as I can see entirely as intended.

 

EDIT: Ported the missions I used in FC2 to DCS, and I'm seeing nothing strange or unwanted happening. So I'd definitely need your .miz files.

Edited by EtherealN

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Daniel "EtherealN" Agorander | Даниэль "эфирныйн" Агорандер

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  • 2 weeks later...
Posted

Something that I've found to work well with AI SEAD flights is careful management of their waypoints. One of my missions has 4 x Su-34s on a SEAD mission. Each is loaded with 2 x Kh-31 and 2 x Kh-25ML. I set a waypoint about 70Km from their target and placed an attack zone over the target. I then placed another waypoint about 25km from the target and designated it as a "fly over point" adding another attack zone over the target area.

 

The Su-34s tend to launch single Kh-31s from the first waypoint. They're then forced to fly to a position from which they're preferred weapon will then be the shorter-range Kh-25.

 

I'm guessing that the same strategy will work with US aircraft carrying the AGM-88 and AGM-65.

 

One thing that I'd like to see change with the AI behaviour is that for earlier ARMs the AI ought to launch pairs to improve the target PK. Launching a single Kh-58 against an SA-10 or SA-11 is more or less bound to fail but launching 2 at the same time more or less ensures success.

System Spec: Cooler Master Cosmos C700P Black Edition case. | AMD 5950X CPU | MSI RTX-3090 GPU | 32GB HyperX Predator PC4000 RAM | | TM Warthog stick & throttle | TrackIR 5 | Samsung 980 Pro NVMe 4 SSD 1TB (boot) | Samsung 870 QVO SSD 4TB (games) | Windows 10 Pro 64-bit.

 

Personal wish list: DCS: Su-27SM & DCS: Avro Vulcan.

Posted

Indeed putting a second attack waypoint nearer to the samsite is useful if you want the flight to engage also the non-emitting launchers. This is also necessary for a BUK site eg, because the launchers' radars only engage from much shorter distance.

 

What you also can do is set two small attack zones over your SAM site, e.g. two 100 meter zones, each covering part of the SAM site + the radar. That makes the flight expend twice the missiles.

 

With both these measures I was able to make an ingress much safer for my bomber flight.

  • Like 1

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Posted

What you also can do is set two small attack zones over your SAM site, e.g. two 100 meter zones, each covering part of the SAM site + the radar. That makes the flight expend twice the missiles.

 

Ah, I hadn't thought of doing that. Good idea! :thumbup:

System Spec: Cooler Master Cosmos C700P Black Edition case. | AMD 5950X CPU | MSI RTX-3090 GPU | 32GB HyperX Predator PC4000 RAM | | TM Warthog stick & throttle | TrackIR 5 | Samsung 980 Pro NVMe 4 SSD 1TB (boot) | Samsung 870 QVO SSD 4TB (games) | Windows 10 Pro 64-bit.

 

Personal wish list: DCS: Su-27SM & DCS: Avro Vulcan.

Posted

My AI works fine on SEAD mission,but .........very poor on anti ship mission....

 

AI like to launch only 1 missile until the previous one has been knocked out... This is ridiculous on Anti-ship mission

Deka Ironwork Tester Team

  • 2 weeks later...
Posted

Is their any reason why my F-16C's SEAD group will not follow its waypoints to the threat zone, which are over 100NM away. They also seem to be flying at the wrong altitude; I assigned 20,000ft and their flying at 4280ft and yes I am not using metric and the sim is set to imperial and MSL.

Posted

Once they pass a waypoint where they are assigned a target they will choose the attack profle that they deem best fit for the attack. They will then leave the ssigned altitude. I guess you put this waypoint too far off.

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