AI and flight planning in 4.34
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I tend to shrink AB from max to min in the range 300-350 kt, then fully off as speed approaches 350 (or 300 with high drag load). Then a level(ish) rejoin. Things which require power are: sharp turns, climbs, and speed. When the AI finishes their takeoff routine they look to you for rejoin. Are you 3 miles ahead in a 30 AOB level turn at 350 or are you already at 10,000’ at high speed in a sharp turn?
Even being at a moderate speed is no help if you’re really high. Keep low and slow-ish and your flight will be joined on you inside a couple minutes. It is better to join first and then worry about the climb. Also fly the IAS/Mach schedule from the manual for your drag index with a couple percent less than MIL. That keeps your flight out of AB when in formation climb. If it wasn’t for combat my flight would land with more fuel than me every time. Just try different things and keep asking them for fuel state. When you find that you can get to altitude with your flight no more than 100 pounds lighter than you that your habits are good.
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kyros,
Following the thread title, but on a slightly different slant, I’d like to take this
opportunity to mention something GREAT that was changed. It is related to
flight planning and AI missions.Having the flight plan steerpoints NOW pre-set the way I like them, with STPT 1
being Time and Speed locked, and all others being Speed locked with Time
unlocked.This is a huge labor saving for fragging and managing a campaign.
I used to get quite fatigued setting those in a aggressively managed campaign.It is Sooooo nice now!
This is really a great install. I feel the early love of flying 4.0 again, and am loggin
in the hours to show it. Thanks to all involved. -
AI not calling out shots on tactical frequency is what makes SA buildup really hard, especially when trying not to shoot down the same airplane as AI or when trying to have a CAF, sometimes this lack of communication forces me closer than I would like to actually figure out who is who and doing what.
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I thought that was exactly what the planned hold was for already?
I.e. With a 4 minute planned hold, you have 4 minutes of buffer before having to push. If you’re on time or early, you hold for 4 (or more, if applicable) minutes; if you’re late, you shorten the hold as necessary, fly a delaying vector on your way to push, or push immediately.)
In HA you can’t do much more than a standard turn rate. Means that you need about two minutes to perform on 360°. AI don’t know how to perform loose time triangle, so if remaining buffer is a bit less than two minutes they won’t be able to complete their 360 and leave the hold right on time … and then … They will use afterburner which is precisely to be avoided.
If take the time to say something, there is a reason. 6min is fine for AI in most of the cases. Feel free to change it if you wish. Default willl remains 6min.
With a 4 minute planned hold, you have 4 minutes of buffer before having to push.
In nominal case only.
You are thinking simple TE. We have to think Campaign with serveral squadrons on a same airbase. -
@Axe:
Having the flight plan steerpoints NOW pre-set the way I like them, with STPT 1
being Time and Speed locked, and all others being Speed locked with Time
unlocked…This thing is actually ****ed up in 3.34 … The speed lock behaviour is reversed. Most of the time it is not noticeable but still, it can screw up flight plan. It will be probably fixed next update.
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After the fix, will it still be default set up the way like I like it?
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Yep. Same behavior but speed locks will be unlocked by default and this is normal.
Speed locks only act on CAS. Even with the speed locks unlocked, the TAS will remain the same on altitude change sine TAS is given by the relation between leg distance and leg time. The speed locks will be only to maintin a defined CAS whatever you altitude … but time locks will always have the priority (that will be the n°1 rule to remember). So, to change a locked CAS on altitude change, time lock between two WTP will have to be unlocked … (this is obvious because, by changing the CAS, the TAS will updates accordingly) -
The fix will be a problem for my method of doing it, if I understand you correctly. You mentioned that the TAS will remain the same based on a relation between leg distance and leg time.
Can you tell me how the fix will be ok for me if I do this: (my method)
The first thing I usually change is the leg distance. (This is where I bet we may differ in approach, just a guess.)
For instance, if I frag a DCA and change the patrol stpt’s location, which is usually I add more miles apart.
Doing that with unlocked speed will almost always generate red lines and slows me down to repair.
So, in the past (pre-4.34) I had to lock speed on all the steer points in order to proceed with my distance changes then I could do any finer tuning should I feel the need to.
If TO time is locked time and speed, but only speed on other stpt’s, when I adjust the distance the time automatically adjusts, and without red lines.Now, with 4.34 all speeds ‘are’ locked and I can move the automatically generated stpt’s to where I want really quickly.
I’m in and out doing another frag.What am I missing? Will I be able to move stpt’s the first thing edited, as soon as mission is created, after the fix.
my apology for not being more detailed to begin with,
thanks Dee-Jayedited to apologize kyros, for hijack. I’ll end that promptly.
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The fix will be a problem for my method of doing it, if I understand you correctly. You mentioned that the TAS will remain the same based on a relation between leg distance and leg time.
As it has been for ever. It is just phisics : Distance / Time = Speed (True speed)
Moving the WPT will not change your TAS unless you have locked both WPT’s time (WTP and WTP-1) Again… Speed locks concerns only the CAS. There is no way to make it diferent.
If you want to make it easy: all CAS speed unlocked (unless in some specific case where you whant to change altitude by keeping the same CAS value. And set only one single time lock (your chosen TPR (Time Reference Point)). That way, no trouble ever.Additionally, to make the life of TE builder easier, if will try to find a coder to remove the “auto-lock” of speeds (CAS) and time anytime a value if modified with +/- arrows. (So no need to unlock them again anytime we apply a speed or time modification).
Don’t worry. Trust me
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Roger that my friend.
I will trust!
regards, back to un-Hijack!
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Anyway, if (once done/if done) you have troubles, feel free to ask for help. I will try to provide a better guide. But I also trust our Doc team for that. However, it is not sure that the Doc will be consecutively updated if this is included in 3.34.1 update (?) will see… Forum is also made for that.
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I’ve had some difficulties with AI running out of fuel.
Im very cautious at take off but what’s the best way to take off to ensure AI doesn’t burn loads of fuel?
I get rid of AB pretty quickly after takeoff.
Thanks.
McGraw, Some things I’ve found to help-
get out of 'burner ASAP on takeoff
climb out at 350 knots. BTW, I primarily fly the Hornet, and read somewhere( perhaps NATOPS) that SOP is to climb out at whatever rate of climb holds 350. But, I’ve found it to work well in the Viper, too
It’s another “Hornet Thing” that works in the Viper as well-climb to 26k rather then 21 on ingress, then at Fence In do a very shallow dive to attack altitude (mine is usually 19-20k), arriving at that altitude by the Push point
It’s just an impression, but it seems the better I am managing own energy , the better my AI seems to do -
It’s just an impression, but it seems the better I am managing own energy , the better my AI seems to do
Guys … This is absolutely obivious.
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You mean for full AI package or when leader is human? … If your wingman takes long to rejoin after your takeoff as leader, it is because of you.
Indeed, human leader with AI wingmen. I’m not talking about take-off, that’s fine. But in general when for example the 2nd element get’s separated for whatever reason, they seem to use a lot of afterburner to catch up even though you try to minimize the gap as quickly as possible. They use way more fuel then they used to in 4.33.