Editing default Ai weapon loadout in campaign
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Hi all
Is there a way to Edit the default Ai weapon loadouts in campaign? I added an Ai controlled Mirage 2000D squadron to the campaign using the Mission Commander tool and whenever they are tasked to destroy an airfield they think it’s a good idea to take off with only two rocket pods! (This appears to be the default loadout for an OCA Strike)
I downloaded Weapons delivery planner thinking this might be the place to edit default Ai loadouts, but it appears it isn’t, (At least from what i can tell)
So my question is, Is it possible to edit the default Ai loadouts? and if so how? or is there a tool for such a thing that can be downloaded somewhere?
Regards T/Space.
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What rocket pods?
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What rocket pods?
The LRF-4 Rocket Pod, the pic below is the default Mirage 2000D weapons loadout for an OCA Strike.
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You have to change the default loadouts by BMS editor
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There are no default loadouts in BMS.
The campaign engine loads weapons it needs depending the mission type, distance to target (read fuel tanks) etc.You have 2 options
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Manage the squadron yourself and change the loadouts as you want
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Make sure the AC does not have the option to load the weapons you don’t want (rockets in this case)
To do this you can want to remove the rocket from the Squadron stores in the DB. For this you need to use the BMS Editor.
This will prevent them to return when the squadron gets re-supplied.
But as the Squadrons in your campaign already have them in stock, you need to remove them there as well.
For this you need to use MC.
Gr Falcas
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It is very easy to manage the loadout with ATO. Only a fraction of the missions are OCA/strike. Via ATO it can be easily checked the loadout and make the adjustments if it is needed.
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There are no default loadouts in BMS.
The campaign engine loads weapons it needs depending the mission type, distance to target (read fuel tanks) etc.You have 2 options
-
Manage the squadron yourself and change the loadouts as you want
-
Make sure the AC does not have the option to load the weapons you don’t want (rockets in this case)
To do this you can want to remove the rocket from the Squadron stores in the DB. For this you need to use the BMS Editor.
This will prevent them to return when the squadron gets re-supplied.
But as the Squadrons in your campaign already have them in stock, you need to remove them there as well.
For this you need to use MC.
Gr Falcas
Not completely true. IF no other weapon other then the rocket pods are assigned to any hardpoints, simply adding them to the Squadrons stores won’t yield any other weapon.
The BMS Editor can accomplish both adding weapons to hardpoints and adding them to the Squadrons stores, so MC is really not needed, not to mention, MC cannot add weapons to Hardpoints, it has to be done in the DB with the Editor!
C9
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Consider this: it may be labled an OCA strike, but what is the particular target of said AI aircraft?
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@Cloud:
Not completely true. IF no other weapon other then the rocket pods are assigned to any hardpoints, simply adding them to the Squadrons stores won’t yield any other weapon.
The BMS Editor can accomplish both adding weapons to hardpoints and adding them to the Squadrons stores, so MC is really not needed, not to mention, MC cannot add weapons to Hardpoints, it has to be done in the DB with the Editor!
C9
Sure, but you are talking about completely changing the possible loadout for the aircraft.
Which is not the same as trying to get a desired loadout without changing the weapon types.
This is not exactly the same.Gr Falcas
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seems no way to edit the default loadout used for specific mission types for flight planned by ATO. The way Falcas said i have used before.
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seems no way to edit the default loadout used for specific mission types for flight planned by ATO. The way Falcas said i have used before.
This is EXACTLY why I posted what I did! That solves the issue!!
C9