AI wingmen don't do their assigned tasks..
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Hi,
sometimes the AI wingmen don’t do what I ask them to.Example:
We’re a 4 ship flight in a training mission. The objective is to take out 2 bridges (4 objects) surrounded by various SAM & AAA.
When ordering the wingmen to take out SAMs & AAAs with HARMs they do as told without any problem.But when ordered to take out the bridge with dumb bombs they affirm the order but then just fly around. I locked up the bridge with the ground radar and ordered the to attack my target.
After a couple of minutes I issued a re-order. The element ran out of fuel and headed home. My wingman dropped bombs on one of the bridges after a looong while and multiple orders (and missed).Question:
I understand that the AI isn’t perfect but is there some kind of trick or hidden lore when issueing orders to AI wingmen. Something like… ordering them twice in a row, first issueing waepons free and then attack… or something similar.thanks
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AI have a mind of their own like cats. Just fly solo or link up online.
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I have 3 cats and they do what I tell them to
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Bomb Ai is broken, let’s hope that they will fix it. For now just give G model maverics or something like that to your wingmens and they will be fine.
-haukka81
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There used to be an issue (pre-BMS) when you ordered an attack while the AI are already close to the target. They try to get some separation to start a bomb-run, but don’t do that properly, need again to create separation, etc. At what distance did you order them to attack? Maybe you can try a bit further out?
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ok thanks… I’ll try with different weapons and/or giving the attack order from a greater distance (this one was almost just above the target)
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They’re do ok on fix targets. On a nuke deep strike they only drop one bomb at a time. I’ll only give them two bombs.
AI was 100%x3 on this was a 90min campaign mission, no wing tanks
Ingress refuel
bomb run #1
select IP stpt so they don;t go miller time. collect the flight egress 15nm
bomb run #2 I try to hit same target cause it take two to get a kill. however element did not release.
select IP agian
Air refuel (used 2 tanker)
bomb run #3 with the element, 3 bombs in the cooling tower and no killAI escort got 7 kills……bogus after escort to TGT they HAVCAP tanker2
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yes, me 2
the AI just release the 1st bomb for the 1st pass, they r hard to attack again, so dont let them carry too much bombs. -
Hmm. I have vague memory that at one time the AI wingmen would use the same weapon parameters that you have when <something>? Perhaps when giving the attack order, or chancing to IP/target STP? Perhaps you should set multiple ripple and only then go for the IP and give the attack targets/my target command?
Might be wrong memory or not applicable to BMS. But perhaps worth checking out?</something>
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In the recon screen, I would use the pre planned targets feature and load the target coords into the DTC.
eg. OCA, Runway #10, Control Tower #11, Radar #12.
Once at the IP ( set at correct distance from target) switch to the pre planned target points ( check the TGP to see they are correct).
Then order wingman and/or element in to attack, each in turn.
They will then go after their allocated targets.
You can also “mark” targets on the TGP and order wingman/element to attack these.
Strange thing is, that I have seen the element dropping all their bombs, whilst the wingman will only drop 1 bomb. (even though he has a pair)
As has been said, AI are frustrating. But thats because you know what you want them to do……Tell them and they dont always comply.
We need Borg AI wingmen…Comply…
Or as has been said, go MP with a good wingy:D
But if Seven’s on line I would like her on my side;)
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yes I pre planned and assigned target coordinates in the DTC but with dumb bombs the AI just flew around.
I tried again but replaced the dumb bombs with laser guided - then the AI wingmen did as ordered!
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if i order them to “attack my target” on a ground target, they seem to always drop two bombs at a go.
anyone know how to make them only drop one bomb at a target? it’s really annying as I would like them to attack other targets but they waste two on a single target
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I’ve been running Falcon 4.0 since SP4.2, and always find the AI wingmen/element to be inconsistent, especially in A-G. I don’t rely on them much, i usually double up my A-G loadout (if it’s possible, to insure i can destroy the target by myself) and/or give them the bare minimum for their A-G loadout. If i have a four-ship, i often have the element drop their stores, turn on their radar and go ‘weapons free’ or ‘engage offensive’, if any enemy fighters are nearby. They don’t always attack like they should, but when they do it works pretty good…even if they get shot down, you’re usually a few more miles farther away, and that alone can help a lot.
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They will attack fine against runways, factorys and other unmobile ground targets but not if it is CAS or smilar mission. And unguided weapons are real pain in ass for AI to use. Maybe this is under work ? AI patch any one ?
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urgh, just failed a four ship deepstrike sortie in Rolling Fire because I couldn’t get the AI to drop their GBUs on the target (did ensure they had targeting pods) . The target was at steerpoint 6, so before the mission, I reconned the area and set the target manually in the data cart - just to be sure. I also set secondary targets at steerpoints 15 onward.
Arrived 15nm out from the target and immediately ordered my wingman to attack the main target (target 6) and the element to attack the 1st secondary target I set at at steerpoint 15 and they all confirmed (wilco). They then proceeded to hover around for about 10 minutes after reaching the targets, not doing much, before calling bingo and leaving me stranded. So I went in on the main target and dropped my two GBUs but was only able to damage it.
Really frustrating, wish I knew the exact trick to get the AI to do what you want it to do. Guess I will have to keep practising.
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They then proceeded to hover around for about 10 minutes after reaching the targets, not doing much, before calling bingo and leaving me stranded.
And while they hover around they burn fuel like hell.
In BMS the AI (absent intelligence) code seems to be broken in some parts, especially bombing ground targets, IMHO.
Cheers,
LS -
And while they hover around they burn fuel like hell.
In BMS the AI (absent intelligence) code seems to be broken in some parts, especially bombing ground targets, IMHO.
Cheers,
LSLoL
Hi gents,
If I may, I am keen on this post and whilst I respect and appreciate this is done in peoples private time and is not a priority it would be nice when in a flight you want to use the Wingman Command Menu shown here:
To say ie:- Use a command to attack current Air Base flying over which actually means deploy A-G on your target or another command like land in formation at nearest Air Base.
So I would say that the Wingman Command Menu probably needs say an extra 10 commands added for the fun and practical sense of actually flying with wingmen and utilizing them in TE’s or Campaigns etc etc.
Even implement a Wingman Command Menu in Dog Fight mode which would be good, say protect six, fire on my target, perform stunts or BFM etc etc
Currently in instant action no wingman available.
Well, my creative juices for the day!;)
Thanks BMS still loving the awesome sim!
Cheers,
:drink:
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@SkyKnight:
So I would say that the Wingman Command Menu probably needs say an extra 10 commands added for the fun and practical sense of actually flying with wingmen and utilizing them in TE’s or Campaigns etc etc.
In my opinion, the menus are pretty complete, that’s not the problem. The problem is: ordering “spread formation” and “attack my target” doesn’t work most of the time on static targets. It is also highly possible, that WE are doing something wrong (were used to FF, now BMS is a bit different). For this, we would need a better overview of the commands and if they still do the things described in several documents. But for me these things are NOT a absolutely no-go, I just take it into account in the planning phase (wingies rather as an escort or give them weapons they are good with, see below).
They will attack fine against runways, factorys and other unmobile ground targets but not if it is CAS or smilar mission. And unguided weapons are real pain in ass for AI to use. Maybe this is under work ? AI patch any one ?
Here we two have different experiences, maybe we could help out each other? Which weapons you give to your wingmen lets say for airbase targets (1st runways, 2nd other buildings) and which commands you are you using?
CAS: Give them JSOWS! As soon as you set TGT waypoint and order them a simple “weapons free” let’s say 25 miles away from target, you will almost everytime hear those pretty “Bruiser” calls, seeing burning columns short after that…
Greetings
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In my opinion, the menus are pretty complete, that’s not the problem. The problem is: ordering “spread formation” and “attack my target” doesn’t work most of the time on static targets. It is also highly possible, that WE are doing something wrong (were used to FF, now BMS is a bit different). For this, we would need a better overview of the commands and if they still do the things described in several documents. But for me these things are NOT a absolutely no-go, I just take it into account in the planning phase (wingies rather as an escort or give them weapons they are good with, see below).
Here we two have different experiences, maybe we could help out each other? Which weapons you give to your wingmen lets say for airbase targets (1st runways, 2nd other buildings) and which commands you are you using?
CAS: Give them JSOWS! As soon as you set TGT waypoint and order them a simple “weapons free” let’s say 25 miles away from target, you will almost everytime hear those pretty “Bruiser” calls, seeing burning columns short after that…
Greetings
Runways = just give BLU-107s and they will attack soon as we reach IP. Works fine 9/10 (i just give weapons free right after take off, nothing else)
Other buildings = MK84 or AGM-64G (2per plane) (maveriks are better) (Sometimes they attack fine, but sometimes i need to task em manually using radar and attact targets ( 8 )
CAS, well i just give em mavericks , they will fire all them first pass. I dont like curent Jsows… bit like super weapons, but they are WIP so maybe someday.
AI NEEDS just bit more work, unguided bombs are broblem. And maybe they should fly bit harder, now they just sunday drive all over Flot
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skyknight did you know that when pressing the wingman menu key on the keyboard twice and more often all the other wingman commands appear?