AI wingmen don't do their assigned tasks..
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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?
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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?
Hi,
YES! I’m not completely new to F4 use to play it waybaaaaaaaack! LoL
Just hard to get wingmen to do what you would like them to do, many comments here and in forum about this.
I just politely saying it would be nice to add some more commands.
I was actually even thinking adding “Voice Commands” with A.i integration many games now days have this feature.
But for short term just some extra commands as previously suggested and some others in forum mentioned by other members sound good also.
I.e > After “Weapons Free”, another command Release/Deploy Bombs on my Strike/Target it might be a TE I made flying thru an Air Base I decide to attack it wingmen cant deploy thou?
I am just thinking out loud not that I am unsatisfied, the sim is awesome, just sort of leaves you thinking what about if I could do this and that?!?!
Just sharing my creative juices ……LoL
Cheers bud,
:drink:
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I noticed that when i lock ot the radar a vehicle in a column an issue order 8 (attack collateral tgts) they fire no more than 2 Mavs, even if they’re carryng 8 or 10. It’s a pain in the ass to make them drop cluster bombs or other unguided ordnance, the only way is to give weapons free command, but forget about more complex tactics. Even ordering Rejoin, gain dinstance from target area, (15-30 miles) and then re-locking and re-ordering is unuseful. It makes the game experience boring after a wihile.
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I noticed that when i lock ot the radar a vehicle in a column an issue order 8 (attack collateral tgts) they fire no more than 2 Mavs, even if they’re carryng 8 or 10. It’s a pain in the ass to make them drop cluster bombs or other unguided ordnance, the only way is to give weapons free command, but forget about more complex tactics. Even ordering Rejoin, gain dinstance from target area, (15-30 miles) and then re-locking and re-ordering is unuseful. It makes the game experience boring after a wihile.
For realism, do not load so much bombs or AGM65. Use 4 max, it is enough. Usually, you are limited by fuel before being limited by weapons.
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For realism, do not load so much bombs or AGM65. Use 4 max, it is enough. Usually, you are limited by fuel before being limited by weapons.
It may be realistic but thet still need work, BOMB AI is broken.
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For realism,…
… at the BOMB AI should be seriously looked at.
They mostly attack target(s) only on their first run fine, on their 2nd run they often just overfly the target,
without a bombs drop.
If they are in “Bomb dump ass” mode, they fly mostly in full burner.Not nearly realistic, IMHO.
Cheers,
LS -
We will have to live with that. AFAIK, AI behavior revamp is not planned.
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We will have to live with that. AFAIK, AI behavior revamp is not planned.
And thats what i hate about these falcon dance club goups, theres allways something critical broken for every version of falcon. Broken AI ruins campaings etc… Why add new stuff, when there is old broken stuff still not fixed ?? Even my best Falcon Fanboy classes won’t filter off some of those idiotic things :wfish: