AI flights not dropping ordnance in 2D campaign
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So in campaign map I task a pair of Strike Eagles to DEAD an SA2 site. By default they will carry 3 JSOWs and a whole bunch of SDBs.
However they overfly the target without doing anything, and the SA2 site is still 100%. This is in 2D.What am I doing wrong?
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I’d also add that it’s not aircraft specific.
F16s don’t drop JSOWs and SDBs too -
Nor do AI aircraft refuel when a refueling point is scheduled in 2D
Regards,
TC2 -
@aelfewulf 2D combat is only statistical (aggregated) in 3D only deaggregated units give accurate results
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@bad-boy said in AI flights not dropping ordnance in 2D campaign:
@aelfewulf 2D combat is only statistical (aggregated) in 3D only deaggregated units give accurate results
A two-ship flying above an SA-2 site (ie. not being engaged by the SA-2) and tasked with taking it out, the statistical chance of them not engaging at all should be small. What we do not know of course is if they (statistically) came under threat from A-A assets or any other thing that could prevent their run-in on target.
Is there any kind of log being written to that records all 2D events ? If so, the answer maybe can be found there
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@bad-boy said in AI flights not dropping ordnance in 2D campaign:
@aelfewulf 2D combat is only statistical (aggregated) in 3D only deaggregated units give accurate results
@Bad-Boy , is it the same for refueling i.e. because the flight is not deaggregated in 2D, they will not actually refuel?
This goes to the core of my question here in this thread .
I am trying to write a TE that will allow the player to start the TE AFTER the refueling steerpoint. Some players don’t want to actually do the refueling evolution, they just want to start the mission but with the refueled aircraft. Is there a hex value I can change in the .tac file (or another file) that represents current fuel onboard for each aircraft in the player’s flight?
Regards,
Tomcattwo
(VoiceClone) -
Hmmm sounds like I have to to ATO to change the loadouts of every DEAD flight, make sure no JSOWs or SDBs. AGM130s carried by Strike Eagles perform excellently though. They ALWAYS hit outside of the SA2 threat ring.
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I have finally managed to make AI flights release Jsows and SDBs in 2D campaign.
Simply set the flight mission to Air Interdiction (AI). That’s it.
Tested with F16s.So instead of the usual SEAD/DEAD package, create a package with air Interdiction as main, and SEAD as supporting.
I like to time the SEAD flight 1 minute behind the main flight. -
<blockquote>I have finally managed to make AI flights release Jsows and SDBs in 2D campaign.<br />Simply set the flight mission to Air Interdiction (AI). That’s it. Tested with F16s.<br />So instead of the usual SEAD/DEAD package, create a package with air Interdiction as main, and SEAD as supporting. I like to time the SEAD flight 1 minute behind the main flight.</blockquote><p><br />Which raises the question if AI-controlled DEAD Flights that are being automatically set up by the ATO and use SDBs by default, actually use them. I didn’t have much time to test this, but it looks to me like they don’t. Can anyone confirm?<br /><br /></p>