Default Loadouts, specifically fuel tanks
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I don’t think you can do this, even in WDP.
But is it a real hardship to change it in load out? You must go to load out before you fly anyway to check your stores before you fly … don’t you?
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I don’t think you can do this, even in WDP.
But is it a real hardship to change it in load out? You must go to load out before you fly anyway to check your stores before you fly … don’t you?
There is another way to check your load out as well…through the briefing screen. If you look at your flight, you will see what you are carrying…although, you will not be able to determine if you are carrying a targeting pod from there.
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I don’t think you can do this, even in WDP.
But is it a real hardship to change it in load out? You must go to load out before you fly anyway to check your stores before you fly … don’t you?
Yeah, which is fine if I wasn’t too worried about the AI flights running out of fuel all the time. I don’t fancy the need to edit each and every flight in the entire theater.
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if you mean carried by the AI… it would be pretty great if designers could influence what stores the AI use, perhaps some kind of matching mission type to SCLs…
I know its doable, I dont know how exactly.
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Does anyone know… is it possible to change default loadouts so fuel tanks are always carried by default? Recent Kuwait tests have shown too often the default loadouts don’t include fuel tanks, and I really need to change this.
Is there somewhere I can set the minimum flight path length before they are loaded? Dunno… any help/guidance gratefully received.
Pretty hard or even not really possible… yet.
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Yeah, which is fine if I wasn’t too worried about the AI flights running out of fuel all the time. I don’t fancy the need to edit each and every flight in the entire theater.
See, I thought they already did something to check their fuel for long range missions… guess not.
I know its doable, I dont know how exactly.
If you could clarify on this, Id love to hear more, because I have heard its NOT doable in the current code setup, from several different developers I regard quite highly in the areas of campaign/theater development.
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In fact to me the problem is the opposite, many times AI should give drop tanks to non F-16s but does not do it.
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@Malc
Unless you do some heavy DATA edits……NoGo…
This is why sometimes in TE Builder we see the RED steerpoints.
Ain’t got enuff gas to get them from A to B…;)demer
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Unless you do some heavy DATA edits……NoGo…
Can you tell me what kind of data edit would you try?
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Can you tell me what kind of data edit would you try?
No……go ask Moort (banned)……I am that pissed off ATM with the Moderators of this Forum.
PM me or EMail me or ask Biker for his copy of Guam BETA.
demer -
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No……go ask Moort (banned)
Moort is not baned. Or at least not from here not from DEV team.
I am that pissed off ATM with the Moderators of this Forum.
Okay. I do not know what we did to you but well , okay for that.
PM me or EMail me or ask Biker for his copy of Guam BETA.
No need of Guam theater, I was just asking what kind of data edit because I can (maybe) give you some highlights about what to do (or more precisely, not to do)
In two words, as far as I know, the only way to act on the WT loading is to tweak the fuel rate data. But doing this wil pork the Dynamic Bingo, scrub the fuel requirement computation, and will (this is a paradox) reduce the combat radius of a/c related to ATO target selection.
However … if you are pissed off … what can I do about it!
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Moort is not baned. Or at least not from here not from DEV team.
Okay. I do not know what we did to you but well , okay for that.
No need of Guam theater, I was just asking what kind of data edit because I can (maybe) give you some highlights about what to do (or more precisely, not to do)
In two words, as far as I know, the only way to act on the WT loading is to tweak the fuel rate data. But doing this wil pork the Dynamic Bingo, scrub the fuel requirement computation, and will (this is a paradox) reduce the combat radius of a/c related to ATO target selection.
However … if you are pissed off … what can I do about it!
Nothing, as far as Pissed off……LOL!!! I might get over it.
You hit the nail on the head with Fuel Rate data…
Ran into a brick wall with this in another version.
This is what was surmised as far as the ATO\ATM code was concerned: lbs/min this is important to calculate, the value should be calculated
such that you consider range of aircraft, weight and fuel carried.
If you have 1000lb of fuel and set a fuel rate of 100 you will have
x100 Feet (200=20,000 feet) 10 minutes of flight time. Calculate fuel rate based on cruise
x100 Feet (200=20,000 feet) speed and range. Aircraft range (1000 miles)/Cruise Speed (500 mph)
x100 Feet Alt. AI will set for regular flights = 2 hours of flight time, + 30 minutes of reserve returns 2.5 hours
of flight time, divided by your total fuel = Lbs per hour divided by 60
to get lbs per min.
factor relative to F-16 = 1.000000Any way you look at it fuel rate is going to be a tricky variable to
properly calculate but it needs to be reasonable. It should be
easy to get accurate fuel load values and it should be easy to
get values for range and speed to calculate what amounts to a rough estimate of endurance which can then be used to
estimate fuel rate……Hope this helps
Now go away…LOL!!!
demerBTW: Combat Radius is based on distance from FLOT in Campain’ in my arse Read deeper into his VU_2
The F5 Aggrs flies quite well in GUAM
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Improper attitude.
Touche’
Attitudes expressed, applied\implied recently, including yours, leads me to believe that my attitude is correct.
Ara’ please correct my syntax……LOL!Now Pee Off Dude, I do not have the time left to get into a Frugs\Delphi debate anymore…“Get It???”
demer -
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I recently had a campaign mission with the typical auto SEAD loadout 4x CBU, 2x HARM, 0x EFT. I ran the sortie through WDP and it calculated the flight plan took 6000+1000 reserve so it was mathematically possible but since AI dynamic bingo is based on worst case drag index (it was pretty bad in reality) he went see-ya seconds before the target.
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I recently had a campaign mission with the typical auto SEAD loadout 4x CBU, 2x HARM, 0x EFT. I ran the sortie through WDP and it calculated the flight plan took 6000+1000 reserve so it was mathematically possible but since AI dynamic bingo is based on worst case drag index (it was pretty bad in reality) he went see-ya seconds before the target.
Welcome to Kuwait.
@Demer, can I PM you for more info?
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Because of his attitude, Demer is gonna by by. (I do not why he is running nuts!?)
But pay attention to what he said, he is missing many things and is mainly off!
Do not touch the F/R DB … it is extremely “DANGEROUS”.
Under estimating it = many a/c will crash before able to rejoining the homeplate.
Over estimate it = early mission abort and miss computation of the mission fuel requirements.The Fuel Rate is a REAL tricky stuff and MANY things has to be considered.
There is a process to evaluate it … but nothing is perfect unfortunately and the good compromises are extremely difficulte to find.… In any cases, you can’t do it properly it on your side because you need to activate a debugg label which doesn’t exist on the 4.32. This label is displaying the AI instantaneous fuel rate and has to be used because the AI doesn’t burn the same amount of fuel than a human (for instance, depending on actual drag factor and altitude, for an F-16 the difference is about 30 to 40 lbs/min = 1800 to 2400lbs/h!)
Many other parameters HAS to be set accordingly also (the move speed, Max Range wich is directely comming from the F/R and the move speed), average mission alt, max alt and maximum common drag factor) all has to be carefully taken into consideration and have a huge impact.
I will try to write (when I will have the time) something about it.
So my advice: do NOT touch it.
In the future theater DEV will have the hands on the defaul fuel tank loading. But the Fuel Rate will remain a VERY touchy area. Do never play with this without the full picture about what you are doing and ALL the concequences.
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I understand that it is a challenge to match 2D to 3D to real life. For the most part I think fuel is well done in BMS. My only annoyance in practice is AI bingo is very cautious and AI ATM is not. For a flight plan that takes 7100 lbs to land with 1000 lbs reserve ATO tasks as fine but in practice it’s very delicate. For shorter missions it’s OK and longer OK too. The edge cases are the worst.
Another tendency that seems less than real is too many stores. Campaign makers keep A-10 squadrons low because they are “overpowered.” I can see why they take off with lots and lots of weapons. This is overpowered if they can use them all and too vulnerable if contested or having to do a million passes on targets.