Getting to the Bottom of Flight Commads
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Great initiative, thanks.
FWIW, the best command for AI Wingies remains “return to base” IMHO.
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I’m surprised that 3/4 rejoined unless they actually killed the targets (they rarely do since they fire so far away). I have found that if you give element a command they accomplish it like they were a two-ship. So if you try to get element to pincer they will pincer between the two of them and not with respect to 1/2. If you tell the whole flight to pincer you end up with 2 2-ship pincers happening simultaneously which is more or less pincer by section.
I also have had little success with pince at generating any meaningful baseline spread. Because detection range to max 120 range is so short it’s hard to develop the formation before it’s shooting time. I should play around with keeping the element in deep trail. I also want to experiment with AIM-9M and pince to see what happens with shorter range missiles.
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I think this will come in very handy once it is fully complete, thanks
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Exciting insight into CM4 category commands. Behavior seems appropriately context sensitive to weapon employed. When equipped with guns or AIM-9P most CM4 commands affect engagement-to-merge behavior. Behavior was most clear when element was flown into target with WF state enabled and no specific attack directive given. BVR tests must be repeated with new methodology of not directly ordering an attack. Description may need to be split among weapon setups such as rear aspect, all aspect, and BVR.
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I’ve read the link above, which was the best so far, but was wondering if anyone has updated it?
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Noticed yesterday by being the n°3 of the flight (my flight leader was an AI):
Glue wing => my wingman (the n°4) will stick to the last formation commanded by the AI lead. If the flight is in spread formation, my wingman (n°4) will join his place into the flight whatever my actual poistion (even if I am behind at xx Nm)
Split wing => my wingman (the n°4) comes in formation in my wing, regardless of what AI lead has commanded.
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To be confiremd.
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More testing for AI behavior in AG context.
Equipped with BDU-33x12 AI ordered to engage respected lead’s SMS settings for ripple quantity and impact spacing but not single/pair, opting to always release in pairs. If the player (lead) had ripple single for example the AI would release twice as many. If AI was lead then AI bombed in single pairs (2 bombs) for the Target 7 at the KOTAR complex. More testing is required to find where player SMS values are evaluated (IP, release, command, etc.). AI deployed the BDU-33 from 16,000’ true altitude level.
Attempted using split/glue wing as #3 without positive result. Did not attempt in an AA threat situation. In all cases in AG KOTOR situation #4 flew with respect to #1 when #3 (player) was near to the correct formation position but followed #3 when #3 was not near formation position.
Using “Resume Mission” on Element with egress steer selected caused Element to return to previous formation from a target-specific track. Did not test if formation tweaks (spacing, altitude delta) were preserved on this rejoin.
Single side offset or pincer did not prove to be directly useful as an attack command in AG. Commanded AI flew circular patterns unable to release weapons. Status reply “bracketing.” Oddly, giving a “break left” command snapped him out of the bracketing status and proceeded to engage the target after confirming his six was clear.
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Anyone had any issues with not being able to cycle between different sub menus? I can get the first one, but not subsequent ones. When I press the button again, the menu just goes away…
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Anyone had any issues with not being able to cycle between different sub menus? I can get the first one, but not subsequent ones. When I press the button again, the menu just goes away…
Faulty key file…
To make it work as expected you have to make sure, these code lines are in the key file:RadioAWACSCommand -1 0 0x10 0 0 0 -0 "RADIO: AWACS Menu" RadioWingCommand -1 0 0x11 0 0 0 -0 "RADIO: Wingman Menu" RadioElementCommand -1 0 0x12 0 0 0 -0 "RADIO: Element Menu" RadioFlightCommand -1 0 0x13 0 0 0 -0 "RADIO: Flight Menu" RadioTowerCommand -1 0 0x14 0 0 0 -0 "RADIO: ATC Menu" RadioTankerCommand -1 0 0x15 0 0 0 -0 "RADIO: Tanker Menu" RadioMessageSend -1 0 0x10 0 0XFFFFFFFF 0 -2 "Radio-send message AWACS" OTWRadioMenuStep -1 0 0x10 0 0x10 1 -2 "Radio-next menu AWACS" OTWRadioMenuStep -1 0 0x10 0 0x10 0 -2 "Radio-next menu AWACS" OTWRadioMenuStepBack -1 0 0x10 1 0x10 1 -2 "Radio-previous menu AWACS" OTWRadioMenuStepBack -1 0 0x10 1 0x10 0 -2 "Radio-previous menu AWACS" RadioMessageSend -1 0 0x11 0 0XFFFFFFFF 0 -2 "Radio-send message Wingman" OTWRadioMenuStep -1 0 0x11 0 0x11 1 -2 "Radio-next menu Wingman" OTWRadioMenuStep -1 0 0x11 0 0x11 0 -2 "Radio-next menu Wingman" OTWRadioMenuStepBack -1 0 0x11 1 0x11 1 -2 "Radio-previous menu Wingman" OTWRadioMenuStepBack -1 0 0x11 1 0x11 0 -2 "Radio-previous menu Wingman" RadioMessageSend -1 0 0x12 0 0XFFFFFFFF 0 -2 "Radio-send message Element" OTWRadioMenuStep -1 0 0x12 0 0x12 1 -2 "Radio-next menu Element" OTWRadioMenuStep -1 0 0x12 0 0x12 0 -2 "Radio-next menu Element" OTWRadioMenuStepBack -1 0 0x12 1 0x12 1 -2 "Radio-previous menu Element" OTWRadioMenuStepBack -1 0 0x12 1 0x12 0 -2 "Radio-previous menu Element" RadioMessageSend -1 0 0x13 0 0XFFFFFFFF 0 -2 "Radio-send message Flight" OTWRadioMenuStep -1 0 0x13 0 0x13 1 -2 "Radio-next menu Flight" OTWRadioMenuStep -1 0 0x13 0 0x13 0 -2 "Radio-next menu Flight" OTWRadioMenuStepBack -1 0 0x13 1 0x13 1 -2 "Radio-previous menu Flight" OTWRadioMenuStepBack -1 0 0x13 1 0x13 0 -2 "Radio-previous menu Flight" RadioMessageSend -1 0 0x14 0 0XFFFFFFFF 0 -2 "Radio-send message ATC" OTWRadioMenuStep -1 0 0x14 0 0x14 1 -2 "Radio-Next Menu ATC" OTWRadioMenuStep -1 0 0x14 0 0x14 0 -2 "Radio-Next Menu ATC" OTWRadioMenuStepBack -1 0 0x14 1 0x14 1 -2 "Radio-Previous Menu ATC" OTWRadioMenuStepBack -1 0 0x14 1 0x14 0 -2 "Radio-Previous Menu ATC" RadioMessageSend -1 0 0x15 0 0XFFFFFFFF 0 -2 "Radio-Send Message Tanker" OTWRadioMenuStep -1 0 0x15 0 0x15 1 -2 "Radio-Next Menu Tanker" OTWRadioMenuStep -1 0 0x15 0 0x15 0 -2 "Radio-Next Menu Tanker" OTWRadioMenuStepBack -1 0 0x15 1 0x15 1 -2 "Radio-Previous Menu Tanker" OTWRadioMenuStepBack -1 0 0x15 1 0x15 0 -2 "Radio-Previous Menu Tanker" RadioMenuOne -1 0 0XFFFFFFFF 0 0 0 1 "RADIO: Menu One" RadioMenuTwo -1 0 0XFFFFFFFF 0 0 0 1 "RADIO: Menu Two" RadioMenuThree -1 0 0XFFFFFFFF 0 0 0 1 "RADIO: Menu Three" RadioMenuFour -1 0 0XFFFFFFFF 0 0 0 1 "RADIO: Menu Four" RadioMenuFive -1 0 0XFFFFFFFF 0 0 0 1 "RADIO: Menu Five" RadioMenuSix -1 0 0XFFFFFFFF 0 0 0 1 "RADIO: Menu Six" RadioMenuSeven -1 0 0XFFFFFFFF 0 0 0 1 "RADIO: Menu Seven" RadioMenuEight -1 0 0XFFFFFFFF 0 0 0 1 "RADIO: Menu Eight" RadioMenuNine -1 0 0XFFFFFFFF 0 0 0 1 "RADIO: Menu Nine" OTWRadioMenuClear -1 0 0XFFFFFFFF 0 0 0 1 "RADIO: Menu Clear"
Edit:
Assuming you are using the original comms assignments… -
LEGEND!
That hasn’t worked for years and I never worked it out. Thank-you!!!
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Very useful information, Thanks!
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Very nicely done thank you for posting this. I’m sure most people already know this but it’s for the people who don’t. SHOUT is a voice activated program that is used to give voice commands to AI in-game. It needs to learn your voice for a bit and will ask you to repeat some sentences after about 5-6 learnings it would work about 95% of the time correctly for myself. With Track IR and a HOTAS combo and SHOUT you will truly never leave your hands off the Joy and Throttle thats how i play I only needed the keyboard for giving flight commands and the mouse only to change frequencies for UHF or VHF.
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I’m also curious about certain AWACS Commands, such as what is the difference between picture, vector to target and vector to threat, and also what check-in does.
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Picture just tells you if there are any hostiles in the area, that are or not threatening u.
Nearest threat is obvious a-a threat probably coming for u.The rest I answered in the other thread.
sent from my Xperia Z3 compact via TapaTalk
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I was under the impression it’s even simpler : “picture” gives you the position of the nearest enemy flight (whatever the type of aircraft it’s made of), and “nearest threat” gives you the position of the nearest enemy fighter flight (whether or not the fighters care about your own flight or not).
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I was under the impression it’s even simpler : “picture” gives you the position of the nearest enemy flight (whatever the type of aircraft it’s made of), and “nearest threat” gives you the position of the nearest enemy fighter flight (whether or not the fighters care about your own flight or not).
This has been my experience.
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We 3 say the same exact thing with just different words.
sent from my Xperia Z3 compact via TapaTalk
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Not completely on topic, but still an applicable question.
Are there any ways to make AI wingmen to ripple more than a pair of bombs? More specifically:
- had an OCA mission with an airstrip as a target;
- my 4 ship flight had 6 Durandals each;
- my plan was: designate each section of the airstrip as a steerpoint (#12, 13, 14), make an approach along the respective airstrip heading, designate targets for AI via TGP with Attack my Target command when near the airbase on the needed course, make a single bomb run;
- what happened: AI droped only a pair of bombs, after my next Attack my Target command it rippled another pair of bombs.
- so I had to be over target for more than 5 minutes waiting for my wingmen to accomplish their task.
Are there any ways to make a single bomb run on the airstrip with Durandals and AI wingmen?
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AI drop certain types of bombs in pairs in the quantity matching your RP SMS setting in your airplane. You 1SGL, AI 2 bombs. You 1PR, AI 2 bombs. You 2SGL, AI 4 bombs. You, 2PR AI 4 bombs. You 3SGL, AI 6 bombs. You 3PR, AI 6 bombs.
I recommend for this kind of mission:
Set your SMS for 3PR 100’ 1.5AD. Fly AI to the side (60 or 120 degrees off axis) of the runway 10-20nm. When they say “hounddog” but it is for AG not AA then turn the formation roughly at the target. Tell flight weapons free. Fly toward a target runway section where it looks AI is not going and drop bombs line abreast with them.For more sanity you can tell element weapons free first and then wingman/you maybe 30 seconds later so it’s not 4 airplanes at once but of course this is more time exposed. Four whole airplanes with BLU-109 is a lot.
The annoying thing about 4.33 and 4.33u1 is that the distance from the target that AI flight members recognize the target is too short, about 6nm slant. So in my best try I flew the flight past the target offset 5-6nm to the side to “trigger” them and then flew out 20nm and turned around. Then I set them up line abreast, at speed (~500 knot), aligned at the target (±10 deg), and at weapons delivery altitude (500AGL in case of BLU-109). Then I give “weapons free” and we flew the attack run like an airshow and dropped within 1 second of each other.