Campaign - too many aircrafts in the air
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Hi All
I wonder has anyone ever had “issue” of finding that there’s always kind of too many either own / enemy side aircrafts in the air space in the dynamic campaign, making the number of missile carried always not enough, and a lot of time even not able to reach the CAP steerpoint but is forced to engage mid way while still enroute otherwise leaker would penetrate through the planned defensive layer. In SWEEP or ESCORT usually similar situation would happen that there’s literally just too many enemy aircrafts to handle.
I have a feeling that the skill of each unit aircraft seems stupid but strategy of campaign engine seems to be more like using big number of aircrafts to flood in & penetrate through.
Anyone find this to be a bit unrealistic or is there any recommendation how to adjust the setting to improve the skill of each unit aircraft to elite while reducing the overall number of aircrafts in the airspace to make it more closer to the real scenarioHeard rumor that in the bms config file by adjusting set g_npercentage_available_aircraft would help reduce the overall amount of aircrafts in the air in the campaign.
I have set it to 50 but still kind of feel no significant differeence.
Does anyone have any opinion or suggestion with regard to this issue?Kind regards
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If you are referring to the first (24 - 36) hours of the campaign then there is no issue at all (your feeling is wrong) : bms campaign engine simulate high intensity air activity depending of how the campaign scenario is built.
The next days of the campaign are less intense (because of the AB closed, squadrons roster reduced, supply chain degraded, etc)What Air skill do you set when you start your campaign?
BB
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Hi Philip.
I haven’t flown Falcon for years, (but still like to browse through the forums like its some sort of magazine) - but one of the things that keeps me wanting to get back into it is the dynamic campaign and the ability to plan, not only your own flights, but the AIs as well.
(I am assuming you can still do that)
I used to love spending over an hour planning flights to knock out key airfields - timing the AI in such a way as to have them where I wanted enabling me to hit the runways.
Finding out where the dangerous fighters airbases where (MIG29, SU27 etc) and knocking those out first gave me the breather the blue sided needed to fight the ground targets.
Those first few mission were the most dangerous because of the SA2, SA3, 4s and 6s were all “fresh” as where the numbers of AAA.
But planning had it so those where hit as the bases were bombed.
Used to be 2 or 3 bases hit within the first 2 hours of the campaign.
(Used to also delay things like A10s, B52s and other vulnerable attack/bomber aircraft a day so that I had a chance to suppress a few SAMs first. As the system likes to give them stupid suicide missions by default)
Doing this, I found that I could reduce the number of reds flying around.
Man, as I type, I am convincing myself to return!
Hope this helps you.
(ps. I would leave the config file as it was before your edit personally)
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I wonder has anyone ever had “issue” of finding that there’s always kind of too many either own / enemy side aircrafts in the air space in the dynamic campaign, making the number of missile carried always not enough, and a lot of time even not able to reach the CAP steerpoint but is forced to engage mid way while still enroute otherwise leaker would penetrate through the planned defensive layer. In SWEEP or ESCORT usually similar situation would happen that there’s literally just too many enemy aircrafts to handle.
I would say that the issue here is not that there are too many aircraft, rather, that the mission fragged was too ambitious.
I have a feeling that the skill of each unit aircraft seems stupid but strategy of campaign engine seems to be more like using big number of aircrafts to flood in & penetrate through.
You can adjust the difficulty of the campaign, by the “Challenge Rating” which is at the top of the screen when you are selecting the campaign to start. There is a very significant difference between enemy aircraft skill levels. Just try some Dogfight missions against AI, for example against a Mig-29S with Radar missiles. Try the opponent with each skill level in turn (or just Recruit and then Ace), and watch the ACMI at the end to see how they behave differently.
Anyone find this to be a bit unrealistic or is there any recommendation how to adjust the setting to improve the skill of each unit aircraft to elite while reducing the overall number of aircrafts in the airspace to make it more closer to the real scenario
You can also adjust Force Ratios in the Challenge Rating section as well if you like. Keep in mind that whoever created the campaign in the first place has probably already put a lot of thought into force levels, particularly the KTO campaigns.
Heard rumor that in the bms config file by adjusting set g_npercentage_available_aircraft would help reduce the overall amount of aircrafts in the air in the campaign.
I have set it to 50 but still kind of feel no significant differeence.
Does anyone have any opinion or suggestion with regard to this issue?Kind regards
I would stick with the defaults as already suggested.
I would also suggest that you find friends to fly with in multiplayer. It is a massive difference having human pilots flying with you compared to the AI. The AI is not terrible, but I always find that I need to micro-manage them to stop them getting themselves into trouble.
My squadron has flown Nordic Theatre’s Lapland Fortress and Kurile Theatre’s New Millennium campaigns and both had massive air activity to contend with, but with good BVR tactics, comms and coordination across the package, the results can be hugely rewarding. You might want to check out some of the recordings I have made of missions, for example:
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Thanks for all the feedback. Maybe i need to keep playing the campaign for longer so that i can get to experience more of what will happen at later stage.
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Yeah
Later stage will see less airframes as you gain air superiority,
Sqns will resupply which they do irl and this keeps the dynamic engine fresh.
When u have decimated all enemy runways nothing can take off and u will have gained air supremacy…
Now the real grond pounding begins…
Woot.