Cruising Altitude and BAI Missions
-
When the ATO generates missions, the altitudes it chooses seem really arbitrary. Why 22000’ for the push, then 24000’ for the next steer, then 19000’ for the strike, before 23000’ for the egress point? Wouldn’t it make more sense to just use the optimum cruise altitude (up to just below the con level)? The exception would obviously be in cases where weapons such as Mavs are used, but even then, this would only need to affect the IP and strike points.
I’ve also noted that many, many missions end up with a red segment in the flight plan in 4.33 because of the timing of the push point. Why? And how do I amend this? If I push the speed up, it just breaks the next steer.
On an unrelated note, I’ve noticed that all the BAI missions in 4.33 are generated as three ships. Why? That seems pretty silly, really.
Thanks, all!
-
Does look suspiciously like humans can plan better flights than the ATO.
Of course, that isnt really news.
-
This post is deleted! -
Bad desing … and an eternal “problem”.
why? … because the code can’t take in count all parameters to plan a consistent flight profile for every type of a/c (only one algo for all type of plane and helicopters) such as weapon type, package constitution (deconfliction), threats … etc …
I hope to be able to work on this with our good coders one day, but there are other things to do before (finishing the Hold Pattern implementation and few other stuff … it takes time.)
-
How should you actually go about planning flight altitudes and speeds according to weapons loads and the such?
-
and threats. May CAS missions are defaulted to 15,000ft leaving them vulnerable to SA15 and other mobile sams. I haven’t seen SA9 or 13 engage at 15k yet though. This means you have to manually adjust the altitudes and loadouts.
-
Might need to burns fuel, drops some iron(and/or drag) to get to higher altitude at good AoA.