Need suggestions or HELP!

bobhegf

Charter Member
I am trying to get the US AI to attack the enemy bombers by diving through them but insted of returning to the next waypoint they return to the last waypoint.Lets say I have the enemy bombers at 20000ft with the enemy escort behind 1qt. of a mile behind at 21000ft. and the US AI attacking from 25000ft over the bombers.I have all the fighters set at nothing because if I didn`t and had them attacking the bombers they would try to follow the bombers all the way back to there base or at least a few would which makes for a real long mission.The US AI dive after the enemy bombers going from 25000FT to what ever the ALT of the bombers are and getting on there six.Inorder to get most of them to brakeoff the attack before the enemy fighters show up I set the US AI at least 40nm slower than the bombers.This is ok but when they finish and return to the area to reform they climb back up to the orginal attack waypoint before going to the next way point.What I want them to do is to return to the next waypoint.Now you see why I have redone thies missions so many times.I am trying to get them as real as I can make them.NOW, do you get attacked by enemy fighters?Let me just say after you make an overhead attack or highside pass watch your six because you never know who just might be sitting there.In real life the US F4Fs would climb to between 25000ft and 30000FT and make one overhead attack or highside pass aiming for the enemy pilot or the wing root of the betty,but only if the enemy escort was not over or near the bombers. If after the 1st pass there were no enemy bombers insight or near the US aircraft would regroup as best they could for a second run at the bombers but only if the enemy fighters had not covered the bombers.If the enemy fighters were over the bombers the US fighters would head for a cloud and then home.This is what I am trying to duplicate within the confines of CFS2.
 
Did you classify the USA Fighters as Interceptors and at the Waypoint directed them to Intercept the Bombers through the Mission Builder waypoint where they meet the enemy Bombers?

I also recommend you make them Veterans or Aces and to pick them to be Aggresive.

No they will not follow the Bombers to their Bases if you direct them away from the Bombers through the waypoints.

As far as know they will not Attack the Bomber head on. Thats not possible through this Sim. Maybe someone else has found a way to do this!
 
I frankly believe that you're trying to squeeze blood from the proverbial turnip here Bob. Because of code limitations in this sim, there are just gonna be some trade-offs you have to live with which severely hamper historical accuracy.

For one, this sim is written as a player based platform, which means you must take command-and-control over your flight in real time with keyed radio commands to get them to perform according to your wishes. For example, once engaged, you have to literally force them to disengage with repeated radio commands to rejoin you before you egress to RTB, even sometimes to the point of actually going after them and rounding them up to get them to rejoin you. And if you're moving at speeds greater than 225 mph when you call for a rejoin, they will for the most part ignore you, even if they are close by. You have to slow your plane to under this mark and point it in their respective directions for them to acknowledge the rejoin command promptly. They won't disengage the bombers just because of the circumstances like waypoints, attack altitudes, the presence of escorts, low fuel and ammo, etc.

Second, the simplified intercept attack code of this sim dictates that AI fighters only open fire from a rear position on another AI airborne target. The only time they are scripted to fire from head-on is when they are engaging you as the controlling player (i suppose this was done for our personal enjoyment as single players outside of the multiplay arena). Even if you setup opposing parties to engage from a neutral "merge", the individual AI planes will pass through one another's formations without firing and immediately turn to gain 6 o'clock positions on one another. The AI engine isn't written for sophisticated intuitive responses without player input. Nothing can be done about this short of rewriting the attack code with more sophistication to give the AI more autonomy in how they set up their attacks. Something for MS to consider in their next CFS project...

Bottom line, take what you've been given and make the best of it. Dive through the formations as the controlling player, let the your wingies follow you down and setup their scripted rear attacks, and then choose the point to disengage them with authoritative radio commands and aggressive roundup measures before proceeding to the next waypoint. Don't expect them to do what they haven't been programmed to do...computer programs don't work that way.
 
I frankly believe that you're trying to squeeze blood from the proverbial turnip here Bob. Because of code limitations in this sim, there are just gonna be some trade-offs you have to live with which severely hamper historical accuracy.

For one, this sim is written as a player based platform, which means you must take command-and-control in over your flight in real time with keyed radio commands to get them to perform according to your wishes. For example, once engaged, you have to literally force them to disengage with repeated radio commands to rejoin you before you egress to RTB, even sometimes to the point of actually going after them and rounding them up to get them to rejoin you. And if you're moving at speeds greater than 225 mph when you call for a rejoin, they will for the most part ignore you, even if they are close by. You have to slow your plane to under this mark and point it in their respective directions for them to acknowledge the rejoin command promptly. They won't disengage the bombers just because of the circumstances like waypoints, attack altitudes, the presence of escorts, low fuel and ammo, etc.

Second, the simplified intercept attack code of this sim dictates that AI fighters only open fire from a rear position on another AI airborne target. The only time they are scripted to fire from head-on is when they are engaging you as the controlling player (i suppose this was done for our personal enjoyment as single players outside of the multiplay arena). Even if you setup opposing parties to engage from a neutral "merge", the individual AI planes will pass through one another's formations without firing and immediately turn to gain 6 o'clock positions on one another. The AI engine isn't written for sophisticated intuitive responses without player input. Nothing can be done about this short of rewriting the attack code with more sophistication to give the AI more autonomy in how they set up their attacks. Something for MS to consider in their next CFS project...

Bottom line, take what you've been given and make the best of it. Dive through the formations as the controlling player, let the your wingies follow you down and setup their scripted rear attacks, and then choose the point to disengage them with authoritative radio commands and aggressive roundup measures before proceeding to the next waypoint. Don't expect them to do what they haven't been programmed to do...computer programs don't work that way.

Bob you sometimes expect and want to much from this sim.I've seen the things that you want in "How can this sim be improved",most if not all won't happen.

Bearcat's explanation is right on target and we have to live with the limitations.

BTW the best setting for fighters to do their job is not intercept,it's fighter sweep.They attack much better.Pen32Win and I have discussed this and came to the same conclusion.


Talon
 
No they will not follow the Bombers to their Bases if you direct them away from the Bombers through the waypoints.

This comment was for Ai that are not in your squadron.Your squadron you command them.
 
Fellows I want to thank you all for your info. and anyone else that may have some suggestions or ideas please post even if it is stick it were the sun doeen`t shine. Yes I do push this sim and hard because I think that there is more to CFS2 then we have seen over the last 10 years.I have also found that it is not what really happens but what the player think is happening that counts.Yes CFS2 is designed as a player sim with the player leading the flights of aircraft but in thies missions you will be the odd aircraft in the formation or flying as a wingman to an AI.I still have a few ideas I haven`t tried yet so back to it. Thanks again fellows.
 
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