flight and wingman response

highpockets

SOH-CM-2025
When I fly as a flight leader in a PTO standard campaign, neither my wingman nor the flight respond to my keyboard command to "attack". They are flying with me to the target.
How do I fix?
 
Try these

Howdy HP:

Hit Alt and turn on radio messages in the menu above the screen. Wingmen should give you a verbal "Roger" to the "Attack" command.

Try giving them the "Split" command, then designating (brackets around it) the target(s) first and then giving the "Attack" command and see what happens. Wingmen are sometimes slow to act but they should respond verbally right away. In the stock PTO USN Campaign I've never had a problem like you describe.
 
To get the best response and performance from AI you have to take a measured approach to the way you issue commands. Just hitting the attack key at the sign of the first target is not enough. You have to understand how the AI attack responses are coded. When flying with a flight of 4 or more, the flight is divided into multiple 'two-plane' elements -- you and your wingman are element one and you are 1 and 2, the next element is 3 and 4 and so on. So in a flight of eight planes you have four elements to work with.

When attacking ground targets or sea vessels, you have to padlock a target first. If you hit the attack key (A) once, only your immediate wingman will respond and attack that target. If you hit the attack key again for that same target, the next element (3 and 4) will go in after it. Another attack command and the third element of 5 and 6 will respond.

Now, in order to manage a surface attack properly and spread the love around, padlock one target, hit the A key and let your immediate wingman respond, then padlock the next target, hit A again to get the second element 3 & 4 to go after that one. Padlock another target and 5 & 6 will go after that one. Make sure you're still a mile or two from the target area as you select the individual targets and issue commands. Don't go in first until you have done this. Then you can race in, hit and run and watch as your wingies go after their assignments.

Attacking ground and sea targets with AI is different than in dogfights. In a furball, if you hit the A key twice rapidly, the wingies will go after the closest bogey they can find (unless they're rooks, then they may wander a bit before engaging). If you hit the A key twice in attacking ground or sea targets, the AI get confused about which ones will go in first and to which target, so consequently they seem to lose interest in your mission. So you have to be careful to think in terms of which elements will attack which individual surface targets and command them by element, not as a gang.
 
If the AI reply that they can't attack or that they are too far away, hit the recall button (R) and then reissue your attack command (A). For some reason, the recall command will clear whatever it is the AI had on on their mind and gets them back to work.

A second issue with AI failing to attack is complex air files for flight models. The more paramaters within the flight model, the less the AI seem to be able to do. I often keep the stock AI aircraft with stock AI flight models in my aircraft folder for use as AI as they seem to be more responsive than some planes with enhanced FMs.
 
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