wingmen fighters not engaging

BeauBrummie

Home for tea and tiffin!
In my Sea Eagles mission pack testing the behaviour of wingmen fighters is a topic of discussion. Reports have seen my 'escort' fighters behave in un aggressive way refusing to engage, and not just escort mission type, I've got some on misson type 'Bomber Intercept' and they still find difficulty in engaging the enemy. I've flown alongside and watch some swoop all over after the bomber and others close behind and fire, but not apparently hitting. I know this is an old issue and that selecting the mission type is important, but any suggestions would be appreciated.

Beau
 
I found that the AI with the Ju88 nightfighter can't hit the enemy, I think this happen because the guns point down 5°, maybe is the same for the Ju88C-6 KG40 and R-2
 
That could be

it would require changing the angle of the guns in the xdp to 5 degrees and then seeing if that made a difference.

ConvergeDistance="300" Pitch="0" to

ConvergeDistance="300" Pitch="5"

Just remember that this would impact the AI's and your plane too. You could make an AI plane and only make the mod for it. Good luck.
 
Ted, all your Ju88 have already Pitch="0"
I thought you did it in the models
 
Beau, I answered this in the other thread. Hope this helps,

O-1



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Beau,

I work around that problem by using spawned escorts that will meet you at any wp, before or after the target. They are super aggressive and will tear in to any enemy aircraft they encounter. The best part is you can stage missions this way having the escorts arrive late or only on the way home. Works like a charm.

O-1
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Ted, all your Ju88 have already Pitch="0"
I thought you did it in the models

Yes pitch is zero in all the planes that I made. If you want to test to see if raising the guns up 5 degrees will help hit the targets then you must have pitch =5.

That is what I am trying to say.
 
Beau,

I work around that problem by using spawned escorts that will meet you at any wp, before or after the target. They are super aggressive and will tear in to any enemy aircraft they encounter. The best part is you can stage missions this way having the escorts arrive late or only on the way home. Works like a charm.

O-1
_

That's interesting Steve, except I have a major prob getting any spawns to work. I want to crack this prob, now whilst I don't want you to do the work, a bunch of guidelines would be useful. I must be doing something inherently wrong. Working spwans would greatly improve my mission building.

Oh and yes I'd love to try the floating flares out.

Beau
 
That's interesting Steve, except I have a major prob getting any spawns to work. I want to crack this prob, now whilst I don't want you to do the work, a bunch of guidelines would be useful. I must be doing something inherently wrong. Working spwans would greatly improve my mission building.

Oh and yes I'd love to try the floating flares out.

Beau

Beau,

You have email. Send me the mission, tell me what you want the escorts to do, where to appear etc and I will build the spawns for you. You can then reverse engineer them to see how they work. I will also include a few notes.

Steve
 
Hi Steve

Coincidence does not exist.

I asked Nonato the same question today (see the thread Dragoon), because I have problems with spitfires escorting Blenheims in a new mission (Circusses) I am creating.

Can you send me a copy of your information too?

RemcoC
 
spawns

O1......been poodling around w/ MB and run into the same wall....email same as Beau if you please. Thanks...GAW
 
Hi Beau,
I don't know if I've understood your question properly, but IIRC one thing that affects AI wingmen behavious is in the "Loadouts" section of the aircraft xdp file. There are mission types specified for each loadout. this may be influencing AI behaviour when you have a mission type specified in your mission.xml file? just a thought,
D
 
You're right there Daiwilletti, but in this case the fighters were either flying 'clean' or using drop tanks.

Beau
 
Hey Guys,

Will be glad to send on whatever notes I provide to Beau on this subject.

Steve

That's great Steve, I've been having the same problems too and would like a copy of those notes please. :)

I've made a simple BoB mission which is a test to see how many LW bombers I can get in the air. I'm up to about 70 Do17's plus 20 or so escorting '109s' (with very little fps hit). But as reported here my wingmen refuse to engage as well and prefer to just swan about in formation. :(
 
I'm not sure what you mean Bob? Yes there is one and they fly over it into 'enemy' territory.

I usually have my wingmen set to 'veteran'

Beau
 
Hi Beau,
I don't know if I've understood your question properly, but IIRC one thing that affects AI wingmen behavious is in the "Loadouts" section of the aircraft xdp file. There are mission types specified for each loadout. this may be influencing AI behaviour when you have a mission type specified in your mission.xml file? just a thought,
D

Sir. Beau

Try this: eliminate this set of wingmen and re-create another with a loadout "clean " (yours being the same, naturally). I've got the same problem some time ago and it fixed their behavior. Be sure that your specified mission is set to "escort" (isn't also an "intercept"? Maybe it'd be worth trying it too).
Ah..what kind of plane are you flying with in this case?
Cheers
Nonato
 
Yes pitch is zero in all the planes that I made. If you want to test to see if raising the guns up 5 degrees will help hit the targets then you must have pitch =5.


I tried it Ted with no appreciable change tot he wingmen, but a big one to me, the sighting was now way off. It seemed to me that the wingmen we flying lower than the wellie they were trying to hit. But I'll have to check to make sure I wasn't imagining it.

Beau
 
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