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Mission Builder: getting AI planes to drop bombs? (Read 448 times)
Jan 9th, 2005 at 12:30pm

Jehovah_of_Jive   Offline
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Have set up neat Mission - Korean War - Bedcheck Charlie - flying a 1% F4U-5 against Red biplane bombers flying in at treetop height to drop light bombs onto AD-2s on airbase.

I've set waypoints for Red biplanes to 'attack with bombs' target 'Douglas AD-2'. The Po-2s fly in, get over runway, fail to drop bombs. Why? What do I need to do to get AI planes to attack with weapons?

J_o_J
 
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Reply #1 - Jan 9th, 2005 at 1:45pm

Woodlouse2002   Offline
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If you've set up an attack waypoint the only reason I can see them not attacking is a lack of bombs on the aircraft...
 

Woodlouse2002 PITA and BAR!!!!!!!!&&&&Our Sovereign Lord the King chargeth and commandeth all persons, being assembled, immediately to disperse themselves, and peaceably to depart to their habitations, or to their lawful business, upon the pains contained in the Act made in the first year of King George the First for preventing tumults and riotous assemblies. God Save the King.&&&&Viva la revolution!
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Reply #2 - Jan 9th, 2005 at 2:27pm

Jehovah_of_Jive   Offline
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Quote:
If you've set up an attack waypoint the only reason I can see them not attacking is a lack of bombs on the aircraft...


Nope, they have bombs fitted! Grr... I'm not THAT dumb Smiley I've been using CFS2 for two years and three months.
 
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Reply #3 - Jan 9th, 2005 at 2:30pm

Woodlouse2002   Offline
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I wasn't suggesting you were. But that's all I can think of. Grin
 

Woodlouse2002 PITA and BAR!!!!!!!!&&&&Our Sovereign Lord the King chargeth and commandeth all persons, being assembled, immediately to disperse themselves, and peaceably to depart to their habitations, or to their lawful business, upon the pains contained in the Act made in the first year of King George the First for preventing tumults and riotous assemblies. God Save the King.&&&&Viva la revolution!
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Reply #4 - Jan 9th, 2005 at 2:46pm

Hagar   Offline
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I'm not the mission builder of the outfit but is the Po 2 designated as a bomber in the DP file? You could compare it with an aircraft that does drop bombs.
 

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Reply #5 - Jan 21st, 2005 at 3:09am

GreenGhost   Offline
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Hi,
  The 1% process is good at producing player flight dynamics.  However AI does not fare so well.

  I have tried many experiments when using 1% airfiles with different weapon loads to try and develop some Historical Beaufighter missions.

  My results are that the attack height and speed can be critical in whether an AI will use it's armament. (They are of course aggressive aces !) (Torpedoes seem to be seperately coded and are pretty consistent in attacking though take a while to prepare to attack.)

  There are a number of threads relating to AI issues and the trend seems to be towards dedicated AI flight models.  Try substituting the default MS F4U (oops - sorry biplanes not attacking not F4U - but same deal try a default MS Aircraft) in the mission and see if they attack... that will help identify if it is an airfile issue or mission development one.

Cheers,
  GG
 
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Reply #6 - Jan 25th, 2005 at 9:54am

IndioBlack   Offline
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It is true that often the player aircraft flies perfectly, but the AI have trouble with ground attack.
One of the reasons is that the AI has a different way of controlling the aircraft than the player. The player uses stick and rudder, but the AI uses the trim controls. If the trim settings are tight for the player, the AI has stiff controls and cannot manouevre as well as it needs to. The solution is to slacken off the trim in the airfile, (in AirEd, it is entry 1101, Primary aerodynamics, Pitch Moment - Trim Range. The figure should usually be set around -0.6000), and then make sure the aircraft.cfg trim settings are at 1.00.
The player may now have difficulty performing fine tuning of trim, but the AI wil be able to manouevre spectacularly.

The other factor is to check the settings for Inertia in the airfile (AirEd 1001). If there are no settings, then add some from another aircraft, and then take the figures down in comparison to the ones that appear in the aircraft.cfg.
Lower inertia gives better manouevrability, which is what the ground attack aircraft need to make a pass without being scared of auguring-in. I believe it is this that makes them pull-off without dropping.
It's quite safe to have Moment of Inertia figures in the airfile that are different to the ones in the aircraft.cfg. In CFS2 these particular airfile entries are obeyed by the AI aircraft, whereas the aircraft .cfg entries are obeyed by the player aircraft.

Naturally the other requirements, of arriving at target at the correct speed and altitude, as mentioned above, also have to be met. Plus if you're in the same flight, you need to issue the attack commands at the appropriate moment, so that the AI can actually see the target that you are ordering them to attack.

It's actually a very complex set of parameters that you need to achieve. I wish it was easier.
 
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Reply #7 - Jan 26th, 2005 at 12:49am

james007   Offline
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Are you sure you gave them a strike decribtion when you build the Mission. Perhaps you should changed the describtion of the Red Biplanes from strike to search and destroy. The most likely reason that that the they are attacking to high or flying to fast. Make sure the  Corsair are not to close to them before they start their attack.
If you place the Corsair  to close.  They will not drop their Bombs because they will try to escape and run instead of attacking the airbase.

I subgest you buy Combat Simulation Insider. It has the best description on how to build Missins with the Mission Builder I ever read. I also subgest you read Cayoties Mission Builder Instruction available in this same Wesite.

Good luck. Please tell if any of any of us where helpful or did you find your own solutiion to yhe problem. That way all of us can learn from each other.

James007

PS GreenGhost and IndioBlack does where great post.

 
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