Jump to content
Sign in to follow this  
PFunk

Formation AI in Combat

Recommended Posts

It's well-known that the #4 aircraft in formation doesn't engage with air to air targets.  If you are tasked with an air to air mission, is it advisable to leave him at home or has anyone altered the AI to get him to fire on something?

Share this post


Link to post
Share on other sites

I've found that No 4 sometimes engages but it's somewhat hit & miss; it certainly doesn't happen all that often. I find that they've got to be a higher skill then No 3, No 3 has to get shot down or when you end up in a very chaotic knife-fight No 4 might release IRMs for self preservation or some kind of combination of all three.

Share this post


Link to post
Share on other sites

Put a more experienced pilot in the #4 slot or a pilot that is a higher rank than the #3 and tell the entire flight to engage air targets and he should (usually) break away from his section leader and engage

Share this post


Link to post
Share on other sites

EDIT:  Never mind.  Read the answer in the 2nd post.

 

By the way, thank you all for the advice, and keeping the community well-informed on how to get the most out of this sim.

Edited by PFunk

Share this post


Link to post
Share on other sites

Today I was flying a F-104 4 flight against MiG-17's, and 4 was the only AI to hit anything, and he did it with a FALCON!!!

  • Like 1

Share this post


Link to post
Share on other sites

Yeah, number 4 is usually useless until 3 is down. Never tried having him of a higher rank, though.

Share this post


Link to post
Share on other sites

Most likely because 4 acts as a wingman to 3, but unlike wingman 2 whom you can give orders, 4 doesn't get orders from you directly. Flight order affects 2 and 3. I wonder if 3 can (implicitly) give orders to 4 like we can do with 2.

Edited by Menrva

Share this post


Link to post
Share on other sites

Customize Your AIRCRAFTAIDATA.INI File And Drop It In Objects Folder For Instance.

[DogfightNovice]
SafeAltitude=200
LookoutAngle=150
DefensiveAngle=120
ChanceDefensiveTurn=50
ChanceBreakTurn=100
ChanceHardTurn=100
ChanceTurnDirection=100
ChanceContinue=50
ChanceCheckNewTarget=45
ChanceUseVertical=20
FightWithoutAmmo=0
CannonFireAngle=1.0
RQIRMFireAngle=9.0
ASIRMFireAngle=15.0
RHMFireAngle=20.0
MaxPitchInput=1.0
MissileDetectChance=100
MaxCannonRange=2250
OptimalCannonRange=600
MinCannonRange=150
MaxRollForGunAttack=90
CannonBurstLengthShort=0.5
CannonBurstLengthLong=1.0
MaxRudderForGunAttack=1.0
MaxRudderForManeuver=1.0

[DogfightGreen]
SafeAltitude=200
LookoutAngle=150
DefensiveAngle=120
ChanceDefensiveTurn=50
ChanceBreakTurn=100
ChanceHardTurn=100
ChanceTurnDirection=100
ChanceContinue=50
ChanceCheckNewTarget=45
ChanceUseVertical=40
FightWithoutAmmo=0
CannonFireAngle=1.0
RQIRMFireAngle=9.0
ASIRMFireAngle=15.0
RHMFireAngle=20.0
MaxPitchInput=1.0
MissileDetectChance=100
MaxCannonRange=2250
OptimalCannonRange=600
MinCannonRange=150
MaxRollForGunAttack=90
CannonBurstLengthShort=0.5
CannonBurstLengthLong=1.0
MaxRudderForGunAttack=1.0
MaxRudderForManeuver=1.0

[DogfightRegular]
SafeAltitude=200
LookoutAngle=150
DefensiveAngle=120
ChanceDefensiveTurn=50
ChanceBreakTurn=100
ChanceHardTurn=100
ChanceTurnDirection=100
ChanceContinue=50
ChanceCheckNewTarget=45
ChanceUseVertical=60
FightWithoutAmmo=0
CannonFireAngle=1.0
RQIRMFireAngle=9.0
ASIRMFireAngle=15.0
RHMFireAngle=20.0
MaxPitchInput=1.0
MissileDetectChance=100
MaxCannonRange=2250
OptimalCannonRange=600
MinCannonRange=150
MaxRollForGunAttack=90
CannonBurstLengthShort=0.5
CannonBurstLengthLong=1.0
MaxRudderForGunAttack=1.0
MaxRudderForManeuver=1.0

[DogfightVeteran]
SafeAltitude=167
LookoutAngle=180
DefensiveAngle=120
ChanceDefensiveTurn=75
ChanceBreakTurn=100
ChanceHardTurn=100
ChanceTurnDirection=100
ChanceContinue=25
ChanceCheckNewTarget=50
ChanceUseVertical=80
FightWithoutAmmo=1
CannonFireAngle=0.8
RQIRMFireAngle=10.0
ASIRMFireAngle=20.0
RHMFireAngle=25.0
MaxPitchInput=1.0
MissileDetectChance=100
MaxCannonRange=2000
OptimalCannonRange=500
MinCannonRange=100
MaxRollForGunAttack=180
CannonBurstLengthShort=0.25
CannonBurstLengthLong=0.5
MaxRudderForGunAttack=1.0
MaxRudderForManeuver=1.0

[DogfightAce]
SafeAltitude=167
LookoutAngle=180
DefensiveAngle=120
ChanceDefensiveTurn=75
ChanceBreakTurn=100
ChanceHardTurn=100
ChanceTurnDirection=100
ChanceContinue=25
ChanceCheckNewTarget=50
ChanceUseVertical=100
FightWithoutAmmo=1
CannonFireAngle=0.8
RQIRMFireAngle=10.0
ASIRMFireAngle=20.0
RHMFireAngle=25.0
MaxPitchInput=1.0
MissileDetectChance=100
MaxCannonRange=2000
OptimalCannonRange=500
MinCannonRange=100
MaxRollForGunAttack=180
CannonBurstLengthShort=0.25
CannonBurstLengthLong=0.5
MaxRudderForGunAttack=1.0
MaxRudderForManeuver=1.0

Now Everyone Fights Like An Ace Or Veteran With Slight Changes In Vertical Combat But Still
Must Give Wingman And Group Commands. You Can Make Multiple Variations But Remember It Is
Global AI Behaviour. For Me It Generates Much More Aggressive Formation Engagements.

 

post-62958-0-02012200-1484926153.jpg

  • Like 1

Share this post


Link to post
Share on other sites

an interesting aproach... will try this tonight..although Im not much complaining about 4..

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..