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ndicki

Useless wingmen...

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come to think of it, same here...I had a no-skill wingman and he was an ace in a single mission, but the high skill dudes do nothing...maybe the silly thing is reversed as in the values shown in the duty roster are opposite the actual skill of the pilot in question?

 

Could be. I had a Colonel, 6 kills, 10 AG kills. Sent him on many missions, he got nothing. I sent up my NGs and they bombed the 79th Guards Division and the supporting craft into submission. What was Colonel doing? Being a Snoopy and flying in cirles!

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Ok here is the trick I use. (8 wingman trick) Make sure your #2 wingman is an experienced one. That way you can direct him to either cover you or attack a target. The other 2 in your flight, set them up for A2G and have them attack whatever they can find. The other 4 set them up in the A2A role. When bogies are in the area send them after them. They will keep them off your back so you can role in and hit the primary target. This is a tried and proven method that works. Your milage may very however but overall it works well.

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Ok here is the trick I use. (8 wingman trick) Make sure your #2 wingman is an experienced one. That way you can direct him to either cover you or attack a target. The other 2 in your flight, set them up for A2G and have them attack whatever they can find. The other 4 set them up in the A2A role. When bogies are in the area send them after them. They will keep them off your back so you can role in and hit the primary target. This is a tried and proven method that works. Your milage may very however but overall it works well.

 

I used to use the same procedure, but after a while I found I was losing too many assets. Too many wingmen being taken out as I had too many wingmen at risk. A2G guys were not attacking AAA or SAM's, so I eliminated the in-flight A2G asset as they were not productive. A flight of four A2A for cover sometimes seems too much kill power (in this sim), and ups the cost versus their benefit. My usual is my #2 only, but if I sense more A2A opposition, I'll take a A2A element to cover my element. Hit or miss on whether they are necessary, but I don't risk as much.

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Would it be possible to get rid of Attack My Target and have the Number 2 use the Engage Air or Engage Ground?

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USAFMTL, man I could not agree more! That was the best iteration of the AI...what the heck happened?

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USAFMTL, man I could not agree more! That was the best iteration of the AI...what the heck happened?

 

 

I dont know, I wonder if there is a way to dig though the patch 2 dll's and find out whats what.

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I dont know, I wonder if there is a way to dig though the patch 2 dll's and find out whats what.

 

Which file or files are interesting?

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did you ever go to al Taqaddum or al Asad?

 

 

Been to both. and have a pic of me with whats left of a MiG-25 Foxbat. In both cases I didnt know what planes were what till I started studying about the Iraqi AF and really got into it and I can find a COMPLETE list of what A/C they had in the inventory to sim them completely. I am trying though. Any help on this would be appreciated to anyone that knows this information.

Edited by Jarhead1

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- remember there was an Tu-22 on its side and a "herd" of iL-28 by the "springlake dfac"...then the Su-25 and MiG-29 also.

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I do now, are they still there? There were also Mirage F-1s there too as I recall

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didnt see the F-1...the Tu-22 was in such bad shape that it took me a minute to recognize it...if you go to wiki-ped1a and search Tu-22 then it shows you the one in question...same for the iL-28

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Speaking of making wingmen more useful, there's a sound mod in the sounds section that includes a .ini file that make your wingmen call out your flight number when warning of a SAM launch.

 

Would it be possible for them to also call out the position of the SAM launch as well (10 O'clock, 3 O'clock, etc) similar to how Red Crown reports bandits?

 

From the .ini file:

 

 

[Fragment087]

Name=SPC_AI_SAM_WARNING

NumVariation=2

SpeechFormat=A%dlsmr%03d.wav

 

[Concept003]

//MSN_SPC_TACC_BOGIES,

Priority=FALSE

TargetFragmentID=SPC_TACC_LEAD_CALLSIGN

CallerFragmentID=SPC_TACC_TACC_CALLSIGN

BodyFragment001=SPC_TACC_BOGIES

BodyFragment002=SPC_TACC_CLOCK_POS

BodyFragment003=SPC_TACC_DISTANCE

BodyFragment004=SPC_TACC_ALTITUDE

BodyFragment005=SPC_TACC_HEADING

BodyFragment006=SPC_TACC_ALERT

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Ok here is the trick I use. (8 wingman trick) Make sure your #2 wingman is an experienced one. That way you can direct him to either cover you or attack a target. The other 2 in your flight, set them up for A2G and have them attack whatever they can find. The other 4 set them up in the A2A role. When bogies are in the area send them after them. They will keep them off your back so you can role in and hit the primary target. This is a tried and proven method that works. Your milage may very however but overall it works well.

 

Ok I've read the knowledgebase but couldnt find it, so I have to ask this :rolleyes:

 

Can you setup your wingmans/flight members payload from inside the game?

AFAIK they only get the default payload from the xplane_loadout.ini for mission type.

 

Make 1 flight A2G & the other A2A, damn that would make them much more useful..

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Ok I've read the knowledgebase but couldnt find it, so I have to ask this :rolleyes:

Can you setup your wingmans/flight members payload from inside the game?

AFAIK they only get the default payload from the xplane_loadout.ini for mission type.

Make 1 flight A2G & the other A2A, damn that would make them much more useful..

 

Oh forget about me asking this. I must be blind! :O

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modifying them to call out the position would be very useful, good idea...

 

Yeah, but does anyone know how to do it? ;)

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