Viggen Posted January 5, 2008 Posted January 5, 2008 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! Quote
+Dave Posted January 5, 2008 Posted January 5, 2008 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. Quote
Czech6 Posted January 5, 2008 Posted January 5, 2008 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. Quote
Viggen Posted January 5, 2008 Posted January 5, 2008 Would it be possible to get rid of Attack My Target and have the Number 2 use the Engage Air or Engage Ground? Quote
sparkomatic Posted January 5, 2008 Posted January 5, 2008 USAFMTL, man I could not agree more! That was the best iteration of the AI...what the heck happened? Quote
+Dave Posted January 5, 2008 Posted January 5, 2008 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. Quote
Badfrank Posted January 5, 2008 Posted January 5, 2008 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? Quote
Jarhead1 Posted January 11, 2008 Posted January 11, 2008 (edited) 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 January 11, 2008 by Jarhead1 Quote
sparkomatic Posted January 11, 2008 Posted January 11, 2008 - 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. Quote
Jarhead1 Posted January 11, 2008 Posted January 11, 2008 I do now, are they still there? There were also Mirage F-1s there too as I recall Quote
sparkomatic Posted January 11, 2008 Posted January 11, 2008 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 Quote
malibu43 Posted January 11, 2008 Posted January 11, 2008 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 Quote
+PureBlue Posted January 11, 2008 Posted January 11, 2008 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 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.. Quote
+PureBlue Posted January 12, 2008 Posted January 12, 2008 Ok I've read the knowledgebase but couldnt find it, so I have to ask this 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 Quote
sparkomatic Posted January 12, 2008 Posted January 12, 2008 modifying them to call out the position would be very useful, good idea... Quote
malibu43 Posted January 12, 2008 Posted January 12, 2008 modifying them to call out the position would be very useful, good idea... Yeah, but does anyone know how to do it? ;) Quote
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