+gerwin Posted October 14, 2013 Posted October 14, 2013 (edited) Kind of ironic, For land targets the AI works best with dumb free fall bombs. But for the naval strikes in SF2NA; cruise missiles and walleye's are the only things that work for the AI. Maybe rockets too. Having the AI equipped with dumb bombs is no show stopper, but they will always miss the ships, as the AI does not calculate lead for moving targets. How to deal with this? This weekend I was adding some "strikenaval" loadouts for the AI, with at least one weapon with a chance to hit: AGM-65s, Rockets, Walleye's, Karens. Also need to add the Exocet as a french Harpoon variant. Or is it a better idea to make the ships move slower? Edited October 16, 2013 by gerwin Quote
macelena Posted October 14, 2013 Posted October 14, 2013 Perhaps fiddling with the Dive or level bombing AI in the aircraft´s data ini could do, but this would change their attack profiles for every target, sea or land. If you are having an aircraft dedicated specifically to attack ships with dumb bombs, like Argentines in the Falklands, it would work flawlessly, however, any input could have its downsides Quote
+gerwin Posted October 15, 2013 Author Posted October 15, 2013 (edited) That is a good idea as well, The default [DiveBombAI] entry is in AIRCRAFTAIDATA.INI btw. The values below seem to improve things. Though it still requires ships to go slower: A MaxRoadSpeed/MaxOffRoadSpeed of 10 gives a reasonable chance for a medium sized warship to get hit by divebombing. [DiveBombAI]RollInRange=6000.0RollInAlt=2300.0//PullOutRange=600.0PullOutRange=400.0//PullOutAlt=300.0PullOutAlt=250.0//ReleaseAlt=1000.0ReleaseAlt=600.0SecondPassRange=5000.0SecondPassAlt=1600.0ReleaseCount=4ReleaseInterval=0.14AimPitchOffset=1.0 Edited October 16, 2013 by gerwin Quote
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