tn_prvteye Posted November 8, 2016 Posted November 8, 2016 Does anyone know which Data lines control the AI behavior for AGMs? Does it fall under [strafeAI] of [RocketAttackAI]? I've got Super Hornets that return to the CAS area too soon and can't line up a shot. They end up going around and around...eventually pulling into a dive they can't get out of and crashing. I had the magic numbers at one point, but now I can't see to hit the sweet spot.
logan4 Posted November 8, 2016 Posted November 8, 2016 Not sure if the right ones but try to play with their parameters: RollInRange RollInAlt PullOutAlt PullOutRange ReleaseRange
tn_prvteye Posted November 8, 2016 Author Posted November 8, 2016 Which section, though? Level bomb, Dive bomb, Rocket, or Strafe? I've been fiddling with all of them, and nothing seems to work. My flight always turns back into the fight too soon and has no time to line-up a shot. Tested on F-18s and F-16s with Mavericks. Guess I'll give 'em CBUs instead. ;)
bazillius Posted November 8, 2016 Posted November 8, 2016 (edited) U need to add this: [RocketAttackAI]RollInRange=9000.0 <---------- engagin target rangeRollInAlt=1500.0 <------------- altitude of attackPullOutRange=1400.0 <-------------- turn out range away for another attackPullOutAlt=250.0ReleaseRange=2500.0 <---------- range for first shootSecondPassRange=9000.0SecondPassAlt=1000.0ReleaseCount=1 <-------------- how much will be realised at onceReleaseInterval=0.095AimPitchOffset=-0.2 IMPORTANT! The role needed to be AircraftRole=FIGHTER or AircraftRole=ATTACK but not BOMBER!! for bombers there is another code You need to experiment with values. I wrote at random, just as example if i try. And further. The game does not see the difference between unguided rockets and guided AG missiles. It is all same for the game. It's a pity. If U write ReleaseCount=1 you can find that your aircraft attacks with one Maverick but if U load Hydra you aircraft shoot with one Hydra too in one pass(( Edited November 8, 2016 by bazillius 1
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