PFunk Posted January 18, 2017 Posted January 18, 2017 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?
TempestII Posted January 18, 2017 Posted January 18, 2017 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.
Spudknocker Posted January 18, 2017 Posted January 18, 2017 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
PFunk Posted January 18, 2017 Author Posted January 18, 2017 (edited) 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 January 18, 2017 by PFunk
+Stratos Posted January 18, 2017 Posted January 18, 2017 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!!! 1
PFunk Posted January 18, 2017 Author Posted January 18, 2017 Wow. File that one next to "spotted a leprechaun". 2
Emp_Palpatine Posted January 19, 2017 Posted January 19, 2017 Yeah, number 4 is usually useless until 3 is down. Never tried having him of a higher rank, though.
+Menrva Posted January 19, 2017 Posted January 19, 2017 (edited) 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 January 19, 2017 by Menrva
+EMCON360 Posted January 20, 2017 Posted January 20, 2017 Customize Your AIRCRAFTAIDATA.INI File And Drop It In Objects Folder For Instance. [DogfightNovice]SafeAltitude=200LookoutAngle=150DefensiveAngle=120ChanceDefensiveTurn=50ChanceBreakTurn=100ChanceHardTurn=100ChanceTurnDirection=100ChanceContinue=50ChanceCheckNewTarget=45ChanceUseVertical=20FightWithoutAmmo=0CannonFireAngle=1.0RQIRMFireAngle=9.0ASIRMFireAngle=15.0RHMFireAngle=20.0MaxPitchInput=1.0MissileDetectChance=100MaxCannonRange=2250OptimalCannonRange=600MinCannonRange=150MaxRollForGunAttack=90CannonBurstLengthShort=0.5CannonBurstLengthLong=1.0MaxRudderForGunAttack=1.0MaxRudderForManeuver=1.0 [DogfightGreen]SafeAltitude=200LookoutAngle=150DefensiveAngle=120ChanceDefensiveTurn=50ChanceBreakTurn=100ChanceHardTurn=100ChanceTurnDirection=100ChanceContinue=50ChanceCheckNewTarget=45ChanceUseVertical=40FightWithoutAmmo=0CannonFireAngle=1.0RQIRMFireAngle=9.0ASIRMFireAngle=15.0RHMFireAngle=20.0MaxPitchInput=1.0MissileDetectChance=100MaxCannonRange=2250OptimalCannonRange=600MinCannonRange=150MaxRollForGunAttack=90CannonBurstLengthShort=0.5CannonBurstLengthLong=1.0MaxRudderForGunAttack=1.0MaxRudderForManeuver=1.0 [DogfightRegular]SafeAltitude=200LookoutAngle=150DefensiveAngle=120ChanceDefensiveTurn=50ChanceBreakTurn=100ChanceHardTurn=100ChanceTurnDirection=100ChanceContinue=50ChanceCheckNewTarget=45ChanceUseVertical=60FightWithoutAmmo=0CannonFireAngle=1.0RQIRMFireAngle=9.0ASIRMFireAngle=15.0RHMFireAngle=20.0MaxPitchInput=1.0MissileDetectChance=100MaxCannonRange=2250OptimalCannonRange=600MinCannonRange=150MaxRollForGunAttack=90CannonBurstLengthShort=0.5CannonBurstLengthLong=1.0MaxRudderForGunAttack=1.0MaxRudderForManeuver=1.0 [DogfightVeteran]SafeAltitude=167LookoutAngle=180DefensiveAngle=120ChanceDefensiveTurn=75ChanceBreakTurn=100ChanceHardTurn=100ChanceTurnDirection=100ChanceContinue=25ChanceCheckNewTarget=50ChanceUseVertical=80FightWithoutAmmo=1CannonFireAngle=0.8RQIRMFireAngle=10.0ASIRMFireAngle=20.0RHMFireAngle=25.0MaxPitchInput=1.0MissileDetectChance=100MaxCannonRange=2000OptimalCannonRange=500MinCannonRange=100MaxRollForGunAttack=180CannonBurstLengthShort=0.25CannonBurstLengthLong=0.5MaxRudderForGunAttack=1.0MaxRudderForManeuver=1.0 [DogfightAce]SafeAltitude=167LookoutAngle=180DefensiveAngle=120ChanceDefensiveTurn=75ChanceBreakTurn=100ChanceHardTurn=100ChanceTurnDirection=100ChanceContinue=25ChanceCheckNewTarget=50ChanceUseVertical=100FightWithoutAmmo=1CannonFireAngle=0.8RQIRMFireAngle=10.0ASIRMFireAngle=20.0RHMFireAngle=25.0MaxPitchInput=1.0MissileDetectChance=100MaxCannonRange=2000OptimalCannonRange=500MinCannonRange=100MaxRollForGunAttack=180CannonBurstLengthShort=0.25CannonBurstLengthLong=0.5MaxRudderForGunAttack=1.0MaxRudderForManeuver=1.0 Now Everyone Fights Like An Ace Or Veteran With Slight Changes In Vertical Combat But StillMust Give Wingman And Group Commands. You Can Make Multiple Variations But Remember It IsGlobal AI Behaviour. For Me It Generates Much More Aggressive Formation Engagements. 1
+yakarov79 Posted January 20, 2017 Posted January 20, 2017 an interesting aproach... will try this tonight..although Im not much complaining about 4..
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now