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Posted

Hey folks,

 

Has anyone got a template that just has AI aircraft flying circuits and bumps? Ie staying in the circuit.

Tried a search but nothing immediately obvious came up, they all seem to have ac taking off and flying off somewhere, or just landing.

 

Ta

Posted (edited)

Here's a very Simple Circuit.  Plane flies at 900 meters

It starts 3 seconds after mission start and is AI.  Plane is enabled so it starts as soon as Waypoint 1 is activated.

The plane flies to WP 1 then WP 2, 3, 4, 5 and back to 2 and repeats until plane runs out of fuel.

You may wish to change timer, add other MCU's or start options.

Attached are the Group files to add to your Mission Editor.

 

I hope this simple little group is helpful.

 

Ssimple Circuit.jpg

Simple Curcuit.zip

Edited by Beebop
  • Thanks 1
Posted
8 hours ago, Beebop said:

Here's a very Simple Circuit.  Plane flies at 900 meters

It starts 3 seconds after mission start and is AI.  Plane is enabled so it starts as soon as Waypoint 1 is activated.

The plane flies to WP 1 then WP 2, 3, 4, 5 and back to 2 and repeats until plane runs out of fuel.

You may wish to change timer, add other MCU's or start options.

Attached are the Group files to add to your Mission Editor.

 

I hope this simple little group is helpful.

 

Ssimple Circuit.jpg

Simple Curcuit.zip 1.91 kB · 0 downloads


fantastic! Thanks very much!

Posted

You're welcome.  Glad to be of help.

Posted

Never realized you could do that ... If you incorporate say an attack command in this loop, will that be repeated too, and what about a setup with a counter? 

Example: say i'd like to Ai bomb a building 3 times in a looped action, and then fly home ....

Posted

Careful.  Don't confuse me with an experienced mission builder.  At least not yet, if ever.  :negative:    LOL!

 

If I'm correct, if you give a bomber a command to drop bombs on a target/target area, it will drop all of them.  Having it come back would be pointless as it would have no more bombs.  Now if that bomber has forward firing guns, on subsequent attacks it would most likely make a shallow dive and strafe any remaining targets.  However if all targets had been destroyed it would just continue to loop the target area forever.  Attack planes will circle and attack without a loop like this until all targets are accounted for.  Usually you have to add 'On Bingo Bombs' logic to get them to break off circling the target aimlessly and continue on to the next waypoint.

For what you're suggesting you wouldn't want to use a loop like this anyway.  this would be more like an airfield CAP circuit.

 

See page 119 of the Mission Editor and Multiplayer Manual for an example of how to make a plane attack a factory.

Zooropa_Fly
Posted

You'd have to set the plane's ammo to 'unlimited', then it should bomb the target each time.

I don't think you can affect all bombs being dropped at once.

 

And just for the record, I can get a target bombed and the planes returned without using 'on bingo bombs' or any stop command.

It's a case of getting the timers right.

 

S!

 

Posted

See?  I told you I wasn't experienced.  Probably I should have kept my mouth shut.  I just wanted to start paying back for all the help I have received.

Sorry for leading anyone astray.

   

As a "child" in mission building I will return to being seen and not heard.

Zooropa_Fly
Posted

Don't be daft Beebop - you keep at it and fire off the Q's as needed.

We all learn from the questions in this part of the forum.

 

S!

  • Thanks 1
Posted
On 6/22/2020 at 3:53 AM, Zooropa_Fly said:

 

And just for the record, I can get a target bombed and the planes returned without using 'on bingo bombs' or any stop command.

It's a case of getting the timers right.

 

 

Yeah - for that build, until AI behavior changes and then your timer needs to be adjusted. Been down this road long ago - which is why I settled in “bingo bombs” for the lead aircraft.

Zooropa_Fly
Posted

Yeah the stuff I do isn't that complicated - getting waves of anything to go bomb something and land is enough.

And like a lot of things, particularly in this ME - sometimes it works sometimes it doesn't.

 

I can easily imagine they'll be situations where extra commands are required to get the desired result.

Posted

Horses for Courses.

The Bingo Bombs trigger is elegant because after that report, then you can dial in the interval from Bingo Bombs to RTB, knowing that no matter what happens, RTB

will never be triggered before lead has dropped all of his bombs. So I'm never gong back in and testing/re-testing AI behavior to get them to drop all of their bombs before the RTB timer kicks in.

 

Also maybe you want the aircraft to make strafing runs for 2 minutes after bombs are dropped, or change your mind to 3 minutes, or RTB immediately - easy by simply adjusting

the "bingo bombs RTB" timer. :)

 

 

BINGO BOMBS.jpg

 

You probably know this, but can use just 'deactivate' or just 'Force Complete' however to be safe it's best to use both because sometimes things change under the hood and

problems can occur.

  • Thanks 1
Jaegermeister
Posted
On 6/22/2020 at 6:53 AM, Zooropa_Fly said:

I don't think you can affect all bombs being dropped at once.

 

In some cases, it depends on the loadout. The P-38 with 6x 500lb does not drop them all on the first run. If you have rockets and bombs, they fire rockets first. If you end the attack before they have time to come around, you can change targets and they drop bombs on the next run.

 

I have not tried it extensively, but I think the P47 is the same way with rockets.

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