June 1, 20214 yr Hello, I am testing an user scenario called Operation Gauntlet. I have some questions. First, what is the difference between fighter, attack and bomber for the AI. AI have 24 attack F-16AM with a initial loadout of intercept duty. When AEW detect my red fleet some attack planes reload their loadout and attack my ships instead of continue with the intercept loadout. Why? I think this is based on the type of aircraft. I suppose that AI uses its planes depending on the type: fighters always fights against aircraft and bombers fights against ships or bases. Attack planes fights with both: planes and ships or bases. Am I correct? I suppose that fighters don't change their air to air loadout nor bombers change their air to ground loadout. But attack planes change their loadout depending on the objetives detected. Correct? Second, enemy attack Tornados GR4 based on Keflavik and Kinloss attack my red fleet when it is detected. Why fighters Tornado F3 don't attack my naval Su-33 nor my helicopters? I am not sure if F-35 from both CV Queen Elizabeth carriers attack surface objetives or air objetives because they can carry Storm Shadows and Meteor at the same time. Third, why the AI doesn't attack my land bases? I always have to program launch air missions in order that AI bombers attack my bases and I haven´t seen enemy bombers in an oportunity attack against my bases. Am I correct? Fourth, I would like that when we order a launch air mission (attack, ferry or patrol) we could set different waypoints instead of only one. For example, we have some Backfire at Murmansk base that can´t reach enemy fleet without flying over Orland airbase exposed to be shoot down by blue F-16AM attack planes. I would like my Backfires to fly east and attack blue fleet from the north instead of attacking it from the east.
June 2, 20214 yr Good Evening, I have seen the AI change load outs in scenarios I have created. I believe the AI does that depending on what it thinks is the biggest threat to it. TonyE will have to chime in on that. In my scenarios the AI attacks my bases and TG's with missiles without having them set up in the Scenario Editor. You can set the AI to launch a patrol to search for your TG's in the SE. When the AI finds you it will launch planes and missiles at you. Below is a link to a tool box that you can use to set up 2 air groups to joining become one patrol. It really good for joining up tankers with AC for air to air refueling. It also has a better message box than what came with the HCE release. TonyD on the forum has done some experimenting with the tool box and may be able to answer any questions you have about it. To help you better with your issue we need to know the following What version of HCE are you playing. In the upper left hand corner of the HC screen the version will appear. My current version is 2021.006. What Battle Set the scenario is from. Depending on what battle set you are playing what database you are using. I was unable to find any scenario named Operation Gauntlet in a User designed scenario on the HC forum. I did find a scenario named Gauntlet in the original HC GIUK battle set. It is very hard for to figure out what the issue is with a scenario without playing it ourselves. We need to see what you are seeing. If you have any questions please let us know. Eric
June 2, 20214 yr Author 2 hours ago, eeustice said: If you have any questions please let us know. Eric Hello, I haven't finished the scenario and I am testing it. The Battleset is GIUK2003 and the version is 2021.006. If you want to take a look I attach the files. Thanks. OperationGauntletProbe.rar
June 2, 20214 yr Author 11 hours ago, jugasa77 said: If you want to take a look I attach the files. Thanks. Anyway, I don't really like this scenario I have created because neither the Russians nor the English have aircraft carriers powerful enough to perform their assigned tasks. But it has been good for testing.
June 4, 20214 yr Let's see, Fighter, Attack, Bomber shouldn't have any effect but as Eric alluded to, the loadout type and mapping does matter. I may be able to decode some of that for you this weekend (thank you for posting the scenario, that will tell me which DB you used to help with that decoding). The AI not launching aircraft to attack your bases in on purpose. The idea way back when is that in large part it was suicide but more importantly installations/bases were at a fixed location so the Long Range Attack 'patrols' gave the scenario author everything needed to execute effective attacks, potentially more potent than the AI would have managed as it haphazardly threw aircraft at the player's bases. The Tornados should attack your Su-33s if the Tornados are in formation patrols. I take it you think the AI should launch separate interception missions rather than depend upon aircraft already in the air? Waypoints on LR patrols, agreed, that'd be nice.
June 7, 20214 yr On 6/3/2021 at 9:15 PM, TonyE said: Let's see, Fighter, Attack, Bomber shouldn't have any effect but as Eric alluded to, the loadout type and mapping does matter. I may be able to decode some of that for you this weekend (thank you for posting the scenario, that will tell me which DB you used to help with that decoding). The following rules are part of the function get_default_loadout. You can see what mission is chosen by activating mission logging with the -l mission command line option: Fighter - Natural loadout type is MISSION_ATA (air to air) Attack - Natural loadout types are MISSION_STANDOFF MISSION_SEAD MISSION_GUIDED MISSION_UNGUIDED Bomber - Same natural loadout types as Attack That leads to the question of, so when is get_default_loadout called and why? 1. Upon scenario load (File\Load User Scenario, ...) if the loadout defined in the Scenario Editor (SE) is invalid. This can happen if loadouts are re-assigned in the database. So it is possible here for a perfectly good loadout to get unloaded and changed. 2. When creating the initial air patrols for the AI or if the Player has chose auto formation air patrols. Note that this is only for ships (but not aircraft carriers) and mobile land units. So it is possible here for a perfectly good loadout to get unloaded and changed. 3. When a saved game is restored and the loadout index is no longer valid the game tries a couple of ways to divine what was meant. If that divination fails, the default loadout is requested. You can see some indications of this by activating AC AI logging with the -l ac_ai command line option. The loadout name to MISSION type mapping was last changed in 2008 and is the following. The number MISSION_FERRY = 000 can be matched up with the loadout type in the Platform Editor (PE). Holler with more questions. // ALE 20081030 Updated loadout type distribution // MISSION_MAP maps misison IDs into MISSION_TYPES MISSION_TYPE MISSION_MAP[/* mission */] = { MISSION_FERRY, // 000 "Cargo" MISSION_ASSAULT, // 001 "Assault" MISSION_TANKER, // 002 "Tanker" MISSION_PATROL, // 003 "Patrol" MISSION_NUCLEAR, // 004 "Nuclear" MISSION_STANDOFF, // 005 "ASuW" MISSION_STANDOFF, // 006 "ASuW-LR" MISSION_SEAD, // 007 "Sead" MISSION_SEAD, // 008 "Sead-LR" MISSION_GUIDED, // 009 "Precis" MISSION_GUIDED, // 010 "Precis-LR" MISSION_UNGUIDED, // 011 "GP" MISSION_UNGUIDED, // 012 "GP-LR" MISSION_ANTIRUN, // 013 "Anti-run" MISSION_UNGUIDED, // 014 "BAI" MISSION_ATA, // 015 "Intercept" MISSION_ATA, // 016 "Escort" MISSION_ASW, // 017 "ASW" MISSION_ASW, // 018 "ASW-LR" MISSION_AARMR, // 019 "AAmr" MISSION_UNGUIDED, // 020 "CAS" MISSION_AARMR, // 021 "AArm-LR" MISSION_DECOY, // 022 "Decoy" MISSION_DECOY, // 023 "Decoy-LR" MISSION_FERRY, // 024 "Ferry" MISSION_FERRY, // 025 "Patrol-2" MISSION_UNGUIDED, // 026 "GP-2" MISSION_ATA, // 027 "Intercept-2" MISSION_GUIDED, // 028 "Precis-2" MISSION_NUCLEAR, // 029 "SIOP-2" MISSION_ATA, // 030 MISSION_ATA, // 031 MISSION_ATA, // 032 MISSION_ATA, // 033 MISSION_STANDOFF, // 034 MISSION_STANDOFF, // 035 MISSION_STANDOFF, // 036 MISSION_STANDOFF, // 037 MISSION_STANDOFF, // 038 MISSION_STANDOFF, // 039 MISSION_STANDOFF, // 040 MISSION_STANDOFF, // 041 MISSION_STANDOFF, // 042 MISSION_STANDOFF, // 043 MISSION_SEAD, // 044 MISSION_SEAD, // 045 MISSION_SEAD, // 046 MISSION_SEAD, // 047 MISSION_ANTIRUN, // 048 MISSION_ANTIRUN, // 049 MISSION_ANTIRUN, // 050 MISSION_GUIDED, // 051 MISSION_GUIDED, // 052 MISSION_GUIDED, // 053 MISSION_GUIDED, // 054 MISSION_GUIDED, // 055 MISSION_GUIDED, // 056 MISSION_GUIDED, // 057 MISSION_GUIDED, // 058 MISSION_GUIDED, // 059 MISSION_GUIDED, // 060 MISSION_GUIDED, // 061 MISSION_GUIDED, // 062 MISSION_GUIDED, // 063 MISSION_GUIDED, // 064 MISSION_GUIDED, // 065 MISSION_GUIDED, // 066 MISSION_GUIDED, // 067 MISSION_GUIDED, // 068 MISSION_GUIDED, // 069 MISSION_GUIDED, // 070 MISSION_GUIDED, // 071 MISSION_ASW, // 072 MISSION_ASW, // 073 MISSION_ASSAULT, // 074 MISSION_ASSAULT, // 075 MISSION_ASSAULT, // 076 MISSION_FERRY, // 077 MISSION_ASSAULT, // 078 MISSION_ASSAULT, // 079 MISSION_UNGUIDED, // 080 MISSION_UNGUIDED, // 081 MISSION_UNGUIDED, // 082 MISSION_UNGUIDED, // 083 MISSION_UNGUIDED, // 084 MISSION_UNGUIDED, // 085 MISSION_UNGUIDED, // 086 MISSION_UNGUIDED, // 087 MISSION_UNGUIDED, // 088 MISSION_UNGUIDED, // 089 MISSION_UNGUIDED, // 090 MISSION_UNGUIDED, // 091 MISSION_UNGUIDED, // 092 MISSION_UNGUIDED, // 093 MISSION_UNGUIDED, // 094 MISSION_UNGUIDED, // 095 MISSION_UNGUIDED, // 096 MISSION_UNGUIDED, // 097 MISSION_UNGUIDED, // 098 MISSION_ATA, // 099 MISSION_ATA, // 100 MISSION_ATA, // 101 MISSION_ATA, // 102 MISSION_ATA, // 103 MISSION_DECOY, // 104 MISSION_TANKER, // 105 MISSION_TANKER, // 106 MISSION_TANKER, // 107 MISSION_AARMR, // 108 MISSION_AARMR, // 109 MISSION_DECOY, // 110 MISSION_DECOY, // 111 MISSION_DECOY, // 112 MISSION_PATROL, // 113 MISSION_PATROL, // 114 MISSION_PATROL, // 115 MISSION_NUCLEAR, // 116 MISSION_NUCLEAR, // 117 MISSION_NUCLEAR, // 118 MISSION_NUCLEAR, // 119 MISSION_ASW, // 120 MISSION_ASW, // 121 MISSION_ASW, // 122 MISSION_ASW, // 123 MISSION_ASW, // 124 MISSION_ASW, // 125 MISSION_ASW, // 126 MISSION_ASW, // 127 };
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