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Author Topic: PLEASE HELP! Bomber formations broken!  (Read 1910 times)

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Jimbo947

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Re: PLEASE HELP! Bomber formations broken!
« Reply #12 on: June 26, 2023, 04:23:55 AM »

This seems to happen sometimes only European maps  and when attacked by FW-190.s or others  the bombers fly over the sky.
Out of curiosity , I set the fighters  to Autopilot for the whole mission and  the bombers maintained formation and a straight and level course when attacked
Odd?
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SAS~Storebror

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Re: PLEASE HELP! Bomber formations broken!
« Reply #13 on: June 26, 2023, 05:25:51 AM »

only European maps
AI defensive behaviour is completely unrelated to map regions.

when attacked by FW-190.s or others  the bombers fly over the sky.
What do you mean by "FW-190.s or others"?
Literally it translates to "anyone" and renders the term "FW-190.s" useless.

I set the fighters  to Autopilot for the whole mission and  the bombers maintained formation and a straight and level course when attacked
Power of imagination.

]cheers[
Mike
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tomoose

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Re: PLEASE HELP! Bomber formations broken!
« Reply #14 on: June 26, 2023, 05:50:19 AM »

For what it's worth...

Our little coop group (HSFX) is flying a weekly B17 campaign with (on average up to 30 bombers) with humans flying the first couple of flights.  The campaign is a tweaked version of the old Big Bird campaign by Jackstones and incorporates some of the C&C objects.

Each flight of the bombers has its own series of waypoints (i.e. the Target Set button hasn't been used to link up flights) but Jackstones went to the trouble of trying to time each flight so that they assemble over Felixstowe (Western Europe map).  For the most part it works reasonably well with flights assembling at staggered altitudes.  The overall formation is usually a bit strung out however distance-wise.  What I've done is to decrease the speed of the AI bombers to 245kph in the .mis file as the 'default' is usually 300kph and once the AI got to altitude they would race ahead and us humans could not catch up.  With the 245kph 'limiter' we (the humans) can catch up with the main body and actually have to throttle back sometimes to avoid racing ahead.  It actually becomes a challenge to keep pace with the AI at all without dumping throttle etc.  Level stabilizer becomes problematic when dumping throttles!  ;)

I could use the Target Set button for linking the bomber flights but I've found that if the lead flight gets taken out then 'Set' flights following suddenly seem to get stupid and their behaviour erratic.

There was a post a little while ago about a mod and head-on attacks in which one of the posters mentioned that the mod also had some sort of bomber formation mod.  If there is such a mod can someone enlighten me as to a. what it does and b. is it worth trying.

thanks,
Tomoose
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WxTech

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Re: PLEASE HELP! Bomber formations broken!
« Reply #15 on: June 26, 2023, 07:32:40 AM »

Moose,
You wouldn't be thinking of the Zonk mod, perchance?
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tomoose

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Re: PLEASE HELP! Bomber formations broken!
« Reply #16 on: June 26, 2023, 10:44:07 AM »

I think that was the mod mentioned in the thread I was following.

Is there an aspect of the Zonk mod that deals with bomber formations and can that be teased out (or is there a stand-alone version)?

thanks,
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WxTech

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Re: PLEASE HELP! Bomber formations broken!
« Reply #17 on: June 26, 2023, 11:42:33 AM »

I haven't looked at the Zonk code at all. AI is a pretty involved deal. It would be nice to see the author's annotated Java.
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tomoose

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Re: PLEASE HELP! Bomber formations broken!
« Reply #18 on: June 26, 2023, 12:04:30 PM »

I noted in one post that apparently Quick Mission Tuner has some formation parameter options built-in so perhaps that's an option I can bastardize (i.e. use the QMT to establish the formation then transpose via .mis text so to speak.....assuming I can do that as I am unfamiliar with QMT).
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FoxWithDaFurr

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Re: PLEASE HELP! Bomber formations broken!
« Reply #19 on: July 04, 2023, 08:28:45 PM »

So far manually adding waypoints has helped, it has taken a long while though. I do have one more question: Any tips on how to make bombers not swerve everywhere in flak?
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tomoose

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Re: PLEASE HELP! Bomber formations broken!
« Reply #20 on: July 05, 2023, 05:49:27 AM »

I haven't seen any level bomber swerve during flak barrages unless the leader of the flight gets taken out then, as mentioned, the AI can get erratic.  The altitude for my heavies is usually 14,000 to 15,000ft as that seems to be the sweet spot (at least for me) for being able to see the target properly in the bombsight.  At higher altitudes I've found that the bombsight picture doesn't come into focus until you are almost over the target which defeats the whole purpose of the bombrun as it were.  ;)
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WxTech

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Re: PLEASE HELP! Bomber formations broken!
« Reply #21 on: July 05, 2023, 04:49:30 PM »

Most objects have hard draw limits set to the 3-5km range. One could select a set of 'strategic' objects commonly finding themselves under a bombsight's crosshair, and in the .mat files for their textures boost the visibility distance. In conjunction with the long visibility distance mod.
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tomoose

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Re: PLEASE HELP! Bomber formations broken!
« Reply #22 on: July 06, 2023, 05:59:01 AM »

"long visibility distance mod"  <--  I must have missed this one.  I'd like to try it as I've noticed in coop play that other players flying alongside are spotting the coast and other things well ahead of when I can see things.  Do you have a link please?
thanks.

Note:  I use HSFX for online play.  BAT offline.
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WxTech

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Re: PLEASE HELP! Bomber formations broken!
« Reply #23 on: July 08, 2023, 07:31:52 AM »

There is the configurable long distance visibility mod (search here using those very words), which allows to set your own values for the 4 controlling variables. This visibility boost involves the base class, World.class, and I'm not certain how 'universal' it might be. And there could be some other mod or mods that touch this one as well.

Is it not the case that online play requires all players to be using the same basic game configuration, not permitting different mods among the participants? Or is coop play more 'forgiving' of this?
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