Groups "dissolve" after they strike: Why?

Take command of air and naval assets from post-WW2 to the near future in tactical and operational scale, complete with historical and hypothetical scenarios and an integrated scenario editor.

Moderator: MOD_Command

$trummer
Posts: 252
Joined: Sat Jul 27, 2013 8:55 am

Groups "dissolve" after they strike: Why?

Post by $trummer »

My group of 8 IAF Strike Eagles dissolved after delivering their main payload of GBUs on target but I wanted them to loiter, as a group, at a RP in case I needed them for air cover. Next time I'll select them and re-group them using "G" but I'm wondering why the game logic "dissolves" groups in this way?
User avatar
frpandore@free.fr
Posts: 52
Joined: Wed Sep 25, 2013 8:33 am
Location: France

RE: Groups "dissolve" after they strike: Why?

Post by frpandore@free.fr »

Hi,

Try Game/Side Doctrine + RoE/RTB when winchester set to No.
It should solve the problem.
Eve ate the apple...
and Pandore opened the box...
User avatar
frpandore@free.fr
Posts: 52
Joined: Wed Sep 25, 2013 8:33 am
Location: France

RE: Groups "dissolve" after they strike: Why?

Post by frpandore@free.fr »

Or apply the doctrine only on your mission/aircrafts with the mission editor
Eve ate the apple...
and Pandore opened the box...
Fred Sanford
Posts: 91
Joined: Sun Sep 22, 2013 8:05 pm

RE: Groups "dissolve" after they strike: Why?

Post by Fred Sanford »

ORIGINAL: frpandore@free.fr

Hi,

Try Game/Side Doctrine + RoE/RTB when winchester set to No.
It should solve the problem.
I think this may be why. If RTB Winchester is selected, and the assets came from different bases, then not dissolving the group would make it impossible for all aircraft to comply with the RTB order. Creates a logical paradox. If you want the group to stay a group, don't let them go home.
CptHowdy
Posts: 132
Joined: Tue Dec 12, 2006 5:10 am

RE: Groups "dissolve" after they strike: Why?

Post by CptHowdy »

ORIGINAL: Fred Sanford

ORIGINAL: frpandore@free.fr

Hi,

Try Game/Side Doctrine + RoE/RTB when winchester set to No.
It should solve the problem.
I think this may be why. If RTB Winchester is selected, and the assets came from different bases, then not dissolving the group would make it impossible for all aircraft to comply with the RTB order. Creates a logical paradox. If you want the group to stay a group, don't let them go home.
it will do this even if they are from the same base. but yeah don't let them return if Winchester.
mikmykWS
Posts: 7185
Joined: Tue Mar 22, 2005 4:34 pm

RE: Groups "dissolve" after they strike: Why?

Post by mikmykWS »

Hi guys

Yes they break up so they will rtb and land correctly.

If you're going to do a primary and secondary target type of mission plot and manual drop your weapons. This type of mission is geared for a more customized approach.

In the future we will be building out a more detailed strike editor. Rag and D are huge flight sim fans and want many of the features you see there. Very large project that will take time but one I'm guessing will be taken on.

Mike
$trummer
Posts: 252
Joined: Sat Jul 27, 2013 8:55 am

RE: Groups "dissolve" after they strike: Why?

Post by $trummer »

Excellent info, guys, thanks.

Mike: I'm a big flight simmer (and mission designer/reviewer) too. I imagine Rad and D will want to implement IPs, ground laser designation, possibly even TOTs and good stuff like that.
mikmykWS
Posts: 7185
Joined: Tue Mar 22, 2005 4:34 pm

RE: Groups "dissolve" after they strike: Why?

Post by mikmykWS »

Exactly. Think Tornado or Falcon's stuff.

Mike
User avatar
Maromak
Posts: 1071
Joined: Wed Dec 26, 2007 1:40 pm
Location: Australia

RE: Groups "dissolve" after they strike: Why?

Post by Maromak »

ORIGINAL: mikmyk

Exactly. Think Tornado or Falcon's stuff.

Mike

I was/am a big fan of the Tornado strike planner. Of course, the Falcon planner was much better but the Tornado version was very effective and simple to use.
Certa Cito
User avatar
jomni
Posts: 2827
Joined: Mon Nov 19, 2007 12:31 am
Contact:

RE: Groups "dissolve" after they strike: Why?

Post by jomni »

ORIGINAL: $trummer

Excellent info, guys, thanks.

Mike: I'm a big flight simmer (and mission designer/reviewer) too. I imagine Rad and D will want to implement IPs, ground laser designation, possibly even TOTs and good stuff like that.

Which reminds me, Singapore Fokker 50 has a load out called OTH harpoon targeting. What does that do?
$trummer
Posts: 252
Joined: Sat Jul 27, 2013 8:55 am

RE: Groups "dissolve" after they strike: Why?

Post by $trummer »

Ahhh, Tornado. It had the best mission planner of any flight sim ever (and, IMO, the only one to model TOT properly. The DCS sims can't do it).
CoffeeMug
Posts: 95
Joined: Tue Jul 13, 2004 6:31 am
Location: Frankfurt/M, Germany

RE: Groups "dissolve" after they strike: Why?

Post by CoffeeMug »

ORIGINAL: $trummer

Ahhh, Tornado. It had the best mission planner of any flight sim ever (and, IMO, the only one to model TOT properly. The DCS sims can't do it).

Really? Never tried Tornado, but was a virtual fighter wing pilot in Falcon4 until I was grounded (married) in 2003. I liked the Falcon4 (well, after a bunch of community patches) mission planner a lot!

How does Tornado compare to F4?

Cheers!
$trummer
Posts: 252
Joined: Sat Jul 27, 2013 8:55 am

RE: Groups "dissolve" after they strike: Why?

Post by $trummer »

ORIGINAL: CoffeeMug

ORIGINAL: $trummer

Ahhh, Tornado. It had the best mission planner of any flight sim ever (and, IMO, the only one to model TOT properly. The DCS sims can't do it).

Really? Never tried Tornado, but was a virtual fighter wing pilot in Falcon4 until I was grounded (married) in 2003. I liked the Falcon4 (well, after a bunch of community patches) mission planner a lot!

How does Tornado compare to F4?

Cheers!
In Tornado you could plan TOTs with great precision. This enabled you to use the mission editor to plot, say, a multi-axis, multi-platform timed airfield strike with AI Tornadoes flying SEAD with ALARMs, Eagles on CAP and three main strike groups of Tornadoes, one tasked with hitting the control tower with Mk84s, one to suppress remaining non-radar airfield defences and the other to crater the runway with JP233 baluted munitions delivered along the runway length from 200ft AGL. Each of these missions could be planned with airspeeds and flight profiles guaranteed to get the aircraft to their IPs on time and then to fly a coordinated ingress. The AI missions, if properly planned and timed, would go off like clockwork and if you took the runway-denial mission yourself, you would fly the TOT caret in your HUD, which would calculate en route airspeed on the fly and get you to your IP and then to the target in perfect synchronisation with the AI flights. Or the autopilot could fly the profile, adjusting speed as required to conform to the TOT, with terrain following activated for NOE approaches. It was a thing of beauty. I've flown many hours in both F4 and DCS A-10, both highly sophisticated sims, yet neither come close to continuously computing TOTs dynamically. The planning tools and the TOT HUD caret is there, but for whatever reason, their engines just can't generate Tornado's level of computed precision, either for the AI or for the human sim pilot in the 3-D world.
User avatar
jomni
Posts: 2827
Joined: Mon Nov 19, 2007 12:31 am
Contact:

RE: Groups "dissolve" after they strike: Why?

Post by jomni »

I never respect the TOT in DCS A-10. I'll just end up getting myself killed. I just fly where ever I think is safe and do stand off.
ComDev
Posts: 3116
Joined: Fri May 12, 2006 1:20 pm
Contact:

RE: Groups "dissolve" after they strike: Why?

Post by ComDev »

ORIGINAL: $trummer

Excellent info, guys, thanks.

Mike: I'm a big flight simmer (and mission designer/reviewer) too. I imagine Rad and D will want to implement IPs, ground laser designation, possibly even TOTs and good stuff like that.

I believe ground laser designation already works fine?

$trummer if you have some ideas as to what a strike mission editor should look like please post up!

Thanks! [8D]
Image

Developer "Command: Modern Air/Naval Operations" project!
ComDev
Posts: 3116
Joined: Fri May 12, 2006 1:20 pm
Contact:

RE: Groups "dissolve" after they strike: Why?

Post by ComDev »

ORIGINAL: $trummer

Which reminds me, Singapore Fokker 50 has a load out called OTH harpoon targeting. What does that do?

The loadout is just a maritime patrol loadout.

Some sources say that Singapore Fokker 50 carry anti-ship missiles but in reality they are just providing OTH targeting for the surface ships. So the loadout name just clarifies this point [8D]
Image

Developer "Command: Modern Air/Naval Operations" project!
ComDev
Posts: 3116
Joined: Fri May 12, 2006 1:20 pm
Contact:

RE: Groups "dissolve" after they strike: Why?

Post by ComDev »

ORIGINAL: $trummer

Ahhh, Tornado. It had the best mission planner of any flight sim ever (and, IMO, the only one to model TOT properly. The DCS sims can't do it).

The 'DID Tornado' strike mission planner (supposedly) borrowed ideas from the real Tornado GR.4 mission planning system. It was a fantastic piece of software, and I'm currently looking into getting at least some of those features into Command.

Trouble is that in Command you won't just be planning a single 6-plane strike, but series of strike packages with up to a hundred aircraft each that will need to coordinate strike, escort, SEAD, EW, AEW and tankers. It is a huge undertaking and we'll have to do it in baby steps.
Image

Developer "Command: Modern Air/Naval Operations" project!
CoffeeMug
Posts: 95
Joined: Tue Jul 13, 2004 6:31 am
Location: Frankfurt/M, Germany

RE: Groups "dissolve" after they strike: Why?

Post by CoffeeMug »

ORIGINAL: $trummer

In Tornado you could plan TOTs with great precision. This enabled you to use the mission editor to plot, say, a multi-axis, multi-platform timed airfield strike with AI Tornadoes flying SEAD with ALARMs, Eagles on CAP and three main strike groups of Tornadoes, one tasked with hitting the control tower with Mk84s, one to suppress remaining non-radar airfield defences and the other to crater the runway with JP233 baluted munitions delivered along the runway length from 200ft AGL. Each of these missions could be planned with airspeeds and flight profiles guaranteed to get the aircraft to their IPs on time and then to fly a coordinated ingress. The AI missions, if properly planned and timed, would go off like clockwork and if you took the runway-denial mission yourself, you would fly the TOT caret in your HUD, which would calculate en route airspeed on the fly and get you to your IP and then to the target in perfect synchronisation with the AI flights. Or the autopilot could fly the profile, adjusting speed as required to conform to the TOT, with terrain following activated for NOE approaches. It was a thing of beauty. I've flown many hours in both F4 and DCS A-10, both highly sophisticated sims, yet neither come close to continuously computing TOTs dynamically. The planning tools and the TOT HUD caret is there, but for whatever reason, their engines just can't generate Tornado's level of computed precision, either for the AI or for the human sim pilot in the 3-D world.

Sounds cool. Thanks for your massive writeup!

Cheers,
Coffee

Dimitris
Posts: 15219
Joined: Sun Jul 31, 2005 10:29 am
Contact:

RE: Groups "dissolve" after they strike: Why?

Post by Dimitris »

ORIGINAL: emsoy
The 'DI Tornado' strike mission planner (supposedly) borrowed ideas from the real Tornado GR.4 mission planning system. It was a fantastic piece of software, and I'm currently looking into getting at least some of those features into Command.

Trouble is that in Command you won't just be planning a single 6-plane strike, but series of strike packages with up to a hundred aircraft each that will need to coordinate strike, escort, SEAD, EW, AEW and tankers. It is a huge undertaking and we'll have to do it in baby steps.

...which is why, as much as I love Tornado's planner, I consider F4's one as a better model for us. IIRC Tornado's planner had details like turn-rates etc. hardcoded directly into the planner code. Weapon release paramaters were also directly embedded on the program. With 2 aircraft types and a dozen weapons you can get away with that; with thousands of different aircraft and weapons it becomes plainly impossible.
Adam106
Posts: 56
Joined: Sun Jul 22, 2012 5:47 pm

RE: Groups "dissolve" after they strike: Why?

Post by Adam106 »

Tornado's flight planner was amazing. You could do everything already mentioned above but also had the ability to specify the attack profile for each aircraft. You could select between Loft, Laydown and Manual for each weapon and aircraft in the attack (although I seem to remember AI aircraft couldn't fly Loft profiles). It was a thing of beauty - a truly great sim. What I wouldn't give for a remake...

I keep a dedicated PC with dosbox and XP to run Tornado as well as Jane's Longbow & Longbow 2, Jane's F-15 and Jane's F/A-18. Play them regularly. In fact I'm off to do that now...who needs DCS?
Post Reply

Return to “Command: Modern Operations series”