Flightplans for Quick Battle Missions?

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AFIntel
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Location: Saginaw, TX

Flightplans for Quick Battle Missions?

Post by AFIntel »

Good morning!

I'm sorry to bug y'all; I try and troubleshoot and solve my own problems, but I've spent the better park of two weekends trying to figure this out and think I've reached the end of my (knowledge) rope.

Is it possible to use the CREATE/UPDATE FLIGHTPLANS feature with a Quick Battle when the aircraft are already airborne?

I've been trying to use the Mission Editor (using Task Pools and Packages) with the Yankee Station 1967 Quick Battle. I can set up an auto-generated flightplan, but the flightplans start Waypoint 1 at the CV location, and the aircraft are already airborne miles away from that location. When I start the scenario, about 1/2 the aircraft turn toward the CV and disregard the plan.

The ATO tells me that Waypoint 1 MUST be takeoff.

Am I spinning my wheels trying to use the flightplans on this scenario when the system is not designed to start with aircraft in the air?

I spent a good part of my USAF career mission planning strike aircraft, so I REALLY want to utilize this feature in the sim.

Any assistance you can provide this knucklehead is very much appreciated! :oops:

AFIntel
boogabooga
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Re: Flightplans for Quick Battle Missions?

Post by boogabooga »

I'm the author of that particular QBM.

Yes, it seems like the air start, plus possibly the fact that the flights are pre-formed, is confusing the strike planner. There may be reportable bugs.

I'll look into modifying the scenarios to allow for a ship or ground start. Should be easy-ish to do.
The boogabooga doctrine for CMO: Any intentional human intervention needs to be able to completely and reliably over-ride anything that the AI is doing at any time.
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AFIntel
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Location: Saginaw, TX

Re: Flightplans for Quick Battle Missions?

Post by AFIntel »

Thank you for the response.

I'm going over all the tutorials again, especially for the Strike Planner (it's been completely revamped since I last played several years ago) to ensure I'm not using it wrong.

Yankee Station is my favorite QBM, and I am eager to pull off successful missions using different airframe / ordnance mixes.

AFIntel
boogabooga
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Re: Flightplans for Quick Battle Missions?

Post by boogabooga »

Please keep bugging me to update the scenario to include carrier start.
The boogabooga doctrine for CMO: Any intentional human intervention needs to be able to completely and reliably over-ride anything that the AI is doing at any time.
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AFIntel
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Re: Flightplans for Quick Battle Missions?

Post by AFIntel »

boogabooga wrote: Sat Oct 19, 2024 7:45 am Please keep bugging me to update the scenario to include carrier start.
Please, oh, please update it to carrier start! That would be awesome. I'd wear that mission out once it's accomplished!

Thank you!

AFIntel
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AFIntel
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Re: Flightplans for Quick Battle Missions?

Post by AFIntel »

boogabooga wrote: Sat Oct 19, 2024 7:45 am Please keep bugging me to update the scenario to include carrier start.
Here's your weekly reminder! :lol:
boogabooga
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Re: Flightplans for Quick Battle Missions?

Post by boogabooga »

Fair, but my CMO computer is going to be in the repair shop for soldering work.
The boogabooga doctrine for CMO: Any intentional human intervention needs to be able to completely and reliably over-ride anything that the AI is doing at any time.
MauriceB
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Re: Flightplans for Quick Battle Missions?

Post by MauriceB »

So I just found (from an old YouTube video) a way to make these flight plans for units already in flight.

Here's what it looks like:
Yankee Station Flight Plan.png
Yankee Station Flight Plan.png (734.33 KiB) Viewed 823 times
It was real easy:
1) Run the scenario a few seconds to get targets on map
2) Select appropriate targets with a rectangle
3) Open Mission Editor (F11) and click Add. Create a Land Strike (you can set any mission parameters you want, but DO NOT select any air units)
4) Close Mission Editor, select air group (in my example it was Grumpy Flight - 4xAD-6s) then right click on flight and select "Assign to Mission >" and pick the strike mission you just created.
5) Bam! Flight plan is created with group in flight at waypoint 4 of the mission (in my example at least).
6) Keep going:
- add more units to same strike mission (they each get an appropriate flight plan based on loadout profile!)...
- edit flight plans...
- do what ever you want now...
7) un-pause game

I think this is what you're looking for.
boogabooga
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Re: Flightplans for Quick Battle Missions?

Post by boogabooga »

AFIntel wrote: Sat Nov 02, 2024 5:14 pm
boogabooga wrote: Sat Oct 19, 2024 7:45 am Please keep bugging me to update the scenario to include carrier start.
Here's your weekly reminder! :lol:
I'm working on it now.
The boogabooga doctrine for CMO: Any intentional human intervention needs to be able to completely and reliably over-ride anything that the AI is doing at any time.
boogabooga
Posts: 1012
Joined: Wed Jul 18, 2018 12:05 am

Re: Flightplans for Quick Battle Missions?

Post by boogabooga »

Okay, here it is. Please test it a bit and let me know if you see any issues. Once I bring Rolling Thunder up to the same standard, I'll release both in the QBG thread.

Of course, once I cracked open the source code, I tinkered around a bit. That's how I roll.

Code: Select all

Changes from v4.0:

-Option to start all player aircraft on the carrier instead of in the air

-OpFor fighters can also start at their base and fly their mission as a ground-launched intercept, or as a sustained (1/3 rule) AAW Patrol, or (as in all previous versions) as a single AAW patrol with all aircraft using an air start. OpFor flight size reduced to 2.

-Prosecution zone added to OpFor AAW Patrols.

-Seperated player's tanker and electronic support aircraft choices so that both types can be used in the mission.  

-All-aspect AAMs (AIM-7, AIM-9C, AIM-54, AA-1) WRA adjusted to fire at 50% max range.
 
-Rear-aspect AAMs/SAMs (AIM-9B/D/G, AA-2, SA-7) WRA adjusted to fire at 25% max range.  

-Radar-guided SAMs (SA-2, SA-3) WRA adjusted to fire at 75% max range.

-OpFor AAA fire control radars (Gun Dish, Fire Can, etc.) now have their own custom EMCON that activates only when player aircraft approach (wake when detecting threat setting).

-Weather model from A2A BVR Duels (Including "Debug Mode 4").

-Various roster changes and additions. 
Attachments
Yankee Station 1967 v4p1.zip
(15.09 KiB) Downloaded 21 times
The boogabooga doctrine for CMO: Any intentional human intervention needs to be able to completely and reliably over-ride anything that the AI is doing at any time.
MauriceB
Posts: 74
Joined: Thu Nov 07, 2024 6:53 pm

Re: Flightplans for Quick Battle Missions?

Post by MauriceB »

This is fantastic, a great quick battle for planning strike missions with escorts. Haven't tried out many variations available in setup, but the two i tried worked great!!
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