Strike planner / flight size / WRA help needed
Moderator: MOD_Command
Strike planner / flight size / WRA help needed
Scenario: Wooden leg.
Target: PLO HQ. 6 buildings. 6 x F-15's, each with a single LGB.
I want each plane to attack a separate building with its single 1,100gg bomb.
In the old days, I'd have setup 6 x strike missions......
What's the smart way to do this now? My experiments have resulted in 1 bomb being launched and the other 5 x aircraft circling the target compound like seagulls shooting nothing.
Target: PLO HQ. 6 buildings. 6 x F-15's, each with a single LGB.
I want each plane to attack a separate building with its single 1,100gg bomb.
In the old days, I'd have setup 6 x strike missions......
What's the smart way to do this now? My experiments have resulted in 1 bomb being launched and the other 5 x aircraft circling the target compound like seagulls shooting nothing.
"Gauls! We have nothing to fear; except perhaps that the sky may fall on our heads tomorrow. But as we all know, tomorrow never comes!!" - Chief Vitalstatistix
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Re: Strike planner / flight size / WRA help needed
Tagging along
Going through this with an LRASM strike mission.
My issue:
Flight of six B-1Bs w/ 40 AGM-158C attacking a PLAN CV Group. I keep thinking that I've figured it out but I'll run the sim multiple times and still get 1 or 2 that don't fire (or fire some) and proceed to fly directly into SAMs w/ standoff weapons.
Tried:
WRA - Weapons state - shotgun (when first in flight reaches, disengage)
WRA \ AGM-158C - Use all weapons against type
etc
Made all targets auto detectable
Tried multiple flight plans / attack styles
Side proficiency set to ACE
None of it has worked consistently. Most of the units will fire all their missiles and the total over missiles fired varies. But at least 1 bomber flies directly to the target with all/some missiles left - even if rest of flight has turned back.
Going through this with an LRASM strike mission.
My issue:
Flight of six B-1Bs w/ 40 AGM-158C attacking a PLAN CV Group. I keep thinking that I've figured it out but I'll run the sim multiple times and still get 1 or 2 that don't fire (or fire some) and proceed to fly directly into SAMs w/ standoff weapons.
Tried:
WRA - Weapons state - shotgun (when first in flight reaches, disengage)
WRA \ AGM-158C - Use all weapons against type
etc
Made all targets auto detectable
Tried multiple flight plans / attack styles
Side proficiency set to ACE
None of it has worked consistently. Most of the units will fire all their missiles and the total over missiles fired varies. But at least 1 bomber flies directly to the target with all/some missiles left - even if rest of flight has turned back.
Re: Strike planner / flight size / WRA help needed
On both issues, it would a lot easier if you could post saves so someone doesn't have to go through setting up your exact situations. Otherwise we are just guessing.
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Re: Strike planner / flight size / WRA help needed
Scenario attached. Thank you for taking a look. Any pointers appreciated.thewood1 wrote: Fri Jan 27, 2023 1:47 am On both issues, it would a lot easier if you could post saves so someone doesn't have to go through setting up your exact situations. Otherwise we are just guessing.
- Attachments
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- 2301-TAIWAN_TEST-PLAN_CVBG-TESTDB-SANDBOX_NFB-00.zip
- Scen
- (151.77 KiB) Downloaded 13 times
Re: Strike planner / flight size / WRA help needed
I built a mission with 6 B-1s. I changed the flight size to 6 (although tried it with the default). I added PLAN ships. I changed nothing on WRA. I let it generate a flight plan automatically. Then just hit start. The B-1s flew out and dumped 75 missiles and turned around to base. It killed 12 ships.
I then redid the whole thing WRA set to each targets' defense value. It killed all PLAN ships.
In the end, I had no issue with the B-1s flying into SAM range. As you can see below, all 6 B-1s on the return leg after dumping missiles. I'm not sure what you are doing different than I am. The best way to get some help on it is post a save with the mission created so we can look at the differences.
I then redid the whole thing WRA set to each targets' defense value. It killed all PLAN ships.
In the end, I had no issue with the B-1s flying into SAM range. As you can see below, all 6 B-1s on the return leg after dumping missiles. I'm not sure what you are doing different than I am. The best way to get some help on it is post a save with the mission created so we can look at the differences.
Re: Strike planner / flight size / WRA help needed
This is the old "Wooden leg" scenario. I had to add more tankers as the AI has changed since it was released and you need more fuel now.
package 5534, 6 x F-15, each carrying 1 x 1,000lb LGB.
6 x targets, flight size of 6. Default WRA. Only one bomb gets released and the other 5 planes just circle the target waiting for it to hit.
i want each plane to hit 1 target with its 1 bomb and then RTB
What have i missed? I've not played CMO since the CMANO days. Thanks in advance.
package 5534, 6 x F-15, each carrying 1 x 1,000lb LGB.
6 x targets, flight size of 6. Default WRA. Only one bomb gets released and the other 5 planes just circle the target waiting for it to hit.
i want each plane to hit 1 target with its 1 bomb and then RTB
What have i missed? I've not played CMO since the CMANO days. Thanks in advance.
- Attachments
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- Wooden Leg, 1985.zip
- (198.71 KiB) Downloaded 11 times
"Gauls! We have nothing to fear; except perhaps that the sky may fall on our heads tomorrow. But as we all know, tomorrow never comes!!" - Chief Vitalstatistix
Re: Strike planner / flight size / WRA help needed
I tried running and adjusting missions. I got a bunch of errors when working in the WRA. I'm going to pause working the missions and focus on capturing the WRA UI issues for a bug report. WRA in missions seems unstable right now. Form errors and blank WRA boxes showing up now and then.
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Re: Strike planner / flight size / WRA help needed
My normal procedure is to set WRA to 1 round per target and 1 shooter per target. I've never really had any issues just using 1 strike mission.coolts wrote: Fri Jan 27, 2023 11:45 am This is the old "Wooden leg" scenario. I had to add more tankers as the AI has changed since it was released and you need more fuel now.
package 5534, 6 x F-15, each carrying 1 x 1,000lb LGB.
6 x targets, flight size of 6. Default WRA. Only one bomb gets released and the other 5 planes just circle the target waiting for it to hit.
i want each plane to hit 1 target with its 1 bomb and then RTB
What have i missed? I've not played CMO since the CMANO days. Thanks in advance.
Re: Strike planner / flight size / WRA help needed
OK. I can't repeat the errors. Will get back to that. I got it to work. CHnages to what you did:
1) Changed the WRA on the 6-plane flight to 1 round and 1 unit.
2) Had the mission logic regenerate the flight plan.
3) All six planes released 1 bomb from one plane at one building target.
4) All targeted buildings hit.
The issue almost seems like the flight plan sent with the save was somehow messed up. Maybe through a lot tweaking of the mission, plans, and WRA. That said, I have a habit of regenerating flight plans whenever I change anything in the mission. It has served me well ever since Tiny came out.
1) Changed the WRA on the 6-plane flight to 1 round and 1 unit.
2) Had the mission logic regenerate the flight plan.
3) All six planes released 1 bomb from one plane at one building target.
4) All targeted buildings hit.
The issue almost seems like the flight plan sent with the save was somehow messed up. Maybe through a lot tweaking of the mission, plans, and WRA. That said, I have a habit of regenerating flight plans whenever I change anything in the mission. It has served me well ever since Tiny came out.
Re: Strike planner / flight size / WRA help needed
Can you explain what you did here?
1) Changed the WRA on the 6-plane flight to 1 round and 1 unit.
There are 14 types of land target in the WRA. Do you change them all all to "1 rnd, 1 unit"
2) Had the mission logic regenerate the flight plan.
How do i do this? Can i do it in-flight or only before takeoff?
1) Changed the WRA on the 6-plane flight to 1 round and 1 unit.
There are 14 types of land target in the WRA. Do you change them all all to "1 rnd, 1 unit"
2) Had the mission logic regenerate the flight plan.
How do i do this? Can i do it in-flight or only before takeoff?
"Gauls! We have nothing to fear; except perhaps that the sky may fall on our heads tomorrow. But as we all know, tomorrow never comes!!" - Chief Vitalstatistix
Re: Strike planner / flight size / WRA help needed
The safe way to do it is change all to 1/1. But common sense would say just change the one for the target building type. You can check the target buildings in the db and see.
I just changed them in flight. You didn't bother sending one with them on the ground so I worked with what I had. As I said, my habit is to regenerate the flight plan on any ROE/WRA changes to a mission. I also only change in flight missions as a last resort. There is just some risk in monkeying around with them.
I just changed them in flight. You didn't bother sending one with them on the ground so I worked with what I had. As I said, my habit is to regenerate the flight plan on any ROE/WRA changes to a mission. I also only change in flight missions as a last resort. There is just some risk in monkeying around with them.
Re: Strike planner / flight size / WRA help needed
How do I regenerate a flight plan after making changes?
"Gauls! We have nothing to fear; except perhaps that the sky may fall on our heads tomorrow. But as we all know, tomorrow never comes!!" - Chief Vitalstatistix
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Re: Strike planner / flight size / WRA help needed
Thanks for taking a look. I'm attaching a scenario that I've already started - it takes a long time to simulate up to this point.thewood1 wrote: Fri Jan 27, 2023 3:47 am I built a mission with 6 B-1s. I changed the flight size to 6 (although tried it with the default). I added PLAN ships. I changed nothing on WRA. I let it generate a flight plan automatically. Then just hit start. The B-1s flew out and dumped 75 missiles and turned around to base. It killed 12 ships.
I then redid the whole thing WRA set to each targets' defense value. It killed all PLAN ships.
In the end, I had no issue with the B-1s flying into SAM range. As you can see below, all 6 B-1s on the return leg after dumping missiles. I'm not sure what you are doing different than I am. The best way to get some help on it is post a save with the mission created so we can look at the differences.
Screenshot 2023-01-26 224233.jpg
I'm also going to include a screenshot. This group of B-1s won't dump and turn back. (Ignoring flight plan and flying directly to CSG)
- Attachments
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- 2023-01-27_17h31_46.png (1.94 MiB) Viewed 1481 times
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- 2301-TAWAIN-FULLTEST-CVBGKILL-006-3-0105.zip
- (2.39 MiB) Downloaded 4 times
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Re: Strike planner / flight size / WRA help needed
For reference - here is the "start" of the scenario (takes about 30 mins of double flame for me to get to 01:05z.DaveFromCTX wrote: Fri Jan 27, 2023 11:33 pmThanks for taking a look. I'm attaching a scenario that I've already started - it takes a long time to simulate up to this point.thewood1 wrote: Fri Jan 27, 2023 3:47 am I built a mission with 6 B-1s. I changed the flight size to 6 (although tried it with the default). I added PLAN ships. I changed nothing on WRA. I let it generate a flight plan automatically. Then just hit start. The B-1s flew out and dumped 75 missiles and turned around to base. It killed 12 ships.
I then redid the whole thing WRA set to each targets' defense value. It killed all PLAN ships.
In the end, I had no issue with the B-1s flying into SAM range. As you can see below, all 6 B-1s on the return leg after dumping missiles. I'm not sure what you are doing different than I am. The best way to get some help on it is post a save with the mission created so we can look at the differences.
Screenshot 2023-01-26 224233.jpg
I'm also going to include a screenshot. This group of B-1s won't dump and turn back. (Ignoring flight plan and flying directly to CSG)
- Attachments
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- 2301-TAWAIN-FULLTEST-CVBGKILL-006-3-STARTOFSCEN.zip
- (1.41 MiB) Downloaded 5 times
Re: Strike planner / flight size / WRA help needed
This is just too complex and long for me to look at. You'll have to wait on the devs.
Re: Strike planner / flight size / WRA help needed
I have a similar problem with the flight planner. On strike missions, the land strike takes off and endlessly circles the "hold end" waypoint. My workaround, which seems to work, is to unassign the flight after it takes off, but before it hits the offending waypoint, and then reassign it to the exact same mission/package.
Re: Strike planner / flight size / WRA help needed
JKLilly wrote: Sat Oct 19, 2024 3:57 pm I have a similar problem with the flight planner. On strike missions, the land strike takes off and endlessly circles the "hold end" waypoint. My workaround, which seems to work, is to unassign the flight after it takes off, but before it hits the offending waypoint, and then reassign it to the exact same mission/package.
Are you using the latest beta? If no I'd wait to the beta be officialy released next week (it fixes different issues on strikes)
And if not, please feel free to share a .save (you need to zip it to upload it to the forum) before the flights take off so we can investigate the issue. Thank you
Re: Strike planner / flight size / WRA help needed
I am using the latest test version.
As others have experienced, I still have airplanes on strike missions stopping at a waypoint and endlessly circling. This occurs just before they make they are to make their attack run. If I un-assign them from their mission, plot them toward their target, and then manually launch the weapons, then the attack works fine. So, it would seem that something is hanging up the attack mission.
As others have experienced, I still have airplanes on strike missions stopping at a waypoint and endlessly circling. This occurs just before they make they are to make their attack run. If I un-assign them from their mission, plot them toward their target, and then manually launch the weapons, then the attack works fine. So, it would seem that something is hanging up the attack mission.