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[FIXED v1.11] Air Intercept mission launching multiple aircraft & attacking beyond Max radius

 
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[FIXED v1.11] Air Intercept mission launching multiple ... - 12/17/2015 11:33:10 PM   
Stacker1010

 

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A couple questions -

1) I'm trying to limit the number of aircraft that are launched once hostiles enter my exclusion zone. I've allocated 10 aircraft to my air-intercept mission and set the 'Flight Size' to 'Single Aircraft'. However, as soon as a hostile enters the exclusion zone multiple strike aircraft launch. How can I limit it to just 1 aircraft?

2) The 'Maximum strike radius' option only seems to work for the first contact. Once hostiles are detected I get multiple interceptors launch and they just attack any target regardless of the strike radius.

Cheers.

< Message edited by emsoy -- 1/13/2016 10:20:42 PM >
Post #: 1
RE: Air Intercept mission launching multiple aircraft &... - 12/18/2015 7:50:10 PM   
Stacker1010

 

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Ok, after much searching I found the v1.07 update web page which mentions about the 'Flight Size' and 'Maximum number ready strike...' settings. So basically although I had set my 'Flight Size' to 1, I had not set an upper limit on the 'Maximum number of strike a/c allowed to fly missions'. Therefore the planner just launched multiple instances of my flight size (which is 1 aircraft). Setting the 'Maximum number of strike..' to say 1xFlight limits the number of flights (and thus aircraft) that can launch at any one time... phew, this is complicated!

I think the wording could be tweaked on that GUI - instead of saying 'Maximum number of strike a/c allowed to fly mission' perhaps it should say 'Maximum number of strike flights allowed to fly mission'

The option appears to limit the number of 'flights' (which are multiples of 'flight size') and not individual aircraft, is that correct?

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RE: Air Intercept mission launching multiple aircraft &... - 12/21/2015 10:42:16 AM   
ComDev

 

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Could you upload savegames for investigation please?

Thanks!

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RE: Air Intercept mission launching multiple aircraft &... - 12/22/2015 11:21:06 PM   
Stacker1010

 

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Hi, I don't have the save games from that original post so I made another scenario to try and reproduce. I've played this through a couple of times and see the behaviour I'm talking about (not 100%, sometimes the play through seems to work as expected). Anyway, this is what I have observed in at least one play through of this.

The scenario has 4 bandits closing in over airbase. I have an intercept mission that will launch a single aircraft when enemy is within 90nm. Here's what I saw during one run which just doesn't appear to be correct:

Blue side launches single interceptor CLANSMAN#1 and engages BANDIT-2 because he's within 90nm.

Blue side then immediately launches CLANSMAN#2 (presumably against the same target?) but is then RTB'd as soon as he's in the air.

CLANSMAN#1 kills BANDIT-2 and then engages BANDIT-1 who is 120nm away.

Blue side then immediately launches CLANSMAN#3 but he is also immediately RTB'd, why? There aren't any targets within 90nm so there shouldn't be a need to launch any further interceptors?

In the space of a few minutes CLANSMAN#2 and CLANSMAN#3 were launched without reason (because BANDIT-2 was killed and no further targets are within 90nm) and are now off the ready list.

It seems to be tied to CLANSMAN#1, as long as he is engaging (whatever target and whatever distance away), interceptors are launching regardless. That was what I saw with my original test and tried to recreate here with this test scenario.

Hope this helps,
Thanks.

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RE: Air Intercept mission launching multiple aircraft &... - 12/23/2015 12:10:30 PM   
ComDev

 

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Thanks! I'll take a look

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RE: Air Intercept mission launching multiple aircraft &... - 1/11/2016 8:21:23 PM   
ComDev

 

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Have updated the GUI to say 'Flights', not 'Strike aircraft'. Currently looking into those other issues.

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RE: Air Intercept mission launching multiple aircraft &... - 1/13/2016 9:16:43 PM   
ComDev

 

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Hehe okay the code assumes each target will be engaged by minimum two aircraft, i.e. one flight of two a/c. Anything less is quite unrealistic.

Have changed this to using minimum one flight, so works ok for single aircraft as well.

Also added more user feedback, telling why aircraft won't launch.

Configuring whether or not the fighters should engage new bogies after the first one has been shot down can be configured through the new Winchester/Shotgun weapon states in v1.11.

Thanks again for pointing out this one

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