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Hold orbits for strike packages?

 
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Hold orbits for strike packages? - 6/30/2018 9:40:03 PM   
Sir_Wulfrick

 

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OK, picture this scenario: I want to attack 3 x airfields that are a fairly long range from friendly bases. Any strike missions will definitely require tanking at least once, probably twice for the round trip to the targets and back.

The airfields are all heavily defended by SAM systems, so I have dedicated SEAD missions.

The way I want to run the mission is this:

1) Set up a tanker track just outside of enemy radar coverage. No problem with this.
2) Get all the strike missions and SEAD missions to hold in a marshalling orbit, again just outside of enemy radar range, and tank if necessary.
3) Order the SEAD missions to push on target from the hold orbit.
4) Once the IADS around the enemy bases has been dealt with, order the strike missions to push from the hold orbit.

I can pre-create the strike and SEAD missions no problem, and I would imagine that once the various missions are in the hold orbit I can simulate the push on target by assigning flight or individual aircraft if necessary to the SEAD or strike missions. What I can't successfully do though is create the hold orbit. I can create a "support" mission and assign aircraft to it, but for some reason the game automatically assumes that all the aircraft assigned to this mission should have a ferry loadout, and de-mounts all the weapons!

Is there a way to create a marshalling or hold orbit? Could I create a "support" mission which would not allow any aircraft to attack things on their own volition until I assign them to the strike & SEAD missions?
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RE: Hold orbits for strike packages? - 6/30/2018 9:57:36 PM   
OldSarge


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Yes, you can define a region where you want your strike aircraft to hold and then create a ASuW patrol mission that uses the region. When you're ready to strike just reassign the aircraft as needed. Note, you may need to play with mission settings for your situation, but I usually don't have an issue. Unless I forget to clear the investigate contacts outside of patrol area

< Message edited by OldSarge -- 6/30/2018 10:00:02 PM >

(in reply to Sir_Wulfrick)
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RE: Hold orbits for strike packages? - 6/30/2018 10:40:03 PM   
Sir_Wulfrick

 

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quote:

ORIGINAL: OldSarge

Yes, you can define a region where you want your strike aircraft to hold and then create a ASuW patrol mission that uses the region. When you're ready to strike just reassign the aircraft as needed. Note, you may need to play with mission settings for your situation, but I usually don't have an issue. Unless I forget to clear the investigate contacts outside of patrol area


Ah, that makes sense. Thanks for the tip.

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RE: Hold orbits for strike packages? - 7/1/2018 2:30:25 AM   
BeirutDude


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I do what Oldsarge suggests often. I usually break my boxes up into missions with one for CAP, One for SEAD/Electronic aircraft and one for the strike aircraft. Then I can vector them in as necessary. usually it's CAP closest, SEAD/Electronics in the middle and Strike aircraft in the back. That way the CAP aircraft can strike any interceptors and they tend to cause the opposing radars to light up. Then I use the Shift F1 key combo to vector in my SEAD and Strike aircraft

< Message edited by BeirutDude -- 7/1/2018 2:32:01 AM >


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"Some people spend an entire lifetime wondering if they made a difference. The Marines don't have that problem."
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RE: Hold orbits for strike packages? - 7/2/2018 12:31:07 AM   
fatgreta1066

 

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I’m surprised that you have the game change plane load outs when you assign them to support missions. Are you the editor creating scenarios ornplauong them? I create support missions for aircraft with all kinds of loadouts all the time and I’ve never had the game change the plane’s loadout before launching.

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RE: Hold orbits for strike packages? - 7/2/2018 10:13:33 PM   
Sir_Wulfrick

 

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quote:

ORIGINAL: fatgreta1066

I’m surprised that you have the game change plane load outs when you assign them to support missions. Are you the editor creating scenarios ornplauong them? I create support missions for aircraft with all kinds of loadouts all the time and I’ve never had the game change the plane’s loadout before launching.


It was a steam workshop scenario involving a nuclear attack during Gulf war 1. Can't remember the scenario name now. Assigning the aircraft to ASW missions was fine but for some reason when I assigned them to a support mission it thought they should have a ferry loadout and de-mounted the B-61's from my F-117s which was rather annoying. Not sure if this is a mission-specific thing or a game thing.

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RE: Hold orbits for strike packages? - 7/3/2018 5:19:05 AM   
renders


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send the scenario if you deem it is a bug. we can have a look. i think it is something like plane set to take off and immediately return in a base with no magazines in it to reload previous loadout. it happens with bad doctrines/wrong strike or no targets for a strike mission which would require plane to land on RTB mission over. support missions do not to that in my 5 yrs experience. what version are you using?


< Message edited by renders -- 7/3/2018 5:22:44 AM >


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RE: Hold orbits for strike packages? - 7/3/2018 1:26:37 PM   
BeirutDude


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Not sure I understand how you got that from my comments? I'm creating missions to orbit and form up the strike aircraft and then vectoring in strike from there (when using multiple air bases for example). I also sometimes create an actual strike mission and then reassign the aircraft into their roles (Escort, SEAD, Strike or support) in that mission.

_____________________________

"Some people spend an entire lifetime wondering if they made a difference. The Marines don't have that problem."
PRESIDENT RONALD REAGAN, 1985

I was Navy, but Assigned TAD to the 24th MAU Hq in Beirut. By far the finest period of my service!

(in reply to fatgreta1066)
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RE: Hold orbits for strike packages? - 7/4/2018 6:16:59 AM   
Rocksoldier

 

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Please upload a savegame that reproduces the "support mission - > ferry loadout" situation that you are describing

(in reply to BeirutDude)
Post #: 9
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