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Post by Major Johnson on Apr 18, 2015 15:02:27 GMT 1
One of the games air options is a CAP to defend against enemy bombers and observation planes, but it doesn't attack the AI CAP. Last night I wanted to get rid of a pesky enemy fighter that was shooting down my dive bombers and observation planes, and I tried calling in my own CAP and all it was fly in the same location as the enemy fighter as if it wasn't there. Is there a way to code the CAP attack the enemy CAP? The only way I've seen to be able to destroy enemy cap is with AA guns or the gunners on the medium and heavy bombers, which can be quite effective.
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Post by Major Pain on Apr 18, 2015 19:45:21 GMT 1
I assume that Combat Air Patrols mean Fighters, not Ground Attack. The main difference in the two aircrafts parameters is one has sight, the other does not.
Ground Attack planes usually have Sight = "30"
Fighter planes usually have Sight = "0".
From a game design standpoint, this was intended. Otherwise, your fighters also become armed Scout Planes. But they are still not limited to that. If they have a balance of ceiling and firepower, they also can attack ground units and any aircraft.
The Model type: avia_fighter is suppose to restrict it to only aircraft. But once you give the plane Sight = "30", it can become one of the most powerful planes in the game.
For Example: I created the P51D Mustang in the Avia Series sometime back. It was designed as a Fighter with Sight = "30". In testing we found that it would engage ground units if they fired on it; AA guns for instance. It can see everything within its range, so it also can be used as a Scout. It's ability to defend or attack when enemy aircraft arrive to engage it, means it is not a sitting duck, like the typical Scout.
But let's talk about the Scout for a second. What do you suppose happens when you do arm a Scout Plane? It defends itself. It will not attack anything.
Moving on to Attack Planes: They will engage anything. If attacked by a fighter, they will defend themselves. They will not look for fighters to engage, but if one flies in front of it, it will fire on it.
There is one type of Aircraft that is not documented, and not well known which adopts most of the parameters of all types. This is the avia_special. It can drop bombs, attack ground and attack fighters... that's pretty much the entire list.
Under RPG, at the beginning of the 1.xml file, you need to be aware of which parameters do affect the plane. (Highlighted in yellow)
<RPG
MaxHP="180"
RepairCost="1"
Sight="30"
SightPower="1"
Speed="80.07"
Passability="1"
Priority="1"
Camouflage="0"
Weight="0"
Price="1"
UninstallRotate="0"
UninstallTransport="0"
RotateSpeed="20"
TurnRadius="17"
TowingForce="0"
Crew="0"
Passangers="0"
BoundTileRadius="1"
SmallAABBCoeff="0.65"
TowPoint="-1"
EntrancePoint="-1"
FatalitySmokePoint="-1"
ShootDustPoint="-1"
LeavesTracks="0"
TrackOffset="0.15"
TrackWidth="0.15"
TrackStart="0.2"
TrackEnd="0.2"
TrackIntensity="0.7"
TrackLifetime="10000"
MaxHeight="2000"
DivingAngle="45"
ClimbAngle="45"
TiltAngle="28"
TiltRatio="2">
<KeyName>P-51D Mustang</KeyName>
<StatsType>Mech</StatsType>
Some have asked about the aircraft Binary codes (Commands). These do absolutely nothing. You will find some models using the value of "0" in some data, while others use "129", or another number. It does not mean a thing. The only thing that defines your plane is the Type.
<Type>avia_fighter</Type>
<AIClass>human</AIClass>
<Commands Size="57">
<BitArray>
<item data="255"/>
<item data="255"/>
<item data="199"/>
<item data="173"/>
<item data="143"/>
<item data="168"/>
<item data="79"/>
<item data="1"/>
</BitArray>
</Commands>
Whether a AA gun is effective against Aircraft is mostly a matter of Dispersion on the Weapon file. The lower the Dispersion Value, the better the targeting and improved chance of hitting aircraft. This is important to know on both sides of the issue.
If you are using AA guns against fighters, you have about a 1 in 5 chance of hitting the plane each time it comes into range as long as your weapon has enough ceiling. Guns with 2000 or less ceiling will not be effective against bombers and most fighters.
Example: 20mm_FlaK_38
Dispersion="4.00" (This is not very good for acquiring a target.) AimingTime="0"
AmmoPerBurst="3" RangeMax="40"
RangeMin="4"
Ceiling="2000"
DeltaAngle="30"
RevealRadius="0">
The odds are very low that this weapon will hit an aircraft. It will be a lucky shot.
Example: 88mm_FlaK_18
Dispersion="3.47" (Not fantastic but likely the best in the game) AimingTime="0.5"
AmmoPerBurst="1"
RangeMax="65"
RangeMin="5"
Ceiling="10600"
DeltaAngle="10"
RevealRadius="0">
The odds are about even on this weapon. But a hit will still be a lucky shot.
Example: 90mm_M2_USA
Dispersion="3.47" (Same as the 88mm FlaK 18) AimingTime="0.5"
AmmoPerBurst="1"
RangeMax="65"
RangeMin="4"
Ceiling="11000"
DeltaAngle="10"
RevealRadius="0">
I'm sure the 88mm and the 90mm were set to be about the same for game parity by the programmers. In reality, the 88mm gun was superior to the 90mm M2. The 90mm M3 was used on the M36 Jackson Tank Destroyer.
Ground Attack Planes are 80% effective against all ground units, including AA guns. Their capability is based on dispersion, and angle of attack. Against tanks, the top armor is weaker and attack planes can usually penetrate this.
Fighters will not be effective against ground units, unless they have been given a Sight = "30". Then the effectiveness is about 40%. Dispersion is handicapped against ground units and the planes are sluggish by design within the type.
Hope this helps...
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Post by Major Johnson on Apr 18, 2015 19:58:02 GMT 1
Wow! Thanks for detailed dissertation!
And yes, by CAP I meant fighters. I'm not sure if your info will help me or not. I'm not looking to make the fighters ground attack, although that is an interesting thought since when there was no enemy aircraft to engage, fighters did go low and attacked ground targets of opportunity. I was just looking for a defense against the enemy CAP which seems to fly around with impunity.
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Post by Major Pain on Apr 18, 2015 20:14:41 GMT 1
What AA guns do you have?
This may be an issue that they do not have enough range or ceiling... if the planes stay pretty elevated, the guns will not fire if they do not have enough ceiling.
So yes, they pretty much have the run of the field. But their sight is limited against another plane or a target of opportunity as you pointed out.
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Post by Major Johnson on Apr 18, 2015 20:57:04 GMT 1
I just started playing Mission Barbarossa. I think in the last mission I had two 20 mm flak guns and one 40 mm that I captured. The problem wasn't the guns not shooting at fighters, so much was that the fighters stayed out of the flak guns range. The AI was smart enough to station it's fighters over it's own territory. I do believe I lost one of my fighters to enemy AA though.
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Post by Major Pain on Apr 18, 2015 21:26:23 GMT 1
Ok... the 20mm guns would have a very low ceiling at 2000.
I assume the 40mm was the Bofors... the ceiling is slightly higher than the 20mm at 4000.
Now these might be changed in this Barbarossa. You can check each to find out.
Most fighters have a Ceiling of 2000, a few a bit higher... But if you have the Hurricane or Spitfire facing you, 2000 is about right.
What you might have to do is lure the fighters over your guns. Launch a Scout to fly only over your area and see if they will take the bait.
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Post by Major Johnson on Apr 19, 2015 15:17:49 GMT 1
What you might have to do is lure the fighters over your guns. Launch a Scout to fly only over your area and see if they will take the bait. Dammit! I should have known that!! Great tip! Thanks!
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