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 Post subject: Knights AAR Frame 1
PostPosted: Mon Feb 29, 2016 6:01 pm 
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Joined: Wed Nov 13, 2013 1:14 am
Posts: 1047
We were tasked to to hit GVs and 51 from M25

We were able to get some GVs but the terrain made it impossible to see them all.

We RTB and was told to hit 50.

We did and was able to contest it and capture in.

Here were the problems that we encountered and these need to be address once and for all if we are going to us the CA setting.

There was a lot of confusion. Jabo said there were two more targets to go down, but yet it was contested. How can this be? ALL assets must be down in order for the field to be contested..

1. It was silly to make the bombers take 75% fuel load. This made us way to heavy for a short run and made the B25C even more difficult to strafe with.
2. Either fix that damn AIs so they don't ground themselves or do away with the CA.

We could have done more for Beaver if they had worked and I am ready to ground all my bombers and turn us into a fighter squadron. Waggaa and myself were the only two bombers on our side and if the AIs had worked, we could have done more.

I spent over 30 minutes trying to get my AI off the ground and ended up ripping off the gear. With my numbers getting lower, it's important to fix this if the Knights are going to continue to fly the S3's

I will post this on the General site as well so all can see this.


Capt Hawk
CO - The Knights Who Say Ni!


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 Post subject: Re: Knights AAR Frame 1
PostPosted: Mon Feb 29, 2016 7:18 pm 
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Joined: Sat Nov 09, 2013 7:15 am
Posts: 917
Hawk wrote:

...1. It was silly to make the bombers take 75% fuel load. This made us way to heavy for a short run and made the B25C even more difficult to strafe with.
2. Either fix that damn AIs so they don't ground themselves or do away with the CA...

Say "Amen", somebody!

Plus a number of other anomalies not mentioned.

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Happy trails...
Wolf
XO 352nd Fighter Group (virtual)

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 Post subject: Re: Knights AAR Frame 1
PostPosted: Wed Mar 02, 2016 10:24 pm 
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Joined: Sat Nov 09, 2013 3:45 am
Posts: 131
Hawk..working with SPINDZ on your wingmen issue...

can you provide details?? Field SP etc... ACMREC??


352nd Fighter Group (V) - "The Blue Nosed Bastards of Bodney"
328th Fighter Squadron C.O. (V) - PE - Red and Green

dulce bellum inexpertis

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 Post subject: Re: Knights AAR Frame 1
PostPosted: Mon Mar 07, 2016 5:50 am 
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Joined: Sat Nov 09, 2013 3:45 am
Posts: 131
Bump for hawk


352nd Fighter Group (V) - "The Blue Nosed Bastards of Bodney"
328th Fighter Squadron C.O. (V) - PE - Red and Green

dulce bellum inexpertis

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 Post subject: Re: Knights AAR Frame 1
PostPosted: Mon Mar 07, 2016 1:18 pm 
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Joined: Sat Nov 09, 2013 5:28 am
Posts: 144
Hawk
We need all the information possible and not in a rant while the S3 is in process.

So, please answer some questions that will help them resolve this.

What login in are you using?

When you roll, are the AI units rolling with you?

Do the AI stay in formation with you?

We can’t quite understand how you can make it to target and then realize that your AI are still on the ground.

Are you separating from your AI in flight, or giving them orders other than to stay in formation?

You can’t give them orders other than to stick with you.
That’s how it works.

I’m not trying to kick you Hawk (normally th best time to kick someone, when their down…)
I’m trying to sort through this.

This is nothing to do with the combined arms, it’s an AI issue or perhaps giving them orders they can’t follow.

This is also nothing to do with Dawger.
He did not create the CA.

Please respond Hawk.
Thanks for your time.


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 Post subject: Re: Knights AAR Frame 1
PostPosted: Mon Mar 07, 2016 3:35 pm 
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Joined: Wed Nov 13, 2013 1:14 am
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Madcat,

What login in are you using? Bomber/GV.

When you roll, are the AI units rolling with you? On this map, yes.

Do the AI stay in formation with you? Yes

We can’t quite understand how you can make it to target and then realize that your AI are still on the ground.

If you keep your AI's with you, they will drop their bombs at the same time. If you send them off to a waypoint, they will keep their bomb load. This way, we can transfer to it and head back to the target again.

Are you separating from your AI in flight, or giving them orders other than to stay in formation? What you do is DRAG the AI to a point on the map. Spindz has mention that they will go into a holding pattern until you call them back, or switch to them.

You can’t give them orders other than to stick with you.
That’s how it works. You are wrong on this one. See the statement that Spindz mention.

I’m not trying to kick you Hawk (normally th best time to kick someone, when their down…)
I’m trying to sort through this. Once again, this isn't a flame war. This is a brewing frustration of something that has been mentioned for months and not seeing a fix nor a concern.

This is nothing to do with the combined arms, it’s an AI issue or perhaps giving them orders they can’t follow. I disagree, because you can't control AI's like you can in the combined arms arena

This is also nothing to do with Dawger. Never said he did.
He did not create the CA.


Capt Hawk
CO - The Knights Who Say Ni!


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 Post subject: Re: Knights AAR Frame 1
PostPosted: Mon Mar 07, 2016 8:04 pm 
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Joined: Sat Nov 09, 2013 5:28 am
Posts: 144
Quick reply, I'm at work.
I think the sending of AI units away from your formation has been brought up by jabo in a few posts now.
As memory serves he's said don't do it.
The main purpose of AI wingmen is to add to your defensive fire.
Also your offensive bomb loads.
Last it gives bomber pilots the possibility of 3 lives.
The interface seems to have issue with sending your AI way from you.
So, I'd suggest doing as jabo says and forming up your AI and keeping them with you.
If you could, please find Spin's post.
Hopefully jabo can chime in and talk about it.
While the CA interface is in the S3 it may not function as it does in the CA arena.


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 Post subject: Re: Knights AAR Frame 1
PostPosted: Mon Mar 07, 2016 9:47 pm 
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Joined: Wed Nov 13, 2013 1:14 am
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Madcat wrote:
Quick reply, I'm at work.
I think the sending of AI units away from your formation has been brought up by jabo in a few posts now.
he stated you have to be above 300 feet. I think, 10k meets that requirement
As memory serves he's said don't do it.
The main purpose of AI wingmen is to add to your defensive fire.
By who's definition. This isn't true. It's so, that those of us that have fewer members will be able more bombs available due to low numbers. If this isn't true, then the Knights are done because we just don't have enough bomber pilots now.
Also your offensive bomb loads.
Last it gives bomber pilots the possibility of 3 lives. Don't really care about that if all bomb drop their load in one run.
The interface seems to have issue with sending your AI way from you.
So, I'd suggest doing as jabo says and forming up your AI and keeping them with you. Once again, this isn't going to work. According to Spindz, sending them away puts them in a holding pattern. This way we can switch and use another bomber when done dropping with the other one.
If you could, please find Spin's post.
Hopefully jabo can chime in and talk about it.
While the CA interface is in the S3 it may not function as it does in the CA arena.


Capt Hawk
CO - The Knights Who Say Ni!


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 Post subject: Re: Knights AAR Frame 1
PostPosted: Fri Mar 11, 2016 11:44 am 
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Joined: Sat Nov 09, 2013 5:28 am
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Hawk,
I don't think the CA works the way you want it to in the S3.
Pretty sure that Jabo means you have to be above 300 feet before you start switching to your AIs.
I've asked Jabo to be more explicit in his instructions and to clear it up.
I don't think the CA log in, AI commands, work the same in the S3 as it does in the CA arena.

IF you keep your AI wingmen with you, it adds to your defensive firepower, bomb load, and gives you the ability to live longer.
The ability to use your AI wingmen in a holding pattern is probably not intended in the S3s.
As for not being able to hit enough targets, my guess is that Jabo would evaluate the results of a bomb run and switch us over to TOT as a way of dealing with the lack of bombing accuracy by the AIs.

Please talk this over with your guys and figure out what you want to do.
We'll patiently wait for Jabo's explanation.

Thanks!


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