Mission DK01 - Aggression
A "Silent Pass" mission. Launch
from Fallon with Hornet Two and proceed to Waypoint Two. This mission is
to test your skill against two USAF F-16C "Vipers". Make 420KIAS
and 10,000bALT for a fast merge on the Vipers. They will approach you with
radars-off. The mission is designed as a "guns-only" mission.
The Vipers will recover at Austin AB, you should attempt to recover on
the CV at Waypoint Zero.
Some notes on what you may see and why in this
Desert Kings
mission:
There is hardly any information available on the
artificial intelligence in Hornet (any version). Computer-controlled opponents
are always seen as "easy kills" anyway. Usually you can get to
"know" a certain simulation or mission and predict the AI moves.
When that happens the gameplay halves... I have always been amazed by the
people who purchase a console game then play it to finish it in as quick
a time as possible. Where is the enjoyment and how big is the challenge
in that? All they have left is 15 seconds of fame when they boast about
it....
Flight-sims can be different. We try to emulate
the real-world aspect of ACM. Does this work? Sometimes... moreover you
can limit yourself. Fly some missions "guns-only" for a change...
The aggression which the AI shows in F/A-18 Hornet
falls into three main areas or facets of computer-controlled behaviour.
The following points are base on observation and experimentation. We are
not privy to any "secrets".
1. One is the moves it will pull in close-combat
though that depends on the plane it is using. Mig-23s may stall-fight you,
while Flankers will zoom high and extend a lot.
2. The second facet is the way it avoids your
missiles. Highly aggressive AI will pump out a good deal chaff and flares
while maneuvering away from you. Low aggression AI will simply maneuver
and hardly use chaff or flares at all.
3. The third aspect of aggression is the range
at which the AI takes notice of you. High aggression AI will spot you out
at over 30nms (you may notice this when you get "spiked" and
see a RWR spike in the HUD but nothing is showing on the radar)... while
low aggression AI will target you from about 12nms.
These facets are further refined by the user-settings
which you set in the preferences of the simulation. (Set those settings
at Max for this and all STRiKE missions. I refine the AI aggression when
I make any mission. You need to ensure that your settings are at maximum
to take advantage of it).
You often see your wingman pumping missile after
missile into a bogey... you check and see that bogey pilot has ejected
but "old wingie" keeps attacking it. He continues this even if
he is under attack from second (or more) bogeys! This is because the engines
on the first bogey are still working. The AI in Hornet will attack as long
as your engines are still working. That is the reason why you cannot shut
down your engines in flight. The bogey would simply fly away from you as
it considers you "dead". When the AI wingmen see a bogey spiralling
downwards with engines on they will zoom down after it and lawn-dart (usually).
- Extra Note: The AI bogeys in F/A-18 Hornet
Korea will also attack you if:
- A. You sit at an airbase on the ground
with your radar on
- B. They have been set to target AA at
your base or along their flight-path
In Mission DK01 - Aggression I refined the Hornet
Two AI down to a point where he ingnores the ROE to the horror of the trailing
Viper! He takes the head-on just as he merges yet usually misses. That
is not all he does on the merge though... he quickly swings behind the
trailing Viper too. Watch his moves on the merge when you fly the mission.
Some tips on fighting the Vipers:
1. You may have read that the corner velocity
for the F-18 in F/A-18 Hornet Korea is about 300KIAS (or 320KIAS). Corner
velocity is 297KIAS... two Aim-9s + Flir.
2. The Vipers prefer to "loop-fight"
you. They go around and around. Get to corner velocity and turn with them
once to get used to their direction, use afterburner when needed to keep
up with them. Stay as near to 300KIAS as possible in the fight.
3. After one full "loop" position your
gun-sight just ahead of them and squeeze out a few two second bursts. This
is deflection gunnery (to put it simply). Fire just ahead of them so they
fly through your tracers. All you need is one "ping" to wreck
their ailerons or elevators... fights over. |