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[V9.5 - Air Combat] Heavy Fighter Loop


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Two scenarios that result in compulsory destruction of your aircraft due to looping air combat which results in 0 fuel. Verified with 3 aircraft but haven't had situations with less. I think 3 aircraft versus one heavy is the key.

1. You engage 2 fighters and 1 heavy fighter with 3 aircraft. You destroy the two fighters and the heavy fighter turns and runs. It is too fast for you to catch. However, upon leaving back to the geoscape you are automatically thrust back into combat with said heavy fighter which is facing away from you and is fast enough to out-range your guns before you get a lock and escape the air combat. Rinse repeat until you are out of fuel with no way out (not even retreat works as I think the enemy is set to aggressive interception on the geoscape.

2. You are engaged by a single heavy fighter (which intercepts you). Upon entering the air battle it is already facing away and powering off the screen before your afterburner allows you to catch it (both the MiG and F17 are outrun). Because it intercepted you, it will continue to force you into air combat - fleeing every time - until you run out of fuel.

Needless to say there appears to be no work around.

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You can add them manually.

I have given mine two fighter missiles and a single cannon.

What is the loadout supposed to be Chris?

Try pasting this over the existing heavy fighter if you want a quick fix:

<Row>

<Cell><Data ss:Type="String">airplane.alien.heavyfighter</Data></Cell>

<Cell><Data ss:Type="Number">200</Data></Cell>

<Cell><Data ss:Type="Number">20</Data></Cell>

<Cell><Data ss:Type="Number">8000</Data></Cell>

<Cell><Data ss:Type="Number">2500</Data></Cell>

<Cell><Data ss:Type="Number">550</Data></Cell>

<Cell><Data ss:Type="Number">75</Data></Cell>

<Cell><Data ss:Type="Number">75</Data></Cell>

<Cell><Data ss:Type="Number">0</Data></Cell>

<Cell><Data ss:Type="Number">0</Data></Cell>

<Cell><Data ss:Type="Number">4</Data></Cell>

<Cell ss:Index="13"><Data ss:Type="Number">0</Data></Cell>

<Cell><Data ss:Type="Number">0</Data></Cell>

<Cell ss:Index="16"><Data ss:Type="Number">0</Data></Cell>

<Cell><Data ss:Type="Number">0.4</Data></Cell>

<Cell><Data ss:Type="Number">0</Data></Cell>

<Cell><Data ss:Type="Number">1</Data></Cell>

<Cell><Data ss:Type="Number">1</Data></Cell>

<Cell><Data ss:Type="Number">1</Data></Cell>

<Cell><Data ss:Type="String">unknown</Data></Cell>

<Cell><Data ss:Type="String">UFOSize.Small</Data></Cell>

<Cell><Data ss:Type="Number">1</Data></Cell>

<Cell><Data ss:Type="String">AV.FIGHTERBEAM;AV.FIGHTERMISSILE;AV.FIGHTERMISSILE</Data></Cell>

<Cell ss:Index="27"><Data ss:Type="String">aircraft/UFOs/heavyfighter</Data></Cell>

<Cell><Data ss:Type="String">aircraft/aircombat/ufoheavyfighter</Data></Cell>

<Cell><Data ss:Type="Number">100</Data></Cell>

<Cell ss:StyleID="s67"><Data ss:Type="String">Yes</Data></Cell>

<Cell><Data ss:Type="Number">1</Data></Cell>

<Cell><Data ss:Type="String">No</Data></Cell>

<Cell ss:StyleID="s67"><Data ss:Type="String">No</Data></Cell>

</Row>

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Ah sorry forgot to say.

It goes in aircrafts.xml in the assets folder if you open it in notepad.

If you open it in a spreadsheet just look for the loadout section and add AV.FIGHTERBEAM;AV.FIGHTERMISSILE;AV.FIGHTERMISSILE

It seems to work for me but I don't have a savefile where I can test it properly.

Give it a shot and if it doesn't work just try AV.FIGHTERBEAM;AV.FIGHTERMISSILE to give it the same weapons as a normal fighter.

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