Pro Mission Creator Tip: Load out Changes Pertaining to AI Wingmen

This tip is for all you mission authors that are pre-loading the aircraft in the M files.

I had a mission that I built for 2 F-4B Phantom's, to engage in a hit and run strike mission. I had pre-loaded the planes in the M files with 5 MK-84 Slicks and 4 AIM 9M's. So, I decided to see if the AI plane would retain the pre-set load out if I changed the one in the Wing Leaders plane. I changed my load out to 2 MK-82 7 pks. I then flew the mission.

The results were, that when I assigned the AI wingman to attack a ground target (a ship that usually required him to make 2 passes at with the MK-84's) he dropped a 7 pk of MK-82's, destroying the target with one pass. This was the same ordinance I was carrying.

In case you don't already know, the AI wingmen, or planes not filled with human pilots, will carry the same ordinance load out that the Wing leader carries, provided that all the planes are the same. Should you leave the "Arm Plane" screen enabled in the mission, and the Wing leader changes the ordinance in his plane, it will over ride the pre-set load out in the M file for all aircraft in the wing of the same type as his.

So, if you pre-load the aircraft of your mission in the M file, and you don't want them changed, I suggest that you be sure to disable the "Arm Plane" screen in the PMC. Especially, if you have given different load outs to the planes in the wing. If you don't, it may screw up the human pilot's ability to carry out the mission.

<S> 1Lt. Outryder_13/369th TFW