To Sharkzz, for Shipping and carrier related QMBs please visit Flying Nutcases Fullmissionbuilder site, it is mandatory and a Tutorial with pictures/screenies showing how it works, this site has them all, the skills you need for FMB Missionbuilding and QMB mission building, which is based upon FMB.
I never found anything more usefull than his site, except my Buddies over at Mission4Today and their in-Detail knowledge.
There were also Topics here on SAS where we had it discussed already.
http://www.il2-fullmissionbuilder.com/takeoff-waypoints.htmlhttp://www.il2-fullmissionbuilder.com/heavy-carrier-takeoffs.htmlOr you just alter the MTO QMB to a Ship Carrier scenery, not hard, just make a copy of MTO and rename to MTO-Naval or anything else and make sure your Missionsnames start with the Folder Name i.e. MTO-NavalRedScramble00.mis, assuming the Allied side is carrierbased, place a few ships, the Illustrious on it and assign T/O points to the Carrier, place them near it. On Mission start you can scramble on the Carrier, even in QMB. You can completely Move to the sea if you want, only your imagination is the limit.
PapaG39 I can't imagine what causes this misbehaviour, in my QMBs they attack what I select them to attack Ship, Static Object, Airplane or, Tank, truck or nothing at all.
Best way to test would be a custom scenario of static Flak, an artillery (non-static Flak) and a Maultier placed without these uncessary Groundobjectives/Radius or Primary/Secondary target Bla-Bla and see how AI reacts. Now that you ask I'll do myself too and give the results.
As far as you don't select Modded objects, you can use UP, HSFX or any IL-2 version as long as you stay on stock objects, to gain compatibility.
Here are the results:
Map: MTO_Online
Target: 1xMaultier, 1x Artillery/88mmFlak & 1x Stationary Object/88mm Flak
4x4 Tempests (Following loadouts: Player Squad with Rockets, 2.Squad with 2x1000lbs and 3.Squad Default, one Flight for each target)
Mission completed without loss or no target left untouched.
Targets I assigned just by setting Waypoint to the target(no setting of Mission Objective-Target radius or Primary or secondary stuff), in FMB this Waypoint selector/green thingy switches to Groundattack Icon if selected to a target/Right?, depending on your loadout AI will probably straff with what they have/Guns if in Default or use specific loadout.
Flight 4. acted as a flyby Squad.
In my second testflight I changed my Squads Loadout to Default, to check my Buddies can really straffe, and they did, completed mission objective, but before rejoining after attack, two of them #2 and #3 making a loop afterwards and crashing to ground, for unknown reasons. #4 rejoined and made it home. These Player Squads AI-straffe behavior can be examined in DGen Campaigns too, being very obsurd, crashing from out of nowhere, just like they seem to be Kamikaze all of a sudden, after completing mission objective.
I did this one in a second turn, with only #2 crashing in this mysterious manner. Further investigations scheduled to Knoch-Air Force Intelligence.
Result: Target destroyed, by AI, Player(Me) was lazy just watching the show and saving Ammo, AI Straffing w. guns and/or using the rest of the selected loadout options, all thru the waypoint Target selector. 3 losses out of a Flight of 16 over 3 Missions, due to
human sorry AI-misbehavior or technical issues. A good tally.
Player Flight-AI losses in this case can be player produced, AI unable to stay in Formation for Player flying like a Jerk, or unable to forsee his un-AI actions.