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Thanks ^^ That was basically exactly what I was looking for. I somehow managed to not spot the button to turn those options on. Thanks a bunch!
My thoughts behide this was so that my bomber would drop its missiles only when practically directly over the target, this way, due to the wavyness of its flight path it would fire regardless. At that height +- 50 blocks would be hardly consequencial. While allowing its AA turrets to keep my bomber, bomber ready.
Yeah, already got that. Problem is still that since it's a pretty high altitiude bomber, the bombs get too far off target (though they are equiped with magnets so it's not all bad) The plane also has a high-rate-of-fire cannon at the front, but the plane refuses to head straight towards any enemy. it's always off to the sides.
Although then it wouldn`t be a bomber anymore, more like a gunship.
If you really need the ai to fly directly over the target I suggest setting angle before we turn to 0 *first air ai card option* and use turning thrusters on the front / back of the bomber.
Additionally since you're interested in a bomber, I would suggest against the "carpet bomber" mentality as for every 2 rack bomb you have, you could have an equal number of up to a 6 rack bombs for the same ammo cost per second, and potentially do a lot more damage (3-6 warheads vs 9-10, larger bombs are slower firing). Also, due to how HE/EMP works, if you go with a 6 rack bomb, your primary load out should be Frag, with HE/EMP to help deal with shielded targets (that is targets with hull tight shields as those can bounce Frag shrapnel), HE is good for shielded wooden targets, or targets that use surge protectors, while EMP is beastly against unproected metal ships.
As for the heading problem, set up the top two settings in the Air AI as such, "Angle of Deviation before Turn" should be 0, while "Angle of Deviation before Roll" should be pretty high if not 180 to ensure your craft isn't constantly rolling and thus launching your bombs everywhere, but also so that it's not tempted to roll itself into the enemy below. It's not 100%, but it's good enough.
This should in theory set it on a very stable and straight bombing run, the next step is determining how fast your vehicle goes to set up a well timed strafing run ensuring that the ammo you make does not pile up for too long. From here it's simple, just determine how long it takes you to restock your bombs, with a 6 rack bomb it should be around 13 seconds, then take your average air speed, and figure out how far your plane travels in that time. You only really need to "Force an attack run" every 13 seconds, but in the event your plane vears off to far from the target, it's nice to have redundency.