Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 01/10/07 in all areas

  1. Today I will introduce two very special new objects to you, ReactDelay and AreaGoal. ReactDelay We all know that the AI in Lock On isn't perfect. Especialy anoying for mud movers is the lack of reaction times for air defense units, Lock On's AD is insta reacting. As we know, the surprise effect is very important for ground attacks. The first golden rule of mud moving - never return for a second pass - is a testemony for that. Now it will be possible to achive this. The object ReactDelay is very simple. The 3d model itselfe is empty ( invisible, not there ), it consists of a simple hitbox, about 15x15m big. The object is placed around the ( stationary ) unit you want to add a reaction time to it. What will happen: The unit will engage aircraft as usual. But the hitbox around it will absorb the fire, meaning no fire gets away from the unit. After a certain amount of time the hitbox gets destroyed and the path to the targets is free. This time when the fire is cought in the hitbox is our simulated reaction time when no aircraft can be engaged. I created 4 versions of ReactDelay now and spent the afternoon scaling the hitpoints for various units. There are versions that block AAA for about 20 or 45 seconds, or block the first 2 missiles of the Strela-10 etc. I think this is pretty cool. You can have heavily defended targets that can be "surprised" by a quick attack and after about a minute when the AD "wakes up" there is no more comming trough. This is a pretty rough methode, but quite effective. I know we will get something like this with the more realistic AI in BS ( at least I expect so ), but this is a good workaround until then. AreaGoal Creating good mission goals is sometimes not easy as most mission designers know. Lets say you want the player to attack a camp, artillery site or vehicle park. What goal that decides mission failure or success do we use ? If you add a destroy goal to every unit in the camp, the player must destroy them all to succeed. If you add the destroy goal to only one unit in the camp, the player migh do heavy damage but miss the one target with the goal attached, thus failing the mission. With AreaGoal this is a thing of the past. AreaGoal is a invisible object, only consisting of a hitbox, 500x500m wide on the ground. It will not hinder the placement or fire of other units in the area. The object is no real goal, but a object to attach your mission goal to it. You can place the AreaGoal object in the target area and add a destroy goal to it. When the player attacks the general target position, he might hit or miss some tanks, but the 500x500m AreaGoal bellow it gets destroyed. This gives us the possibility to have more realistic mission objectives for the Su-25. As we know, the Su-25 is mostly used to attack enemy positions, not specific targets. So if the player goes in and drops his weapons in the designated area, the mission is considered a success. This is realistic because pilots are tasked to attack something, not especialy to destroy it ( although that would be preferable ). What amount of damage they cause is often not in the hands of a pilot. With AreaGoal we can tribute such attacks. I am very enthusiastic about those two objects, as this is stuff that I wanted for a long time. What surprises me is the simplicity of the ideas. I have been thinking about the possible application of the static objects for weeks now, but this morning on my way to work the idea struck me like a lightning :)
    3 points
  2. Конешно, даже Миг-29А/C имеют даталинк. Р-27 стреляет по помехе и прочее. Конешно, тока они уже урезаны, вон народ аж целые темы по опущенности Ф15 пишет. http://forum.lockon.ru/showthread.php?t=19848 Всё как обычно, геймерам лишь так называемый "баланс цветов " подавай даже в ущерб реализму. :)
    1 point
  3. Nice to see people getting interested again in real big boys type of fighting :thumbup:
    1 point
  4. I think that ecm modeling is based upon some instructions about attacking a jaming target from some very old russian manuals (about some very old jammers). But I don't think we should consider IRL that much anyway when talking about LO flying (except when talking about future upgrades). We should rather accept what we have as something that is our reality, and adjust our tactics to that. When something new comes up, we redefine the way we fly. And that is actually very realistic.
    1 point
  5. ручка велосипедная, из паралона она или чего там.
    1 point
  6. 1 point
  7. Come on man, you're making me blush :D
    1 point
  8. Hmm Well, this is definitly a huge capture. A "dance" in CAC has to do with alot of things like understanding of basics and concepts of geometry, physics, decission, ability to estimate and compare situations .... after that advanced experiences ...and not to forget the "arse-meter". It is a way more complex part of flying then it looks like at the first view and definitly unpossible to describe or "teach" it in words. But at the end of the day Lockon and Falcon ( both lil different in few points of feeling more or less realistic ) are delievering a nice plattform to get involved in this capture and even the fact they are sims, the principals are the same. But one thing i can say here - flying is an art and it takes patience and time. The question is, having the love to walk this way. ".... Dont think with ya gun ...."
    1 point
  9. Which is not realistic as it is done right now. Not at all :) A jammer will typically have a little horn antenna that it must point at the target it is trying to jam. There's other ways to do it too though, esp. if you use AESA elements, then we have a whole new ball game, but in my experience this is not the case with anything that isn't in fact equipped with an AESA radar ... Well that's actually not true. The -reason- why these pods are so effective -is- because they are carried in pairs. One listens, one jams. It allows more processing power for both of them in this manner. If worst comes to worst, you can use both to jam more targets than a single one. Also, Russia deployes 2 pods per 4 flankers ... that means 1 flanker gets to be the jammer. We obviously get no such doctrinal enforcement on the use of jammers in LO. Jamming performance in LO is not affected by the number of pods you carry at all. It's just not modelled right, period.
    1 point
  10. Good seeing you back online Dave!! :thumbup:
    1 point
  11. To leave no doubt that you have a good handling of the switches, I made a short video of the collective in action: http://video.google.de/videoplay?docid=-8598457868554044921
    1 point
  12. The CAW!! Great times MrWolf...but like GG said, I pray to all that is holy (and Pamala Anderson) :notworthy::notworthy: that another war breaks out!! And soon...ok...not until my return from the ROK!:thumbup:
    1 point
  13. OK, there are almost 20 variants of the mig 21, confusing!! When Chizh made the comparison bet the rendered model posted earlier and the real thing I think he used the f13 variant. So I decided to do it. This is the result of today's session. Basic geometry before refinement of thr fuselage and the uncut canopy. I am posting this for your geometry check before I spend more time. ( my flanker is unhappy today :D).
    1 point
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...