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Everything posted by Spades_Neil
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I asked this question with the old Lock On as well. :) It's useful to know when creating missions. However, we've got some new roles here... Rather than having to rummage through the GUI manual, I'll post this here for anyone curious about this. ^_^ Hope you find this useful! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Nothing: By default, each new aircraft added to a mission is devoid of any specific task. Correspondingly, it will not have any weapons loaded except perhaps an internal cannon. Such an aircraft does not take part in any active actions against enemy forces and just follows its route. Under the threat of an enemy attack the aircraft will try to evade it or attack it if within close proximity. AFAC: The Airborne Forward Air Controller (AFAC) Task will set the assigned aircraft to mark assigned targets with smoke rockets or illumination flares. For night missions, this can be a useful Task to assign an airplane to support a player flying a Close Air Support (CAS) mission. Anti-ship Strike: This task consists of having the aircraft actively search for enemy surface ships in a given area and then attacking and destroying them with appropriate weapons. When assigning such a task, it is best to arm the aircraft with anti-ship guided missiles. Additionally, the aircraft will have to have a sensor onboard that can acquire naval targets at long range to target such weapons. AWACS: (Airborne Warning and Control System). The AWACS aircraft flies according to a planned straight or circular route using looped waypoints, and it alerts allied aircraft, SAM sites, and ships when it detects enemy aircraft. Certain SAM systems can receive targeting data directly from the AWACS even when their own acquisition radar systems have been destroyed. Note that AWACS detection can be limited by range, very low target altitudes, and terrain masking. CAP: (Combat Air Patrol) The CAP mission implies flying a large race-track pattern using looped waypoints around a defined route to defend an area from enemy aircraft incursion. This type of task does not involve spotting and destroying enemy ground targets or a significant deviation from the planned route to intercept aircraft. Be aware that a high altitude CAP will make life for low level interdiction easier for your aircraft. A combination of a high/low CAP sandwich is the most balanced deployment. The crucial factor while patrolling will be the fuel load limiting the distance and duration of the CAP. All AI aircraft will stop patrolling and return to base in a straight route as soon as their fuel falls to the guaranteed minimum required for the return flight (Bingo fuel state). CAS: (Close Air Support). CAS involves actively searching for enemy ground targets on the battlefield and destroying them. Here absolute precision in delivering strikes is not of crucial importance. The Su-25, Su-25T and A-10A ground attack airplanes are best suited to CAS, though such planes as the Su-27, MiG-29, MiG-27, and F-16, F/A-18 can successfully handle this task. This is also the best-suited task for attack helicopters like the Ka-50 and Apache. This Task is also best used for attacking air defense systems. When attacking mobile ground units (even if they are stationary), CAS is the best Task to use (not Ground Attack). Use the Targeting tool to assign the area that the CAS aircraft will search for and attack valid targets. Escort: This task is allocated to fighters and attack helicopters and involves escorting allied aircraft (transport aircraft, bombers, or attack aircraft) and defending them along the route from possible attacks of enemy aircraft and air defense systems. In doing so, the escorts should not engage in fights with the enemy if they do not pose a threat or are significantly off the course line. Fighter Sweep: The fighter sweep mission is a combat task that involves penetrating enemy air space to attack enemy fighters or other types of aircraft. The main objective of a fighter sweep is winning air superiority and to ensure unimpeded use of the air space by friendly aircraft. Since the aircraft taking part in a fighter sweep may find themselves at a considerable distance from their airfields and take part in prolonged dogfights, their fuel load will be a crucial factor. GAI: (Ground Alert Intercept). When taking part in a GAI mission, an aircraft is on alert duty on the runway with warmed-up engines. On receiving AWACS or other targeting data of in-bound enemy aircraft, the aircraft takes off and attempts an intercept. Multiple GAI aircraft will take-off one after another to intercept enemy aircraft. When planning this type of mission you don‟t need to create waypoints. All you have to do is set the takeoff point at an airfield and declare it as a GAI Task. Note that when planning a GAI mission, the aircraft on alert don‟t appear on the runway until the target data becomes available. For best results, place early warning radars such as the 1L13 and 55G6 at the airbase. Ground Attack: This task is used to search for stationary enemy ground targets (plants, railroad stations, airfields, etc.) in a given area and then attacking and destroying them with general purpose bombs or rockets. This type of mission usually involves unguided bombs weighing from 250 to 1,500 kg. In addition, the aircraft can destroy targets with the aid of unguided rockets. When setting up such a Task, it is best to set the Targeting area over a general area that you wish attacked. Intercept: This is a defensive Task whereby the aircraft must carry out an active search of incoming enemy aircraft and/or receive targeting data from ground based or airborne radar. This type of combat task is reserved for large scale defense and active patrolling and you should not use it while defending a small area or a local installation. While chasing the enemy, the interceptor may deviate far from its planned route and the area that is to be defended will be left undefended. Pinpoint Strike: The Pinpoint strike mission involves active search for surface targets in a very small Targeting area and attacking and destroying them using precision-guided weapons. In addition to the above weapons, to deliver a pinpoint strike, the aircraft can carry a wide range of laser-guided bombs. When setting up such a task, you will want to set the Targeting area only over the specific target (small targeting circle). For example, if you Task an aircraft to destroy a bridge, set the targeting circle such that it only covers the bridge. Transport: An aircraft assigned to a Transport Task does not take part in any active actions against enemy forces and just follows its route. Under the threat of an enemy attack the aircraft will try to evade it. Reconnaissance: The aircraft will fly directly over the assigned Reconnaissance Task waypoint to best acquire intelligence. Refueling: This task is reserved for aerial tankers. An aircraft assigned this mission will refuel any thirsty allied aircraft during its flight. The use of looped waypoints is recommended for this task. Runway Attack: This is a specialized form of ground attack that will allow the aircraft to automatically align the axis of its attack along the length of the targeted runway. This is most useful when deploying runway denial weapons. To do so, set the Targeting area over the airfield to attack and select Airfields from the Target Categories. SEAD: (Suppression Of Enemy Air Defenses). Similar to the CAS Task, this Task allows you to define a Targeting area and have the AI focus on air defense weapons in the area. From the Target Categories list, you must select Ground Vehicles. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Advanced Haze is messed up, so I just wanna turn it off.
Spades_Neil replied to Spades_Neil's topic in Bugs and Problems
Yea, I actually didn't know that not having haze would actually bug up other parts of the game. I have it turned off for now, but as soon as I'm confident that the TekaTeka cloud shadow mod is compatible with FC2, I'll turn it back on and just run the mod as a temporary fix until, hopefully, a patch fixes this problem. Then again I wouldn't know if it can be fixed. I'm running an ATI Raedon 4800 HD series (or something along those lines) and if it's my graphics card just being flat out unable to make it run properly, then there's really nothing I can do. Oh well. -
Advanced Haze is messed up, so I just wanna turn it off.
Spades_Neil replied to Spades_Neil's topic in Bugs and Problems
Compatible with FC2, I hope? -
Err, URL seems to be busted.
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Advanced Haze is messed up, so I just wanna turn it off.
Spades_Neil replied to Spades_Neil's topic in Bugs and Problems
I guess that works as a temporary fix. I know something having to do with shadows is the culprit of this issue. I found something about "All Shadows" and "All Planar" causing problems. I use "All Planar" and refuse to use anything less. :P Problem is, it's only FC1 compatible from what I can tell. EDIT: Crud, seems TekaTeka's link is broken... -
Advanced Haze is messed up, so I just wanna turn it off.
Spades_Neil replied to Spades_Neil's topic in Bugs and Problems
Seems to be a common problem from what I'm reading... This is the best screenshot I have of the issue. I don't know if there's a fix for it either. I haven't found one despite searching the forums. Then again, I'm awful at searching for things. :P It's often right under my nose. -
Lakes look like giant holes in the ground. They don't look like water. Serious graphics problem. Fly close to a lake. You'll see what I'm talking about. You can see objects that poke under the terrain...
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Ideally, I'd like to do this WITHOUT violating 'hot files' for online games. I'm creating a huge survival mission right now for FC2 utilizing the trigger system (which is awesome), but the "blue" coalition which I'm using lacks an AWACS. Israel and Ukraine do not have AWACS.
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Now this can be easily fixed by the user, it's just a hassle because it has to be done for every individual aircraft as well as the free camera... so I'm just going to explain this here. I think it should be changed in a patch if possible, though we can fix it ourselves if we have to. Rudder Trim is set to RCtrl+Z and RCtrl+X, but think about it. Try pressing Right Control and Z at the same time with your left hand while the other is busy with your flight stick. >_> Not easy, is it? Especially when you're missing flaps, half your tail is gone, and your right engine is out while you're trying to retreat to home base all while being shot at by eight enemy MiG-31s... I learned that the hard way. :joystick: In Lock On 1.0, you could use either control key, in which case it'd be LCtrl+Z/X to trim your rudder. However, LCtrl+Z has been set to time alteration for speeding the game up, LAlt+Z is slowing it down while LShift+Z is to return it to normal. Yet, Ctrl/Alt/Shift+A does nothing. There was no purpose or use in changing those commands... It's kinda silly, and it just makes it difficult to play. I would suggest to all players that you move these keys while you remember to do so, and I also suggest to ED developers to just move those keys' defaults in the first patch. >.> Not hard to do, I hope. If not... Oh well. It's just a minor annoyance that can be fixed by the player without any complex knowledge of programming. :P Though I do kinda wish there was an option to have an option to make aircraft controls the same for ALL aircraft, at least of a certain nation. Like MiG and 27s have the same controls. So does the F-15C and A-10. Dunno about the frogs yet.
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Trigger system is ignoring my commands.
Spades_Neil replied to Spades_Neil's topic in Bugs and Problems
Ah, alright, that solved it. Forgive me, I'm not always aware of my words... I'll have to make a conscious effort to stop doing that before I cause myself some trouble. -
AIM-120B/C and AIM-9M/P, what's the difference?
Spades_Neil replied to Spades_Neil's topic in Lock On: Flaming Cliffs 1 & 2
Ahh, I see. -
Problem solved now. Here's basically how it was set. ONCE -> Group Dead: Wave 1 -> Activate Group: Wave 2 Yet Wave 2 starts with the mission despite my commands not to do so. Turns out I have to set a time hold value for the group. Killing them sooner than the time hold just makes them appear sooner. EvilBivol-1 explained that in his post below.
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AIM-120B/C and AIM-9M/P, what's the difference?
Spades_Neil replied to Spades_Neil's topic in Lock On: Flaming Cliffs 1 & 2
Oh, so it's actually just a disadvantage to use it? Is there any benefit? Meanwhile, if the 120C is resistant to flares, what's its draw back? Less maneuverability? -
AIM-120B/C and AIM-9M/P, what's the difference?
Spades_Neil replied to Spades_Neil's topic in Lock On: Flaming Cliffs 1 & 2
Rear aspect? What does that mean? -
Reinstall seems to have done the trick for now, but I want to figure out what triggered it in the first place. I had no mods or anything, it just magically stopped working right one day. I'll try to recreate this glitch eventually to see what broke.
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Just change the name yourself. I've actually deleted any payloads I never use.
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Unit Path Problem in 2.0 on the map Units don't follow their directed path. They're always slightly northward of what they are in the mission editor. They just need to be realigned. Not an issue usually, but REALLY problematic when you have precise paths set. I'm zoomed in all the way. The vehicle was driving on the dirt where you see the icon in-game despite my order to path it on the edge of the road. -------------------------------------------------------------- DIFFERENT GLITCH -------------------------------------------------------------- I cannot for the life of me make a unit look in the heading 241. I set it in the mission editor, and they always jump down to 240 in-game and then magically change to 240 in the map editor when I exit the simulator and go back to try and fix it. Actually, it turns out there are a few different headings I can't use. It looks like they're usually odd numbers. I can't use 063 either. It jumps back to 062 for some stupid reason.
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Forgive me, I know it's been asked a million times before, but I cannot for the life of me remember how it's done... There's some file I have to edit to make my character's head stop spinning in 2.0 on hard turns. I've already done it, but my squadron members want to know how to do it too. Also, when I get the answer, mind sticky-ing and locking this thread for other people? Or just make and lock a sticky for this topic?
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Ok, you don't seem to understand. Let me show you how the game looks WITHOUT mipmap on. Mipmap is on and working properly. It's the game or something in it that's busted. Without MipMap WITH MipMap See? I told you it makes no difference... Look, the terrain is still busted. Mipmap has nothing to do with it.
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It's not mipmap. I turned Mipmap off entirely to see what would happen. My graphics would be far worse if the Mipmap was off or failing.
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*sigh* Nope, that didn't do it. :\ Even close up the terrain is like this. Was worth a try, though... No positive effects. I already have mipmap maxed out, and the other stuff does nothing to effect this problem.
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Note, this is OFFLINE gameplay. ... Please tell me this is just a stupid bug that will be fixed soon. -_- The ground graphics are lower than Ace Combat. I can't even tell how close to the ground I'm flying. Now, I've tried getting help elsewhere with this, and no one has figured it out yet. So I'll post my little FAQ here so no one here asks and we can fix it more quickly. What graphics adapter card do you have? ATI 4800 HD, which unless it needs to update for Lock On 2.0, it should be fine. It worked for the original FC. Are any map options for low scenes enforced? First off, I have NOTHING enforced. Second, scenes effects only buildings and trees. Not ground graphics. Does it do the same thing to all textures? No. Just the standard Lock On FC terrain and the mountain terrain. Village/city terrain, airbase textures, aircraft textures, trees, and everything else are unaffected. Did you edit your Graphics.cfg file? No, aside from =RvE=Yoda's suggestion below this post. It didn't work, so I changed it back. Do you have the latest driver for your graphics card? I should. Do you have the latest Windows DirectX End-User Runtimes installed? I do. It comes with FC2. Did you set your graphic settings to default? Yes. Did you enable Mipmap in the Catalyst Control Center? It's maxed out by default, and I even turned it off... It doesn't effect my broken terrain. You should change your Mipmap settings and see what happens. It get better? No. Mipmap has absolutely no effect on it. It has nothing to do with it. Did you install FC2 into it's own directory? Yes. Did you install any Mods? None. Dude, I just got the game... Does it make any difference when set to full screen mode? Absolutely nothing. What resolution are you playing at? Frankly it doesn't matter. It does the same thing at EVERY resolution. Do you have Modman installed? Yes, but there's no graphic options for FC2 yet. Do you have any 3rd party graphic mods installed? No. I learned my lesson years ago with 1.01, and never did it again. -_-