

Perry
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FC 1.1 , A2G AI versus IR SAM (request)
Perry replied to Perry's topic in Lock On: Flaming Cliffs 1 & 2
@SL PAK : How can i send you those missions ? also, i didnt do anything extraordinary, i just used the 1.02 mission editor and played those missions in FC 1.1 demo and i asked my wingman to perform various tasks @ Alfa & Wolverine : it seems that the AI already "cheats" to detect IR SAM amongst a convoy but i would like it to "cheat" a bit more. i mean Ai wingman VS IRSAM = wingman shotdown 90% of the time (maybe theres something wrong, no ?) even if he had a loadout that allows him to make the kill from a security range : 2,5 miles is too short for him to perform his task correctly but its a very good range for the SAM launch considering the wingman will close the distance to the threat. Outside of the 2.9 miles cercles from threat, wingmen wont react at all to the attack orders i give them. I think the AI should be helped against those kind of threat because AI does not have memory and cant do what most pilots do before entering an hostile zone : from security altitude, fly in parallel to the hostile zone closer and closer at each pass in order to spot and memorize the position of IRSAM, make an evasive manouver when a missile is launched and then come back with a correct fly path to kill the threat. For the moment when i play this kind of scenario, i have to kill the first part of enemy threat with my maverick load out, then switch plane with my wingman (ALT+J command) and use his maverick load out... i would like him to work a bit more :shock: :lol: ps : if anybody has found a way to use wingmen correctly against IR SAM, i will buy it !!! :wink: -
i have been playing around with the 1.1 demo (modded demo) to test further more the AI in FC1.1, and finally i must say that the amount of work achieved on the AI has been tremendous, nothing is perfect but wingmen are now much more efficient when used correctly (someone should write a review of the AI in Lock On ala "mothering the AI" review of Falcon 4). And i hope the efforts in this good direction will continue , 8) ! i have tested a bit the A2G AI in the demo by importing some custom made missions from 1.02 mission editor into 1.1 demo. So obviously i dont have the pretention to claim that my tests are full proof nor do i have the pretention to know all the "How & Why" triggering the AI...but i think i saw a part of the iceberg. i tested a mission with me & my wingman (A-10A) equipped with maverick D (and others bombs) against various russian SAMs + defenseless vehicles. *Against IR SAMs strelas : to trigger the wingman to attack an IR SAM hidden in a convoy. the flight group must be at a distance of 2.7-2.9 m or nm from the target (i dont know the correct unit, its the one displayed in the maverick display) and the wingman must be ordered to "engage ground target". But by the time the wingman : 1)acknowledges the order , 2) realizes that theres a strela in the convoy (he announces "going sead"), 3) changes his course and make his calculations (according to his load out probably) hes at a distance of 1.5-2 miles from the strela and at this point theres already a missile coming at him in the air so virtually he is dead meat : he stops his attack to make an evasive manouver and 90% of the time he is shot down. So could the detection range of IR SAMs by wingmen be slightly increased to something like 3,5-4 miles (or nm) in the future patchs and versions of Lock On?? so that they have much more time to prepare their attack and can use the advantage of their longest range weapon (maverick D) before entering danger zone. I have no problems with the engagement zone for wingmen set at 2.7-2.9 miles against defenseless vehicles, precisely because they are defenseless, but against IR SAMs, wingmen cant be saved if they are on their own. So to sum up my idea : -Perception of Radar SAM (tunguska for ex) threat by wingman = according to the SAM radar enveloppe >> good survivability if attack is ordered in time and then the wingman is ordered to "rejoin formation" quickly -Perception of IR SAM threat by wingman = 2.5 nm default value >> bad survivability, wingman is shot down 90% of the time nothing can be done to save the wingman except putting self plane between him and strela (draw the fire for him, i dont like that too much :wink: ) -Perception of defenseless enemy vehicles by wingman = 2.5 nm default value >>> you see my point, the perception of IR SAMS should be increased to improve wingmen survivability SORRY FOR MY BAD ENGLISH
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you should really mod your demo to have access to some of the extra feature, REALLY ! it gives you an incredible taste of what 1.1 will be and its very easy , it is done in 2 min. All the FM are now incredible : the SUs and Migs are deadly as hell in knight fight & even the us planes have very good response now, the whole flying thing completly changed ! also dont forget to change the responses curves of the joystick to linear
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Who noticed some problems with the wingmen AI ? each time in the 2 quick missions Su25 & A10 they go completly insane against the 2 helos in the missions. They must have a script or something in the AI which says "ME ZOMBIE ! ME KILL HELOS!! KILL!! KILL!!" because once they notice the helos they wont do anything else than engaging helos. They wont rejoin formation or answer other commands. And if unfortunatly they miss the helos with their missiles, they will go dogfight against the helos which can be VERY long before they kill the helos. Also often, while dogfighting against helos, they will be shotdown by AAA or SAM... Theres a lot of good things in this demo but i was disappointed by the AI.
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An alternative padlock system (natural padlock)
Perry replied to coldcrew's topic in Lock On: Flaming Cliffs 1 & 2
thanks for sharing ! i will try asap !! -
stuttering, gRRRRRRRRR!!!! i hadn't had stuttering in months of playing lomac...:evil: but after 2 days of playing falcon4 and americas army, last night i switched back to lomac and just before my flight i decided to uninstall zzzspace soundpack 7.2 and installed the version 8.0 instead. (i did nothing else on my comp!!!) then i tried to launched the mission added in his pack... Now, i have stuttering EVERYWHERE, campaings,all single missions, A10/.../SU33 quick missions every seconds. I tried to turn off sound acceleration in dxdiag, nothing changed ! I tried the PCI latency tools and tried different values for my 9800 pro (first 64, second time 32), nothing changed. I tried to change the resolutions of my desktop and lomac then switched back to my default settings (1024*768), nothing changed (this trick did solved my stuttering problem a few months ago though) I also defragged my hardrive twice i am completly clueless and angry nb: since i uninstalled zzzspace sound pack 8.0 but i still have stuttering !
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i d rather have a correct AI than more eye candy, if its true that the AI of a game has never made its sales increase, its true that a bad AI make players lose interest in a game lomac is already awsome but its AI...
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I'm registered why does it ask me to sign up ?
Perry replied to S77th-RYKE's topic in Lock On: Flaming Cliffs 1 & 2
theres a registration for forums and another for the site :access to vids & maybe 1.1 -
While 1.1 does not arrive ... I uploaded a 24 mission pack
Perry replied to a topic in Lock On: Flaming Cliffs 1 & 2
nice work, i already enjoyed the previous version of your pack. will DL this one fo sho ! :wink: -
TTT
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i would like to have some more precisions about AI because i keep reading that AI has been improved in FC 1.1 and that the wingmen behavior has been modified so that they have now stop to do stupid things like dropping all their ammunitions when fired at by a SAM. But, does the general behavior of wingmen has been modified : - i mean aggressivness, even on excellent they lack aggressivity, - do the SUs are now able to do the F-pole Manouver when firing an R27 : even when they have the advantage, wingmen keep flying towards the enemy, thus get shot at by enemy, so they have to break lock to engage a defensive manouver & thus they get shot down............... :\ Also i have a lot of troubles with the "engage bandits" command (F1-F1-F3). - Sometimes, wingmen will engage the wrong bandits when using this command : they engage bandits faaaar away whereas there are bandits already engaging us at 60 km. - Using the FBP, setting up a 4vs4 plane engagement (AI on excellent), i noticed that if i use the engage bandit commands for all my wingmen (F1-F1-F3), only my 4th wingman will engage bandits and fire a missile. If i want my 2nd and 3rd wingman to engage bandits i have to tell them individually (F2-F1-F3 & F3-F1-F3), which is very upsetting, otherwise they will do nothing except being shotdown. also i use Lock on 1.02 any information would be welcome
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hard disk loadings during flight
Perry replied to scorpion2000's topic in Lock On: Flaming Cliffs 1 & 2
Re: hard disk loadings during flight your rig is pretty good and you have 1 gig of ram so i dont understand why you have this problem, myself i have never have nor heard about this problem. In Lock on option you should set the "terrain preload" option at the max (100km) maybe it could solve your problem, other than that, sorry, i dont know :? -
yes i have the same problem with this video. i have the latest codecs i have tried differents video players the vid is buggy
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idea for padlock hi, as it was stated the padlock function is currently a pain to use (this is the reason why i stopped to use it, even if i dont have a TrackIR): - takes a lot of buttons on the joystick (1 for lock, 1 for unlock, 1 for centering view) which could be use for other functions - follow the locked plane (or missile) in every manouvers it makes, even if the tracked plane is beneath my plane, which is unrealistic - 1 padlock for aircraft, 1 padlock for incoming missiles (!) - draw a green cross on the target that i cant suppress (i dont like it) ************************************************************************************** i would like a universal padlock feature (for aircraft, for incoming missiles, for ground targets) assigned to only one button and which would be active only when i press the button. i would like it to function this way, if i encounter an object that is in my LoS and within visual range (i think WVR is like10 nm but im not sure) and that i want to lock, 1) first i need to assign the padlock function to this object by watching directly the target and pressing the padlock button once 2) if i release the padlock button, i would like my view to center itself smoothly (and not directly) on my cockpit and instruments to do a quick check of my characteristics of flight (where is my nose heading at, whats my speed, how much is my AoA, airbrake on/off ?) 3) if i press the padlock button once again, i would like my view to center itself smoothly on my (previously locked) target so that i can follow its manouvers (with restrictive limits, i dont like the current all seeing padlock feature)... and so on : pressing the button i see my target, releasing the button i go back to normal view. 4) being able to disable the padlock feature on my current target (= reset settings) by moving the coolie hat (im not sure of the name, its the little button on top of my joystick which allow me to move the head of my pilot) so that i can assign another object to the padlock if the padlock functiun could work this way, my dream would become reality ! and i would use it A LOT ! :wink: ps : sorry for my bad english, and sorry if some of those ideas where already written, i hadnt the time to read all the posts