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Bruce_D

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Everything posted by Bruce_D

  1. Hi, Now I’ve tried a little bit closer. The kill ratio was 89%. The angle that the AIM-54 reaches the target is the most important factor to hit AI. Every AI plane were on high. High.rar
  2. Hi, After today’s hotfix, climbing 20,000 ft (60°) above the target starting firing at 30° I had a 70% kill ratio against AI High. Distance about 52 nm. HF.rar
  3. Hi guys, I did a lot of tests before the 06/10/2020 update. Here are some of the results (.acmi file). After the update the missile started to fail again. Planes: 2x Su-27 (high) 2x Su-30 (high) 2x Su-33 (high) 2x Mig-31 (excellent) 2x Mig-29A (excellent) 2x Mig-29S (excellent) 2x F-4E (high – Super Phantom) I always fly with ECM on against AI. Before the patch, 80% of the time I had 2 kills (the F-4E is a super fighter that manage to evade missiles) and 95% of the time just 1 kill (again the Super Phantom). I have done more than 100 shoots at ranges between 48 nm and 44 nm. After the 06/10/2020 update, in four different attempts I only manage to hit 2 targets (25%). What I saw since before the patch: When the Phoenix reaches a speed of 1399 knots and his distance is higher than 6 nm from the target, he tries to go for the CM. After the update, when the missile reaches 6,21 nm from the target he misses, no matter the speed. Other thing, the F-14 altitude matters more than the speed. I always climb 15,000 feet (30° of AoA) before firing to not give time to AI to climb and follow me. The missile has to be at least 15,000 feet above the target. With the new patch I will try to give more altitude to the missile. You don’t need to climb a lot for the Mig-31, you need more speed. The Mig-31 does not have chaff or ECM so the missile will only need speed and you can fire a little bit far and star your defensive maneuver against the R-33. If someone has any more comments about this, feel free to comment. Tks. Before.rar After.rar
  4. I intended to send this before the last patch, but I forgot
  5. Happened to me yesterday. Two F14 collided and finished my mission
  6. Do what I say, don't do what I do
  7. I protect my wingman. I always cry when they die
  8. I forgot to put other thing: 7 - He forgets to Set Datalink Mode Switch TAC (AFT) - On the carrier
  9. Hi, This is a list of things that Jester forgets to turn on in a cold Start: 1 – Liquid Cooling Switch ON 2 – Uncage the Standby ADI (Attitude Director Indicator) 3 – Set ICS (Intercom Set) switch to HOT MIC 4 – Turn his oxygen on 5 – Arm his eject seat 6 – Reset the Altimeter Mode Switch I think that’s all. Thanks Jester.trk
  10. On the f14, most of the time, the wingman say bingo fuel and a feel second later eject
  11. Hi Gibo, Here is what you going to do: 1 – Go to options – controls, chose the plane that you want and click in modifiers: 2 – On the next screen press ADD: 3 – I saw that your joystick does not have many buttons, so I suggest you to use a key on your keyboard, but you can also use a joystick button for this. On device name select Keyboard: 4 – Now you have to select a key that will only be used as a modifier and for no other function on the plane: 5 – Now go to Axis Commands and select an Action to add an Axis. In this case I have add an Axis for Zoom View: 6 – Select a new action to add an Axis. In this case I’ve selected DLC/Maneuver Flaps Retract. Choose add modifier and select the modifier button that you have created and select the same axis that you have used on the last example: How to use: In the game, I use the selected Axis to zoom in and out. When I want to use the DLC I press the modifier once and the axis starts to control the DLC. If I want to zoom in I have to press the modifier once again and now the axis go to zoom mode. That’s it. Hope I could Help.
  12. Ok, I have two scripts to solve this. I prefer this one that is simpler: function Medir(Gfuelplane, time) --Gfuelplane[1] = Nome do grupo do player --Gfuelplane[2] = % do combustível para ir para o tanker --Gfuelplane[3] = se "y", vai emitir som, porém você deve carregar com um trigger na missão o som --Gfuelplane[4] = nome do som local function round(x, n) n = math.pow(10, n or 0) x = x * n if x >= 0 then x = math.floor(x + 0.5) else x = math.ceil(x - 0.5) end return x / n end local Ident = Group.getByName(Gfuelplane[1]):getID() if Group.getByName(Gfuelplane[1]) ~= nil then local fuelplane2 = Group.getByName(Gfuelplane[1]):getUnit(2) local fuelplane3 = Group.getByName(Gfuelplane[1]):getUnit(3) local fuelplane4 = Group.getByName(Gfuelplane[1]):getUnit(4) if fuelplane4 ~= nil then local fuel2 = Unit.getFuel(fuelplane2) local fuel3 = Unit.getFuel(fuelplane3) local fuel4 = Unit.getFuel(fuelplane4) if fuel2 < Gfuelplane[2] or fuel3 < Gfuelplane[2] or fuel4 < Gfuelplane[2] then local tabela ={} if fuel2 < Gfuelplane[2] then tabela[1] = "\n2: Bingo Fuel! " .. round(fuel2, 2)*100 .. "%" else tabela[1] = "\n2: fuel " .. round(fuel2, 2)*100 .. "%" end if fuel3 < Gfuelplane[2] then tabela[2] = "\n3: Bingo Fuel! " .. round(fuel3, 2)*100 .. "%" else tabela[2] = "\n3: fuel " .. round(fuel3, 2)*100 .. "%" end if fuel4 < Gfuelplane[2] then tabela[3] = "\n4: Bingo Fuel! " .. round(fuel4, 2)*100 .. "%" else tabela[3] = "\n4: fuel " .. round(fuel4, 2)*100 .. "%" end trigger.action.outTextForGroup(Ident, table.concat(tabela), 30) if Gfuelplane[3] == "y" then trigger.action.outSoundForGroup(Ident, Gfuelplane[4]) end return time + 600 else return time + 60 end elseif fuelplane3 ~= nil then local fuel2 = Unit.getFuel(fuelplane2) local fuel3 = Unit.getFuel(fuelplane3) if fuel2 < Gfuelplane[2] or fuel3 < Gfuelplane[2] then local tabela ={} if fuel2 < Gfuelplane[2] then tabela[1] = "\n2: Bingo Fuel! " .. round(fuel2, 2)*100 .. "%" else tabela[1] = "\n2: fuel " .. round(fuel2, 2)*100 .. "%" end if fuel3 < Gfuelplane[2] then tabela[2] = "\n3: Bingo Fuel! " .. round(fuel3, 2)*100 .. "%" else tabela[2] = "\n3: fuel " .. round(fuel3, 2)*100 .. "%" end trigger.action.outTextForGroup(Ident, table.concat(tabela), 30) if Gfuelplane[3] == "y" then trigger.action.outSoundForGroup(Ident, Gfuelplane[4]) end return time + 600 else return time + 60 end elseif fuelplane2 ~= nil then local fuel2 = Unit.getFuel(fuelplane2) if fuel2 < Gfuelplane[2] then local tabela ={} if fuel2 < Gfuelplane[2] then tabela[1] = "\n2: Bingo Fuel! " .. round(fuel2, 2)*100 .. "%" else tabela[1] = "\n2: fuel " .. round(fuel2, 2)*100 .. "%" end trigger.action.outTextForGroup(Ident, table.concat(tabela), 30) if Gfuelplane[3] == "y" then trigger.action.outSoundForGroup(Ident, Gfuelplane[4]) end return time + 600 else return time + 60 end else return end else return end end local valores = {"name of player's group", % of minimal fuel - I like to use: 0.35, "if you put 'n' no sound will be emited and if you put 'y' you will need to add a sound using a trigger action, "if you put 'n' in the other you have to put 'nil' here and if you put 'y' in the other you have to put 'the sound name.ogg'} timer.scheduleFunction(Medir, valores, timer.getTime() + 1200) With the following code you will receive an alert when one of yours wingman is on the bingo fuel that you have determinate
  13. Check this out:
  14. Go to mission editor insert the ship and the plane. Only the f14 has the super carrier in instant action
  15. This is happening with all the AI after landing not only the wingman.
  16. Great News! My script worked, I just had to adapt it a little bit for the wingman. I’m just turn it a little more user friendly and then I will publish it! Do you want to test it to make sure that I’m not crazy? If yes, just send me a PM and I show the script! Tks
  17. Hi, Tks for the answer. Yes, They say “Binfo Fuel”. I have created a .lua script to prevent this for AI air groups, but I’ve never tried for my wingman. I will try this and post the results. Do you know which is the fuel level of the wingman when he says “Bingo Fuel”?
  18. Hi, I’m not if it is an ED Bug, but when you send your wingman to refuel at the tanker, the F-14 AI stops engage bandits after refueling. I have a track that can be downloaded here: https://forums.eagle.ru/showpost.php?p=4361110&postcount=5 If it is an ED bug could you kindly inform then? Tks
  19. Ok, Here are some more bad behaviors from AI in SC. Every single group goes to CAT1, even if the others are empty. At 8:14 am on the track file we can see the strange AI behavior after landing; they hit and destroy planes parked that are waiting to start the next mission. Hope this can help Download here: https://1drv.ms/u/s!ApQqE-qOFUw3tnfn7yz9WRlV5OhY?e=UBZeCS
  20. About the blackouts, did you eat before take off? Jokes appart, the blackouts occured top me when I wasn't well aligned with the catapult. With SC I managed to align better and this problem stopped. Check if this is the problem
  21. From Wednesday to Thursday, after the new patch, I was managing to have kills with the AIM-54 against the AI at a range of 34nm. But on Friday it stopped work again. I haven't tested it any more, my wife don't allow me to play on weekends. :cry:
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