gmangnall
Members-
Posts
212 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by gmangnall
-
Search Radar for a multiple Sam Site
gmangnall replied to - Sonic -'s topic in Mission Editor Tutorials
Yes.....but there are distance limits. You're best bet are systems with a C2 units like the SA11 and SA10. They can have a single C2 unit and launchers spread many miles apart. (I suspect 50). -
To irritate even further. I had managed to get one site set up so it behaved as I wanted (SA11-2 setting up in situ) and on clicking on it accidentally moved the entire group.....and now it doesn't behave the same way (now travels without setting up).
-
I have noticed some very odd behaviour whenn setting up some SAM sites....I have only tested SA6 and SA11 but I suspect it applies to all units which are mobile and multi component. Attached is a mission with 4 SA11 sites. Each are copies of each other but I have slighhtly adjusted the positioning of some of the components. Each of the 4 sites exhibits different behavious on startup. I was looking specifically at the search radar (but it's probably thhe same for the C2 unit). The 4 behaviours are: 1) Seach Radar Sets up in situ 2) Search Radar Sets up whilst travelling toward the C2 unit (which is the leader) 3) Seach Radar travels towards the C2 unit witout setting up 4) The Search Radar neither moves nor sets up. I am assuming that there is some sort of logic behind this, however with no specific details as to the logic it seems random. Either way without understanding the logic it's making certain map editor functions unusable (I want a dispersed site to set up - without moving as per the group SA11-2) SA11 bug.miz
-
I use therm in combined arms and turn the radar off - and fire (and hit)* quite happily with the radar off....but that's not the point. You could easily turn them on once "obviously" in range.....it's not an option for the AI. As Kang says the Rapier is designed to use no radar and radar was only added for forign buyers (I think Saudi Arabia wanted it for all weather capability) *in fact I am just uploading a video where I shoot down 4 A-10s with the tunguska with no radar. Should be ready in a few hours
-
When using JTAC it does not appear to recognise that you are carrying Laser Mavericks (E2/L) so will ask that you use guns or someting else. This happens with the A-10C II and the HHarrier (presumably other modules) so seems to be linked to the weapon not the plane.
-
Here is my LMAV video
-
Currently SACLOS units such as Tunguska and Rapier use their radars making them easy targets for ARM. Can we have an option that they don't use their radar or can trun them off once a target has been acquired so they dont become the sitting ducks that they currently are?
-
I have an updated tool which allows static ground units whereas RedKites is aircraft only
-
How the hell do you make the object hidden in the planner. I know the code is "hidden=true"....but what else is needed and where
-
And I have created a tool to create that lua for you. It will be on my You Tube channel in a couple of days. Ping me if you want the link
-
Magnificent!!!
-
The 2D yard marker and the reticle yardstick don't match. Here we have 2dy set at 50m and the reticle yardstick is also showing 50m. So the length of the 4 lines should all be 50 metres and the radius of the circle is also supposed to be 50m.....yet they dont match. Here is the radius is about 50m then the reticle yardstick seems to be closer to 70m
-
If anyone wants to create radio menus I have created an excel spreadsheet which does it all for you...the action is only ever a flag & value but that's what you almost certainlly want anyway. Link is here - embedded in you tube description
-
If anyone is still interested in this I have an xls which will (semi) automatically create the script for you to build your own contextual menus.
-
correct as is Awacs blindstops when orbiting
gmangnall replied to Mike_Romeo's topic in Aircraft AI Bugs (Non-Combined Arms)
There seems to be a bug...but not the one mentioned. AWACS does have blindspots, especially when mid turn. This is NOT a bug......but all aircraft should see the same. Mid turn you would have a blind spot in the wing area....but potentially all around the sides as the andenna is pointing down toward the ground on one side and to the moon on the other side - the radar only has a limited elevation. -
fixed AI F-15E - JSOW not releasing properly
gmangnall replied to gasmate's topic in Aircraft AI Bugs (Non-Combined Arms)
its now fixed . I also reported this -
There is no need to use the DMT at all - it sucks. I only use it if I can't use the tpod for any reason. So I will use the TPOD to find a target and then uncage the mav and SSS FWD Once. Done. You should be able to ripple 4 mavs in about 12 seconds and still be over 6 miles from target.
-
The replay system is a disgrace. I make videos....but I have to resort to ai control or short clips. As for it being unfixable....why do all other games manage it perfectly well
-
Yes - they dontinue with their waypoints.... but they don't follow me - they follow the planned route in the mission editor. So for example if I order them to "proceed with mission and RTB" and they get say to WP2 and are on route to WP3 and then there is a trigger which diverts them to WP6 they carry on to WP3. If you do this with an AI group then it works as designed - they would divert to WP6 but AI wingmen do not. I typically use this when setting up an orbit and "something happens" triggering a divert to a WP where the enemy is attacked.
-
-
I have a mission (attached) in which I want my AI wingmen to perform a mission action based in an AI task push. So for example they are in orbit (not bothered with the orbit in the attached) and following an action the AI task push sets the mission to perform a task - in this case move to a new waypoint and attack ground units. This works pefectly well on AI groups - but not on AI wingmen who simply continue with the ME planned waypoints irrespective of an AI Task push asking them to skip to a waypoint. Of course this is with the radio command for the flight to to Primary and RTB. As such wingmen AI are far less effective than normal AI. On a similar note the "engage my target" and "engage my enemy" seem to do nothing. bug.miz
-
I though this was a harrier only issue and thought it was working on the hornet....seems I was mistaken. I will report on on the ED AI page instead
-
As a workaround I have created a seperate group set to "follow me" which I can control via the normal AI (well as good as normal AI gets) and ME added radio commands so they do as I ask.
