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Everything posted by Boneski
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"Wrong. Real missiles can be and have been evaded...." Oh really... when? How?
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Ok... You know that if the developers make the missiles act like real missile... in most cases the player will not be able to evade them.... right? You know they can make the missiles behave like real missiles without one line of data about the real missile… The simple solution is once fired it flies out and hits what was being targeted… it just that easy… using if then logic. Is that what you want or do you want the game to behave like a game meaning that it will be fun... giving the player a chance to evade and make a battle out of his computer gaming experience? Can you imagine the outrage if people get kill every time someone fires a missile with in proper parameters… People would say the AI is cheating… blah blah blah! You see that stuff you listed means very little in the big picture... it's very technical in terms of what the computer is doing based on CPU cycles… It has noting to do with Air denesity/ tempratures / Signatures / pre and post target data processing/ Dynamics / and many more things that make a missile effective against a moving and evading target. Too many people(not anyone here) are looking for air combat careers to come in the form of a 35 euro game box. It’s just not going to happen…. There has to be a balance of fun and identifiable behaviors to give the user a good gaming experience. YOur detail tweaks could kill the game for others....
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Do the missile slider settings help?
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Simple Question to the thread starter: How do you want the missile in the game to be? It's still hard to figure out want users want in regards to this subject.
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It's a killing Machine.... not a Super Model Bro! Cut it some slack! LOL!!:pilotfly:
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http://www.f-16.net/index.php?name=PNphpBB2&file=viewtopic&t=8365&postdays=0&postorder=asc&start=15&sid=dee5c90f9f24daba35e0a33089c082c0 http://www.timesdispatch.com/cva/ric/news.apx.-content-articles-RTD-2007-06-21-1100.html http://attach.high-g.net/attachments/nose_up.jpg Learned a lot at this squadron! :pilotfly: -Bones
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Anatolian Eagle Manoeuvres... (Photos)
Boneski replied to TorwaK's topic in Lock On: Flaming Cliffs 1 & 2
That made me LOL!! Classic!! :pilotfly: -
Dude it's way more then that... Plus when you fly the jet your training tools have to be like the jet. Billy Joe Game Boy might think he wants all there is to have... but that's not the point of this thread. Take care! :pilotfly:
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Bro... not trying to change your opinion... Who has time to change opinions... just stating the facts. To have a death grip on realism is not realistic. You have to play this game with in the context of the game world... not the real world. Reason being it's a game... that's simple. The point of view that has presented has nothing to do with caring about this or that. So no worries... stick to your point of view do what you do and be confident in your knowledge about what you know and what you like...:pilotfly:
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The A-10 Tool is to help the pilots learn the new switcholgy of the A-10 upgrades... There is no mention security status
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Not too much. It's a very neat training tool!
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Missle Realism (Is realism a word?)
Boneski replied to obct's topic in Lock On: Flaming Cliffs 1 & 2
There is no such thing as missile manual that's going to give you the performance "facts" about the stick... sorry. Like Groove said that stuff is not for public consumption. Most of the theories seen on game forums are classic! Most public company data is disinformation, or more correctly generalizations of quantized data. It's so funny to hear “desktop fighter pilots” talk about stuff related to combat aviation and weapon systems. They know so much… even more then the fighter pilots that have a bunch of hours and training. I have been on the static line at air shows and listen to guys spew out numbers and ranges wanting to know if XWZ is that really true… Do you really think you are going to get an answer???… Classic!! A large number of real pilots have never fired a missile in combat... missile simulation in real combat simulators is just as classified as the real deal. In Lock on the missiles slider should be as far to the right as the player can stand... When a missile is fired it is meant to hit something...The goal is not to get fired at. T A lot of gamers don’t understand that concept. Learn and understand that.. That will be all you really need to know about missiles! LOL! This post may sound so arrogant but it is not meant to be…. -
"Do you really think IRL a MiG or Eagle pilot would have the luxury denying a lock on until 13 miles?" Real life has Nothing to do with this… and once everyone gets that point into there heads all the better… You can’t force your understanding of Real Air Combat onto a pc game. I will not map. It’s a pointless exercise bro! Your world in this discussion is a PC game… so the answer to the question is Yes! This is your IRL. So you develop your tactic with in the context you are in. In real life combat, If I have a guy that I can't get target data on him until 13 miles nose hot, 1500knts closure My mission better have mandated that I and only I kill that jet. Same is true for the threat pilot. We must have a grudge we are trying to settle. .... because I am not going to continue to drive to that fight... That's insane. I would have ended that engagement 20 miles ago (33mi out) simply with a handoff back to the control authority or using other tools that I have to get the data to acquire the target and a firing solution for weps system before the engagement put me within the threats target envelope. Or simply turn away from threat and disengage from that fight with the hope that I can out run him. So you see that answer has no relation to Lock on… outside of disengagement. There is no control authority. There is not true data link. There is no answer that would map to your question and Lock On or any other PC based fight sim. As for Ace Combat. It would be just as fun as Lock On I’m sure since most of the time new computer games add features that are not found in the older games!! :pilotfly:
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First people here and there will claim this and that about ECM. Let me tell you a simple fact. No Pilot, Tech, Weps Designer or Developer will ever tell you how and why ECM really works. In most sectors this is highly Classified all they way up to Magic. Nor will you be given any definitive tactical information that you can take to the bank. People will say this is right or wrong... ban you from their game because they can't win using their pet tactic that they "feel" is realistic... when in fact it has nothing to do with reality. Most people just want to win their dogfights and claim they know something when they don’t know any more then anyone else. They just set the rules for their severs and so one… and that’s fair… it is their sever… ECM and ECCM information is a life and death kind of thing. So a game will not rise to the standard in its implementation of ECM and ECCM. For a game... ECM On or ECM Off will lower a game missile's chance of hitting you by looking up a PK value in a database. Same is true for detection. Changing the default Probability of Kill number and reducing it by some factor either statically or dynamically, using some other factors decided by the game developers... So tactically regarding how you would use ECM in Lock on…. It all depends. Lock on as well as some other games work pretty well using some for of real world tactics. With that said… when you become Fenced in… ECM On / Radar On is very proper.. People seem to have this idea that you are giving away your location when you turn on your ECM. That’s silly. There is no hiding in a Radar environment if you are at altitude! If you are pressing into a Radar environment. They know you are there already. So your best tactic is to deny the radar data on your true posit. And use your Radar to see what’s out there… this will help give you a picture and you can develop your tactic.. If you are flying as a singleton you have a different MO then you would have flying in a multiship. So yes… sure you will show up on a display somewhere… but in most cases your data tag will be useless to the person looking at it. So in Lock on Falcon and most other games… Flying with ECM on is a very proper tactic. In a multi-ship flight ECM can even be used to draw attention away from a shooter or your strikers in your package. Regarding Home on Jam Countermeasures… It’s very proper to pulse your counter measures. That’s a great simulation of real world activity. In Lock On you can not program or mode select how ECM will respond to the threat in the game. It’s either on or off. People read declassified info on how the Russian and American ECM should work and handcuff the player by saying that the ECM is on and doing all the mode switch automatically so no strobing allowed on sever X because that cheating… That’s more then likely BS! As was stated above… Most games are reading from a database from hit probability data. ECM is just a logic switch. (Not a Lock on developer not sure of its implementation.) On my Stick setup I have a Countermeasures mode that will pulse the ECM 3 times in 3 sec burst then deploy 2 Chaff 5 milliseconds sep 3 sec pause (giving the jet time to be in a new location and attitude ) 5 more ECM pulses on and off and ending with another Chaff burst. This simulates a Counter measures preset. It works really well. Remember most people don’t fly or build very realistic missions… they think they do but they don’t use AWACS, they Don’t use Ground Radio EW sites… and so on. They put very unrealistic handicaps in their mission for what ever reason they want. But don’t let that limit how you use the tools in the game. Words like Strobing and Missile spamming are just code words that people use to blur the fact that they don’t like losing a game that they feel they have mastered. Multiple missile firing and ECM cycling are part of what goes on in real air combat. New tactics are developed to deal with new and old threats. Do you think at War College an instructor will say, hey guys don’t do XYZ because our adversaries don’t know how to defeat it… And we want to keep our Air War fair…. Some people want to fly a jet sim like a World War 2 sim… that’s where the problems starts… I hope that helps. Sorry for any typos I wrote this pretty fast and did not have time to proof read it… -Bones
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The Master of the Thrust Vector Wars.... The 22 Would have a tuff time working the playground with this guy regarding BFM http://www.alert5.com/2005/08/mig-29-ovt-demo-video-wmv.html
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NATO Air Meet (Belgian, Hungarian, Turkish etc. Photos)
Boneski replied to TorwaK's topic in Lock On: Flaming Cliffs 1 & 2
Side Number 02 crash footage. http://www.jetfly.hu/videok/topi/topi.wmv Soft Ground... http://img96.echo.cx/img96/4209/leadkep12hz.jpg Here is the Pilot after the Crash: Priceless! http://www.jetfly.hu/rovatok/galeria/fotok/2005051402/torta01.jpg More Info Here http://forum.keypublishing.co.uk/showthread.php?t=42529 -
What is this tacview? Is there some sort of new recorder Out?
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Searching Tomcat skins for the Su-33
Boneski replied to Stratos's topic in Lock On: Flaming Cliffs 1 & 2
Did you plane artist see this site? This guy does awesome work!!! http://www.sayapin.ru/ -
Wow you can even see the pilots move around and adjust in the cockpit... what is that from? The Smoke and the Vapor look great! Sorry went to the site! LOL So I answered my own question thanks! http://www.sayapin.ru/
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This is a must for any sim that allows the player to fly at night. Sodium lights at the Aircraft parking areas. Granted in a combat situation the airbase lights are out. But it would be so nice to fly up to an airbase or airport and have illuminated parking areas. Also the light poles add a touch of realism and challenge for rotary winged operations.. day or night... The only sim that has ever had ramp lights is Fly! and maybe the DI Hind game... Right? The other thing that would be nice in this sim or the next Gen of the code base is a living map. Meaning that power grids and other utilities can be brought down if they were attacked. So if power transfer lines or comms towers are attacked... it has some effect... maybe on parts of a near by town go black at night... stuff like that.. If Oil and mfg plants are attacked Cargo Trains and Cargo Truck would flow more to the attacked area. Until stuff if brought back on line if ever. If Towns are attacked, Transports planes, helos and trucks marked with the Red Cross would be seen moving in and out of the attacked area. Over time bombed out buildings and areas would get rebuilt... the player would see the rebuild process in a few ways... The moving yellow Cranes would pop up in the area and repair truck traffic would flow in and out of the areas... Near by airports would get more transport flights.... to bring in supplies to the area... So if the player attacks and brings down transports or convoys.. or attack the nearby support airfield... repair operations might be stopped. If the mfg plants are attacked that will slow repair efforts... Standard if then logic stuff. also in areas that has the Red Cross 'helping" the attacked town.... If the player attacks relief efforts the player loses cool points... But once the rebuilding starts... and no Red Cross operations are going on the area can be back on the target list.. The living maps would be very different from a Dynamic Campaign. This option would allow the player to edit mission and run a series of battles on the same map. Crazy stuff like that,... Stuff that would take forever to program... LOL! there is so much more that could be added but you get the idea...
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Very Nice.... How Much?
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The AI has to be the Lead Ship when doing this... Fly its wing keeping in mind a good vis reference point. Keep your energy state in check... It's best to fly on the brake that way you will have a high power setting but able to slow down with the AI... If you fly the same config as the AI you will overtake it when it changes config. When the AI goes Gear down / Flaps Down it will slow quickly to landing speed... If you lag in your config...you will more then likely start hamming it up trying to stay on speed with the AI. That's why it's best to fly on the brake. In this case you will have to predict what the AI is going to do ahead of time.. Good Luck
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Nope not a flaw
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Lockon Operation Red Flag/Combined Air Exercise
Boneski replied to Fudd's topic in User Created Missions General
Sweet! If you need any mission building help... Holla back! :pilotfly: