Jump to content

RvEYoda

Members
  • Posts

    2586
  • Joined

  • Last visited

  • Days Won

    8

Everything posted by RvEYoda

  1. I don't have r77 myself, that doesn't mean the devs dont have. There is definite info on R-27(ER) and Aim-120 yep.
  2. Some of us (myself included) thought like you at first, that the R-27ER and other missiles with larger warheads would have larger fuzes, but turns out it wasnt always so. Fuzes are now modelled as the real weapon's specific fuze range. You will need to ask the devs to get a more detailed answer than that, for several reasons.
  3. Also I don't think this was mentioned in the list: The Su-27 has received a significant engine overhaul to more closely match its real capabilities. It should be a mach 2 capable aircraft after all!
  4. Well chaff might still work on more head on aspects, but the question is really how to use what your plane is good at. If you keep the firing ranges long you can out-ammo/out-range the F-15 with its aim120. When the missile is slow, and you fly fast, it will break its seeker's gimbal limits even from a simple wide barrel roll. Get that enemy F-15 on the defensive! Break his missile with energy and then don't let him come back offensive. If he goes beam, you can too!, Both break each others missiles and you both come back head on. Remember it works both ways; if he has an R-27ER inbound he needs to defend. If he doesn't? -- Smokin eagle -- I'm sure you can think of many ideas. I think there are a few ideas and possibly some demonstration tracks that may be included in the fc2 release.
  5. Improving player fired missile realism was prioritized above ai missiles afaik. The fuzes of the real 120 was increases simply to the number of the real missile (50ft). R-27 missiles were set to represent their particular real fuze range I don't think there was any real information on the R-77, at least not to my knowledge, you'd need to ask the developers, but it was set to the same value as the 120. Indeed the R27 has a huge warhead, but, who is to say that means the fuze must be more efficient, or the 120 doesn't have some other tricks up its sleeve? :) ------ Then about the Jammers I think that would also be a question to the devs, at least I did not have anything to do with it, although I think the choices made will greatly improve gameplay.
  6. Here is a (perhaps little old but still) useful unclassified document from USAF on missile evasion teqniques and the possible results of such. It is suggested that quick jinks are more powerful than for example long sustained turns or barrel rolls for that matter GetTRDoc.pdf
  7. The problem is not necessarily the move, but lack of time to code a new RWR with less than perfect threat ranging. FC2 is an improvement, but nothing is perfect. Still, that move there will meet with certain death if another missile is coming from another angle or the eagle fires two missiles with some spacing. Fuzes have been extended(For ARH 8->15m), but yes this move is still possible if executed perfectly. Last second jinks can work, as is also known from real missile simluation data (the problem here is the perfect rangin RWR), however with the improved fuzes you will likely not see many players attempt this indefinitely against multiple missiles, certainly not infinite MP barrel rolls :)
  8. I want to emphasize that we pushed really hard for this, so that flying the Su27 with only SARH missiles would not be pointless. The idea is "Someone fires at you? - Defend!", and this should be true for all types of missiles, even though ofc some missiles do have better CM rejection than other types. Dont want to see this again: http://www.youtube.com/watch?v=e3lGvfVxuBs
  9. Missile range When talking about missile max range it is important to understand what this actually means. If we keep it really simple now and skip all discussions of Rmax/Raero etc. An a2a missile that is stated to have a maximum range of 70 km can actually never fly 70 km over land and hit a stationary target. What is meant by 70 km maximum range is that if you have a target locked 70 km in front of you and fire a missile, the missile might hit if you have absolutely optimal conditions, those are: Both you and your target are flying straight towards each other at reasonably high speeds. Both you and your target are flying very high (think 10.000 m or above) Your target keeps flying straight towards you during entire missile flight. These numbers such as 70km may be given with some marigin of error, so 70 km could likely also include some small room for target maneuvering, but nothing like turning more than a few degrees. (probably<10º). The more your target diverts from the straight nose-to-nose flight path the longer path your missile has to fly. The lower closure the target has to you, the slower the closure between the missile and the target. Radar vs EOS range I don't know the range of the real systems, so I can only speak for the game's implementation. Take the Su27 for example which has both a powerful radar and EOS. Aspect and engine setting (AB flames are huge targets for EOS) play key roles. Head on you can detect targets a2a with radar up to about 120 km. (HI prf) Head on you can detect targets a2a with EOS up to about (Im guessing) 15-30 km (depending on targets throttle setting) Tail on you can detect targets a2a with radar up to about 40 km. (MED prf) Tail on you can detect targets a2a with EOS up to 30-80 km (depending on targets throttle setting) Numbers above are for standard MP fighter type targets. Bigger targets can vary by a lot!
  10. Angry Video game nerd!! Love his videos!
  11. Well, a patch usually is there only to fix things, like clean out bugs right? Some game companies with continous income (hint MMOs) tend to add new content with free patches, but that is not very common in other games afaik, especially not uncommon games like flight sims. FC2 is (well, everone is entitled to their own opinion of course) a lot more than a patch. Not only do you get access to the mission and campaign tools of DCS and can fly together with DCS BS players, you also get a huge list of improvements .
  12. If you think that Fc2 is only going to improve things for the F-15, you are in for a surprise...
  13. I dont think all servers will allow you to get ATC views really. Most of the time you are limited to exports on your own aircraft, if anything at all.
  14. Unless your script calls "LoGetWorldObjects()" or "LoGetObjectById()" you must be connecting to servers that enforce a specific export.lua.
  15. I'm sure we will try to get Servman running in FC2 (if that was your question). But I think with some luck, it will already work right out of the box. Otherwise we will try to make it work.
  16. Could you show your lua code? Some "Global" exports are disabled on some 1.12 servers, while some servers disable all exports all together by enforcing a blank export script (something that can be done in 1.12, but not FC2 for security reasons)
  17. I have compared a 2.66 GHz Corei7 vs 3.0 GHz Core2d, and the i7 seems to be the clear winner. That is really the first thing I would look at.
  18. model swap :(. For Su27 you can see it out to 40km, but if it is a F-14 it is much less in FC 1.12. You can do some workarounds with modellod files, but they arent perfect either.
  19. Simplest way is to just integrity check "config.lua", where global exports are left at defaults; disabled. Global exports are always enabled on the server regardless of this setting, but clients are restricted to exporting data on their own plane and its instruments. This is probably what my server will do. But if you want to disable all data export for cockpit instruments, then yes then you must probably also integrity check "export.lua". The reason why I want to minimize the use of LUA is that it becomes incredibly difficult to write large code (thousands of lines) efficiently: it lacks a decent IDE(afaik) compared to CPP(e.g. Visual Studio) and Java(Eclipse or Netbeans), and the only way to get error messages is to read logs after you've run the game, and that just isn't very efficient :). I am thinking of feeding the entire LoGetWorldObjects table to an external application. Then we can decide afterwards what needs to be cut out etc, we can parse and compare to file logs and so on. We could also integrate this with any ATC software out there. I'd like the FEBA line to be generated dynamically. We could for example set a "radius of control" around ground units, used together with other ground units and groups to define the front lines. I was thinking the display would be similar to Falcon4s dynamic campaign screen. The picture above sort of summarizes what I want to make. I'd also like to put some awacs/ewr in there and connect that to this view as well, to show positions of detected aircraft. (maybe with 10-60 s update rate so people do not abuse it )
  20. Ok the data is simple to export through a lua script of a few lines. This can bee sent over socket to some host app (IMO lua should be used for as little work as possible) Preferably lua should only export data, not do any actual parsing, since it is a pain to debug compared to for example a Java app. I would solve it by just feeding a java app on my host machine with massive amount of data exported through lua, sort of like a global data recorder. Then I could upgrade the java host as I want more features without having to touch the server or lua export scripts.
  21. So right now I'm in the process of moving, and where I'm moving I will have a 100/100 lan connection, so i plan on hosting some FC2 server. I have an idea for such a common stats project, and it would be an online web based realtime update of the FLOT/FEBA line, sort of like a dynamic campaign with the current status visible in real time, and also the amount of players on each side and their selected planes etc. To get points, you can also see some key objectives that can be taken out (both a2a and a2g), and if you hit those you may rotate the mission and you will definitely gain a huge stats boost. Anybody interested in such an idea?
  22. Sounds like one of those ace moments. Good job!
  23. To go back from STT to TWS like the real plane does, you can use a macro which presses "unlock" then "lock" again after maybe 0.1 s. Quite useful. (but you'll need to first put the cursor on the target) Some servers run some extra lrm features that already has this built in though.
  24. to get it to work in 1.12, you need to write/fake an export script, and it will have much less functionality even then since the 1.12 doesnt have all the data exports used by leavu2 Maybe you can use it for navigation
×
×
  • Create New...