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Drakkhen

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Everything posted by Drakkhen

  1. Agreed. But for the RWR, the logic is simple... left is the highest danger, right is the lowest.
  2. :D ...I just can't wait then... I just hope it won't be too complicated to get the upgrade, editor changes... :?
  3. Don't misjudge my posts, if I really hated the game I wouldn't spend time looking for improvements. :wink: Here is some behaviour issue that I can't avoid by any trick, if someone can tell me what I misunderstood: I wanted a group of Su25s to attack some power-plant. So I: - created defenses around plant. - added a 2xSu25 SEAD group with 4xKh25MP to clean the Shilkas and Kub radars and some rockets for remaining threats. - set SEAD group attack WP targetting priorities on EADs. - added my main 3xSu25 Pinpoint Strike group with rockets and laser missiles. - set PS group attack WP targetting priorities on cooling towers and main buildings. - set some MiG23s GAI group around with its EWR and HAP to prevent its activation before Su25s reached the target. - launched the mission as spectator. (all units are set to "excellent" level) What happened: - the SEAD group attacked the Shilkas then turned in circles without engaging the Kub even though they still had Kh25MPs. - then the PS group arrived and attacked the Kub launchers first (not the radar unit) with opt.missiles then attacked the plant WITH GUNS!?!? :shock: - as the attack was lasting forever (the planes making passes without even firing, waiting for bingo-fuel I guess) the GAI group arrived and at that moment the Su25s of PS group attacked them with rockets!?!?!? - this whole mess ended up in a gun fight between Sus and MiGs... MiGs win. So, I tried the very same mission changing Pinpoint to Ground Attack. And nothing changed except the fact Sus fired rockets on some remaining group units (Kub radar) without even firing them on their primary targets. Changing laser missiles to bombs only make them shoot with guns then break and drop the bombs to avoid incoming shots. So, debriefing: - the SEAD just didn't supress ALL EADs while they still could. - the pinpoint/groundatk strikes removed from the map everything BUT the real targets. - the planes kept flying over the site for minutes... fine sitting ducks. What should have happened: - SEAD should have disabled the radar units (Shilkas and Kub's radar) first (three shots, one remaining) then attacked whatever launcher remained. - PS group should have made a ONE quick pass destroying the three cooling towers (primary targets)(one each) and the main building (secondary), if got time to aim, without even caring to remaining EADs. - PS and SEAD should have then pursued their flight plan back to base before GAIs arrived. So... what did I do wrong in the editor? :? Or should I consider using more than the editor and what? Coding? IMaHO and from what I've seen about strikes: - an attack point should stand for a ONE pass attack... (to make two passes, simply put two attack waypoints allows to even choose approach angles and ensure the planes won't keep flying over defenses to death). - a pinpoint attack should be a direct attack of the main target, plane lined up with it and just making some movements without rolling to dodge bullets, music on and decoys at maximum firing rate. Since it should be a one pass... why count? - and about payload dropping... hmm... I understand a plane can drop them to escape enemy interceptors, but then, why pursuing with the flight plan when you have (for example) to bomb a runway while you have no more bombs in the whole group? I guess an "abort" waypoint property would be great (it would be the waypoint to jump to when mission can't be fulfilled, some of the RTB ones).
  4. Putting average BTRs and ZSUs without concentrating them already gives a good dashed-sky effect. :wink:
  5. There are so many little problems insignificant enough to be forgotten in the minute till they appear again like this strange one in the editor when you have ground groups: you make a group (like a Kub site), you arrange the elements of the group in a certain configuration (to cover a particular area) and you make other ground groups around. By simply selecting this group then, selecting some other, randomly the configuration of the site will be lost and all units will be brought back on a straight line (sometimes, it also resets the unit types changing some of the vehicles from the group). The only way to avoid this effect is to unselect (by clicking on the ground unit button on the left bar) the last selected group before selecting another. Edit: If you make a group you edit and modify (change some unit types), add another group, then delete the last created, as the selection goes back to the previous, it is reinitiated. This kinda bug is not a real big issue, but annoying enough when it comes back and back again each time you make a precise mission adjustment, to hide some vehicle behind building, etc... and, as you click on another group, PLOP... the previously selected one resets (I don't know if it also resets a group you just hid).
  6. Yeah, 21 is great. Anyway, making some more of the present planes flyable (as you said 23, and others...) would be great. Not simulated yet: MiG25 Foxbat Su-17 Fitter Mirage2000 F-5 Tiger Already found in other simulators: Hornet And having two-seat planes flyable MP would kick some (F15StrikeEagleIII and Hind did it if I'm not amnesic). Tomcat, Tornado, Phantom, Foxhound,... so many way to reach ]-[eaven.
  7. Making only low level flight, you can find this kind of Z-Buffer problem if you have clouds: Cloud visible through relief. (and this one to proove that's not a cloud between camera and hill)
  8. Hi, I wish I wouldn't have to make one but here it is, if it can help finding problems. The first I have here is with Su33 payload edition when on Antiship mission (not seen on GAI, CAP or Fighter Sweep, didn't try others). I created a payload adapted to the length of the flight, and after some tests, came back to make the definitive payload configuration for the flight. But when I selected the test configuration previously created, it pulled it back at the end of the list of available payloads. So I tried once more and it duplicated it. When I finally reached seven similar useless configurations, I removed them all in the MECustom.xml with the notepad. Strange it's on this mission type and not some others. The problem is that somehow, I had troubles setting the same payload on the lead and his wingman as long as I had two clone payload configs in the list. Another little problem, not really a bug, seems to be a missing bitmap (ECM pod on german Tornado IDS). The object and textures exist but the bitmap "view" in payload menu doesn't. Maybe is it like this on the real ones but, does the navigation indicator freeze when selecting a non-navigation mode (seen on MiG29 and Su25)?
  9. If you have the choice between wasting ammo on a dead target or wasting ammo... why don't you just release the trigger? :lol: This counterpart is nothing compared to a good shot at the good time while maneuvering such a nervous craft. I remember it on F3.0, yes, useless once you got the plane in hand and when you have time to adjust, but under "pressure", it's worth it, if it works. 8)
  10. Noticed some strange emerging behaviour (v1.02): quickly edit a face to face with only one enemy plane in CAP with some hill between so that it just has a moment to "see" you, no attack point, thus no target set and: it works. Now... just add a wingman to the AI... they both fly steady by the hill and let you take their six.
  11. Or just consider having the option set for the game while all views are available in video edition mode... :wink:
  12. Some weird problems I had with radars: On a mission without AWACS on your side, even with a forest of EWRs, there's no way to get a vector. When you take control of a german MiG29, while an allied russian Mainstay covering the country. You can't see targets on the MiG's MFD (ok, let's say it's normal) but when you ask AWACS for vector to inbound crafts or airbase direction, there's just no answer (some problem when flying a GAI group in fact). For playable countries with no own AWACS, there's no way to find enemy crafts without turning radar on, too bad for the german 29. Maybe the air-control should be independent of AWACS and EWR while relying on their presence... there could be one per playing country able to share with allied ones. Now you make a GAI group, AWACS are not sufficient to activate it when an enemy flight is detected, it seems you NEED an EWR. When you put an EWR on a GAI mission, the GAI group is generated as soon as there are flying enemy crafts. They are detected without any altitude or EWR range consideration. Regarding range, AWACS seem to have one for tactical displaying but not for vectoring. Maybe harder to correct: EWRs detect through relief <= RWR flashes even when flying VLA.
  13. According to 1987 paper I had, the MiG29 weapon system was credited with some auto-firing feature: if feature is selected, and the trigger is kept pulled by the pilot, a burst is fired when the telemetry laser and IR tracking system tell the tracked target is right in the line of fire... ...Reason why there's so few bullets in the Fulcrum's payload. Is this information accurate or was it just an assumption?
  14. Re: Enjoying Russian aircraft in LOMAC I'm just quite the opposite, I only flew F-15 and A-10 once each. :lol: IR-only tactics with MiG and Su are so awesome.
  15. It looks strange to have such precise shadows on the planes while the whole landscape doesn't follow... :shock: ...what a gap between these detail considerations! :wink:
  16. It seems the shadow is in texture instead of being computed by graphic card lighting process (only an ambiant on this list?). Converting to dynamic landscape lighting should be as tough as sky rotation... depending on adopted structure, except for cast shadows*... :? ...and thus have the ground texture cleaned of its shadows. :wink: The landscape face structure seems dense enough to make vertex-shading sufficient, maybe. SPS like on planes would be too much of a CPU time devourer.
  17. Hi, as for OFP, I noticed in lockOn (up to v1.02) a lighting problem: Objects lighting is correct but landscape lighting is inverted. The two following screenshots were taken at to to to 07:00am. On these images, the craft lighting comes from its right side, while the landscape lighting comes from craft's back-left side :? : Image1 Image2 (Is it normal to have a winter Sun rising at 60deg brng?) I hope this will help.
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