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Posted
I'm surprised they'd even model it then. You said that pressing a button in the cockpit was less of a programming script and more of activating a series of actions in simulated machinery. I can imagine that IFF in most sims would probably just be some sort of script -- hit a button, contacts change shape depending on what they are. Not much else going on under the hood.

 

Oh yes there is. You could have a bandit and friedly on more or less the same LOS; you interrogate the bandit, and he comes back friendly! IFF is complex.

Of course, Mode 4 might do some interesting things like trasmit own location to prevent such things, but who knows?

Civy IFF could really ruin your day when fighting unknowns ...

 

 

Its just based on supposition on how its supposed to work though, right? I've heard that JDAMs (which are absent from F4) as presented in Red Viper feel kinda arcade-ish for some people due to the same reason.

 

 

Weaponeering! :D

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Reminder: SAM = Speed Bump :D

I used to play flight sims like you, but then I took a slammer to the knee - Yoda

Posted
Oh yes there is. You could have a bandit and friedly on more or less the same LOS; you interrogate the bandit, and he comes back friendly! IFF is complex.

Of course, Mode 4 might do some interesting things like trasmit own location to prevent such things, but who knows?

Civy IFF could really ruin your day when fighting unknowns ...

 

I think you misunderstood. By saying "not much under the hood" I was referring to how it would probably be done in most simulations. Like EB said, press button x, y happens, but there's really not any systems or machines "under the hood" controlling it.

 

So, using another complex classified system as an example, I could see where DCS would not have ECM. Why? Because if you're modeling the actual nuts and bolts of the machinery, how can you do that when you don't know what those nuts and bolts are?

 

 

Weaponeering! :D

 

Push a button and watch'em asplode! :devil_2:

Posted
I think you misunderstood. By saying "not much under the hood" I was referring to how it would probably be done in most simulations. Like EB said, press button x, y happens, but there's really not any systems or machines "under the hood" controlling it.
Well, the dynamic modeling I had discussed is mainly in reference to physics calculations as they apply to things like the flight model, the mechanical systems (hydro, fuel, etc.), the landing gear and so on. When it comes to avionics, until there is a universally advanced model of radio-magnetics, they will be scripted regardless. Besides, unless you're talking about vital systems like radar or ECM, which might actually benefit from an "honest" model of radio physics, you would probably be wasting a lot of CPU power trying to simulate the circuit lines inside the CMD program box.

 

In my example of pushing 'X', I had in mind something like opening a fuel valve, which in our standard of modeling actually allows virtual fuel to start flowing through the virtual fuel lines. If something interrupts that flow, like combat damage or the player closing the valve or opening the cross-feed valve, etc., that flow will actually stop, with a natural cascade of consequences.

- EB

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Nothing is easy. Everything takes much longer.

The Parable of Jane's A-10

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Posted

Enspired by my squadmate Yoda I tried few times Open Falcon 4.5. I was really impressed by the level of avionics modeling. I've seen that only in BS. One of the things tgat BS has additionaly are the modeled systems tests and even some maintenance procedures. But I must say that OF 4.5 is not that far away from BS (or perhaps the opposite- BS from OF :)) when it comes to avionics.

 

IMO if you master the avionics of the F-16 in OF you should have advantage in learning the Ka-50 in BS.

"See, to me that's a stupid instrument. It tells what your angle of attack is. If you don't know you shouldn't be flying." - Chuck Yeager, from the back seat of F-15D at age 89.

=RvE=

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