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Posted

i have been playing around with the 1.1 demo (modded demo) to test further more the AI in FC1.1,

and finally i must say that the amount of work achieved on the AI has been tremendous, nothing is perfect but wingmen are now much more efficient when used correctly (someone should write a review of the AI in Lock On ala "mothering the AI" review of Falcon 4).

And i hope the efforts in this good direction will continue , 8) !

 

i have tested a bit the A2G AI in the demo by importing some custom made missions from 1.02 mission editor into 1.1 demo. So obviously i dont have the pretention to claim that my tests are full proof nor do i have the pretention to know all the "How & Why" triggering the AI...but i think i saw a part of the iceberg.

 

i tested a mission with me & my wingman (A-10A) equipped with maverick D (and others bombs) against various russian SAMs + defenseless vehicles.

 

*Against IR SAMs strelas : to trigger the wingman to attack an IR SAM hidden in a convoy. the flight group must be at a distance of 2.7-2.9 m or nm from the target (i dont know the correct unit, its the one displayed in the maverick display) and the wingman must be ordered to "engage ground target".

 

But by the time the wingman :

1)acknowledges the order ,

2) realizes that theres a strela in the convoy (he announces "going sead"),

3) changes his course and make his calculations (according to his load out probably)

hes at a distance of 1.5-2 miles from the strela and at this point theres already a missile coming at him in the air so virtually he is dead meat : he stops his attack to make an evasive manouver and 90% of the time he is shot down.

 

So could the detection range of IR SAMs by wingmen be slightly increased to something like 3,5-4 miles (or nm) in the future patchs and versions of Lock On?? so that they have much more time to prepare their attack and can use the advantage of their longest range weapon (maverick D) before entering danger zone.

 

I have no problems with the engagement zone for wingmen set at 2.7-2.9 miles against defenseless vehicles, precisely because they are defenseless, but against IR SAMs, wingmen cant be saved if they are on their own.

 

 

 

So to sum up my idea :

 

-Perception of Radar SAM (tunguska for ex) threat by wingman = according to the SAM radar enveloppe >> good survivability if attack is ordered in time and then the wingman is ordered to "rejoin formation" quickly

 

-Perception of IR SAM threat by wingman = 2.5 nm default value >> bad survivability, wingman is shot down 90% of the time nothing can be done to save the wingman except putting self plane between him and strela (draw the fire for him, i dont like that too much :wink: )

 

-Perception of defenseless enemy vehicles by wingman = 2.5 nm default value

 

>>> you see my point, the perception of IR SAMS should be increased to improve wingmen survivability

 

 

SORRY FOR MY BAD ENGLISH

Posted

I don't think the IR SAM can be detected by any other equipment other than the mark 1 eyeball and this equipment can only detect missiles when they are launched.

 

EDIT: Alpha got there first. :oops:

 

This SF has really slowed my system down even when I wear my suit. :wink:

 

2-373.jpg

 

does by bum look big in this. :D

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The artist formerly known as VVS 504 Wolverine.

Posted

@SL PAK : How can i send you those missions ?

also, i didnt do anything extraordinary, i just used the 1.02 mission editor and played those missions in FC 1.1 demo and i asked my wingman to perform various tasks

 

 

 

@ Alfa & Wolverine : it seems that the AI already "cheats" to detect IR SAM amongst a convoy but i would like it to "cheat" a bit more.

i mean Ai wingman VS IRSAM = wingman shotdown 90% of the time (maybe theres something wrong, no ?) even if he had a loadout that allows him to make the kill from a security range : 2,5 miles is too short for him to perform his task correctly but its a very good range for the SAM launch considering the wingman will close the distance to the threat. Outside of the 2.9 miles cercles from threat, wingmen wont react at all to the attack orders i give them.

 

I think the AI should be helped against those kind of threat because AI does not have memory and cant do what most pilots do before entering an hostile zone : from security altitude, fly in parallel to the hostile zone closer and closer at each pass in order to spot and memorize the position of IRSAM, make an evasive manouver when a missile is launched and then come back with a correct fly path to kill the threat.

 

For the moment when i play this kind of scenario, i have to kill the first part of enemy threat with my maverick load out, then switch plane with my wingman (ALT+J command) and use his maverick load out... i would like him to work a bit more :shock:

 

 

:lol:

 

 

ps : if anybody has found a way to use wingmen correctly against IR SAM, i will buy it !!! :wink:

Posted

also if the "attack my target" command could work in A2G, i would not be struggling as hell to find a way to use my wingman.

 

i tried to designate targets with my maverick and then ordered my wingman to engage(he has the same load out as me) but it doesnt do anything

Posted

Since 1.1 is complete, anything else would have to come out in a patch or add-on for it, I would imagine.

 

I don't think they are going to be adding anything new right now.

Ark

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Posted
i dont like to switch planes because its unrealistic.

and i try to make things move.

 

In your own plane...

 

 

Tell the useless wingman to RTB the moment you are airborne. Though, in keeping with tradition, he will probably ignore you.

Avaritia bona est.

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