stefasaki Posted October 7, 2024 Posted October 7, 2024 Hello, I've been having this issue since the 2.9.7 update even though no one else seems to be noticing it, or maybe it's just my pc for some reason. Anyway, enemy AI reacts to Fox 2 missiles in BVR fights unrealistically, dumping flares as soon as the missile is launched (again, beyond visual range), even though they could not be possibly aware of the launch. For those who have been here for some time this is nothing new, it's a recurrent issue that some DCS builds have. This bug basically renders the R-27ET useless in a PvE environment. Is anyone else experiencing this problem? If it's a widespread problem it'd be nice to have it resolved swiftly (as ED did multiple times) as it's a pretty bothersome nuisance. I could provide a .trk but I'm pretty sure you are all familiar with the problem. Thank you and keep up the good work! 1 Failure is not an option ~ NASA
ED Team NineLine Posted October 31, 2024 ED Team Posted October 31, 2024 I believe this is known, but feel free to upload a track and I will confirm its the same. Thanks. Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug**
stefasaki Posted June 29 Author Posted June 29 (edited) @NineLine I'm sorry for the delay but I thought it could have been sorted out quicker. Here it is, hoping it helps. The moment I release an IR guided missile at BVR, AI reacts by dumping flares, rendering any launch at long range useless. Here the distance is 35 km but I'm pretty sure it would have worked even at longer ranges assuming I could get a lock (recalling that famous manual, 35 km is a bit low against a twin-engined, afterburning target at mach 2 but this is a separate issue...). The enemy AI logic is set on CAP, I specify this as if the enemy is not looking for me it won't react in the same way... is it seeing my missile on its radar (and assuming it's an IR missile because the RWR is silent, just a guess)? either way, it is not realistic and it needs to be fixed because the gameplay is quite a bit influenced by this, especially if playing REDFOR. Thank you for your help AI_flaring_bug_at_long_range.trk Edited June 29 by stefasaki 1 Failure is not an option ~ NASA
Raven (Elysian Angel) Posted June 29 Posted June 29 (edited) This has indeed been known for quite a while. I seem to remember it was Chizh who commented on an earlier thread about this topic with what comes down to “working as intended” but AI spam flares the microsecond a missile is launched even when you’re not in their FoV Even an AIM-9X has basically 0% Pk when the AI start spamming flares, even aircraft who are supposed to use older types of flares that an AIM-9X IRL would most likely shrug off… It makes sense that AI pump flares as soon as they “see” the launch but their SA is out of this world and always has been. Edited June 29 by Raven (Elysian Angel) 3 Spoiler Ryzen 7 9800X3D | 96GB G.Skill Ripjaws M5 Neo DDR5-6000 | Asus ProArt RTX 4080 Super | ASUS ROG Strix X870E-E GAMING | Samsung 990Pro 2TB + 990Pro 4TB NMVe | VR: Varjo Aero VPC MT-50CM2 grip on VPForce Rhino with Z-curve extension | VPC CM3 throttle | VPC CP2 + 3 | FSSB R3L | VPC Rotor TCS Plus base with SharKa-50 grip | Everything mounted on Monstertech MFC-1 | VPC R1-Falcon pedals with damper | Pro Flight Trainer Puma OpenXR | PD 1.0 | 100% render resolution | DCS graphics settings Win11 Pro 24H2 - VBS/HAGS/Game Mode ON
The_GhostRider Posted June 29 Posted June 29 I think they start reacting even as soon as you get the tone. I've just become accustomed to letting them spam until they run out of flares and then fire but this is really just a workaround and detracts from the realism. 2 The_GhostRider [sIGPIC][/sIGPIC]
stefasaki Posted June 29 Author Posted June 29 (edited) I also do that but that only applies to WVR, they don’t seem to pre-flare in BVR, they just react upon launch. Edited June 29 by stefasaki 1 Failure is not an option ~ NASA
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