shagrat Posted July 15 Posted July 15 Add an option to have George only list identified enemy (red) targets show in search list. I suspect in real life Apaches the CP/G won't announce any friendly car, or building he sees on the TADS unless the pilot explicitly told him so. Currently, we can set red as priority, but if commanded to search and no red units are found blue units still populate the list, so we need to cancel the list, search again, rinse and repeat. We can deactivate "Air Targets" in the Mission Editor, but it would be nice to have an option to ensure all neutral and blue units found are NOT populating the target list (of course a blue unit "misidentified" as red would still show). What we currently encounter regularly, is George searching PHS LOS, not seeing any of the red units despite the tracer fire clearly visible in the TADS FLIR, instead finding the blue Outpost 3-4 km behind the engagement and constantly listing the outpost in the target list! So either we need to - adjust the George menu (Target list) to switch between "ALL", "RED PRIO" and a new "RED ONLY" or - add an option to the Mission Editor to select "Show in Target list" and check red, blue, neutral. 1 Shagrat - Flying Sims since 1984 - Win 11 | Ryzen 9 7900X3D | 64GB | GeForce RTX 4090 - Asus VG34VQL1B | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)
VampireNZ Posted July 16 Posted July 16 Good idea - not really interested in seeing blue units in target list unless specifically called for by some mission parameter. Should really defult to just listing red units perhaps. 2 Vampire
admiki Posted July 16 Posted July 16 While this logic is sound, this removes a possibility of crew engaging friendlies. IMO, it does not matter whether I am flying with George or another human, we are always a team and share responsibility. 1
shagrat Posted July 18 Author Posted July 18 Am 16.7.2025 um 13:20 schrieb admiki: While this logic is sound, this removes a possibility of crew engaging friendlies. IMO, it does not matter whether I am flying with George or another human, we are always a team and share responsibility. That's why I suggested to add it to the George menu setting for IFF that's already implemented. To be able to switch on the fly. Long press already allows to filter the list, we only need an option to "don't show anything else than red" because currently if no red targets are found George will fall back to blue targets. If that's not possible, put it in the Mission Editor similar to the checkbox where we can disable searching for air targets, so the mission designer can decide what is required for his mission design. 1 Shagrat - Flying Sims since 1984 - Win 11 | Ryzen 9 7900X3D | 64GB | GeForce RTX 4090 - Asus VG34VQL1B | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)
ShuRugal Posted July 18 Posted July 18 12 minutes ago, shagrat said: That's why I suggested to add it to the George menu setting for IFF that's already implemented. To be able to switch on the fly. Long press already allows to filter the list, we only need an option to "don't show anything else than red" because currently if no red targets are found George will fall back to blue targets. If that's not possible, put it in the Mission Editor similar to the checkbox where we can disable searching for air targets, so the mission designer can decide what is required for his mission design. another possible fix i think would work well and be realistic to crew procedures would be that if George is set to "free fire" and you bug a target he identified as friendly, he should switch back to weapons tight and say something like "please confirm, that target looks friendly". 2
shagrat Posted 15 hours ago Author Posted 15 hours ago Am 18.7.2025 um 16:21 schrieb ShuRugal: another possible fix i think would work well and be realistic to crew procedures would be that if George is set to "free fire" and you bug a target he identified as friendly, he should switch back to weapons tight and say something like "please confirm, that target looks friendly". That's not addressing the issue. The problem is if you command any search, AI George will find the yellow "Unknown" outpost or workshop you added to a FARP in 25 km distance, while you want him to find the red infantry you currently look at that's lobbing tracers and RPGs at the blue MRAPs 4 km directly in front of you! The list now shows a couple yellow buildings in the distance and nothing else, so you have George scan for targets again, and again and again, only to get the same yellow buildings from the FARP now 20 km away, while you get too close for comfort to the AAA and infantry still directly in front of you. Even if you adjust the list display to Hostile & Unknown only, the far away and out of weapons range unknown outpost, is still clogging the target list. Now, with the new scan PHS Zone, why is George listing unknown targets 20-25 km away, if I clearly look at an orchard 3.5 km in front? If we had an option to force the AI (like telling our CP/G in real life) to only report HOSTILE (red) targets and ignore neutral, blue and unknown, especially out of weapons range(!) for building the target list, that would be great. 1 Shagrat - Flying Sims since 1984 - Win 11 | Ryzen 9 7900X3D | 64GB | GeForce RTX 4090 - Asus VG34VQL1B | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)
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