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Posted

Nate bit hard atm on iPhone. The exporting of mfcd's can still be done at present, just cannot use Icemakers EMC anymore which was real handy, no biggy I suppose. See "how to export" thread in display section for more info if you like.

 

With the radios however I know we can't use the .lua scripting with Helios as it seems to be "broken" I think the workaround is to set keys in menu then bind the keys in Helios where as in 08 the scripting worked fine. Can't think of a specific thread atm Nate but sure a quick search will find something. Hmm this "may" help http://www.scsimulations.com/showthread.php?1443-Radio-Bindings-fail-after-1.1.0.9

Posted

Wow, thanks Nate! I was afraid that I might get flamed for such a request. ;)(not by you of course).

 

I'm happy about this one too!

• JTAC radio 9-line MGRS co-ordinates no longer omit leading Zeros.

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Posted (edited)

This is going to be a great patch, especially fully functional CBU-97 and CBU-105 and improved HAI.

 

One question regarding HAI:

"• If it appears impossible to engage targets from safe distance, the HAI will make only one short attack (one missile launch / rocket salvo or cannon burst per run. ) from maximum range of that weapon and then breakaway to make new attack if required."

 

Does that mean that if Mi-24 equiped with only rockets detects enemy group including Sa-8, it will still try to engage SA-8 with rockets (and get shot down because SA-8 has 8km range) or will Mi-24 turn away and find another group/RTB and stay away from SA-8 (as it should)?

Edited by goldfinger35

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Posted
Does that mean that if Mi-24 equiped with only rockets detects enemy group including Sa-8, it will still try to engage SA-8 with rockets (and get shot down because SA-8 has 8km range) or will Mi-24 turn away and find another group/RTB and stay away from SA-8 (as it should)?

There's a separate AI option 'reaction to threat' which is by default set to 'evasive vertical maneuver', but has another option 'allow abort mission'. If a group's reaction to threat option is set to 'allow abort mission' it can RTB rather than try to engage in a situation it considers impossible to win.

 

I don't know if a helo with rockets vs SA-8 is such a situation, but it might be. It's not default behaviour though, which is to do what the mission designer asked it to do.

Posted

Stunning work on avionics. This sim is getting closer and closer to perfection with a new patch.

 

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Posted (edited)

Quote:

Originally Posted by miguelaco viewpost.gif

How about refueling comms issues in MP?

 

I posted a track showing wrong tanker response in this thread:

 

http://forums.eagle.ru/showpost.php?...5&postcount=28

 

Also, tanker calls "disconnect" when a client is done instead of "transfer complete" and fuel tops around 8000 lbs, which I think is a bug. Tanker is still a bit rough when entering/exiting turns, which makes very difficult to stay connected during transitions.

 

Any word on these particular issues for 1.1.1.0?

 

 

This one is still in progress.

 

So we wait another patch or wait another changelog 1.1.1.0?

 

Thank's .A thank's for this great fix job.

Edited by harleyblue

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Posted
This is going to be a great patch, especially fully functional CBU-97 and CBU-105 and improved HAI.

 

One question regarding HAI:

"• If it appears impossible to engage targets from safe distance, the HAI will make only one short attack (one missile launch / rocket salvo or cannon burst per run. ) from maximum range of that weapon and then breakaway to make new attack if required."

 

Does that mean that if Mi-24 equiped with only rockets detects enemy group including Sa-8, it will still try to engage SA-8 with rockets (and get shot down because SA-8 has 8km range) or will Mi-24 turn away and find another group/RTB and stay away from SA-8 (as it should)?

 

The AI will always be aggressive and will always prioritise Anti-air, if a Helo only has rockets left or only has Rockets loaded out, he will attack - sometimes his evasive manoeuvres work and the target is killed, some time they won't.

 

The fact that there is still anti-air left after expending all missiles would generally mean that the mission was skewed in the ground forces favour. Creating missions still need to account for peculiarities of the AI.

 

In general though the AI will tend to win out and sweep all before them - you notice this in your Ka-50 wingmen especially.

 

Nate

Posted

any fix for the tanker wandering off the map after refueling an AI aircraft? seems like every time I ask my wingman to fly to tanker he finnishes refueling and the tanker refuses any further requests and flies off map. I posted in the Tech support back in august but got reply. It seems to be a reccuring issue that went away in 1.0.8 and came back.

Posted

Dang! Tough crowd!

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Posted

Improved Helicopter AI (HAI):

• When analyzing a tactical situation, the HAI will take in account all threats, not only the target that the HAI is engaging.

• If it possible to engage targets from a safe distance, the HAI will not fly close to threats. If it appears that the HAI is not at a safe position. If too close to enemy air defenses, for example, the HAI will fly away from away the threat(s) and then start engaging targets from safe a distance.

• If it appears impossible to engage targets from safe distance, the HAI will make only one short attack (one missile launch / rocket salvo or cannon burst per run. ) from maximum range of that weapon and then breakaway to make new attack if required. This reduces fire effectiveness, but it greatly increases HAI survival when engaging targets with cannon or rockets. Of course, the HAI will never hover in an unsafe location.

• If high-priority targets are screened by low-priority targets that makes impossible to attack high-priority target from safe distance, the HAI will attack low-priority targets first to break the screen. In other words, if you have line of enemy APCs and tanks at 4 km and enemy AAA and SAMs at 12 km, the HAI will engage those APCs and tanks first. No more flying over the enemies heads.

• Jinking anti-flak maneuvering has been added. When flying in the WEZ of AAA, tanks, and APCs, the HAI will fly at high speed and jink. Of course, HAI will not jink when aiming at a target.

 

:thumbup: at once :)

 

 

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Posted

I see that runway numbers at Songanlug are changing. Any word on fixing Batumi so that runway numbers reflect something closer to 119 degree heading that the runway is actually on, or moving the runway so that it is on the correct heading?

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Posted
I didn't see any mention of the Airfield status always showing neutral in Multiplayer. Will that be fixed in the patch as well?

 

Don't know at the moment. It has been reported though, I'll see if I can get an answer from the Devs.

 

 

Posted

 

I am aware of what is correct in the real world. I just want the runway to sit on a heading that matches information provided in the sim. Currently the runway does not match either sim data or RL data (which do match, so the runway in the sim is physically located incorrectly).

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Posted

Aye

 

In-SIM Batumi is currently at 126 degrees/306 degrees. 5 degree MV then brings it to 131/311 degrees which is correct and accords with RL, no?

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Posted
Don't forget the magnetic deviation

 

Mag dev is approx 5 degrees. This has been posted about before.

 

Here for example:

 

http://forums.eagle.ru/showthread.php?t=60072

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Posted

22bf76f7.jpg

 

 

0a50612c.jpg

 

 

True Bearing equals Magnetic Bearing plus Magnetic Declination. As a consequence 126mb and 306mb + 5md = True bearing of 130.89º and 310.91º respectively.

 

Or have I got it backwards? Quite possible.

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Posted

Looking out the front of the aircraft, and reading the instruments.

Batumirunway.jpg

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Posted
Looking out the front of the aircraft, and reading the instruments.

 

That right there would be indicative of an Aircraft Avionics issue and not a Runway Position or Placement/Runway Numbers issue.

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Posted

Then that avionics issue does not occur at other airfields.

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