ACDATA Longer Range For HARMS
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Move the IP further away from the target STPT
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I fire them from about 40 to 45 & from 25 to 30k…But i want to know if i can change the values for my AI wingman, They fly WAY to close & are being killed by the SA-10’s
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I fire them from about 40 to 45 & from 25 to 30k…But i want to know if i can change the values for my AI wingman, They fly WAY to close & are being killed by the SA-10’s
Welcome to the land of answers, mate. I think Planehazza had the one that matches your actual question, it’s worth trying that, that’s what I do. I didn’t change the database in my campaigns.
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I think you would need to make the missile live longer in misdat of sim folder, so it won’t poof on the way, then adjust range in falcon edit.
I agree with planehaza method if you don’t want to mess with data.
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The missile live long enough, it has a range of way above 60 Nm, tested and approuved from my tests writing the training manual.
the range is not distance dependant but Simply the timer before self destruction. (battery run life)
that timer, considering the above test results is long enough imhothe issue here is that AI Don’t use the missile correctly for whatever Reason, that has Nothing to do with the actual missile range, it’s purely AI behaviour and i agree it’s a problem
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because you would have to hard-code every weapon type.
Why??
And what/where is this value you’re speaking of??
C9
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@Cloud:
Why??
Because it’s there. (George Mallory)
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Might be the IP as suggested, I think the AI don’t really interested in firing armaments before they reach the IP steer.
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My statement is meant to to depict that if the AI firing range is not controlled by something in the DB or the .dat file, it would inherently have to be coded somewhere. And I don’t think that it is the case, because if one type (IE HARM in this case) is hard coded, then every type is hard coded. This seems unlikely since the AI is smart enough to fire different weapons of the same type at different ranges. IE, the 45s and 88s are both HARM, but get fired at different ranges.
This is the Weapon/Bomb drop altitudes in the aircraft .dat files:
#–---------------------------------------------------
Weapons
#-----------------------------------------------------
A2GHarmAlt 20000
A2GAGMAlt 8000
A2GGBUAlt 20000
A2GDumbHDAlt 1500
A2GClusterAlt 14000
A2GDumbLDAlt 16000
A2GGunRocketAlt 3500
A2GCameraAlt 12000
A2GBombMissileAlt 20000
A2GIAMBombAlt 20000Notice how the AGM and HARM have their own designation. If it’s designated in there, and they are separate in the DB, then isn’t it logical to assume they are separate entities in the code(or elsewhere) dealing with firing range and not all or the other would be bound by a hard code to either one or the other??
I don’t have the BMS code of course, although I do have the FF code, and I’m familiar with it , with the hard coding activities/entries.
I’m not saying I’m right, but who really knows?? Someone!!!
C9
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Altitude and range are two separate entities though.
I believe you’re totally missing my point, as what I’m saying, is not what you are saying or what you think I am saying!
Cheers,
C9
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From what I can tell, you’re saying if the distinction is made for altitude, generalized to the TYPE of weapon, it makes sense the same distinction is made with regard to range, generalized to the TYPE. Which I disagree with because the two are different animals altogether when it comes to employing a weapon.
Is this not what you are trying to say?
No, that is not what I’m saying.
I’m talking about the hard coding part, and that if one is hard coded, that it does not affect the other(s), if it is, or would be hard coded. Thus if you hard code one, you’re saying that they would all be bound to that hard code. Which isn’t necessarily true given the fact that they are separated by name in the Weapon/Bomb drop entries.
??
C9
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I gotta get some sleep.
But I don’t agree with you on the hard code part, where you believe if one is hard coded, they all must be be hard coded.
Cheers,
C9
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