Link 16 things you want in the next update
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BMS : AI flaring : 3.5 seconds
Real : 3 to 4 seconds
Flaring more would mean bad speed management…
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why should AI flare for a longer time ? i see no reason for it. It is already very long.
the US doctrine for AGM 88 employment is to shoot 2 in a row AFAIK.
Not exactly buddy… my knowledge is a bit hazy but shot doctrine, shot mechanics, and attacking criteria are going to be pretty specific and prioritized… I realize our AI is simple in this regard at the moment…but consider this…
For example, shooting at a SAM that is actively engaging a friendly would be a higher priority than shooting at a SAM that is just “on” but maybe friendlies are within factor range (this would be a reactive shot)… proactively shooting at known, factor SAM sites might be a higher priority than shooting preemptively at SAMs that were mission planned “shots.” You get my point…
If a flight or two (or more) of F-16s can keep SAMs from radiating or make them switch off when they do by firing at them for the period of time when friendlies are vulnerable to them, they are doing their job…suppressing them. The SAM either switches off to save itself, or risks dying by radiating…Firing both missiles in succession is a waste, but IF it helps the AI’s survivability because they don’t (currently) have complicated SEAD/DEAD tactics, that would be fine. I’d rather them shoot both missiles and survive than hold the second one and wind up getting wasted. Hopefully they’re all not shooting at the same system though… but if there are multiple emitters (EW and TTRs) and they are shooting at different radars, then that’s good…
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Flare technic doesn’t take into account how many seconds you need to pull the stick back, nor there is any SOP’s instructing to flare for xx seconds. It is just a matter of keeping the nose up until speed drops down at 100kts, then you release stick pressure to get the nose down. If the jet is heavy in landing (fuel, external stores etc) due to airframe weight and inertia will take longer for speed to drop to 100. Additionally, having CFT’s even with no stores will take some ~40% more time for speed to drop to 100 due to the extra lift produced by the CFT’s. AFAIK and seen the only; time you want the nose down earlier (e.g. at 120/130) is in case of emergency or bad weather / wet/icy runway that employment of heavy braking is considered more priority than flaring, versus runway length.
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@Raptor: Are you talking about flare or aerobraking?
When Jp writes 3.5 seconds, he mean it is visible in the video between 00:03 and 00:005.
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the US doctrine for AGM 88 employment is to shoot 2 in a row AFAIK.
I fixed the AI to fire 1 HARM at a time for 4.33, was that changed?
I couldn’t stand it that they waste missiles like idiots. -
I think in 4.34.2 Ai shoots one Harm at a time when commanded to Attack My Target. Didn’t try it yet with weapons free command.
But sometimes AI does ignore the Weapons Hold command and it could be that it shoots the second missile then. I imagine this depends on the distance from threat, the same occurs with enemy planes which are too close.
What i really love though, are these moments when AI works better than i expected - for example the other day I was bombing a column of tanks, not knowing there’s an SA-9 nearby. Suddenly two wingmen call out sam launches West and North-West (I assume relative to my position) and I go - where ? At that moment I realise that I don’t know where is West or North and take some time to look around, note the sam trail but also the rocket flying into my face.
It would be really great to have Attack My Target command be the authorization for only this attack - meaning that attack this or that would not mean “weapons free” for everything. Rather if it was like this: Attack My Target = Attack target + Weapons Hold + Rejoin.
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I fixed the AI to fire 1 HARM at a time for 4.33, was that changed?
I couldn’t stand it that they waste missiles like idiots.dont know but not by me
i
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Not sure if these would be feasible or stable in MP (if possible at all), but I think such features, toggle-able in .cfg, might improve dedicated 24/7 server experience in some cases:
Auto-pause with no clients connected
Override time compression or toggle pause by authorized clients (“server admin” password?)
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Not sure if these would be feasible or stable in MP (if possible at all), but I think such features, toggle-able in .cfg, might improve dedicated 24/7 server experience in some cases:
Auto-pause with no clients connected
Override time compression or toggle pause by authorized clients (“server admin” password?)
Already implemented
Just put your serveur in pause with the “P”
It will pause as soon as there is no more clients connected and committed in 2D or 3D
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Already implemented
Just put your serveur in pause with the “P”
It will pause as soon as there is no more clients connected and committed in 2D or 3D
That is fantastic to know, it sure has come a loooong way from the last time I flew MP campaigns! You can land and rearm/refuel now also, correct? That was our biggest bitch way back when, having to land and end a mission after expending all missiles when the wall of Migs was still heading in…
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No rearm. Also considered not realistic for the time people would expect.
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No rearm. Also considered not realistic for the time people would expect.
Corrected, and also simply because (as far I as I know) it is not possible to update squadron stores (for the campaign engine and stats) which can be achieved in 2D only.
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Already implemented
Just put your serveur in pause with the “P”
It will pause as soon as there is no more clients connected and committed in 2D or 3D
Thanks, didn’t know that!
Though form the quick tests I’ve just performed, it looks like it auto-pauses and auto-resumes if clients join the server, remain in 2D and exit, but if a client goes 3D and then exits, the server will not enter the pause again. Forcing HALT as client doesn’t work anymore after exiting 3D either. Not sure if that’s intended?
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Thanks, didn’t know that!
Though form the quick tests I’ve just performed, it looks like it auto-pauses and auto-resumes if clients join the server, remain in 2D and exit, but if a client goes 3D and then exits, the server will not enter the pause again. Forcing HALT as client doesn’t work anymore after exiting 3D either. Not sure if that’s intended?
It is exactly as I said
It will pause as long as a client is not in 2D or 3D
However , if all clients pauses in 2D (clock stop) or 3D it will pause
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It is exactly as I said
It will pause as long as a client is not in 2D or 3D
However , if all clients pauses in 2D (clock stop) or 3D it will pause
In my tests the auto-pause seems to work only if no clients commit 3D. In 2D it’s fine. If anyone enters 3D, then exits, the server does not pause again and can’t be forced to STOP/HALT by clients in 2D either. It has to be paused directly on the server again, but that’s no really an option for an non-supervised dedicated server.
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It should be back to pause when NO client is either 3D OR 2D.
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It should be back to pause when NO client is either 3D OR 2D.
I think it doesn’t work properly for me then. As I’ve described in previous posts, server goes back to pause only if no one enters 3D. After a client enters 3D, the server will not pause again, even after all clients have disconnected. Maybe I’m missing something? Both installs I’ve tested it with are pretty much stock, no mods, standard KTO, no .cfg changes.
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That is while server is 3D, correct?