BMS 4.35 new features
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however, AAA will not magically aim at your perfectly anymore,
there is a real delay now between the fire and the shell explosion which means you can now really dodge them by changing altitude in between
I completely forget this one lol
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I don’t see how it could be possible?!
We need to check the db. Anyway it’s not shocking me…
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@Bad:
We need to check the db. Anyway it’s not shocking me…
No SA-14 on BMP-1.
No BMP-1 battalion with a SA-14 in it. -
A BMP-1 fired an SA-14 at me. Wow. I seriously didn’t expect that and I’m really impressed.
BMP/BTRs can be equipped with MANPADS
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No SA-14 on BMP-1.
No BMP-1 battalion with a SA-14 in it.Ok I see … it wasn’t BMP-1 but BMP-1KSh.
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I must confess that I didn’t played on 4.35 that much. Now I should find the time to test the 36 and see how it is performing.
If you have other observations, do not hesitate. But keep in mind that enhancing on area will always have some possible side effect elsewhere.
For example, making SAM stronger will make AI weaker … until we enhance AI but then, SAM will again becomes weaker … etc … you know, EW => CM => CCM => CCCM => CCCCM … etc … It is extremely hard to have a good balance when we are increasing the complexity.To me, the “1st” weak point of AI starts at mission planning itself by ATO which is creating the flight plan through the known SAM areas … IA reaction comes after in the priority IMO.
But 2D mission planning is something externally touchy and difficult (so many possible cases, having an algorithm able to avoid SAM could lead into a avoidance making the flight going outside the MAP … What is, and how to define the compromise? … this is one of the biggest problem.Same about ARM … this is nice … but, what if all SAMs are depleted in 30 seconds firing all their missiles on the first incoming AGM-65 launched on poor and insignificant Uaz present in the Engineer battalion in the vicinity of a major CCC objective …
Strategic objective will become unprotected quite early for … “nothing”. Or lets say, SAM will be depleted in an instant to try to protect a non valuable strategic/tactical unit.ARM capabilities is something thta can have some huge side effects IMO. So we have to be careful with that kind of things which can unbalance everything.
I’m aware this. But the problem in a very basic sit. where in any version the AI easily did its job I simply can’t see any ARHM launch regardless the target was in range and transmitted continously and one of the attack SEAD flight was not engaged. At all.
But I will keep trying and explore the 4.35.
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I will try n my side as soon as I can. (I have to mess-up and break the 4.36 DB first before having good time. ;))
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(I have to mess-up and break the 4.36 DB first before having good time. ;))
woooooooot ?
…snifff… snifff…
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I think you should look around the Advanced 3D Image settings.
https://www.maketecheasier.com/replace-nvidia-control-panel-with-nvidia-inspector/
But isn’t it handled by Falcon BMS if I leave it at application controlled?
Just to make sure, I set AA to 1 (which is still on I assume?) in the BMS settings, turned V-sync off and triple buffering. Then I forced AA, V-sync and triple buffering through the Nvidia CP, but the MFD fonts were still blurry. It didn’t seem to be affected at all by the changes. This makes me think that it’s unaffected by the settings and “hardcoded” in Falcon BMS? I am playing it on 1920x1080 which is my monitor’s native resolution.The Bullseye information is barely readable even after moving in closer with headtracking.
Are other people’s MFDs looking like this? Because if they are, I can accept it as a feature. But I’d hate to play like this if it’s an issue on my end and not supposed to look like this.
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I will try n my side as soon as I can. (I have to mess-up and break the 4.36 DB first before having good time. ;))
What about the 1000 year old bug with radio pages?
If you cycle back and press any order the page disappears but the order is not given.- whoa, what is this? Especially that it is in 2D.
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hopefully something quick can be done about the screen’s resolution because it is very blurry and makes flying unpleasant.
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What about the 1000 year old bug with radio pages?
If you cycle back and press any order the page disappears but the order is not given.- whoa, what is this? Especially that it is in 2D.
This is fixed in 4.35.
If you copied over your old key file look for section 8.01 and replace with these lines:SimDoNothing -1 0 0XFFFFFFFF 0 0 0 -1 "======== 8.01 GENERAL RADIO OPTIONS ========" RadioAWACSCommand -1 0 0x10 0 0 0 -0 "RADIO: AWACS Menu" RadioWingCommand -1 0 0x11 0 0 0 -0 "RADIO: Wingman Menu" RadioElementCommand -1 0 0x12 0 0 0 -0 "RADIO: Element Menu" RadioFlightCommand -1 0 0x13 0 0 0 -0 "RADIO: Flight Menu" RadioTowerCommand -1 0 0x14 0 0 0 -0 "RADIO: ATC Menu" RadioTankerCommand -1 0 0x15 0 0 0 -0 "RADIO: Tanker Menu" RadioMessageSend -1 0 0x10 0 0XFFFFFFFF 0 -2 "Radio-send message AWACS" RadioMessageSend -1 0 0x10 1 0XFFFFFFFF 0 -2 "Radio-send message AWACS" OTWRadioMenuStep -1 0 0x10 0 0x10 1 -2 "Radio-next menu AWACS" OTWRadioMenuStep -1 0 0x10 0 0x10 0 -2 "Radio-next menu AWACS" OTWRadioMenuStepBack -1 0 0x10 1 0x10 1 -2 "Radio-previous menu AWACS" OTWRadioMenuStepBack -1 0 0x10 1 0x10 0 -2 "Radio-previous menu AWACS" RadioMessageSend -1 0 0x11 0 0XFFFFFFFF 0 -2 "Radio-send message Wingman" RadioMessageSend -1 0 0x11 1 0XFFFFFFFF 0 -2 "Radio-send message Wingman" OTWRadioMenuStep -1 0 0x11 0 0x11 1 -2 "Radio-next menu Wingman" OTWRadioMenuStep -1 0 0x11 0 0x11 0 -2 "Radio-next menu Wingman" OTWRadioMenuStepBack -1 0 0x11 1 0x11 1 -2 "Radio-previous menu Wingman" OTWRadioMenuStepBack -1 0 0x11 1 0x11 0 -2 "Radio-previous menu Wingman" RadioMessageSend -1 0 0x12 0 0XFFFFFFFF 0 -2 "Radio-send message Element" RadioMessageSend -1 0 0x12 1 0XFFFFFFFF 0 -2 "Radio-send message Element" OTWRadioMenuStep -1 0 0x12 0 0x12 1 -2 "Radio-next menu Element" OTWRadioMenuStep -1 0 0x12 0 0x12 0 -2 "Radio-next menu Element" OTWRadioMenuStepBack -1 0 0x12 1 0x12 1 -2 "Radio-previous menu Element" OTWRadioMenuStepBack -1 0 0x12 1 0x12 0 -2 "Radio-previous menu Element" RadioMessageSend -1 0 0x13 0 0XFFFFFFFF 0 -2 "Radio-send message Flight" RadioMessageSend -1 0 0x13 1 0XFFFFFFFF 0 -2 "Radio-send message Flight" OTWRadioMenuStep -1 0 0x13 0 0x13 1 -2 "Radio-next menu Flight" OTWRadioMenuStep -1 0 0x13 0 0x13 0 -2 "Radio-next menu Flight" OTWRadioMenuStepBack -1 0 0x13 1 0x13 1 -2 "Radio-previous menu Flight" OTWRadioMenuStepBack -1 0 0x13 1 0x13 0 -2 "Radio-previous menu Flight" RadioMessageSend -1 0 0x14 0 0XFFFFFFFF 0 -2 "Radio-send message ATC" RadioMessageSend -1 0 0x14 1 0XFFFFFFFF 0 -2 "Radio-send message ATC" OTWRadioMenuStep -1 0 0x14 0 0x14 1 -2 "Radio-Next Menu ATC" OTWRadioMenuStep -1 0 0x14 0 0x14 0 -2 "Radio-Next Menu ATC" OTWRadioMenuStepBack -1 0 0x14 1 0x14 1 -2 "Radio-Previous Menu ATC" OTWRadioMenuStepBack -1 0 0x14 1 0x14 0 -2 "Radio-Previous Menu ATC" RadioMessageSend -1 0 0x15 0 0XFFFFFFFF 0 -2 "Radio-Send Message Tanker" RadioMessageSend -1 0 0x15 1 0XFFFFFFFF 0 -2 "Radio-Send Message Tanker" OTWRadioMenuStep -1 0 0x15 0 0x15 1 -2 "Radio-Next Menu Tanker" OTWRadioMenuStep -1 0 0x15 0 0x15 0 -2 "Radio-Next Menu Tanker" OTWRadioMenuStepBack -1 0 0x15 1 0x15 1 -2 "Radio-Previous Menu Tanker" OTWRadioMenuStepBack -1 0 0x15 1 0x15 0 -2 "Radio-Previous Menu Tanker" RadioMenuOne -1 0 0XFFFFFFFF 0 0 0 1 "RADIO: Menu One" RadioMenuTwo -1 0 0XFFFFFFFF 0 0 0 1 "RADIO: Menu Two" RadioMenuThree -1 0 0XFFFFFFFF 0 0 0 1 "RADIO: Menu Three" RadioMenuFour -1 0 0XFFFFFFFF 0 0 0 1 "RADIO: Menu Four" RadioMenuFive -1 0 0XFFFFFFFF 0 0 0 1 "RADIO: Menu Five" RadioMenuSix -1 0 0XFFFFFFFF 0 0 0 1 "RADIO: Menu Six" RadioMenuSeven -1 0 0XFFFFFFFF 0 0 0 1 "RADIO: Menu Seven" RadioMenuEight -1 0 0XFFFFFFFF 0 0 0 1 "RADIO: Menu Eight" RadioMenuNine -1 0 0XFFFFFFFF 0 0 0 1 "RADIO: Menu Nine" OTWRadioMenuClear -1 0 0XFFFFFFFF 0 0 0 1 "RADIO: Menu Clear"
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Thx.
Can you list the ASMs which are functional for REDFOR? I can’t find any list in any manual what ASMs got similar or same guidance as the AGM-84. Some long range have AGM-65 like guidance.
The new TacRef should give you a lead.
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But isn’t it handled by Falcon BMS if I leave it at application controlled?
Just to make sure, I set AA to 1 (which is still on I assume?) in the BMS settings, turned V-sync off and triple buffering. Then I forced AA, V-sync and triple buffering through the Nvidia CP, but the MFD fonts were still blurry. It didn’t seem to be affected at all by the changes. This makes me think that it’s unaffected by the settings and “hardcoded” in Falcon BMS? I am playing it on 1920x1080 which is my monitor’s native resolution.The Bullseye information is barely readable even after moving in closer with headtracking.
https://i.postimg.cc/LqSCHw2W/2020-12-22-151308.pngAre other people’s MFDs looking like this? Because if they are, I can accept it as a feature. But I’d hate to play like this if it’s an issue on my end and not supposed to look like this.
playing around i noticed that its better to use the UI graphics settings instead of the card´s settings. I have Vsync on, triple buffering on and AA x8. And my card is an old AMD 7570
Have no blur and the numbers look descent except the 0 where i have to zoom in a bitMy preference regarding the new features would be a little less light when AB is lit at night
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The new TacRef should give you a lead.
How….?
You can see what it is the game but it tells about 0 its modeled function.
It does not show you that AS missile on Tu-22M is literally a hacked Maverick… -
How….?
You can see what it is the game but it tells about 0 its modeled function.
It does not show you that AS missile on Tu-22M is literally a hacked Maverick…But it does show you which ASMs are in the sim.
For a pro like you it is very easy to dig through the db and compare them in sim, no?. -
But it does show you which ASMs are in the sim.
For a pro like you it is very easy to dig through the db and compare them in sim, no?.Honestly, I rather wish to play after so many years of messing around the game. The DB is literally now an alien to me.
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How….?
You can see what it is the game but it tells about 0 its modeled function.
It does not show you that AS missile on Tu-22M is literally a hacked Maverick…The only REDFOR ASMs I had any success with was AI MiG-29M with AS-20, worked but that was in 4.33. Will not be very effective in 4.35 with the ship defences though I think, you will need a lot of them to get through, depending on the target.
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The only REDFOR ASMs I had any success with was AI MiG-29M with AS-20, worked but that was in 4.33. Will not be very effective in 4.35 with the ship defences though I think, you will need a lot of them to get through, depending on the target.
Thx.
I wish to test that ASMs can be targeted or not by human players and planes.
Or is it just an feature for AI controlled SAM?