Korea '80s Theater - discussion
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A 4 ship A-10 fligh can kill 40+ unit a single mission in 2D world This is 100% unreal and OP. Just show me any player how is able to this even in 3D world.
I started to test about the 50% completed Eurowar to check the SAM beavior in 3D world. I’m not sure but maybe mobile SAMs won’t be mobile. They are moving which is good but they do it without logic and while they are moving they still can be targetted with ARM. (This is not so issue because in the campaign are only 2x12 F-4G and nothing else with ARMs.)
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SAMs still does not work as I planned more research and test is needed. What is work the self defense behavior of stike fighters. Su-17M4 fight back to F-5E. The another AC has been downed with R-60.
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More test results.
I’m still not 100% sure but mobile SAMs (SA-4/6/11/17) seems to me functional almost as I wish to see them in campaigns. They are able to launch missiles, holding their positions in the inital stange of campaign but when the FLOT is changing they are able to change their positions. During movement their radars are still working which makes them vulnerable during relocation but sometimes stop and perform “snapshots”. (In RL the deployment time of SA-6 is about 15 min and even the latest SAMs for 5 min.) As long as their vulnerability and survivability is weaker than in RL I can accept this kind of abstraction. In campaigns are so few ARM equipped plane that this is an acceptable trade-off.
Of course the AI decide when they are moving therefore I cannot predict how good will be the relocation. This have to be experienced after the release by players. If they do not work as well as I expect still can be done actions to improve the OOB and SAMs.
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When the Eurowar campaign reached a matured state dou you wish to get a still WIP release?
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More test results.
I’m still not 100% sure but mobile SAMs (SA-4/6/11/17) seems to me functional almost as I wish to see them in campaigns. They are able to launch missiles, holding their positions in the inital stange of campaign but when the FLOT is changing they are able to change their positions. During movement their radars are still working which makes them vulnerable during relocation but sometimes stop and perform “snapshots”. (In RL the deployment time of SA-6 is about 15 min and even the latest SAMs for 5 min.) As long as their vulnerability and survivability is weaker than in RL I can accept this kind of abstraction. In campaigns are so few ARM equipped plane that this is an acceptable trade-off.
Of course the AI decide when they are moving therefore I cannot predict how good will be the relocation. This have to be experienced after the release by players. If they do not work as well as I expect still can be done actions to improve the OOB and SAMs.
Pretty sure the russian Container series of SAMs are going to be able to operate whilst mobile.
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Nope, because the radar platfrom vehicles should be levelled horizontally to get useful data, they are not operational during movement. The linked stuff is ASM not SAM.
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Further extended battalion selection with different roster settings.
I started to build up the western part of Eurowar, so war works better than I expected. About 50% of units have been placed. Loadouts had to be readjusted on Eurojets but they are now far better. So far 430 battalions, squadrons and brigades have been placed, just for comparison, Red Flag theater has about 900 units. I do not want to judge too early but maybe I can release a new WIP release before the final release of the MOD. The difference even in half made campaign was huge comparing to core campaigns. Prepare for the REAL and challenging battle.
In database some French and UK GP bombs are not available I used the same class of US Mk bomb to modeling the missing weapons. For German Tornado IDS I will try to model the cluster container dispenser with the same way as JP-233 but with small cluser munitions. Stay tuned.
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A new gift from VO101_Tom, UK Tornado GR.1 skin and the fixed 4 bomb setting under fuselage.
(GB bombs are not in DB therefore I had to use Mk-83 insted 500 kg class UK bomb.)It is clearly seen how important a good skin and it is pointless to create 3D models with 30k+ poly just find a good skinner*.
*Who is able to create such a great skin from such a screwed texture map…
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Modeling the MW 1 dispenser seems to me possible with restrictions and abstractions similar to JP-233. I will use the same container model, and instead about 100+ small bomblets I model the weapon system with 16-32 small bomblets - I have to test the effect - the total qty. (blast radious and damage have to be experimented). Because these bomblets will be CBU bombs you can set burst alt which can leaded unreal cases but if you fly as alt in RL and set good BA they will be usable.
So far seem to me AI is able to use, of course within the limitation of MI.
Stay tuned for prewview video.ps. German IDS Tornado also will get new skin from VO101_Tom.
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I haven’t tried but as I can judge I learned to create new weapon entries and same can be applied on battalions. –-> I can create for my mod as many battalion with different rosters what I wish.
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The method is working. I can create new battalions instead recycling if I wish. I will create some special AD units which has static MANPAD inf. They can be placed anywhere, so besides the heavy / mobile SAMs this type of AD will be available for campaigns and more detailed TE edit.
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The effect of new particle files. Wonderful SAM trails from a close miss case.
Mirage F.1 in Eurowar, long range strike mission. I use other available pods to modeling the French ECM and dispenser pods. Is there anybody who know the dispenser qty. of French and Tornado pods?
Mirage-2000D in SEAD mission also in Eurowar.
Eurowar so far works as a charm. Squadrons acts well reinforcement working and they are heading to front after they have arrived.
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No offense, but pls remove it. That is not even close to how the MW-1 works.
I had the same issue during the OF days. I could have just created another 3d model, mount that to the hardpoint and modify the JP223.
That is so wrong that you may as well just add a couple of CBU-55s to the underfuselage hardpoints or just use the JP223 on the GAF Tornados. -
No offense, but tons of stuff are in BMS4 which are not even close how it works in RL or has very inaccurate modeling… This is an option to get many CBU with limited drag because of containers. It is not obligatory to use them…
JP-233 use the same modeling which is just as “accurate” as MW-1… It is better then nothing.
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I started to pack then I upload the WIP version of the MOD.
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Still WIP, first post is also updated. I still haven’t released the full pdf Release Notes unless the community wish to see in WIP state. It looks nicer than a very long first forum post.
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JP-233 use the same modeling which is just as “accurate” as MW-1… It is better then nothing.
No, the behavior of the JP233 is way better modeled, than the one of the MW-1.
But I guess you are right - it’s indeed better than nothing. I know it’s not in your hands to change it. Appreciate your effort though! -
If anyone fly with Eurowar pls. give me a feedback about SAM surviveability after the first 6-8 hours of the campaign.
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What are the experiences so far?