Korea '80s Theater - discussion
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Is still 0 feedback. Strange.
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Sorry Molni. I have had zero sim time this week. Hope to give it a go this weekend.
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Hi Molnibalage, thou I may not be the best example of feedback (cus I play casual - with tags and medium dificulty) I´ve noticed that the SAM is quite more efficient - got shot down at least x3 the usual (which is a nice challenge, gotta respect the Mud) and the red jets are more prone to lay down a torrent of flares, what made my kill ratio with AIM-9M quite low, again, another nice challenge , so I say you´re in the right track…
Gotta admit I miss Nizmo´s and Metalhead cockpit for the Flanker, but it seems to be a taboo in this foruns… (I know there was a problem qith the model, but I reckon the cockpit was modeled by them, so why not use their pit in the Flanker model you´re using, molni?) Qawa didn´t released any of his 3D cockpits yet, right?
Keep up the great work!
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Here is some tips for campaigns. (WIP chapter from Release Notes.)
- I do not recommend playing campaign with poor or inclement weather setting because of modeling issues. Fair weather is the best setting.
- In campaigns is limited quantity of SEAD capable / specialized fighter or strike fighter. In Rolling Fure and Iron Fortress campaigns only USAF and US Navy have this capability on blue side. A-7E Corsair,
A-6E Intruder, F-4S and F/A-18 Hornet fly SEAD missions, but not only SEAD missions. The only SEAD specialized AC is the F-4G, but their availability is very limited. In Eurowar (Cold War) campaign the SEAD capability is provided by only F-4G and some French strike fighters. Treat well your precious SEAD capacity. - The campaigns do not have more air defense units than any other campaign but because of changed behavior and different missile kinematics you will face much stronger and layered air defense than you could experience in any campaigns. Stick close to other flights and keep together your package to stress over the capability of air defense. Flying low is also an option, it is much more effective because of changed reaction time of SAMs.
- Change the default PAK priorities and concentrate your power on smaller areas to overstress the air defense.
- Because of tweaks flying low is more effective than ever was. You can penetrate the air defense, but you have to keep your eye on your flight members. If you are below 500 feet AI sometimes cannot fly faster than 480-500 CAS.
- Do not fly parallel to roads during deep strike missions because troops are using them with functional MANPAD, SHORAD and radar guided AAA air defense units. Plan your route to target carefully it is worth to check the terrain coverage which help to remain undetected at low.
- Most of SAMs now are hidden on UI map as long as they are not spotted by a friendly unit, consider this issue during mission planning.
- Regardless of restricted squadron stores it is recommended to check and sometimes change the automatically assigned weapons by the ATO. You can do it very easily and quickly by using the ATO and munitions tabs. Just click on ATO button. If you click on a flight then click on munitions button you can edit the munitions of selected flight. The method works if you select show all packages option then expand packages to flights. Check the target of a package is very easy just enable the “flag” on the right side of ATO tab. Only 2-3 minutes is enough to make the necessary adjustments. If you wish to return your munitions setting just click on your flight in the schedule tab.
- If you fly an aircraft without anti radar missile the enemy SAMs should be a high priority target even you are on SAD / CAS / Interdiction or OCA / Strike missions.
- Some AC can get hard targets for OCA / strike missions without precision and PEN munitions. In this case the same runway sections have to be attacked with many Mk-84 or other dumb munitions to destroy them. Other option is destroying other facilities on airbases. The key is simply cause such a big damage which result big drop in status percentage. Changing targets of OCA missions is another option.
- In 1982 campaign patrol area of BARCAP and DCA flight is sometimes over the ocean, close to Japan. It is recommended to relocate them close to FLOT by changing their steerpoints. (DO NOT PLAY WITH CURRENT RELEASE THIS CAMPAIGN!)
- All infrared missiles now more vulnerable to flares on both sides. If you meet with dispenser equipped enemy it is highly recommended attack them from rear hemisphere and launch the missile closer, especially if you fly with AIM-9P equipped RoKAF fighters.
- Try to keep formation flight with AI because AI’s superior eyball many times is able to warn you on SAM/IR AAM launches.
- Because of modeling of inaccuracy of air to ground missiles you have to consider how close you go for SAMs and radar SHORADs. Depending of aspect – your altitude and distance – the accuracy of anti radar missiles can be very different, especially against moving SHORAD vehicles. Always can happen that you can hit the target with one ARM but with older ARM the chance is quite low. “One hit one kill” situations are very rare. With older ARMs a 4 missile salvo against one battery with 0 hit is not a unique case.
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@'Corporal_Lib:
;266896’]Hi Molnibalage, thou I may not be the best example of feedback (cus I play casual - with tags and medium dificulty) I´ve noticed that the SAM is quite more efficient - got shot down at least x3 the usual (which is a nice challenge, gotta respect the Mud) and the red jets are more prone to lay down a torrent of flares, what made my kill ratio with AIM-9M quite low, again, another nice challenge , so I say you´re in the right track…
Gotta admit I miss Nizmo´s and Metalhead cockpit for the Flanker, but it seems to be a taboo in this foruns… (I know there was a problem qith the model, but I reckon the cockpit was modeled by them, so why not use their pit in the Flanker model you´re using, molni?) Qawa didn´t released any of his 3D cockpits yet, right?
Keep up the great work!
The effect of flares are quite close to RL experiences and sometimes is really random in BMS4. I was able to achive 4 hit from 4 attempt against MiG-29 but sometimes 0 from 4 is not impossible even missile is withing kinematic capabilites.
Su-27 use the stock BMS4 model, Su-30s use Tom Cat’s 3D model.
I have discovered some issues during campaign testing.
- I will increase a bit the minimal eng. alt of SAMs because of terrain many times they can engage you where they would not be in RL and should not be in Falcon world. –-> Flying low will be more efficient then now or ever.
- Reaction time of some SAMs also will be increased a bit more.
- I discovered some sq. stores flaws, F-16B ADF did not get AIM-7M in stores. Some AC does not have strike weapon what are needed them.
- Maybe the qty. of SAM/AAA equipped unit will be smallr, but current qty. is quite close to RL combat/SAM-AAA ratio according to average of WPACT in '80s with a bit fictionality.
- Because of advanced SAMs in Eurowar I condiser to add a single EF-111 squadron but I have to test the effect on tactical level. In this case I will try to create the similar SOJ Su-24 for red side by copy and alter Su-24 DB entry.
- If SAMs die too easily I consider to lower the damage value of ARMs which likely gives more chance to survive in 2D and 3D either. –> Longer campaigns with bigger challenge. If they live enogh long maybe we can see first time SAM relocation as ground campaign advances.
- In every campaign will be modeled the 2nd and 3rd wave of attacking forces which is followed by the initial attack. The 3rd wave comes later with reinforcements but means mostly for ground units, new AC won’t appear.
I’m ready to integrate any new 3D model which is released until the final complete release. Accordring to feedback of Eurowar I can scale the DPRK vs RoK+US campaigns. The Eurowar be the hardest campaign because it has so many advanced stuff which is not available for DPRK, double digit SAMs, MiG-29 and Su-27 with minimal qty. of MiG-31 and SEAD capable strike AC with good ECM and dispensers.
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I plan to release a small hotfix/update for WIP version Saturday evening with small sq. stores fix and with a bit different OOB for red. AC squadron, I lower the qty. to make a bit more easier the campaign on rookie level.
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Su-27 use the stock BMS4 model, Su-30s use Tom Cat’s 3D model.
I’m ready to integrate any new 3D model which is released until the final complete release. Accordring to feedback of Eurowar I can scale the DPRK vs RoK+US campaigns. The Eurowar be the hardest campaign because it has so many advanced stuff which is not available for DPRK, double digit SAMs, MiG-29 and Su-27 with minimal qty. of MiG-31 and SEAD capable strike AC with good ECM and dispensers.
Without trying to sound too beggy, could you incorporate Metalhead/Nizmo 3D cockpit to default Su-27 or it is not allowed? Would love to fly this campaign as a red jet
And in the other side (blufor), it is nice to have a more realistic SAM coverage, your campaign is just getting better and better
cheers!
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That cockpit is on blacklist. In case I left in DB the MOD would be forbidden here. I’m willing integrate anything which do not have any copyright issues and has the necessary lower res LODs.
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The hotfix. (Fixed link)
http://www.mediafire.com/download/si35cut8x5r6s72/hotfix-objects.zip
Just copy the files into *\Data\Add-On-Korea-80\objects* directory.
The HP config of Mirage F.1 was changed on midde wing HP only the ECM and dispenser pods are defined as wepaons and not HPs. For F-16C Blk. 32 intstead AGM-88 I allowed via sq. stores only the less accurate and shorter range AGM-45 because now Mirage F.1 and Mirage-2000D also has sead role. I consider disable the AGM-45 on F-16C Block 25 to avoid too big SEAD potential.
Test confired that red SEAD works even the first two hour of campaign was able to disable 4 Hawk battalions, now blue SAMs are not forever living at least in Eurowar campaign.
Just a screenshot abour ground war. (The smoke is produced by the ATGM missiles.) Even the GUs has 10-20 nm spacing they starting to advance their targets and ground war is alive and exising supported by SHORADS and MANPADs.
If the Eurowar campagn seems to hard I can release for testing such a version which has one very small sq. of EF-111A on both sides (as long as I do not clone EF-111A instead SOJ/ECM Su-24 redfor uses the same AC just for testing.)
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I flew a couple of campaign missions today…very nice! The threats definitely seem more deadly. I did see some unusual loadouts (AGM-65 for an OCA runway strike, etc.).
Prior to my third mission I put Tom’s new tiles in. Great combo!
Thanks Molni. I’ll try to get some more flying in tonight and tomorrow.
And thanks again to the BMS team…this sim never gets old thanks to all of you.
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Ohhh so the COCKPIT was the source of all that hassle… I thought it was the Flanker model, oh boy, that´s a pity =(
I´ll apply the hotfix and feedback it ASAP, keep up the great work, Molni
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@'Corporal_Lib:
;267061’]Ohhh so the COCKPIT was the source of all that hassle… I thought it was the Flanker model, oh boy, that´s a pity =(
I´ll apply the hotfix and feedback it ASAP, keep up the great work, Molni
Both.
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I flew a couple of campaign missions today…very nice! The threats definitely seem more deadly. I did see some unusual loadouts (AGM-65 for an OCA runway strike, etc.).
Prior to my third mission I put Tom’s new tiles in. Great combo!
Thanks Molni. I’ll try to get some more flying in tonight and tomorrow.
And thanks again to the BMS team…this sim never gets old thanks to all of you.
The strange loadout could happen even with stock DB, regardless I restriced the sq. stores some AC has this minor issue. Because of modeling values in fact AGM-65 are usable against runways both in 2D and 3D world I just never did in 2D. AI in 2D world with AGM-65 can destroy runways because except AGM-65G all AGM-65 has AP/PEN warhead and huge damage values. As I can rember I did not touch damage values but because of 3D world modeling I decreased strongy the blast radius combining with guidance values I was able to set some level of natural inaccuracy for AGMs.
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So, experiences?
Do you need SOJ support? :mrgreen: -
Hi Molni, just flyied some missions on Eurowar, indeed the red jets are quite a challenge, even in the casual settings I´m flying, but i´ve noticed 2 things:
the F16 ADF only uses AIM-9L and there´s no AIM-7 loadout (as I´ve read in some of your posts ago, it should have, right???) and the F15A doesn´t have his cockpit, it uses the F16´s… does the Iron Fortress and Rolling Fire are playable after the fix? I´d like to take some spin with the tomcats, but I recall it would CTD with the other campaigns and there´s no F14 squadron on Eurowar…
If it is not too much of hassle, may I ask a fix for the F15A (it could use the vanilla F15C cockpit) and maybe use the Mig29 vanilla cockpit (thou unfinished) in the Su27?
keep up the great work!
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Damn… The hotfix allows the AIM-7 for F-16B AFD in sq. stores but I forgot to add the weapon for the HP…
I can set as the cockpit files that F-15A uses F-15C cockput and same for Su-27 with MiG-29 but IMHO the MiG-29 pit is so ugly that is better to keep F-16s because of functionality. -
Thou it is ugly, it is closer to real cockpit… anyway, at least fixing the F15A will be nice…
I´ve just tested and Rolling Fire and Iron Fortress are still unstable… could you please add, in the meantime, one carrier for Eurowar? (Maverick and Iceman are requested to help at the Korean conflict
cheers!
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@'Corporal_Lib:
;267781’]Thou it is ugly, it is closer to real cockpit… anyway, at least fixing the F15A will be nice…
I´ve just tested and Rolling Fire and Iron Fortress are still unstable… could you please add, in the meantime, one carrier for Eurowar? (Maverick and Iceman are requested to help at the Korean conflict
cheers!
In Eurowar carrier would be unreal as well as US Navy jets. They are (will be) available in IF and RD. I’m not sure even I can add because Bad Boy added to RF and I play to use the existing and functional CV in IF. This will be only thing what I keep from current units.
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Ok, I´ll keep the Tomcats hibernating waiting for final (and stable) versions of IF and RF…
That´s a pity Qawa didn´t finished his Phantom and Tornado cockpit, I´d love to use them in Eurowar, maybe sometime in 4 falcon weeks =D
cheers!
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I do not like F-14 because of her holy weapon, the AIM-54. Because currently the ARH code is simply not functional from my aspect some capabilites of AIM-54 cannot be se as I wish. Even the code would be functional simply the inbuilt beavior or ARH missiles to chaff and AI simply makes them way to powerful comparing to SARH missiles. This is why I do not plan the '90s version of MOD because of this modeling / bug issue make pointless the whole.