Korea '80s Theater
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@qt:
hey Molni,
congratz for the release, did u adapt the Polaks and AS
s terrain in this install?
cheers…Nope, because it has not been finished and even would be I have no right to do it.
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In the campaign files, it looks as though to many AC are tasked as general, not A2A or A2G.
In the Rolling Fire campaign only the F14B and F15C are tasked as A2A and the A6E and A7E are tasked with A2G and the role scores don’t really match the tasking.
I do not understand this part. I have tested both A-6E and A-7E with “general”. I do not remember the result but I guess I did with a very good reason.
Also, the F/A-18C’s on the carrier, carry only AIM-9M and AIM-7M/AIM-7M rail A2A missiles and has the AGM-88, is that intentional. It’s specialty in campaign is none(general) and it’s CAP/Sead Strike role scores are both 80. Including Strike 20/CAS-Int 40. It really should be a A2A platform IMO.
I can try I haven’t tested this.
The A-10A is tasked as specialty none(general), and it should be certainly only A2G.
Nope, becase as I can remeber in this case they are not tasked to CAS/Interdiction/BAI which is their real main role. I can check.
More aircraft, including the F5E should be tasked with the specialty of A2A in the campaign file, with a good role score for CAP in DB. At the present, the F5E in the campaign file, the specialty is None(general), and it’s CAP role score is 1, that doesn’t work very well.
I intented to use F-5E as strike AC. In case an AC has 1 to a role is just because TE to be taksed that role. This is why have F-15A/C - as I can remember - 1 value on CAS. In TE you can put dumb bombs on it as RL, the F-15s are capable to perfrom strike missions just USAF never used this capability.
There seems to be to much focus on SEAD and other stuff and not enough attention to A2A defense.
The ATO generate too many SEAD but I have no idea why. Even if I set much lower SEAD for ex F-16A Block 15 still SEAD dominates the ATO.
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good job and very nice application
tk -
Fist post is updated.
I will try to play a bit with role scores, specialization and many other things to imporve the BARCAP availability in campaigns.
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AA/AG specialist only biases mission toward AA or AG role so A-10 this doesn’t matter since it only has AG roles. I do wish A-10 had strike capability like putting 2 Mk84 on and hitting a supply depot.
I have found the campaign to be less of a “red bee hive” with falcon cfg setting 34% aircraft tasking per ATO cycle. One third of 24 is 8 aircraft per cycle of I think 2h. This is 4 SpApD and rather generous over the realistic 1.5-3.0 figure. This reduces ATO workload, comm chatter, and thins the red swarm considerably.
I still had to drag the force sliders to avoid 30-plane DPRK squadrons. Being outnumbered 2.5 to 1 is bad, but 3-4 to 1 is ridiculous. I found a middle slider setting for ground vehicles produced a slow losing situation when left “hands off” which is good. The air defense slider seemed to make no difference either way so I gave the poor ROK at least the placebo.
MissionCommander successfully swapped the KC-130R for a KC-10 and it did get F-16s to China with ease. Of course they returned in 2 hours to find Pohang and Kimhae craters. I’ll try applying the F-4DSK patch tomorrow.
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Being outnumbered 2.5 to 1 is bad, but 3-4 to 1 is ridiculous
In all campaigns the ratio between AF is about 2:1 on rookie level and even is jsut barely close to 3:1 if you set far left the slider. You can get the same in stock BMS4 campaigns just you cannot feel because ATO is weak, red side attacks totally unimportant targets.
I do wish A-10 had strike capability like putting 2 Mk84 on and hitting a supply depot.
You can still do it manaully. It is impossbile to balance everything that ATO. In RL main role of A-10 is CAS/BAI/Interdiction therefore I optimized to this role especially in 2D world the A-10s are ridiculously overpowered this is why allowed only a single squadron in any campaigns.
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Hi Molni, great theatre. I’ve been with you on this one for a while, and its great to see the first official release. I couldn’t find it in the release notes, but I see on the video there a new cockpits. I know the block 40 and F-14 cockpits, but what are the others? I thought that was an F-4 cockpit in the video but in game they just have the F-16 cockpit.
Also do you know if Mykinge ever did more work on his cockpit? The plane is unflyable in its current state, 90% of the buttons aren’t modelled and there is no engine sound inside the cockpit.
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Yes, only these two pits are new. Mykinge has not updated his pit since April of 2013. I guess because of Nizmo’s stuff.
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Thanks. Also, I am not able to use the block 40 pit without TrackIR, because I have no idea how to move my viewpoint to look around his body to press the buttons.
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@The:
Thanks. Also, I am not able to use the block 40 pit without TrackIR, because I have no idea how to move my viewpoint to look around his body to press the buttons.
yeah, this is going to be a common complaint. Im still not using it atm, not sure if I want to dive into LE to replace those files.
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yeah, this is going to be a common complaint. Im still not using it atm, not sure if I want to dive into LE to replace those files.
Well Christmas is coming up so we know what we need!
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@The:
Well Christmas is coming up so we know what we need!
4.33 that lets you have a sim folder specified per theater?
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4.33 that lets you have a sim folder specified per theater?
i think the “Elvs” put that already into the present boxes.
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First molnibalage, thank you for the mod, and also really appreciate the simple installer, also thanks for link at Blu3wolf’s website.
I wanted ask if there is a means to remove pilot model / legs? I looked through just about every post and did not find one, so just tossing it out there so the “squeaky wheel gets the oil”. Basically, the legs are super annoying
Beyond that, thank you all so much for the work you are putting in and have put in thus far.
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With keeping the HUD of B42 is not. As I see the Block 42 pit with legs was not a good choice. If the another version is available in next release maybe that version should be included. Which is your choice? I wait votes.
Soo I will start to play, first with 1982 campaigns. I will play partially manually controlled squadrons.
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Perhaps add on option on the installer whether or not to have the pilot
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@The:
Perhaps add on option on the installer whether or not to have the pilot
Also doable but first I have to find the legless version of pit.
I tried to imporve a bit more the “BARCAP behavior” but so far what I was able to get more and more TARCAP close to FLOT. It is not BARCAP and I have no idea whan happens in case BAI/CAS capable AC are not available because TARCAP and these missions are always generated in the same package.
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I tried to imporve a bit more the “BARCAP behavior” but so far what I was able to get more and more TARCAP close to FLOT. It is not BARCAP and I have no idea whan happens in case BAI/CAS capable AC are not available because TARCAP and these missions are always generated in the same package.
I have had some success in this area.
Here is the original stuff, tasking only 3 Barcaps and not tasking any after and not in a logical place either:
Made some changes and I’m now getting this, and re-tasking of Barcaps is happening:
I’m also getting some Tarcaps mixed in.
C9
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What did you changed? What slider settings were used?
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