Dev team thanks for the support on this issue-with update 2.I’m happy for this thread to be closed.
Latest posts made by snarble
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RE: Maddog bms 4.35
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RE: Maddog bms 4.35
Hey Mav, thanks for the reply. So are you saying that there’s no longer a need to gain a radar lock before firing an aim120 amraam in bms 4.35? Because as I have illustrated with my first post this will reduce your virtual life expectancy to about…0!
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Maddog bms 4.35
To quote the BMS1F-16CM-34-1-1 manual: Launching a aim120 in bore “allows you to fire a missile relying solely on the missile seeker to find a target. In BORE launch, the missile seeker goes active directly after launch and targets the first aircraft it ‘sees’. This mode should only be used for self-defence with extreme caution, as the missile seeker will not discriminate friend or foe (the brevity for such a launch is MADDOG for good reason.)”
However in the last major falcon pvp event I and the vast majority of players were employing maddog shots in bvr situations, at or near to rmax ranges. As evidenced by the pictures below there seems to be no longer a need for the jammer or even the radar whilst fighting bvr (as modeled in bms 4.35). You simply maddog in the bandits direction (via nails/spike or awacs bogey dope) and extend/press. If you(with jammer on) and the bandit remain high aspect, the bandit will receive a missile inbound before a radar lock is possible-placing him at a significant disadvantage. If the bandit in this scenario employs the jammer you can maddog at rmax and extend-if the bandit remains high aspect your maddog will go hoj-again placing the bandit at a tactical disadvantage.
In bms 4.32/33 I believe the maddog had a steeper ballistic trajectory(after the initial climb the missile would descend reasonably sharply) so that the pk of a maddog was very low. Since bms 4.34 the aim 120 maddog flies dead ahead until it finds something in its path. Therefore I submit that the current modelling of launching a maddog aim120 may need to be examined and would welcome the developers thoughts on this issue.The left picture shows a maddog launch from yellow at 30nm without radar lock(this missile goes on to track red)
The right picture shows that red receives a missile spike at 19 nautical miles from yellow, at this point red is unable to gain burn-through and must defend the missile. You can see red starting a roll to defend. -
RE: Dogfight module no sound
oooooo fiddlesticks sry to waste your time dude x
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RE: Link 16 things you want in the next update
Sry Mav-jp I posted in technical support
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Dogfight module no sound
Version
4.35.0 (x64)Build
22548Detailed Description
in dogfight module you lose sound when you are killedPictures
…Example files
…Crash logs
…Reproducibility Procedure
1.happens every time you’re shot down in dogfight module, if you don’t eject straight away after being hit with guns or missles
2.To reproduce you can just set up matchplay vs ai f16 with amraam as soon as you’re hit/killed and spawn into new round you lose sound
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9.Expected Behavior
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RE: Virtual TLP 2020-1 is ready
.SW. and Wowzer would like slots as aggressor please.
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RE: Anybody looking for a wingman?
Bro if you’re interested in BFM or ACM come over to falcon online ts3 for some hot-dogging