That’s pretty far range to get full support for missile.
What bubble size is the current build set for A/A AC, my guess you’d need 75+nm which if memory is right is above or about max hardcode value (unless it was changed)
Latest posts made by Ed_1
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RE: Modding Missiles
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RE: Two questions on game mechanics / weapon effectivenss
Debris and blast radius is modeled in F4 ,scattered debris damage gets added in depending on bomb warhead type .
There is even a bug (IMO) that we removed in F4 :AF were double amounts of debris damage was happening on objectives with many objects/buildings .I think what they were trying to do is model say difference in throwing a nad down a hallway compared to open room . Anyway is/was poorly implemented if so .
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RE: Unit Bubble
There is a better way, use the weapon pointer
could you explain better or refresh my memory , weapons pointer was pointer to FM, right ?
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RE: Unit Bubble
Yes there is no temp bubble for weapons, only for the weapons seekers when used while still on the pylon (Mav/HARM seeker), as I stated above.
Temp bubbles with timer is good only for relatively short range and fast/dropped weapons (e.g Mavericks and bombs). For weapons with longer range and slower speed (e.g JSOW, JSSM) using a timer is kinda limiting.
well you can code it to whatever timer you want JSOW would be fine but yes JSSM or any very long range probably not, we are limited to 70nm bubble limit now .
Another thing might be possible is use the weapons TOF timer(from weapons FM data) for bubble timer , of course all weapons data would need reviewing -
RE: Unit Bubble
Damn , my memory is getting bad, but I don’t think there is a weapons bubble (at least not in same way as for damage) . I think weapon bubble is only for viewing weapon in a view so it needs to be 3d , weapons view cam .
On damage both units need to be in same bubble distance (overlapping) ,launching unit and tracked unit , now for ground ,you can have temps bubbles say that work with the whole target mission . So for example attack a objective with agm154 and each ac would put down temp bubble for min or so , so all hits would get counted with proper 3d damage .
so you might have 8-12 temp bubbles which should not be issue . -
RE: Unit Bubble
AIM-54 as example, Player leaves missile bubble after launch, missile goes DOA. Think that is what we were seeing back then.
Some of that was fixed in the “other” version and I believe that was based on some RV boyz work Code wise. We just needed to adjust the Data. Then again, maybe Fred re coded to adjust to the new Bubbles that I\We imposed on the DB.
I cannot really recall the specifics ATM as I have lost that hard drive, but I do remember setting some “General” guidelines for the Entities Bubbles back then. If we would like, I will post those, I still have a paper copy.
I guess it worked for that version as I never saw\heard any complaints i.e. BETA\Public forums, then again they could not fly stable MP without Hamachi……sigh…LOL
ALSO and risking another ban, though Temp Bubbles have been there since I think RP5, maybe SP4 actually 1.08 now that I look at it. I think they are a fix for bad data code wise.
I can see in the code where we have an easier exploitation\assertion than fixing the root cause……we have to remember that Gilman and company had Xmas coming…Sales,sales,sales…LOL!!!
Soooooo…we still have Simdata…ALL THE DATA THEY COULD NOT FIX IN CODE IN TIME FOR RELEASE…Hmmphf
As well remember, those Peep’s were Paid Professionals, and Louie had a HUGE vision, called Falcon, that persist’s to this dayHave at it,
demerI don’t know, I do know I used to test weapons and always left labels on so I can find, fire ,track weapons and units .AFAIK, agm65 (mav code) and GPU the unit label would show when cursor was over and unit is far away . now what i can’t remember was it just the TGP/Mav display only and not ground radar cursor , but either way since there used in linked most always, I don’t think it mattered .
I remember doing a lot of testing with agm154? (long range cluster bomb 30-45km , in AF we had 30nm bubbles for airports and few other .
For aim54 long range 30+ , this i remember code was alters so seaker would track and hit unit Outside of bubble , even get missile warning when appropriate .BMS has 50nm so that should be lessened of an issue now unless you would fire at its max possible distance and do 180deg . -
RE: Unit Bubble
Yes but the thing is that temp bubbles doesn’t have to be linked only to jets
Not anything that I’m aware of was spotted through MP testing.
Sure, the ac was just example not limited to one type of unit .
As I was not part of coding it and to long ago, I guess the way or type of temp bubble implication is different . It had to do with leaving campaign theater while bubbles were still active (between server and client ) .Remember AF was feature to run long time server with as little issues as possible .
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RE: Unit Bubble
Well I don’t know/remember if there was at those days, but since BMS is based on SP3/4, I will be surprised to find that there was. At least, I couldn’t spot anything in the temp bubbles code for something like that existed and commented (unless it was totally deleted which I doubt as usually such code stays commented). Seems to me like the logic was to have a bubble for anything that’s related to a camera like TGP and Maverick, HARM seeker was maybe for the long range of the missile. Also there were some AI wingman bubbles.
BTW the temp bubble stuff is even much more serious for AI, because currently the AI that executing ground attacks for objects/vehicles outside of the player bubble, will hit nothing but ground because the objects doesn’t exist (AC bubble is 50NM in BMS so AC is 3D but target object/vehicle may not be). I saw in the past in both RV and BMS versions, AI dropping munitions on dead ground and I always thought it was something wrong with the AI aiming code, until I found that the target appears when you switch the camera to view the AI weapon (as camera is forcing a temp bubble, always), but the (already launched/dropped) AI weapon is missing because when it was launched the AI didn’t had the target deaggregated… this is a huge bug that AFAIK exists since ever in Falcon.
Yes, you have to be careful with bubbles size from small to large if player, AI etc interact . you need to make sure longest weapon range the bubble for unit is always higher and with missiles or long time of flight make sure if turn around there large enough or you get miss as launch ac leaves area .
I know there was a lot of temp bubble work in AF and above but some of it was pulled because of MP issues with temp bubbles . I don’t remember the specifics just it was tricky . -
RE: Unit Bubble
There was never an AG FCR radar cursor bubble in BMS, I think in AF there maybe was. TGP was implemented somewhere during one of the updates (It was there forever but never worked due to a bug in the TGP position fetching for the bubble). Maverick/HARM sights always had since ever.
I could be wrong but i think SP3 had cursor bubble too , if my memory is good .
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RE: Unit Bubble
What about larger bubble for AWACS AC to get RWR signal? The problem is the hidden bubble slider. Regardless how big bubble value is set the deagg distance cannot be higher than 70-80 nm as I can remember.
Yes, they max limit should be raised some , I kind of remember 68nm as the max but it is around 70 or so, unless of course it was altered .