Back from another engagement. These OFM Theaters are like DCS with Dynamic campaigns I love it. I know we cannot model EVERYTHING according to IRL for various reasons but idc. I’ll take as close as we can get. With that said just a few questions. In a TE im not detecting the F-35 or F-22 until they are practically within VR which is terrifying (and i love it) but i can still kill them the J-20 is almost the same thing but i can see him within 10-15 Miles on radar. My question is in the campaign I noticed these aircraft often are in Murder configuration, bombs and missiles strapped to the wing. Does that reduce the RCS of them at all? Also before I change the hardpoints myself is there a reason the F-35 doesn’t carry weapons internally or feature some of the heavier GBU JDAMS for internal use? Figured I’d ask before i change it myself and come to find out weapons wont release from the bay or something. When I frag their flights I usually remove all external weapons for my packages but if it doesn’t make a difference in BMS i guess full Murder configuration it is. Especially since the F-35 doesn’t currently carry any A-G weapons internally IN BMS. Im using OFMKTO by the way with the most up to date configuration.
Best posts made by Trigger
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RE: BMS Other Fighters Mafia (BMSOFM) Journal
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RE: Naval ships targeting
@Pegasus82 I tried looking at the forums but not much there. Most mention of naval units are years ago and were often met with the typical 3-4 weeks or the focus is elsewhere. I used to play 12 years ago and the SIM has come a long way I was heavily into modding then and I’ve gotten the SIM to do so much more now than I could back then. It appears work was definitely tasked to naval units as I can get them to do just about anything. In my one demonstration where I switch them to the red side they are extremely aggressive. Once I figure out the reason they perform on the red side vs the blue side all I need to know then is why they cannot perform multiple task. I believe again this works on the red side as the Russian task force engaged the blue force with everything they had. Kirov fired at me and the task force. Once I have fixed or found the solution to that I believe I can give the community a more engaging naval experience.
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Two Fold Concern [INFORMATION REQUESTED]
Hello Community
You’ve all had the answer before I’m sure you could assist again. Firstly, I did a little digging on the forum about bombers (specifically B-52, B-2, B-1 etc) and launching ALCM, JASSAMS and other standoff weapons. I moved the initial point (IP) Waypoint over 100 miles away as suggested by Molni in other post and they still all fly RIGHT UP to the target and fire. To give you a better picture they fly within the range to be engaged by an SA-3 Radar before launching their weapons even though they could have fired over 100 miles away. I posted this same thing regarding AI F-16 wingman deploying JASSAMS much in the same manor but with the help of the community a few different commands (Weapons Free A-G and Attack Targets) and moving the IP far away AI F-16 wingman now fire just over 50 miles away avoiding SA-10 engagement ranges which I will accept even though they could have fired again over 80+ miles away. So my first question is can I GENERALLY make the AI engage A-G targets at or near max ranges? Or how can I fix the bombers to use their stand off weapons at at least the same range as my AI F-16 wingman.
Secondly with them flying so close to the target it brings me awfully close to the target inherently protecting them in a SEAD or ESCORT role. The B-52 will fire almost all 20 of its ALCMS and as they start to impact the target MASSIVE FPS drop followed by immediate CTD. Now I’ve played some pretty extensive PC games with much more demanding graphics request with no issues with this RIG. Maybe there is a setting I’m overlooking or something but I just find it hard to believe that BMS is bringing my RIG to its knees then just stomping it in the dirt when those explosions go off. If my rig sucks it sucks and i guess ill rely on 2D bombing strikes but I just feel like it shouldn’t be an issue. SPECS below
Thank you for any help with these matters.
Windows 11
i7-13700F
32 RAM
RTX 4070 Ti
4k 60Hz -
RE: F-15C WDP
@Quasi_Stellar Thank you for all your work and help!
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AGM-158 AI Deployment (Or other cruise weapons)
Hello Community
Question today. How ,if possible, have you guys gotten your wingman AI to employ long range weapons like the JASSAM or other cruise missiles? I did a search on the forum on the issue and saw DJ’s post of moving the IP before they would engage. The result of that is upon hitting the IP much further away they are requesting permission to engage, then they proceed to fly directly at the objective often getting to within 40 Miles of the target without firing. Now the weapons they are carrying are the same as me with the AGM-158 and I’m engaging at least 90 Miles away easily and hitting the targets. What can I do to get them to fire? What have you guys done?
Thank you
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RE: AGM-158 AI Deployment (Or other cruise weapons)
@Grimberno I will test that and report back ty
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RE: AGM-158 AI Deployment (Or other cruise weapons)
@Grimberno said in AGM-158 AI Deployment (Or other cruise weapons):
When I recon in 2D and assign specific targets to my flight giving ‘Weapons free AG’ & ‘Attack Targets’ in sequence my flight elements release their payload as intended. This is working for JSOW >15nm out as well as JASSM >50nm out…though I don’t use the latter that often.
If I could buy you a beer… Thank you very much for your guidance on this. Weapons free attack collateral targets did indeed get him to shoot greater than 50nm. Its not max range like me but its better than overflying the target pretty much to engage. Again thank you!
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RE: OFM-Balkans for BMS 4.37.4
@drtbkj Damn… Thank you for the explanation.
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RE: BMS Other Fighters Mafia (BMSOFM) Journal
@drtbkj Thank you for the response and all the work you and your team have and are doing!
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RE: Naval ships targeting
Did a little more testing this afternoon. The SAG when on the blue side (my side or team) will engage an incoming 4 ship TASMO. Each ship fires one time at a bandit then never again no matter what well within range. If I take that same SAG and send them to RED they are relentless firing missile after missile. I had to burn through over 15 shots. So why are they firing one time on the blue side and aggressively on the red?
Latest posts made by Trigger
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RE: If you are experiencing 4.37.7 problems, let me know here.
@Seifer Again thank you I will
Monitor their loadouts more. -
RE: If you are experiencing 4.37.7 problems, let me know here.
@Seifer Got it. Thank you for all your doing!
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RE: If you are experiencing 4.37.7 problems, let me know here.
@Seifer For the time being should we just avoid certain weapons that may have larger blast radius? Is there a way to avoid it until a patch basically?
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RE: Test low-poly toys in BMS4..
Thank you for all your help. I’ve been able to get the F-35 into the Israeli theater. There is a step when adding planes though where you need to access the MAIN/ART/UNITS and MAIN/ART/textids. I’ve found the textids missing from a few theaters also CAMPAIGN/teplanes and CAMPAIGN/Validac. How do we complete the process of adding planes when the ART/textids is missing from default as well as CAMPAIGN/Validac?
Thank you
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RE: BMS Other Fighters Mafia (BMSOFM) Journal
Hello Community
How if possible does one just revert the avionics to that of the viper? For instance the the F-35’s? They have the F-18 FLCS and avionics. I’m just not a fan of it and cant find documentation on its use I’m just pressing buttons on the OSBs and praying.
Thank you
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RE: If you are experiencing 4.37.7 problems, let me know here.
@TeeSquare that’s a separate issue I didn’t want to raise here about them not firing. If you do anything more than a singleton the 2,3,4 will fire number 1 almost never fires but when the rest do CTD
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RE: Test low-poly toys in BMS4..
@ccc1tw I searched up on the forums how to add planes from existing theaters and the resulting thread was the 3dd builder topic and in it it stated the first step was to extract the db. That’s not what I do?
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RE: Test low-poly toys in BMS4..
@ccc1tw when i attempt to extract the DB with the tool it hangs on creating the parents. It just makes the LOD and Parent folder but it does nothing else. Im attempting to follow the steps of a written guide but cant get the DB to extract. Any suggestions?
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RE: [BMS Tool] F4 3D Database Builder - v4.8
Just wondering if this is still they way for adding a plane in an existing theater to another. When I ran the command in the file for power shell the db does not extract.
Thank you
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RE: If you are experiencing 4.37.7 problems, let me know here.
@Obi1 Same thing happens to me when B-52 use AGM-86 On an airbase strike. I did a lot more testing in a TE and found If i give them 2-3 Missiles on impact it wont crash, anything more CTD the minute all the explosions start. But this does not occur with similar weapons. If i give those same B-52s AGM-158’s all of them explode with no problem. The crash log is always centered around “Cache lights” or something of the nature