jono Posted January 18, 2008 Posted January 18, 2008 from the reading I've done on the airwar in SEA I definately got the impression that the AAA was near impossible. I can't remember the last time if ever that I even got a hit from the 37s or 57's or higher. I find that its only the 20mm or 12.7 that ever hit me. EVEN after several passes to see if I could get my ass shot off. Does anybody know how the A.I. for the AAA can be improved or the lethality manipulated to greater simulate the reality? Quote
Russkie Raider Posted January 18, 2008 Posted January 18, 2008 from the reading I've done on the airwar in SEA I definately got the impression that the AAA was near impossible. I can't remember the last time if ever that I even got a hit from the 37s or 57's or higher. I find that its only the 20mm or 12.7 that ever hit me. EVEN after several passes to see if I could get my ass shot off. Does anybody know how the A.I. for the AAA can be improved or the lethality manipulated to greater simulate the reality? I think those big calibers are for higher altitude targets. Quote
Canadair Posted January 18, 2008 Posted January 18, 2008 I made a mod a while ago that makes AAA somewhat more dangerous; http://forum.combatace.com/index.php?autom...p;showfile=4856 Give it a try; make sure you read the readme file and feel free to experiment more; I get hit much more by AAAwith this, but please do experiment Quote
+Wrench Posted January 18, 2008 Posted January 18, 2008 Increase your enemy air defense level to HARD or HEAVY (whichever it is)...and get back to us. I think you'll see some differences.... Wrench kevin stein Quote
Canadair Posted January 18, 2008 Posted January 18, 2008 Increase your enemy air defense level to HARD or HEAVY (whichever it is)...and get back to us. I think you'll see some differences.... Wrench kevin stein Yes, that works too; with the mod thoguh it gets evem tougher; in campaing might work the following entry in campaign data inis. under the force id: startairdefenselevel=3 Quote
+Wrench Posted January 19, 2008 Posted January 19, 2008 Another thought occured to me... do you have ALL the AAA units??? The game only comes with, what? 4? 5? There's a boatload in Pasko's SAMs and Vehicles Paks, avaliable here and at my site. To really make things nasty...try networking them with a Fire Can.... Wrench kevin stein Quote
sparkomatic Posted January 19, 2008 Posted January 19, 2008 Yeah...go fly through the Okinawa map with AAA set to "high" and then let me know what happened... And I second the add-ons...if you toss that stuff in there according to the read me's the game will gladly make life miserable for you Quote
tank03 Posted January 19, 2008 Posted January 19, 2008 Another thought occured to me... do you have ALL the AAA units??? The game only comes with, what? 4? 5? There's a boatload in Pasko's SAMs and Vehicles Paks, avaliable here and at my site. To really make things nasty...try networking them with a Fire Can.... Wrench kevin stein I keep reading about networking the SAM's /AAA, but have no idea how to do that (or undo that for that matter) . Is it a simple .ini tweak? Quote
Czech6 Posted January 19, 2008 Posted January 19, 2008 I keep reading about networking the SAM's /AAA, but have no idea how to do that (or undo that for that matter) . Is it a simple .ini tweak? Look in the individual weapon's data.ini file. This is from the SA-2L_DATA.ini [MissionData] NationName=SOVIET ServiceStartYear=1959 ServiceEndYear=1965 GroundObjectRole=STATIC_SAM Availability=COMMON Exported=TRUE ExportStartYear=1962 ExportAvailability=COMMON [GroundObjectData] DamagedModel= DestroyedModel=sa-2_launcher_destroyed.LOD DestroyedEffect=LargeExplosionEffect EmptyMass=3600.00 Component[001]=Launcher [DetectSystem] TargetType=AIR MaxVisibleDistance=6000.0 DataLink=TRUE NetworkType=SA-2 RadarCrossSection=3 [WeaponSystem] TargetType=AIR MissileRange=34000.000000 MinMissileRange=10000.000000 PitchAngleRate=8 MaxPitch=80.0 MinPitch=0.0 DefaultPitchAngle=30.0 YawAngleRate= YawLimited= MinYaw= MaxYaw= DefaultYawAngle=0 MissileLaunchTime=2.0 YawModelNodeName= PitchModelNodeName=rail [Launcher] ModelNodeName=legs MaxExtentPosition= 2.39, 4.20, 1.72 MinExtentPosition=-2.39,-4.70, 0.00 HasArmor=FALSE SystemName[001]=Missile [Missile] SystemType=MISSILE MissileID=1 WeaponTypeName=SA-2B WeaponPosition=0.00,3.95,2.06 ShowMissile=TRUE IndependentPitchMovement=FALSE It has to show the datalink is TRUE, and the second line shows the type of network it is linked to. Some of these data.ini files will not be in your Objects folder as the sim may be using the default file instead of a custom file, in which case you will need to extract it from the Cat file to modify it. Can't be sure, but I think SP4 networked SAM's, but not AAA. There are some other threads in this forum and on ThirdWire about networking. Networking AAA seems to be a little more difficult as I recall a thread on the need for an AAA radar object to be networked with the actual guns. I guess you could network the AAA to the SAM radar, but then you would everything pointing at you. Quote
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