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Basher11

An issue with Ground Targets

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Finally, I managed to load the B-57B with AGM-84A using SFP1 engine. Designed a mission so that AI driven B-57B armed with AGM-84A would attack a airbase's runway. It wouldn't engage and fire. So I jumped into the cockpit and see if I could target and launch. No.

 

Then I copied the F-4J's DetectSystem

 

[DetectSystem]

RadarType=AIR_INTERCEPT

RangeUnit=NM

RadarAzimuthLimit=60

RadarElevationLimit=60

RadarSearchTime=1.0

RadarSearchRange=100

RadarSearchStrength=100

RadarTrackTime=4.0

RadarTrackRange=80

RadarTrackStrength=80

DopplerLookdown=TRUE

VisualBlindArc=5,6,7

VisualRestrictedArc=4L,8L

MaxVisibleDistance=8400.0

HasRWR=TRUE

 

to replace that of the B-57B. I jumped into the pit again and this time by pressing E I could target the runway. I could also fire the Harpoon and they hit right onto the runway. Now I switched the role back to AI and AI just wouldn't engage and fire. It flew all the way up to the sky above the runway and turned back according to the waypoints.

 

What is wrong witht he AI plane?

 

Where could I get a list of the Radartype?

Edited by Basher11

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Finally, I managed to load the B-57B with AGM-84A using SFP1 engine. Designed a mission so that AI driven B-57B armed with AGM-84A would attack a airbase's runway. It wouldn't engage and fire. So I jumped into the cockpit and see if I could target and launch. No.

 

Then I copied the F-4J's DetectSystem

 

[DetectSystem]

RadarType=AIR_INTERCEPT

RangeUnit=NM

RadarAzimuthLimit=60

RadarElevationLimit=60

RadarSearchTime=1.0

RadarSearchRange=100

RadarSearchStrength=100

RadarTrackTime=4.0

RadarTrackRange=80

RadarTrackStrength=80

DopplerLookdown=TRUE

VisualBlindArc=5,6,7

VisualRestrictedArc=4L,8L

MaxVisibleDistance=8400.0

HasRWR=TRUE

 

to replace that of the B-57B. I jumped into the pit again and this time by pressing E I could target the runway. I could also fire the Harpoon and they hit right onto the runway. Now I switched the role back to AI and AI just wouldn't engage and fire. It flew all the way up to the sky above the runway and turned back according to the waypoints.

 

What is wrong witht he AI plane?

 

Where could I get a list of the Radartype?

 

Someone else noticed it apparently.

I don't think it has to do with detectsystem, rather with Guided weapons "modelling"

To summarize: (KB maybe for this, what do you think Moderators?)

Guided weapons release specifications are, as for now:

 

-You can release guided weapons (GW) on planned targets and targets of opportunity, assuming they are targetable. (some objects are targetable only is primary targets, don't ask)

 

-Wingman will attack with GW targets that you order to attack.

 

-other elements of your flight will attack AAA and SAM around your target; they will employ GW, but won't attack your primary targets, because of TK's (Game Chief Designer) design choice, in order to "make sure player is focused on attacking primary target.) :dntknw: :dntknw:

 

-AI flights (not player's flight) won't employ GW, unless on CAS or SEAD missions.

 

All above has been discussed in other threads, and opinions have been expressed.

I expressed mine multiple times.

They are just what they are, opinions, since it is obviously TK's visions and we have to live with his ideas.

WOI's system has not changed the above, according to my limited experiments.

I don't know about WOI's lates patch effect on what above.

Edited by Canadair

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Someone else noticed it apparently.

I don't think it has to do with detectsystem, rather with Guided weapons "modelling"

To summarize: (KB maybe for this, what do you think Moderators?)

Guided weapons release specifications are, as for now:

 

-You can release guided weapons (GW) on planned targets and targets of opportunity, assuming they are targetable. (some objects are targetable only is primary targets, don't ask)

 

-Wingman will attack with GW targets that you order to attack.

 

-other elements of your flight will attack AAA and SAM around your target; they will employ GW, but won't attack your primary targets, because of TK's (Game Chief Designer) design choice, in order to "make sure player is focused on attacking primary target.) :dntknw: :dntknw:

 

-AI flights (not player's flight) won't employ GW, unless on CAS or SEAD missions.

 

All above has been discussed in other threads, and opinions have been expressed.

I expressed mine multiple times.

They are just what they are, opinions, since it is obviously TK's visions and we have to live with his ideas.

WOI's system has not changed the above, according to my limited experiments.

I don't know about WOI's lates patch effect on what above.

Copy that!

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Now, looking at TK's response, I see a possible answer. But, someone else doesn't..... :rolleyes:

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CAS triggers ASM launches even AGM-86. But the stand-off range is horrible. Seems like the range of the missile itself has to be adjusted for stand-off range launch. I have successfully passed the 1st experiment. The only trouble is you need to designate a ground vehicle target for such launch scenairo. For instance, the game engine doesn't enable a target designation towards an airbase's runway. You will have to place a truck on the runway and let the AI aircraft to launch the AGM-XX. Another alternative is to arm the AGM-XX with a nuclear warhead, possibly one with magnitude up to the one like in "The Sum Of All Fear". By so doing, the airbase can be completely taken out. Of course, the damage effect can not be visually confirmed since default ground buildings has no destroyed LOD.

 

Anyway, yes, FAC mission type for AGM-XX launch.

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Basher, you DO know the 84A Harpoon is an Anti-Ship missile only??

 

You're probably thinking of the 84D SLAM Land Attack version.

 

And Canberras were long retired before EITHER was available for use, let alone be loaded onto an aircraft that never carried them.

 

Just a little historical/hysterical note there... :haha:

 

Canadair, PLEASE!!! Lets not rehash the Ground Attack issues?? I beg you!!! :please:

 

Wrench

kevin stein

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Nope. The obvious solution still evades you.

 

Well hmhm can you point me (and others)

to the proper solution please?

Seriously..

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Canadair, PLEASE!!! Lets not rehash the Ground Attack issues?? I beg you!!! :please:

 

Wrench

kevin stein

I am not rehashing, assuming I can't, because it is old, it is not intersting, everyone knows etc etc

On the other hand,

Basher is obviously a new user and I was updating it

BTW, since I strongly agree with you that KB is a valid tool and many user could incur and rightfully so enquire about the ground-attack thing, that could be part of the KB itself

 

 

To Fubar, I beg, if you have a solution please explain me

Edited by Canadair

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See, Basher is comparatively new to the series, and yet he's closer to the solution than you are.

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Of course, the damage effect can not be visually confirmed since default ground buildings has no destroyed LOD.

 

????? are you talking about the 'fixed' building from the tiles or the other structures like hangars, fuel tanks, barracks, etc??

Cause they sure as hell do!!

 

ruins-1.jpg

ruins-2.jpg

ruins-5.jpg

 

Wrench

kevin stein

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See, Basher is comparatively new to the series, and yet he's closer to the solution than you are.

Let me think. Designate the whole runway as a "truck" ? still the problem is the "strike" mission...

Redesignating LGB etc etc for AI as freefall? it is an idea but it makes loadouts a mess, and each player mission one would need to rearm

Edited by Canadair

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Nope, I'm talking about the AI attacking enemy ships with guided weapons. I just did it for the helluva it. If you've ever scripted an antiship mission, the clues are there.

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Nope, I'm talking about the AI attacking enemy ships with guided weapons. I just did it for the helluva it. If you've ever scripted an antiship mission, the clues are there.

 

ah yes you could model ASM as ARMs and script the mission as SEAD. They will launch their arms. This leaves open the problem for other guided weapons, but we already know.

Besides in campaigns, AI never gets tasked antiship, so in order to setup an antiship campaing, which is what started everything, you need to have ships formations as targetareas. Which is okei; the system will generate a "strike" mission either for you or for AI, and hopefully a SEAD mission, which would be the REAL antiship assuming the ships have radar which is true for many cruisers etc. and easy to do for others (there are some ini from fubar)

Works and I have made a campaign that implements this.

Only problem is that I ve never seen SEAD flights bigger than 2-ships, so no big-soviet-bomber formations.

 

Am I missing anything here Fubar?, Thanks for this discussion anyways..

Edited by Canadair

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Yep, you totally missed it.

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Yep, you totally missed it.

okei can you help please?

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what fubar is trying to lead you to is

 

"what kind of a missile is a Harpoon?"

 

(refraining from further hints with great amusement)

 

:biggrin:

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Another not-so-subtle hint:

 

Gee, how come my entire flight attacked the patrol boats with Mavericks, and even hit & sunk them....? :rolleyes:

 

gallery_279_43_1132.jpg

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Another not-so-subtle hint:

 

Gee, how come my entire flight attacked the patrol boats with Mavericks, and even hit & sunk them....? :rolleyes:

 

Now it is clearer.

 

Your entire flight attack is not a surprise.

You just order them to attack and they will, your wingman for sure, and number 3 and 4 because they will attack ground targets with radars, and AAA. That happens most of the time. Other times they wander loking for targets elsewhere,(as Typhoid stated it happens, in other threads) prolly becasue they can't see the ships without radar as AAA, or SAM.

But the point is not MY flight. The point is OTHER flights, those that I am escorting for example

Or an enemy bomber raid, assuming enemy AI gets tasked antiship mission which does not happen.

But you could have ship formations set as target area in terrain data.ini and bombers would be launched in strike missions against those formations. Strike AI mission please note. And according to my experimnts they won't launch anything.

But I alredy posted this in details many other times and unless something is missing, this is not possible.

And I d really love to be proven wrong, so I could start immediately building campaigns

Edited by HrntFixr
DO NOT REPOST PICS IN REPLY'S!

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You still don't get it....lol :rolleyes:

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You still don't get it....lol :rolleyes:

Fine

Think you can share your knowledge then?

I bet that it would be intersting for many

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Fubar,

 

The original question dealt with the Harpoon anti-runway strike, which remains in the leading hint category.

 

you've raised a different issue which is very intriguing. I've scripted anti-ship missions and except for my immediate wingman - they won't hit the ships. You have apparently broken the code. A hint perhaps?

 

???

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It's not my knowledge, per say, it's TK's knowledge, and he's already shared it with you. In fact, you took the time and effort to post his reply...and that's where I saw the solution, so, thank you for doing that

 

And that solution works, irregardless of whether it's my flight, or an AI flight that I'm escorting to the (naval) target.

 

If you have WoV, play the Tonkin Gulf mission and listen to the radio chatter....Take your time and think about, and you'll figure it out... :rolleyes:

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It's not my knowledge, per say, it's TK's knowledge, and he's already shared it with you. In fact, you took the time and effort to post his reply...and that's where I saw the solution, so, thank you for doing that

 

And that solution works, irregardless of whether it's my flight, or an AI flight that I'm escorting to the (naval) target.

 

If you have WoV, play the Tonkin Gulf mission and listen to the radio chatter....Take your time and think about, and you'll figure it out... :rolleyes:

Fubar, formation size maybe?

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