Jump to content
Sign in to follow this  
Guest HoneyFox

How to let SAMs/AAAs reselect targets?

Recommended Posts

Guest HoneyFox

well, this may be a problem which has already been asked. but i didn't find it in the forum.  :boredom:

 

just want to know if there is anyway to let those SAMs or AAAs to reselect another target after the former one has been shot down.

 

Unlike those ground objects, fighters know that the target is destroyed and they will find another target, not keeping attacking the one which is already with a black smoke trail.  :good:

 

so, is there anyway to make those SAMs and AAAs cleverer? some SAMs only have 2 or 4 missiles, i wish that they can be used more wisely.

Edited by HoneyFox
  • Like 1
  • Dislike 1

Share this post


Link to post
Share on other sites

The answer to all those question, is simple: no. Only the developer can change that behavior.

Share this post


Link to post
Share on other sites
Guest HoneyFox

The answer to all those question, is simple: no.  Only the developer can change that behavior.

well, that sounds really ... hmm... bad.

 

 

i am considering increasing the MissileLaunchTime to reduce the amount of missiles being wasted on destroyed targets. appearantly there will be side effect which is low effeciency of SAM sites...

 

so ... anyone can give me some advice?   :clapping:

er... i think out a probable solution... but i donno if it can be realized.

 

 

increase the missile's explosive mass to a ... rediculous big value, and this will make it destroy the plane completely and not just make it crash to the ground.  :lol: does this solution work?

 

 

Edited by HoneyFox
  • Like 1
  • Dislike 1

Share this post


Link to post
Share on other sites

Imagine if you had 20kt nuck SAMS. Its a big problem, however, SAM crews often would not know if their target was destroyed. Like its said for tankers, you just keep firing and firing like Duracell Bunny. You don't take a chance.

 

One solution may be altering the damage model so the plane's damage more easily becomes destroyed. Actually, I think even destroyed "status" will still let SAMs fire. I've seen this. Lose a wing, fall maybe 4,000 feet, then rises up 3,000 feet, losing another 4,000 feet, etc...slowly fluttering up and down to the ground in about 10 minutes, SAMS targeting the one wing wonder the whole time. If you got nuck SAMS, you got alot of post-fireball clouds all over the place.

 

You will have to learn the Art of damage modelling in the sim. I have not yet, but will eventually have to myself.

Share this post


Link to post
Share on other sites
Guest HoneyFox

A test by setting AIRCRAFTOBJECT.INI -> [ObjectFire] -> ExplosionChance to 100 perfectly solve this problem.

 

:lol: though it is too unrealistic.

 

 

  • Like 1
  • Dislike 1

Share this post


Link to post
Share on other sites
Guest Eject

A test by setting AIRCRAFTOBJECT.INI -> [ObjectFire] -> ExplosionChance to 100 perfectly solve this problem.

 

:lol: though it is too unrealistic.

 

 

Excuse my cutting in into ur discussion on the issue. Actually, I have been wishing to share with the community (in What If Sub-Section would be appropriate I guess) regarding my "accidental" finding with a little twiddling of a single (DL) missile (A-to-A), the Russian R-13R (available in DL Section).

 

Previously, I posted something like "Not Unpleasant Surprise" regarding the issue.

 

This: I had not been satisfied with said missile performance (mediocre v. say, most of the Israeli Pyton3, let alone the Python4, and rests of the AIM-9 series,

 

I therefore "canibalized" it, the R-13R, into an AHM that when it hit ALL (enemy) ground objects, also enemy jets/choppers/heavy bombers; it created real Hell on the ground and air.

 

On the ground objects, it seemed to have overridden most of the ground objects "damage parameters". All, except the solid Ammo Bunkers, exploded and created fireball, followed nano-second later with black smoke all over.

 

Even friendly forces (in CAS Msn) in their well-protected so-n-so mm armors all died, and all the battle tanks, both enemy and friendly caught fire. Even when my R-13R did not reach the ground enemy target, and hit the ground (poor trajectory in that case) yet less than 3.8 kms away from my position (or when enemy plane was hit from same distance, i.e., less that 3.8kms away); my plane also was affected.

 

So, someone (senior here) commented it (the R-13R) perhaps (accidently by me) having a Nuke Effect!

 

Alas, I have no more space allotment here as a non-paid member to upload some of the screen-shots taken regarding those really really awesome (damage) effect.

 

For ur info, I have copied almost word by word/designation/parameter of the legendary, and very deadly, Chinese long-range SD-10 AHM (that no single USAF/NATO and IAF jets could withstand. The SD-10 is my F-14, F-15 killer -- for long-range killing (from as far as 40-plus kms away when they appeared in my radar) and simply pasted them into my R-13R. (Back-Up first my WeaponData.

 

In two separate Intercept Single MSN, I dropped the entire fleet of giant USAF Bombers (11 of them) over North West America (I flew my favorite Russian MiG-21MF) sky-high, using oly TWO of my "enhanced" R-13R.

 

Thank u very much for ur time gentlemen. Btw, my sincere thanks to the Admin for having upgraded my Status to Valued Member level.

 

If someone here would be kind enough to allow me to email her/him personally, I can email her/him some of those awesome effects of the R-13R over the enemy ground objects/enemy planes in the air. Please PM me if anyone is available for such option.

Edited by Eject

Share this post


Link to post
Share on other sites

One word to the SAM tactics.

The SA-2 Guideline batteries fired usually a salvo of 3 missiles at one target. This was soviet tactic and was used in Vietnam and Near East wars.

The SA-3 and SA-6 fired usally a salvo of 2 missiles at one target.

Share this post


Link to post
Share on other sites
Guest HoneyFox

One word to the SAM tactics.

The SA-2 Guideline batteries fired usually a salvo of 3 missiles at one target. This was soviet tactic and was used in Vietnam and Near East wars.

The SA-3 and SA-6 fired usally a salvo of 2 missiles at one target.

 

 

 

salvo is not the problem.

 

 

i know it is used to increase the rate of kill.

 

but the problem is that, salvo means launching multiple missiles in a short time to shoot a target which is still alive.

 

but here, SAM will keep launching missiles to a plane which is already hit and crashing.

 

even in reality, if the plane crashing is in SAM's visual distance (that means the SAM should know that it has hit/killed the target via optical observation), it should turn to another target right then. of course, if it is not in visual range, it is acceptable that the SAM doesn't know anything and keep shooting at it.

 

so maybe it is just a limit of the game engine. not a problem in reality.

 

 

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..