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F-22A Raptor

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owned  rofl.gif

LOL ... no, I just know how to press Mandobles "challenge" button wink_o.gif

Nice job (again) mate !

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Looks good Mandoble smile_o.gif

So care to explain a bit how it works by human only interaction?

From the video is seems more like an automated system.

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That was just a quite basic example using current MMA 2.3 locking on system but using shift + Win key to fire instead of Win key alone (fire against single target). shift + win in that example fires missiles to any detected target which is in front of the plane with an angle deviation inferior to 30 degrees in both, vertical and horizontal. Potential targets that have a deviation > 6 degrees are shown in dark green square in the HUD (< 6 in bright green), but they can still be targeted. This is nothing definitive for MMA 2.4, it was a quite basic modification of current locking-on and engaging system to reply Gnat's trap tounge2.gif

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Thanks Mandoble!

Gameplay wise why does one want to target multiple units at a

time without firing instantly .. for air to air combat at best i can

understand it for jet vs hovering helicopters or vs ground units to

have the initial surprise and make it impossible for the enemy to

respond in time.

Now back to ArmA AI and PvP - I think it is not as easy to find a

good mechanism to allow players to make use of this function in

a convenient way - do you have an idea already Mandoble or

interested in input?

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Yes, in the real world you have a limited number of missiles and you dont want to waste all of them destroying four choppers (which have been initially detected by you), if you already know enemy interceptors are operating in the area. So, in real life, like in ArmA you need a way to discriminate potential targets, a way to determine which ones are more dangerous or more valuable.

In the system you see in the video I added a label identifying the target's type (this is just for playability), and in the example I fired all the missiles when the Su34 was also located and present in the targets buffer (of course in that mission I already knew a Su34 was aproaching my plane).

So, in ArmA the player (as well as the AI) has a detection range in front of the plane of several kilometers, this is what we might call "active" detection. But players have more ways to get info, for example, "3 Su34 are hovering over La Antigua" airfield because a player, might be an infantry one, is watching them. The F22 will discriminate any target while ingressing towards La Antigua and then he might decide to wait till the 3 Su34s are targeted before alerting them firing a single missile, so he will fire 3 missiles at a time just before RTB.

Of course you always have the option to select a single target and fire a single missile.

EDIT:

This system, which is still a bit experimental and it has not been fully integrated into MMA 2.4 yet, was originally designed for AG attacks not for something like the example with the F22. For example a P3-C Orion firing 4 Harpoons against four surface contacts.

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Good points. Now your additional info gives the player more info.

However can he only decide between fire at one or at all?

Also how does he select the one unit?

I can only think of these solutions:

* UI layer with click to attack

* user action menu entries for each target and combination

* assign targets to keys for each target and combination

that last one sounds most convenient to me - best solution.. no idea.

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Good points. Now your additional info gives the player more info.

However can he only decide between fire at one or at all?

Also how does he select the one unit.

Exactly the same as with current 2.3 version, he centers the desired target on the HUD and hit left CTRL key (the keys are configurable on-the-fly). In current MMA 2.3 there is another option to select a target that is used to select a radar source for anti-radar missions, in this case CTRL cycles through available targets. Single selected target is represented by a circle, not by a square. L.WIN Key fires against target with the circle, shift + Win fires against all the targets inside an arc in front of the plane (I need to change this as shift is also used for countermeasures).

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HI, Guys.

I am just a bit curios, that we haven't heard from Scars for a while. Any words from him? huh.gifhuh.gif

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I made a video some time ago, showing the features of this airplane.

Thought you might want to check it out.

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This addon causes many Warnings in the armed assault logfile (arma.rpt)

Pls fix all the warnings to make the addon useable.

Many thanks in advance.

Crowe

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+1

We really love it but I had to remove it from my mission, I want to wait for a fixed version.

Keep up the good work ! smile_o.gif

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