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subs17

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Everything posted by subs17

  1. subs17

    Fix ArmA choppers now!

    Arma is not an Infantry game its more a Battlefield simulator and just so you are aware FS does not simulate combat or weapons in anyway shape or form. And neither does it simulate FBW helicopters.
  2. subs17

    counter measures for aircraft

    The time taken to model such features depends on how detailed its going to be. If you look at Armas current missile lock system it is very basic involving simply facing the tgt and pushing the lock button to lock the tgt. If they model IR counter measures then they would also need to model the IR homing sensor on the missile. Its something that would take quite a while to perfect particularly when you add terrain/objects/sun/water effects/gimbal limits for the seeker etc. Then theres probability of lock tgt aspect and then the effect of a flare or IR jammer and probability of missile losing lock. Its definately something that would take more than one day to make especially what Mandoble said about the AI could take months of testing to perfect something like that to get it to work properly. But its still a good feature maybe alot of such work has already been done anyway I wonder how IR missiles are modeled in Arma2 did they make it more detailed or is it just copied across from Arma?
  3. subs17

    counter measures for aircraft

    Actually you are quite wrong the area is large enough for a good air battle but it depends on the type of aircraft used. eg A-10 and the AV8B are well suited and so too would Mig29A and the F/A-18 because of the shorter range. Is Arma 2 going to have a bigger area than Arma is the question.
  4. subs17

    counter measures for aircraft

    Yeah Chaff and flares is quite important as its also needed for dogfights between the jets. The IR jammer would work well against rear aspect missiles maybe they could have a script that if the jammer is on then the missile loses track and flys off somewhere away from the tgt. Thing about jammers is that its a double edged weapon by using them it makes radar lock more difficult until burn through but by using it, it lets the enemy know the area where you are using it. Although Arama is a war sim I think such features would add to the game.
  5. subs17

    counter measures for aircraft

    Tunaskas can also network with early warning radars and other SAM radar sites and can use that to engage tgts as well. I think its a good idea to model chaff/flares/IR jammers and ECM so that in future expansions they could use those features for addons.
  6. subs17

    TOW missile targeting

    Try mapping it to your joystick or joystick hat.
  7. subs17

    TOW missile targeting

    I think the missile should follow the same as described by Towguy BTW if we mapped the TOW steering to the joystick hat it would add a more realistic guidance method for both Humvee and Cobra launches. 2000m seems reasonable for max engagement range.
  8. subs17

    What kind of AH-6?

    Yes, but at the same time I like things that forces cooperation between players, because the solo-rambo play I see in Evo makes me sick. If players are so inept they can't even get one person with a laser designator in place, then they don't deserve using the LB with Hellfires either You still need cooperation between players but its more realistic and more efficient to use another helicopter since you can't always get people close enough to designate tgts and the FLIR is more for picking tgts off whilst concealed from a distance. The mast mounted helicopters are the best before they had those they used to have to popup to designate and fire. You can see a good example in this vid near the end.
  9. subs17

    What kind of AH-6?

    Its better to have a helicopter with a mast designate it than a guy on the ground since you're less likely to have the availability of someone else being able to do it for ya.
  10. subs17

    What kind of AH-6?

    But you fail to see that the Kiowa and the AH6 are both required if you're using Hellfires. The Kiowa is better for this since it has a mast mounted FLIR.
  11. subs17

    Is there a way to tow the m119 AT gun?

    What if you swaped the 3d model for a tank and edited the speed to very slow moving unless you connected it to a truck?
  12. subs17

    Is there a way to tow the m119 AT gun?

    No the guns have wheels the problem is that it needs to have the thing the wheels are sitting on removed in order for it to be moved. Maybe a script of some sort to change it from firing to towing would do it. BTW can the guns be moved ingame with helicopters?
  13. subs17

    Are Hellfires etc really this innaccurate?

    Yeah I'm well aware of that I was merely responding to Frederfs comment. If you want more realistic Vhikrs it would be best to start with a realistic launch procedure. For starters fix the MFD view to be able to slew the TDC onto tgt. Also to be able to setup tgt box size and a decent zoom plus setup ground stailisation(can be used for both gunships) and a laser burn timer with cool down phase. Could also add in Laser detection on some of the AFVs to make things more interesting.
  14. subs17

    Is there a way to tow the m119 AT gun?

    There was a mod in development where you could load a truck with boxes. Perhaps if you edited the boxes to contain some L119 rounds and then created a area where the gun would class itself reloaded if you placed the boxes close enough for it. BTW the gun should be indirect fire so the idea is not to place it where you can see the enemy visually.(Maximum Range........................11,500 m w/Chg 7 ..................................................14,000 m w/Chg 8 ..................................................19,000 m w/M913 RAP Designated Prime Movers........... HMMWV (M1097) Maximum Towing Speed: Folded................................................ Safe speed for vehicle towing http://www.fas.org/man/dod-101/sys/land/m119.htm
  15. subs17

    Are Hellfires etc really this innaccurate?

    Yeah the AH64D uses the LOAL for hitting targets while hiding behind trees. It would be cool just to have it modeled upto LB2 level of avionics maybe the next version of Arma might support aircraft with that much detail.
  16. subs17

    Are Hellfires etc really this innaccurate?

    Vhikrs are laser guided and require the tgt to be painted throughout the flight of the missile. Another thing is the SU25T had a limit of 90secs with the laser before it had to be coolled down. I'm not sure if the Ka50 or other helos have the same limitation.
  17. subs17

    Are Hellfires etc really this innaccurate?

    They have a high hit rate though. Â If you nose up about ten degrees before you launch a vikhr in ArmA, it won't spiral and will hit every time. edit: to add to my previous comment, real missiles are harder to use properly.. ie. if you're using them out of their envelope, you're likely to miss. Â The same thing goes for ArmA's missiles. Â If you're trying to get them to make 180 degree turns and such, you're likely not going to get much out of them. Â You'll notice in most guncam footage, helicopters launch missiles from what looks to be nearly stationary. Â This isn't necessary in ArmA, but the more still you are and the more carefully lined up the target is to where the missile is initially pointing, the more likely you are to hit. Thats because the spiral effect is not yet modeled the distance to target will effect accuracy as it will take a while for the missile to straighten its path enough for a good hit. An observation from FC is sometimes they don't hit due to the spiral effect. IMO the missiles aren't really modeled that well the whole lock and launch process is quite arcady there really should be a proper sight/laser and lock system to allow more accurate launches of the missiles. Heres an apache sim showing some more detailed avionics. http://www.simhq.com/_downloads/air/EECH/arnehs_apache/clip05.wmv http://www.simhq.com/_downloads/air/EECH/arnehs_apache/clip04.wmv http://www.simhq.com/_downloads/air/EECH/arnehs_apache/clip05.wmv And theres more info/videos here http://www.simhq.com/_air10/air_313c.html Heres video of the SU25T in FC using vhkrs. And real vhikr launches http://www.youtube.com/watch?v=Z03y04imhQg&feature=related
  18. subs17

    Are Hellfires etc really this innaccurate?

    IRL the Vihkrs follow a spiral path to the target as they have just one control surface. They also can be used against aircraft.
  19. subs17

    Are Hellfires etc really this innaccurate?

    IRL Hellfires rarely ever miss.
  20. subs17

    Laser-guided bombs

    Drool CCIP with iron bombs or even better CBUs no wait CBUs with SFWs.(CBU97s) Everybody on the ground owned . For the GBUs it would be better to have a CCRP line in the HUD over the tgt steerpoint and a modified AC130 sight with a laser to paint the tgt. And maybe a button to stabilise the sight and then lock.
  21. subs17

    Laser-guided bombs

    IRL its CCRP for the GBU, if they use CCIP then you are not going to be painting the tgt with the laser as you will either be too low or diving to drop the bomb. With CCRP you are either locking the tgt with A/G radar and then slewing the TDC onto the point of which you are intending to hit or you are using grid coordinates and locking that position. I think the Sniper pod is the best tool for dropping GBUs as its got a good zoom for viewing the tgt. The Russian aircraft like the SU25T can lock the tgt using the optical sight and use autopilot to release the bomb in CCRP. Another thing about CCIP is its a visual release method inside the HUD so it defeats the purpose of carrying a GBU as normally a GBU is released at high altitude over the tgt allowing the releasing aircraft to avoid AAA/VLAAD SAMs etc. I think you would only use CCIP, DTOS or MAN if you were trying to drop it under low cloud.etc
  22. subs17

    Laser-guided bombs

    CCIP sort of defeats the purpose of using a GBU its more inaccurate and should only really be used as a last resort for a GBU. Iron bombs and cluster bombs CCIP is good for attacking tgts WVR.
  23. subs17

    Laser-guided bombs

    This is what we need for the LGBs. http://www.youtube.com/watch?v=t0hOriMi39c&e A sight similar to this to lase or buddy lase lgbs.
  24. subs17

    Laser-guided bombs

    Did you bring batterys?
  25. subs17

    Aa rockets vs ground

    There are rumours of F-15s locking up ground vehicles with Aim7s which is a semi active radar homing missile but as of yet no real evidence of the incident. As for Stingers yeah its that ground clutter thing I mentioned but then it all depends on the version of the missile as the latest Manpads can probably lock onto an aircraft at any aspect. The way I see it if the missile is uncaged and not locked onto anything it would most likely either not fire as there is no tone or probably fly off on its own mission IRL. So there is no evidence as of yet that a Stinger can be used against vehicles so its better to keep things realistic and not allow it. And keep the AI using just RPGs/M136s instead of Stingers for vehicles. As for the Dev team well they seem to be doing things relatively well as far as realism is concerned in most aspects of Arma and OFP. They would most likely only model stuff that they have data to back it up in which case Stinger vs vehicle 0 data, 0 incidents so no point. Though next time I get to play with a SAM or Manpad I will definately test your theory Plantiff and see if I get a tone.
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