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PostPosted: Thu Jan 21, 2010 03:26 am 
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I have begun addressing the problems with the SAMs in FAF Korea...

Right now they are just to easy to defeat with ECM. I will be cutting down the effectiveness of the ECM at the same time I increase the chance of the SAM missing if you are a maneuvering target...

Before you could fly quite easily with the jammer active and survive all but the home on jam SAM

Now I am trying to make a more realeastic repreasentation where SOME of the time you will easily surive, while MOST of the time you will have to do some hard maneuvering to out maneuver the SAM to survive.

You will have to find the missile and adjust your flight path to survive it, and if its a terminal seeker SAM like the SA-5 you will have to do some quick maneuvering when you get the final warning or you will be toast!

Could use some help if anyone is interested in building a chart of SAMs and the required defensive maneuvers to break their lock, if any...

IIRC the SA-2 required a 6G nose down break into the missile to make the missle overshoot...

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PostPosted: Thu Jan 21, 2010 21:21 pm 
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well i don't know how seriously accurate they are, but i made my best effort to make my SAMs and AAA as realistic as possible and i like how they play out. My older SAMs (SA-2/3/6/8) are easy to defeat with ecm but somewhat hard to dodge depending on the SAM. If you don't have ECM then you are toast...or you must fly below 1000 feet. i could send you the lib if you want. i mean from my research ECM is more helpful than any aircraft say pulling 7Gs, because most SAMs have proximity fuse and specially larger S-75, S-125, S-200s have a large kill zone. For example during the Israeli-Arab conflict SA-6s were extremely effective against F-4s until better ECM equipment were installed. So in my opinion aircraft's altitude, range and ECM capability are more important than G pull. I know of one case during the Iran-Iraq conflict an Iranian pilot managed to avoid getting hit by SA-6 pulling 11Gs. However he ended up damaging the airframe and braking his back and the missile still exploded in close vicinity damaging the aircraft. i think there is footage of an SA-6 giving an F-16 some serious trouble in desert storm...Hes not pulling any more than 4Gs and his ECM seems to be taking care of it. he is also flying between 250-350 knots most of the time and at optimum altitude for a SAM launch ~12k feet.

http://www.youtube.com/watch?v=2uh4yMAx2UA#movie_player

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PostPosted: Fri Jan 22, 2010 16:09 pm 
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By "ECM" are you referring to jammers or expendables ?
Since AI doesn't use jammers I made all my jammers very weak so that user aircraft didn't have a huge advantage over AI aircraft be they friendly or enemy.

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PostPosted: Sun Jan 24, 2010 04:50 am 
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Ali wrote:
well i don't know how seriously accurate they are, but i made my best effort to make my SAMs and AAA as realistic as possible and i like how they play out. My older SAMs (SA-2/3/6/8) are easy to defeat with ecm but somewhat hard to dodge depending on the SAM. If you don't have ECM then you are toast...or you must fly below 1000 feet. i could send you the lib if you want. i mean from my research ECM is more helpful than any aircraft say pulling 7Gs, because most SAMs have proximity fuse and specially larger S-75, S-125, S-200s have a large kill zone. For example during the Israeli-Arab conflict SA-6s were extremely effective against F-4s until better ECM equipment were installed. So in my opinion aircraft's altitude, range and ECM capability are more important than G pull. I know of one case during the Iran-Iraq conflict an Iranian pilot managed to avoid getting hit by SA-6 pulling 11Gs. However he ended up damaging the airframe and braking his back and the missile still exploded in close vicinity damaging the aircraft. i think there is footage of an SA-6 giving an F-16 some serious trouble in desert storm...Hes not pulling any more than 4Gs and his ECM seems to be taking care of it. he is also flying between 250-350 knots most of the time and at optimum altitude for a SAM launch ~12k feet.

http://www.youtube.com/watch?v=2uh4yMAx2UA#movie_player


Sure Ali I would be happy to see whatever you want to give me! I am quite happy to say, that in the multiplayer testing I did today, the jammers worked perfectly, keeping human players from gainng lock on other human pilots until they reached "burn thru" ranges, and at the same time reducing the effectiveness of SA-6s, but not to the point where the player did not need to maneuver to break lock in about 2/3s of the launches...

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PostPosted: Sun Jan 24, 2010 04:56 am 
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KAPTOR wrote:
By "ECM" are you referring to jammers or expendables ?
Since AI doesn't use jammers I made all my jammers very weak so that user aircraft didn't have a huge advantage over AI aircraft be they friendly or enemy.


Kap,

I have to have jammers that are accurate, so that multiplayer users wont be short changed. I have also created an "AI Jammer" that can be added to aircraft that are to be AI controlled that have very effective expendables, so that AI has a chance of survival as well...

Also jammers are a must if you are to survive the AMRAAMs and other active homers when in multiplayer, and they are countered by the use of home on jam guidance versions to kill the player that uses his jammer to much...

I created the AI "jammer" from the experience I gained with your jammer aircraft...

I am thinking of making all AI aircraft as non-flyable aircraft with different skin details to better simulate a true flight of 4 and that would make the jammer issue much easier to solve as well...

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PostPosted: Sun Jan 24, 2010 07:30 am 
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Have you thought of this:
Making an AI "jammer" that uses those more effective expendables with invisible shapes for the flares and chaff and no sound effects for those expendables.

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PostPosted: Sun Jan 24, 2010 15:38 pm 
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I have now... LMAO!!

Another great idea from the Kapster! :mrgreen:

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PostPosted: Sun Jan 24, 2010 19:16 pm 
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why invisible shapes? i dont like that idea, no offense lol.

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PostPosted: Sun Jan 24, 2010 20:10 pm 
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Ali wrote:
why invisible shapes? i dont like that idea, no offense lol.


You are not thinking it through... Its to simulate AI jamming, not AI use of chaff...

If you make the chaff invisible, then you simulate the effects of the jammer visually...

Though you cant change the sounds of the chaff or flare, as it would change them for everyone in the sim...

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PostPosted: Mon Jan 25, 2010 13:44 pm 
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oh but thats not really jamming?!

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PostPosted: Mon Jan 25, 2010 21:23 pm 
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I dont think you understand the issue... AI doesnt use the jammers. Its a whole in the code...

So to give them some sort of survival capability we really need to build something like this...

AND unfortunately Kap's idea of invisible shapes will not work etiher, as I would have to make all chaff and flares invisible since the game uses the same chaff shape for all chaff and the same flare shape for all flares...

(Sorry Kap)...

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PostPosted: Mon Jan 25, 2010 22:47 pm 
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yes thats what i meant to say that all flares and chaff would then be invisible.

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PostPosted: Wed Jan 27, 2010 01:29 am 
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Ali wrote:
yes thats what i meant to say that all flares and chaff would then be invisible.


That isnt what Kap was after...

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PostPosted: Fri Jan 29, 2010 05:51 am 
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SAMs are fine! Don't alter them too much as to render the original missions unplayable. Just release the thing before it starts growing mold. I'm sick of resorting to JKPFA and getting blasted out of the sky by my own missiles and I can't get any of the campaigns to work on FAF Korea 2003!


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PostPosted: Fri Jan 29, 2010 11:51 am 
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Hairysteed wrote:
I'm sick of resorting to JKPFA


My lib is importable. If you have a problem with it you can fully modify it to your liking. You're not paying for any product here.


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