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View Poll Results: Should I add a "dipping sonar" to the FFG AI helo?
Yes 34 97.14%
No (please explain) 1 2.86%
Voters: 35. You may not vote on this poll

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Old 03-10-06, 12:38 PM   #1
LuftWolf
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In a word yes, all ASW aircraft and helos are 1000% more lethal (that is, they work the way they are supposed to... mostly).

It's really all for TLAM's benefit... reading his AAR's for RSR made me think he needed a challenge.

It's probably going to fall to the mission designers to tweak some of their scenarios they may have juiced up in terms of the ASW fleet operations if they prove to be too difficult with the AI behavior properly enabled... they are a smart bunch, and have been overcoming the limitations of the simulator using mission design for some time now. I hope to take some of the burden off of them, so they can design missions to be more "realistic" in terms of setup, and still get challenging behavior from the AI for the player to fight against.
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Old 03-10-06, 12:44 PM   #2
LuftWolf
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Keep in mind, the new changes will also help players out quite a bit if the ASW assets are on their side.

If you link an unidentified track now, friendly ASW aircraft and helos, especially those with dipping capability, will take the track and move in for identification and then handle the prosecution on their own if the track is hostile.

So it works both ways. AI aircraft and helos are now great allies, and formidable opponents.
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Old 03-10-06, 02:28 PM   #3
Barleyman
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Thank you sir! May I have an another?! :|\
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Old 03-10-06, 02:56 PM   #4
LuftWolf
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Well, if it makes you feel any better, the full performance of the AI is not what it could be in terms of aggressiveness for reasons other than the core doctrine level scripting. My suspicion is that the link doesn't quite function properly for the AI (it is already known that the link often does not work properly for humans to humans).

The improvements are mainly 1) To add proper dipping and mad sensors and behavior to the MH60 when under player FFG control 2) to allow the human player to utilize the link to get friendly assets to work in coordination.

The full AI performance will unforunately not be sorted out until the link behavior and cross platform communication is solved.

In the mean time, I recommend always linking MANUAL contacts, since the AI and other players will always get them uncorrupted.
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Old 03-11-06, 08:00 AM   #5
Barleyman
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Hmm. So how about getting sensor info from torpedoes since we're going the realism route? At least for single-player..
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Old 03-11-06, 08:03 AM   #6
Dr.Sid
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Quote:
Originally Posted by Barleyman
Hmm. So how about getting sensor info from torpedoes since we're going the realism route? At least for single-player..
Isn't this part of LW mod since 2.0 ?
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Old 03-11-06, 08:35 AM   #7
Barleyman
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AFAIK, no. It was dropped because it made things "too easy"
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Old 03-11-06, 12:37 PM   #8
Kazuaki Shimazaki II
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It doesn't work that well anyway. False contacts up the wazoo, wireless report-backs ...

I'm surprised the UAVs work at all after I tried this, since the flag used for UAV feedback and torpedo feedback are the same flag.
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Old 03-11-06, 04:03 PM   #9
LuftWolf
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Thomas and I both tried to add it (him to SCX) and we both removed it.
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