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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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View Poll Results: Should I add a "dipping sonar" to the FFG AI helo? | |||
Yes |
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34 | 97.14% |
No (please explain) |
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1 | 2.86% |
Voters: 35. You may not vote on this poll |
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Thread Tools | Display Modes |
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#1 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
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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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#2 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
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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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#3 |
Gunner
![]() Join Date: Jul 2002
Location: Finland
Posts: 99
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Thank you sir! May I have an another?! :|\
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#4 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
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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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#5 |
Gunner
![]() Join Date: Jul 2002
Location: Finland
Posts: 99
Downloads: 3
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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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#6 | |
The Old Man
![]() Join Date: May 2005
Location: Czech Republic
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#7 |
Gunner
![]() Join Date: Jul 2002
Location: Finland
Posts: 99
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AFAIK, no. It was dropped because it made things "too easy"
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#8 |
Ace of the Deep
![]() Join Date: Jan 2006
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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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#9 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
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Thomas and I both tried to add it (him to SCX) and we both removed it.
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