Jane's F/A-18 Mission & Campaign Builders Forum

Request for Recluse about air defense linking

by

Ciao Recluse, a new questio for you.
I have the impression that enemy sam sites (and enemy ships too) in my own missions are a little "tired".
Often i arrive in range to fire my AGM 88 Harms, withouth any treaths from ground enemy sites. Also a Slava class enemy ship in a personal mission, have been sunked by my, and it has fired just 1 sam missile.
In Main campaign missions, reaction from enemy ships, or ground to air defences are very massive.
I have not yet a good idea about how to planning the enemy ground defences with their GCI, EW, and CRC.
Can you give me any tip about? I don't like fire at puppies!!
Ps: I tryed the text compression tool in my office on a new computer, and there it work. It mean that i resolved the compression text problem. Thank's however Bob.
Ciao.

Posted on Jul 16, 2002, 12:44 AM

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Air Defense

by Recluse

I am very surprised that your SAM's (esp the SLAVA) aren't posing more of a challenge! What do you have the AI setting on in the OPTIONS?

Since you find the CAMPAIGN mission reaction sufficient, then those settings are probably OK...but maybe worth a check.

Which type of SAM/AAA are you using? The MOVING VEHICLE type MAY need a waypoint action of ATTACK TARGETS ALONG PATH or FIRE WEAPON WHILE WAITING, but the ZSU and 2S6 units are QUITE deadly at short range.

The FIXED SAM installations are a bit more aggressive, especially the SA-10 and SA-11.

If you want, send me one of your missions where you think the air defense is weak and I will see if I can find anything that may need fixing.

There is great controversy over the GCI linking, though I believe it does work.

Here is one of the previous threads describing various approaches to this:

http://www.network54.com/Hide/Forum/message?forumid=51657&messageid=1001732461

Glad you got your compression tool working!!

Recluse



Posted on Jul 16, 2002, 4:02 PM

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Now work

by Fabio

Ok Bob, i copied from theese posts the gci links models, and now in my missions i find groud enemy defences very very hard to avoid.
Ciao.

Posted on Jul 21, 2002, 11:47 PM

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Crash to desktop tryng campaign builded.

by

Each day a problem with this campaign build!!!!
Now, the new "x file"!!! Forgive my English, i'm italian, pilots.
Today i've tryed for first time to compose a very little campaign, linking just 3 nodes: initial node, a texte node and one mission node.
I followed the Jay's guide to compress the only text file i need for this experiment, and i put it in the same folder of others campaign texte files. I have same suspect here, because the guide talk about this compressed files in "english version" that is called CTEXTE.CMP. My version is english but i buy it here in Italy. I make the same procedure showed in the guide, and call my texte file "TRY.CMP". After, i open each node to write in labels the informations, as the guide shown. When i try to play this experiment, i find my new campaign window, togheter F/A 18 campaign and Wahalla campaign, but when i click on my "TRY Campaign" i obtain a crash to window. Note that i obtain the same result also if i write in my experimental campaign setup the same data from Wahalla, or f/a 18 campaign. But there is an important thing pilots: if i let the text node information empty, whit his label absolutely blank, the little campaign work. Of course, when i click on main screen i find a series of window without texte, but going beyond, at last i arrive to my fist mission to play.
Any ideas boys?
When i compressed my texte files, i must to generate a new "CTEXTE.CMP" with all campaign texte file into, or i can to let them in the same folder but in separate files? (Wahalla, Main campaign, My campaign).

Posted on Jul 12, 2002, 9:46 AM

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Campaign files

by Recluse

The campaign text file MUST be called CTEXTE.CMP (or, I guess, CTEXTG.CMP for the German version). No other name will work.

If you want to have all the campaign text files, you must compress ALL of them into a single CTEXT*.cmp file.

The uncompressed text files for the main campaign, the Valhalla campaign and JAYP's Karelskaya campaign are available at the

http://ham.dogfighter.com/superhornet/campaign site.


There is a mention of a particular DLL used in the compression program, which, if the wrong version can limit the compressed text file to contain only 20 files..but I don't know which .DLL it is. I must have a good one, because it works OK on my system.

Recluse

Posted on Jul 12, 2002, 10:50 AM

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I tryed, but take a look to the results.

by

This is my actual situation. As you have write me, I downloaded all main campaign texte files (19), and all Wahalla texte files (12) and I put the entire list in the Campaign/data folder. In the same folder, I put then the only my texte file for my little experimental campaign based for now on 4 simples direct nodes: initial, texte node, mission node, final. I opened the catalog tool, and following the easy istruction I have created a new compressed file comprensive of Main campaign, wahalla and my texte files, and I call it “CTEXTE.cmp”. Of course before I make a backup of the original file. Well, the result is that nothig work. If I start the game, I can see the pictures of singles campaign in main screen, but if I click on main, Wahalla or mine, a crash put me on desktop. I supposed it was for MY FILE TEXTE, that have something of wrong, but isn’t so. Why? Because I have make an other attemp after 2 minutes, and this time I compressed only the original texte files, Main campaign and Wahalla, (withouth my file) and the problem rest. Again a new ctexte.cmp file which don’t work like before. Note that also in this case, and in the precedent, yet in main screen I understand that something don’t work because I see the pictures of singles campaign, but the window below with campaign description are all blank. And also in this case, if I click on a campaign…welcome to desktop!!!
At this point, I begin to think that problem is in the compressor tool, and his famous dll which sometimes don’t work. I can’t believe that all this is because I write the texte in italian, or not?
Anyway a last idea. You said which on your system all work. May I send to a your email andress a zipped file contains texte files from Main Campaign, Wahalla and my texte file, so you can try to compress the entire package with tool and resend to me? So I can understand if is really the dll which cause thi problem. I wait for a your post. Ciao and thanks.


Posted on Jul 12, 2002, 5:39 PM

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Compressing text files

by

It sounds like you're doing it right, but the compression tool isn't working for you. A number of other people have had this problem. It's always worked for me, so if you send me your new files (I already have all the others) I can make you a new ctexte.cmp file.

Posted on Jul 22, 2002, 4:38 AM

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Question about map.

by

Ciao to everibody.
I'm tryng in this days to buid my first campaign, the first Jane's F/A 18 campaign in italian i think, and i would know if is possible to change the deafault map of campaign with a different. A map of another region of world for exxample
Thanks to everibody.
Ciao.

Posted on Jul 10, 2002, 11:48 PM

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Map

by Recluse

No, that is the only map available. POSSIBLY in the future, there may be a way to import/create other maps, but don't get your hopes up.

Recluse

Posted on Jul 11, 2002, 5:41 AM

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I spoke too soon!

by Recluse

http://www.simhq.com/simhq3/sims/boards/bbs/Forum32/HTML/004760.html

Soon, you will be able to fly your Superhornet in the Unfriendly Skies of the Persian Gulf!!!!

Recluse

Posted on Jul 11, 2002, 5:49 PM

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Ho yeah!

by

Here blacksun flight sir, all systems ready and on line, request launch!!!!!
I'ready man, i'm ready!

Posted on Jul 12, 2002, 9:43 AM

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Mining

by Burner

Does anybody know how to set up a mission so when mines are droped in an area the missions shows successful i forgot how i read it somplace but forgot if anyboyd can help

Posted on Jul 8, 2002, 5:37 PM

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Weapon Area Goal

by Recluse

http://www.zianet.com/baldeagle/MBHelp4.htm#Weapon-Area-Goal

Set up a Weapon Area Goal. In the Debrief, give the percentage or ordnance falling in the designated area as the success condition. 100% means all the ordnance dropped landed in the area (even if this is only 1/1!)

To be save, you might use >=50 and/or make the box pretty large with the ATTACK waypoint right in the middle of the box to allow for drops right at the WP.

Recluse

P.S. The Weapon Area Goal is a special case of the AREA GOAL which lets you specify the weapon that must be dropped (e.g. Captor or Quickstrike mines)

Posted on Jul 8, 2002, 7:11 PM

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Tacan

by 195th Burner

Can sombody tell me why when i put a tacan in the game and try to fly to it, on my hsi it says that the tacan is 500 nm away when im right over where it should be i tried to put one on a ship and the tacan ended up on land if anybody can help it would be great so i can work on this campaign

Posted on Jul 7, 2002, 10:06 AM

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TACAN BUG

by Recluse

Yeah, this happens every once in awhile. Never seen an explanation for it. Unfortunately, the only way to 'fix' it is to start the mission from scratch

Sucks when it happens after a lot of work goes into a mission, especially if it is a campaign templated.

Recluse

Posted on Jul 7, 2002, 12:22 PM

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Thanks

by Burner

o man well i guess i gotta start back over again lol this sucks i got the defences all set and ready too lol was starting on first mission but o well guess its time to start all over again.

Posted on Jul 7, 2002, 1:44 PM

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Sorry bout that, wish I had a fix (nt)

by Recluse

No text

Posted on Jul 7, 2002, 4:25 PM

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Tacan Bug

by Recluse

I don't know what causes it, but the times I have noticed it, it SEEMS that the TACAN was placed LATE in the mission building process. If I put the TACAN on the unit as soon as it was placed on the map, it usually ended up appearing correctly.

I usually use a TACAN template so all the airbases are marked, so I only have to add them for carriers, tankers or other airbases placed manually.

Recluse

Posted on Jul 7, 2002, 4:36 PM

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Campain Text Messages

by 195th Burner

Ok im trying to make a campain but i cant get the campain updates to come up i mean the screen comes up but nothing is written in it i used notepad and i compressed the origonal files that i downloaded here and the new ones that i made and compressed em to make a new Ctexte file but then even the original text dont come up in the original campain so i put the old one back and that fixed that problem but i still cant get my text to come up yet and if i can get that i can continue with building the campain.........

Thanks to who ever can help.
Burn

Posted on Jul 6, 2002, 9:33 AM

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Campaign Text

by Recluse

Assuming you compressed everything properly, maybe you have an error in the filename in the appropriate campaign node? Since you can't browse for it, it is easy to make an error.

Not sure why the original campaign text isn't there...

In case you haven't yet, check JAYP's campaign guide to make sure you didn't leave out any steps.

http://ham.dogfighter.com/superhornet/campaign

Sorry can't be of more help

Recluse


Posted on Jul 7, 2002, 12:18 PM

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Maybe this is it

by Recluse

At the above URL, there is a warning that some versions of the .dll used with MAKECAT limits the compressed file to 20 text files. Maybe that is the problem...

Recluse

Posted on Jul 7, 2002, 12:34 PM

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Campaign text

by Recluse

I wish this board had an EDIT function

I just made a new ctexte.cmp with all the text from the Stock campaign + Valhalla + a test campaign of my own, which I added text files to. It worked fine. I suspect the 20 file .dll bug in your case.

Recluse

Posted on Jul 7, 2002, 12:55 PM

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CAN IT BE FIXED

by Burner

Is there a way to fix this bug so that it will work because i really need it to work or else people arent gonna know why they are going to bomb somthing so if there is a way i might as well try it.

Posted on Jul 7, 2002, 1:46 PM

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Text bug

by Recluse

Well, unfortunately they didn't mention the exact .dll, but I will dig around and find out.

It shouldn't REALLY interfere with briefings, as the text for the individual missions is contained WITHIN the mission just as any SINGLE MISSION. The only thing the CAMPAIGN text does is provide overview or summary information at various points in the campaign, or an overview of the campaign which is displayed when the campaign icon is (single) clicked.

If you want, send me a zip file with all your text files, and I will see if I can compress it and send it back to you. If that works, then you know it is some bug on your system. If it DOESN'T work, then maybe there is something else going on. Maybe send me your .mcf file as well, and I will take a look to see if I can spot anything.

Recluse

bobtull@nospam_mindspring.com

(remove nospam, of course)

Posted on Jul 7, 2002, 4:24 PM

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Thanks Recluse

by

HEY thanks for everything recluse man you been helping with all my probs latley in here and in SimHQ man thanks alot ill get all the text messages ready and send them to ya to see if it will work.....

Thanks again

Posted on Jul 8, 2002, 11:56 AM

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Change F-15 loadouts

by Eagle

Is there anyway I can change the loadout for the F-15C/E Eagles? I want them to be loaded something like (F-15C)
4 amraams
2 AIM-7Ms
2 aim-9ms
(f-15e)
4 2000lbs PGMs or eight 500lbs PGMs
2 amraams
2 aim-9ms
I find that they are at a huge disadvantage when pitted against flankers because they lack AMRAAMs,and the Flankers eventually end up the winner, because of their better weapons fit in both BVR (aim-7 < aa-12) and WVR (aim-9m < archer) combat. I tried solving the problem with them going into combat with the active radar missiles load, but although bvr results improve, short range combat suffers. In the case of the Strike Eagle, it is not realistic for a simulator not to have them modeled with PGMs when a large part of their arsenal consists of them.

Posted on Jul 5, 2002, 10:12 AM

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Loads

by Recluse

Unfortunately not I was surprised that there were no PGM loads for the E, since a lot of the loads come straight from the Janes F-15 loadouts, which, of course, included PGM's.

You probably know this already, but here are the loadouts allowed for the C/E:

F-15C

0. Empty
· Chaff, Flares
1. Guns Only
· M56A3 20mm (940), Chaff, Flares
2. Rear Aspect IR
· M56A3 20mm (940), Chaff, Flares, 4xAIM-9P
3. All Aspect IR
· M56A3 20mm (940), Chaff, Flares, 4xAIM-9M
4. SARH
· M56A3 20mm (940), Chaff, Flares, 4xAIM-7M
5. Active Radar Missiles
· M56A3 20mm (940), Chaff, Flares, 8xAIM-120C
6. Full Anti Air Load
· M56A3 20mm (940), Chaff, Flares, 4xAIM-9M, 4xAIM-7M
7. Early DS Eagle Load
· M56A3 20mm (940), Chaff, Flares, 4xAIM-9L, 4xAIM-7F
8. Late DS Eagle Load
· M56A3 20mm (940), Chaff, Flares, 4xAIM-9M, 4xAIM-7M


F-15E (USAF)

0. CAP
· M56A3 20mm (512), Chaff, Flares, 4xAIM-9L
1. Guns Only
· M56A3 20mm (512), Chaff, Flares
2. Interdiction
· M56A3 20mm (512), Chaff, Flares, 4xMk-82
3. 4 Mk-84's and 2 9's n 2 7's
· M56A3 20mm (512), Chaff, Flares, 4xMk-84, 2xAIM-9L, 2xAIM-7F
4. Mk 82 and 7's n 9's
· M56A3 20mm (512), Chaff, Flares, 12xMk-82, 2xAIM-7F, 2xAIM-9Ls
5. Empty
· Chaff, Flares
6. Rear Aspect IR
· M56A3 20mm (512), Chaff, Flares, 4xAIM-9P
7. All Aspect IR
· M56A3 20mm (512), Chaff, Flares, 4xAIM-9M
8. SARH
· M56A3 20mm (512), Chaff, Flares, 4xAIM-7M
9. Active Radar Missiles
· M56A3 20mm (512), Chaff, Flares, 4xAIM-120C
10. High Drag Unguided
· M56A3 20mm (512), Chaff, Flares, 8xMk-84 Retarded, 2xAIM-9M, 2xAIM-120C


Posted on Jul 6, 2002, 6:29 AM

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Thanks

by eagle

Thanks. Yeah, I know all the loads, although I thought that the E's slammer load was eight, not four. I remember testing it out in a mission, where I had the f-15e shoot amraams at me and i dodge (because I wanted to see if the E's load was the same as JF-15, where it was only four). I counted five before the range decreased to the point where the computer engaged me with cannon fire. Maybe I'm wrong; i'll check.

Posted on Jul 6, 2002, 12:05 PM

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Can you change loadouts for F-14's also?? Help.

by meade95


Can you also change the loadouts for F-14's also? If so could you email me at meade95@yahoo.com and walk me through how this can be done.

I would like to change the default loadouts that come with the F-14's...that the computer AI fly's...

Thanks

Posted on May 3, 2003, 5:02 PM

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Missing SA-11

by

It has ben a while since my last post!!
I am currently making a template for some missions I wish to create , however after carefully placing ground objects , vehicles etc I went on a "Recon Flight" to ensure all was good and that the GCI hub was working, as I flew over an SA-11 site I know was there, all I saw were the trailing smoke fom the SAM and no radar or launch vehicles. Every thing lit up on the EW and even when I launched a HARM and destroyed the SD Radar from distance , it still did not show.

Wondering is this a problem in the game?

I have all the graphics at max so to enable All in the requires textures etc..
Any thoughts ??

Posted on Jun 23, 2002, 12:06 AM

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object overload!

by Arctic

I posted a while back about the same problem. Objects "phantom" when you have a large number of plug-ins. The number of plug-ins isn't the SA-11 itself, the SA-11 site's plug-ins are the SA-11 launchers, command vehicle, and radar; making the SA-11 site itself have like 5+ plug-ins! I think I remember JayP or Elf said that the max number of plug-ins is like 200.

Doesn't it stink after you finally create your masterpiece IADS, only to find that you exceeding the max plug-ins and some of the objects became ghosted. Its happend to me so many times with my campaign templates that it sort of discourages me from building anymore!

I'll look for my old post on this.

Posted on Jun 23, 2002, 2:26 PM

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Link to the old post on disappearing objects

by Arctic

http://www.network54.com/Hide/Forum/message?forumid=51657&messageid=1008383985

Follow down that "conversation" on that topic.

Hope this helps!

-Arctic

Posted on Jun 23, 2002, 2:33 PM

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Thx Arctic .Back to the drawing board !! **NT**

by Warthog

,

Posted on Jun 24, 2002, 5:02 AM

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Question about the cockpit

by

I've been wondering since the day I bought F/A-18. What does the middle LCD do? The one below the HUD. With the digits, enter, and clear button?

Posted on Jun 22, 2002, 4:42 PM

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CNI

by Recluse

Answered via email, but here it is for anyone else:

The center MDI with the keypad (referred to as CNI (Communication/Navigation Interface) isn't very useful in and of itself. It does give you entry to some other functions, though:

The autopilot modes
The radar altimeter 'low altitude warning' setting
TACAN stations
IFF
and of course the toggle to put the FLIR or EW MDI in its place.

The keypad itself isn't very useful. About the only REAL function it serves in the sim is the ability to directly input the RADALT setting rather then use the up and down arrows to set the low altitude warning parameter.

I sometimes use it to jot down the Marshal settings. There arent enough characters (only 4)to even get all of that in (e.g. radial, alt and distance) so I usually jot down the radial or the altitude and distance.

So if the marshal stack is on radial 270, 6k feet, 21 miles, I will jot down either 2706 or 621.

Recluse


Posted on Jun 23, 2002, 4:39 PM

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Enemy Jets

by

IS there a way to set up enemy planes so that they arrive on target right when you do you know so that they arent there before you and take out everybody before you could get there to defend or make them come a little later when your already there to take them out.

Posted on Jun 9, 2002, 6:29 PM

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Timing

by Recluse

There is no AUTOMATIC way of doing this, but you can easily control the appearance of enemy (or friendly) aircraft by the creative use of Events and Flags.

For example:

Lets say the player is flying 100 nm to the target, and the enemy airbase is 50 miles from the target,

You can use an Area or Moving area event to trigger the takeoff of enemy aircraft when the ingressing PLAYER is ~60 nm from the target. This way, assuming you placed proper waypoints/speeds for the enemies, the enemy aircraft will arrive on scene at about the same time as the Player.

Similarly, you could have the enemy aircraft in an ORBIT near the target and use the flag to have them break orbit and head for the target WP.

With a fair understanding of the events and flags available in the mission builder, you can arrange ALMOST anything..but it takes some trial and error to get things just right..

Recluse


Posted on Jun 10, 2002, 11:12 AM

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Help understanding missions...

by

I have serious problems following through missions and I was wondering if anyone could help me. I played all the training missions before. When I play the campaign, I find myself lost. I follow the way points, but usually after 30 minutes or so the mission either ends or I fail without even doing anything! Also, while cycling through targets, how would you find a specific one? One final question...For some reason, After completing some missions, I never get clearence to land. I read through the manual, but I'm still pretty new to F-18 so if someone could help me, I would really appreciate it! Mail me if you can. jdelosh85@hotmail.com

Posted on Jun 5, 2002, 9:08 PM

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Missions

by Recluse

What you are asking is both very simple and very complex..because that is what a mission is like

First off, you must thoroughly read the Briefing in the mission,make sure you study the Briefing Map, read the DETAILED BRIEF,and if there is TARGETTING DETAIL (the bullseye like ICON on the page with the Mission Map) study that for a target view.

This will give you an idea of your goals. If your goal is to ESCORT another unit, and that unit gets killed, you will fail the mission. If your goal is to destroy a ground target, and that target is not destroyed, you will fail. Sometimes the goal may be to shoot down a specified number of aircraft...Usually, in a CAMPAIGN Mission, the goal is quite specific.

Often, especially in CAMPAIGN missions, primary targets have GPS markers. You can load a GPS munition (or use the PB option for one of your HARMs)to pinpoint the specific target. You may also want to turn on some of the LABEL cheats until you get a grip on how to maintain situational awareness with your onboard systems.

For landing, it is not STRICTLY necessary to get clearance...but you might as well learn the CASE 3 Recovery Procedure. Check out http://ham.dogfighter.com/superhornet/ and check out the CARRIER OPS section for lots of detail.

Briefly, you may request INBOUND when more than 50 nm from the carrier. When 50 nm or less, request LANDING, and you will be given vectors to the Marshal stack and the time you will be asked to make your final approach.

Go to your HSI page, and click TIME so it appears on your HUD so you know about how long it will take.

I humbly recommend the HSI/RADIAL training mission I wrote to help you navigate to the carrier. This and other ADDITIONAL training missions may be found on this site, http://www.zianet.com/baldeagle/training.htm

If this seems complex...IT IS!!! This ain't no Arcade Game! It requires lots of time and study...but its really worth it...

Recluse

P.S. Also sent this by email directly to you. On this forum you may also check the box to have any responses auto-sent to you as soon as they are posted. Don't know if you did that, and if so, apologies for the duplication.

Posted on Jun 6, 2002, 5:51 PM

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Re: Missions

by

rgr that, one of the major things is timing...i found that as long as i wait for my push time then i'm kewl..bout 5 clicks out they call for ACLS lock on and i'm good. dont forget to couple your ap for this as well and set your nav/hsi up for ACL. If u want u can disengage the autopilot at any time...i havent tried to re-engage it however...the time pushbutton in the hsi page is a gem...

Posted on Jun 9, 2002, 4:02 PM

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showing all planes

by fitness88

I have 4 migs on the apron waiting for their takeoff time as a "take-off" event [staggered 5-10-15-20 min apart]. I can't seem to get all 4 to show at the same time so they can be seen waiting on the apron to take off, thus being vulnerable to an air attack. They seem to appear 1 by 1 only, just when the previous plane has taken off 1 will appear. Can I get it to work so they can be seen waiting on the apron to take off, thus being vulnerable to an air attack?

Posted on Jun 5, 2002, 11:17 AM

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FITNESS 88, RECLUSE 1-1, MERGED..

by Recluse

It is a peculiarity of the way aircraft are placed that more than one flight of A/C poised for takeoff will merge and overlap each other...and if they are the same aircraft type, they will appear to be a single flight..

If the aircraft are DIFFERENT Types, you get funny effects like this:





Recluse

Posted on Jun 6, 2002, 5:34 PM

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response

by fitness88

Thanks for responding Recluse,
That's what I saw as well. Are you saying that the different flights are all on the runway at the same time but being in the exact same spot...they are hard to see as separate planes. And if this is so, 1 bomb on the plane should take out all the flights, correct?

Posted on Jun 9, 2002, 11:01 PM

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One bomb....

by Recluse

should indeed take them all out. I haven't actually tried this...but I can't see why it wouldn't work..

Recluse

Posted on Jun 10, 2002, 11:13 AM

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Alert Intercept and its relationships to GCI Links

by

I set up 3 56K near the border close to Kirkenes and they are linked to a CRC which in turns linked to a SOC. Both CRC and SOC are located at the Murmansk airbase.

56K 56K 56K
| | |
\ | /
\ | /
C R C
|
S O C

Then I placed 2 x MiG-31s with "Initial Action" set to Alert Intercept @ 30nm range.

Now I fly in a 2 ships formation towards the airbase directly. Enroute, I have EW contact, all three of them. I was expecting a more aggressive scramble of the MiGs at least when I am 30nm away from the base. But to my great disappointment, the MiG-31 did not turn up until I was right above the airbase. Waypoint told me it was 2.Xnm from the base.

Is Alert Intercept part of the GCI network, in terms of how it is programmed in F/A-18?

Posted on May 28, 2002, 8:08 AM

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ALert Intercept

by Recluse

I see you got this figured out a priori. I also answered on SIMHQ regarding the time lag in flight launches and the speed of ingressing aircraft, which can make it appear that the flights are not launching at the designated distance.

The EWR have to be VERY close to the airbases. A more complex GCI network will improve response times as well, but the EWR close to the airbase is important.

You can also create your own foolproof ALERT INTERCEPTS by linking the takeoff actions of the Interceptors to a FLAG which is set using any number of event types (e.g. AREA,or MOVING AREA) which will trigger when the ingressing aircraft get to a certain point. This is more work than ALERT INTERCEPT action, as, it requires giving the interceptors some WAYPOINTS and CAP actions to make sure they really intercept.

This topic has caused quite a bit of er.... HEATED..discussion in the past..

Recluse

Posted on May 29, 2002, 3:42 PM

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Thanks!

by

Recluse,

I understand the programming of FLAGs for signal'g the Interceptors, such alternatives is rather man-made if you would. And not 'natural' if I may say so.

Using EWR and GCI Link approach gives more lively atmosphere to the mission, that's the way I prefer actually. The only trouble was not knowing how many EWRs are needed and connected to a number of CRCs and SOC(s) to form an effective network.

I know for a fact that in the Gulf War 12 years ago, USAF paid a huge effort using a KC-135 to conduct Electronic Order of Battle to figure out how the Iraqi GCI network functions. I'm trying to model or simulate something like that, just for fun of course; it's not quite possible to recreate using this game naturally.

You know the fun of playing a flight sim is not what are offered and what you've read in the manuals and get all those hands-on in-game. It's the dicoveries of features which are not documented at all, of course not bugs!:D More importantly, these features assemble real world scenarios.

Same exciting experience comes from playing Falcon 4 for 2 years and beginning to realize that increasing the Blast Radius parameters can give you a destruction power close to a tactical nuke.

Anyway, thanks and I shall go on now.

Cyber!

Posted on May 30, 2002, 11:55 AM

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Features

by Recluse

I understand perfectly. Finding undocumented features, or poorly documented features, or understanding documented features and workarounds has occupied more of my time than flying, actually

The GCI/ALERT INTERCEPT combo is very powerful, and easy to use, but sometimes one needs to use the manual workaround (e.g. FLAG) to get a mission to behave the way one wants. I find that using RANDOM groups in conjunction with the FLAGS gives almost more of a lively environment, as each time the mission is flown, a different set of interceptors/response flights and interception conditions can be set.

Also, there are a few bugs with ALERT INTERCEPT...when used with ALLIES. (I think I remember this correctly!)If there ALERT BIRDS set (which are invisible until trigger) and you ask for ASSISTANCE, ONE of the ALERT BIRDS will JUMP into the air...the others will not launch. I don't recall if they will launch in response to their original Alert Intercept programming.

Anyway, the permutations are endless.. Enjoy..

Recluse



Posted on May 31, 2002, 6:50 AM

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Team Super Hornet

by

Where did they go and y did they leave us! hehe, hey if anyone knows how they did it, or what tools they used or where they are or if this project can get picked up again lemme know at:
elgato607@hotmail.com

any help would be great all =)

Posted on May 19, 2002, 2:18 PM

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Does CV Repair Itself During a Campaign?

by

Since I can't seem to find the time to do a full blown campaign, I was thinking of adding more missions to Matt Wagner's Vahalla Campaign, if I can think of missions that make sense in the style that Matt did.

I haven't played this campaign yet but players seemed to be effected by carrier ramp strikes from reading the SimHQ forum over the last 6 months or so. The ramp strikes seem to happen on/after the third mission, which may come after the CV is attacked with SS-N-19 Shipwreck missiles. Reviewing how the mission interfaces with the campaign, Matt had it setup so if the carrier sank, the mission was a failure and the campaign ended. However, looking at mission P1C1M4, only 2 SS-N-19 missiles are set up to hit the CV and the player is nowhere near those missiles. I made a test SS-N-19 mission and interface it to a starter campaign, setting it up the way Matt had done. It took 4 missiles to sink the carrier with each hit apparently increasing the damage level in the resource files by 1 for the CV. The 1st missile hit showed no apparent damage. The 2nd missile hit closed the carrier deck and diverted a flight. Fire was visible. The 3rd hit produced more fire but the carrier didn't sink. The CV's anti-missile defense guns were useless against all 4 missiles and even against a single missile.

So the odds are the carrier could take hits in the mission as the ships defending the cv were also targeted for missiles and shooting at the missiles targeting them. I also noted that the campaign global variable link which says if the Reagan had damage of 2 or more, the campaign should end, doesn't work. From my tests anyway. I did figure out a way in my starter campaign to finally get it to work by setting up a condition in the campaign node for the mission that if the Reagan had damage of 2 or more, it would trigger a new global variable link called CV Sustained Damage. That link triggered the standard carrier sinking node 49.

So if the CV took one hit in the mission, which would show no apparent damage, how long would it be before that area of the ship was repaired in a campaign? FYI, in some of my tests, the 1st missile hit was in the area where the F/A-18s can park at mission end. Also, can/should the player land on the CV if just 1 missile hits? Wondering if this is the cause of the ramp strikes.

Posted on May 19, 2002, 6:19 AM

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I believe damage to ships stays the entire campaign n/t

by Arctic Ranger



Posted on May 21, 2002, 12:29 PM

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carrier skin differences

by fitness88

I would like to find a carrier skin that has the center line, from the deck running down the stern of the ship to the water and as well to have the ramp lit during night missions. I seem to remember seeing this but after changing skins so many times I forgot where I got it from.
Anyone have any URLs?


Posted on May 16, 2002, 7:49 PM

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f18 on xp pro?

by skwurl

the game installs fine, - i did a minimum install. but when i launch the game says it may not work with this version of windows, i click continue and it gives me an error report. any ideas?

Posted on May 15, 2002, 7:32 AM

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F-18 and XP

by

I play it on XP no problems, have you tried using the Compatability Wizard on F-18 maybe that will work.

Posted on May 16, 2002, 7:57 AM

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no problems

by

I play it on XP no problems.Fantastic very fast XP

Posted on May 26, 2002, 2:03 PM

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XP Home/PRO Errors

by

When the missions are loading up (yellow screen of cat shot, etc.) I get a series of five (5) error messages in "martian" (aka weird font). I click through them, and things go on nicely.

Hawkeye

Posted on Jul 20, 2002, 4:30 PM

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Re: f18 on xp pro?

by jason

he said XP Pro, yea it works fine on home, but it wont work on xp pro, im looking for answers to this problem

Posted on Apr 22, 2003, 3:34 PM

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Question about view action

by

excuse my american...i am french as you can guess!!
i build some missions and i see mission (Starbuck's Insertion mission) which uses view action...but its difficult to understant ID...
i see in that mission 2 id different for same aicraft a view of C-17? why?
and view action in initial action seem to not work?
it exist in that mission...

thanks for responses


Posted on May 11, 2002, 9:50 AM

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Views

by Recluse

Take a look at the thread below and others that it references for lots of info on VIEWS.

I will look at Insertion and see about the ID's, but it is possible that the VIEWs are of 2 C-17's in one flight group. Each AIRCRAFT gets its own ID. The PLAYER is 0, each aircraft added after that gets an incremental number:

Player's Wingmen would be 1,2,3, etc.

You can see the ID next to aircraft Icon if you turn on DEV OBJECT ID in the BUILDER OPTIONS menu item for the aircraft icon. THis will be the ID for the lead aircraft in that flight.

Recluse

http://www.network54.com/Hide/Forum/message?forumid=51657&messageid=1017181125

Posted on May 13, 2002, 7:27 PM

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Thanks but don't waste your time...i see error

by

i have read all topics about view action and i see that view action is not FOR PLAYER
and in the mission "insertion" i beleive that is that view was active with an another ID for C-17
its just an "inactive error"
and all is good

Just a remark
Jane's fa18 is really unknown in france (i just know few people whic uses it maybe american langage is a GEAR! and the export taxes so. i have bought it with an american friend...its very cheap now) but its really a great sim...
it isn't too late to discover this soft...

i hope my american is not too bad....

best regards
ThierryK

Posted on May 15, 2002, 1:03 AM

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FAC lasing question

by fitness88

I noticed the last FAC mission I flew the mav 'E' flew right by the lased target and kept on flying. I saw the little x through the HUD, then uncaged my mav e, was in MLAS, was in range and the seeker was in parameters showing locked and in range. I decided to close the mission, then went to my shooting range mission to practice buddy lasing with another pilot and had the same problem. I restarted the shooting range mission a second time and all worked well.
Is there an inconsistency bug with buddy lasing?

Posted on Apr 26, 2002, 9:15 AM

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FAC/Buddy Lasing

by Recluse

I've never seen that problem. I don't uncage the thing, though. Usually, I do a click through the HUD near the FAC/Buddy x mark so I KNOW when I am in Range and let the MAV cage to the target. it is usually close enough so that the Mav will initially track that spot, but follow the laser designation to the target.

Recluse

Posted on Apr 26, 2002, 8:09 PM

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response

by fitness88

Recluse unless you uncage doing a buddy lase, the seeker will not lock on and the x in the seeker circle will not turn to a square white dot which means it is tracking a laser beam. If I'm lasing my own tgt I will leave the mav e caged, If the lase is coming from a FAC or another plane I always uncage in order to get a locked/in range shooting solution. Are you saying it is not necessary to cage/uncage...leave it caged all the time regardless of who is doing the lase?

Posted on Apr 26, 2002, 8:23 PM

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Caging

by Recluse

I think you are 100% right in your approach...but I never thought of doing that

I never uncage the seeker, but as I said, I select a target (HUD CLICK) as near the laser spot as I can which, I guess CAGES the seeker, and since it is close to the laser spot, the seeker sees it and follows it.

I'll have to try out your method and see what happens!

Recluse

Posted on Apr 27, 2002, 10:26 AM

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Caging

by

When dealing with external lasers I don't think you have to uncage. As long as it is in the viewing area of the weapon it should find it. This doesn't mean the weapon will be in constraints to hit the target but it will try. Without more info I can't think of why your Mav didn't track.

Elf


Posted on Apr 30, 2002, 7:01 PM

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response

by fitness88

It was a glitch...restarting corrected the problem.

Posted on Apr 30, 2002, 9:48 PM

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USA/CANADA/UK coalition mission

by

First off,I`ve got to saay that your training missions are amazing guys! But anyways Ill cut the crap and get to the point. I had this idea for a mission,but I JUST CANT MAKE it because Im not farmilliar enough with the mission builder to do it. My idea was as stated:

Russian Red Rebels have taken over 2 Large Russian Air fields: One bomber airfield,and one fighter scramble.

Defence: They will be defended my various SA-13 sights,LOTS OF AAA, and some Tank and Infantry battallions,MiG-29s will be in the area,and so will SU-25s

ALLIED FORCES: There will be three nations taking part: USA,CANADA,AND UK.

ALLIED FORCES STATIONS: The Canadians will be human controlled,the americans will be also,UK will not be.
USA WILL TAKE OFF FROM USS REAGAN,CANADA AND UK WILL TAKE OFF FROM Air Base north of russian air base

SEA FORCES: 2 Canadian Destroyers,5 Ameican Ships(one carrier),UK will have SAS and 2 destroyers

TASKING: UK-TORNADOS-SEAD CANADA-F/A18ES-ATTACK RUSSIAN AIRFEILDS USA-CAP-ATTACK ALL AIRBOUND THREATS

ENVIRONMENT:DAY,PARTIALLY CLOUDY

well that`s just about it,questions or comments just email me.
I also use msn messenger


Posted on Apr 25, 2002, 8:43 AM

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Mission Idea

by Recluse

Your mission should be doable with these things to work around:

1)There are no Canadian or UK ships modeled in the sim. Just US and Russian.

2)Depending on where you want the airbases to be, bear in mind that the 'SIDE' of airfields is determined 2 ways:

A)For airfields that exist on the default map, the SIDE is set by the FENCE setting, so, for example, if RUSSIA is checked in the FENCE setting, ALL DEFAULT AIRBASES will be RED.

B)You can place your own airbases and set them to be FRIENDLY (BLUE) or ENEMY (RED) regardless of the FENCE setting.

3) I assume when you mean HUMAN control, you are talking about Multiplayer. In SINGLE play, the HUMAN can only fly one aircraft..though you can make several versions of the same mission that differ in WHICH aircraft is human flown. Not QUITE as simple as it sounds depending on whether the tasks carried out by the HUMAN flights are able to be fulfilled by the AI (e.g. not too much last minute decision making necessary).

4) You might want to break it into separate missions (or a campaign) as there is a practical and technical limit as to how many GOALS are allowed in any one mission...or more correctly, a limit on how many outcomes can successfully be debriefed at the end of the mission.

Recluse


Posted on Apr 25, 2002, 12:58 PM

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