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JohnSmith

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Everything posted by JohnSmith

  1. All I could find (and try) about dealing with the popups is: http://forum.lockon.ru/showthread.php?t=7658 http://forum.lockon.ru/showthread.php?t=10219 but the popups are still there, I only see most of he ground objects when the distance to them is shorter than even the gun range, not to mention rockets or Vikhr. This not only prevents you from killing "targets of opportunity" (like vehicles parked on an airport) but even prevents you from hitting the main targets (like when you see the column from 5 km but as you approach it, just before firing, a building pops up between you and your target #%@#$@$%!). AFM is so good that I don't even bother flying the non-AFM planes, this leaves me with only ground attack missions which are mutilated by the popups. I understand that the longer the object visibility range is, the more objects need to be rendered and this is a huge (and mostly unsolvable) performance problem, all I would expect is to have some config param(s) so that I can control this range. Then, if I would set the param(s) to see every object within 12km range and I would end up with only 2 FPS, I would only blame my hardware. Without such param(s) available, I can only blame ED... I have no doubt that FC is the best sym around and I will probably buy everything ED releases, but I have a hard time understanding why such a problem which is regarded as major by many people and it appears to have a simple solution (just make those visibility params accessible to users) seems to be ignored by ED.
  2. Will I be able to hit the trees with the plane? Now the plane just flies through trees. I know that modelling collisions with the trees will be very bad for performance, but since you mentioned the trees, I'm just curious.
  3. Well, since all the smart guys making A2A are choosing IR against optical, I guess you are right...
  4. I think visible adds info to IR. Once the cost of obtaining and processing this additional info will be low enough, why say no to visible?
  5. Just a matter of time... Looks like the problems are: processing power, size/weight of the sensors and cost. But it's just a matter of time to improve in all these areas (for example, Python 5 has a computer 100 times better than Python 4). So I think sooner or later the imaging sensors in both visible and IR will be standard on top-notch A2A missiles, to get the most information without any radar emissions. Radar will still be around of course for BVR and poor visibility.
  6. How come there are no optically-guided A2A missiles? There are so many A2G missiles with optical guidance (TV camera), both russian and american. What works against ground targers should work even beter against airborne targets because the sky is a "cleaner" background compared with the ground. However, I only know about radar and infrared guided A2A missiles, I never heard about optically guided A2A missiles.
  7. Works ok after reinstalling everything It was a weird problem but it's gone after reinstalling everything. Now, with Shkval working like it's supposed to, I was also able to kill 4 M2s in one pass with 5 missiles. It's clear however that laser beam riding is not as accurate as the "classical" laser illumination.
  8. Holding down the slew keys doesn't help I was trying by holding down the slew keys for a long time, but I still couldn't break the lock. Also it looks like the lock key doesn't work for me when I try to lock the ground (KC) nearby the targets. Initially I thought that it's because the image moves to fast to allow a lock, but now I realized that even if I keep the plane very steady aiming somewhere nearby the targets, I still can't lock the ground (KC). I can only lock a target (AC) if I move over it, but this is most likely the autolock working, not my Tab key. I didn't touched the default keyboard mapping (I only changed the mapping for my joystick) and the Tab works without problems when locking in a2a or antiradar. Once I reach home, I'll completely remove both lomac and lockon, then install them fresh using only defaults, try again and let you know. Thanks everybody!
  9. When a target is locked (showing "AC" on the screen) the manual says that:"If the incorrect object is locked, move the acquisition frame to the correct target with the [;], [,], [.] and [/] keys." However in my case when a target is locked no matter how much I press ;,./ (actually I have these 4 keys mapped on my X45) I can't break the lock: the acquisition frame keeps following the target and the screen keeps showing "AC". I could live with this by paying attention to lock the right target from the beginning, so that once locked I don't have to unlock. But the problem gets bigger when trying to hit multiple targets in a single pass. After the first target is hit, the screen usually switches from "AC" to "KC", but the acquisition frame still locks on the target I already hit and if I try to use ;,./ (or the joystick) to move the acquisition frame over the next target I still can't do it, even if the screen shows "KC" not "AC"! The most I can do (if I'm lucky) is to change the lock to the next target in the column when it passes the target I already hit (probably because when the targets are close enough the acquisition frame is wiling to "snap" to the other one). Using the unlock button/key is not of much help because in this case I lose not only the "AC" but also the "KC" so I'm no longer ground stabilized and I'm lost. I saw Ironhand's tutorial about hitting multiple targets in a single pass and Han's demo mission about column hunting, they are both excellent, looks like they have no trouble moving the lock from one target to another, but in my case it just doesn't work.
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