LO:FC Features and Enhancements

Started by KeyCat, December 09, 2004, 16:15:58

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KeyCat

Sprang på denna...

En gedigen lista men undrar fortfarande om de förbättrat editorn så att det är möjligt att göra intressanta Blue vs Red missions on-line (dvs inte bara "air-Quake") och även om de fått in de i mitt tycke vitala "random funktionerna" i editorn?

Quote
"Flaming Cliffs" contains the following improvements and changes compared to the "LockOn: Modern Air Combat" 1.02 version:

1. We added the Su-25T aircraft with new flight dynamics. New operational modes with aiming complex "Shkval" and night aiming system "Mercury" were introduced. New search and aiming system of anti-radar missiles for radio-frequency emission sources with the help of "Phantasmagoria" station was added. New system of active infrared jamming "Suhogruz" was added. Appliance of "Vihr" missile complex, removable gun systems, anti-radar and laser missiles, ordinary and guided bombs was implemented.

2. We carried out avionics modernization of the Russian aircraft Su-27, Su-33, MiG-29:

* New operation modes of weapon control system and radar were added. Among them are a TWS tracking mode of up to 10 targets, sub-modes of target search in forward hemisphere (HI PRF), target search in backward hemisphere (MED PRF), automatic mode of forward and backward hemispheres simultaneous view (HI-MED PRF).
* Dependence of target mark on radar cross section was introduced.
* Jamming gate when using ECM and jamming lock-on device for further shooting was introduced.
* Vertical scan modes, Fi0, navigation modes were revised.
* Indexes of weapon availability on pylons and a weapon alertness sign were introduced.
* Radar physics was changed, inertial target tracking was implemented, range detection limitations depending on flight altitude and angle of roll were introduced.
* Aircraft AI behavior was changed. Now AI planes with ground task will not be hunts for any SAM, having thrown the primary targets.

3. All angle dimensions of Russian HUD correspond with the real ones. The list of snap-views which can be set was enlarged due to introduction of mirror-views, besides via configuration LUA files for each aircraft you can set not only "quick" views but also initial camera position and angle of view.

4. Parameters of various weapon types were re-specified and adjusted:

* Shaped-charge projectiles hit effect is calculated. In the case of a target miss they hardly damage the armor.
* Cratering bomb effect is more accurately calculated.
* Anti-aircraft missiles trajectory were changed and optimized.
* Realistic launch and hit range of air defense systems was modeled.

5. New weapon and pods models were made: SPPU-22, KAB-500Kr, KAB-500T, R-24R, R-24T, Kh-31, Kh-31P, Kh-35, Vikhr, KMGU, AGM-45, AGM-88, external tank PTB-800, MPS-410 EDM pod, L-081 "Phantasmagoria" pod, SPS-141, 5V55R S-300 SAM missile, 48N6E2 "RIF" SAM missile and other.

6. New modules of aviation missile launchers and catapult devices AKU-58, APU-62, APU-63, LAU-118A were made.

7. Fortification buildings, bunker, block-post, comm center, weapon storage bunkers were introduced. They can be set by a user via mission editor for any mission.

8. Three new campaigns for Su-25T, SU-27 and MiG-29 aircraft were created. All in all they comprise 76 missions.

9. A new course of training tracks showing all the new features which the Su-25T aircraft provides.

10. The manual is significantly broadened and enhanced. All aspects available for operating aircraft are fully described with detailed description of devices, equipment and systems functions.



1.1 Bug Fixes and New Features


Added Sun, Fog and Lights dependencies for TV guided weapons and targeting systems

Adjusted air-to-air gun symbology for increased accuracy

Added LUA binding to the HUD RGB color for all aircraft

Effects are now visible in IR sensor view

Fixed indication lamps of SPO-15LM still showing a threat even after the threat radar has been destroyed

Corrected landing gear position indicator logic for Russian aircraft

Added course deviation and glide slope warning flags to HSI for Russian aircraft

Added IR jamming for Su-25T.

Decreased range of cannon funnel to 3200 meters for Russian aircraft

Auto-Lock enabled when in VS and FI0 for Russian aircraft

Decreased search and track angles in FI0 mode and removed all information about target (speed, altitude) in this mode

Changed weapon indication on HUD for Russian aircraft

Changed SETKA mode logic, increased HUD limits for Russian aircraft

Added inertial tracking ability after radar tracking loss after 4 seconds (Russian Airplanes)

Changed HUD pitch indication for all MiG aircraft

Laser range-finder automatically switching off after being active more then 1 minute. Next usage will be available after off- time = 0.8-1.0 * work-time. Overheating protect override available while using laser ranger by Shift - O-O-O-O-O , in this case protect will be disabled but service life will be reduced much more faster.


Horizontal radar zone in the BVR SCAN mode is now changed discretely: LEFTMOST, CENTER, RIGHTMOST

Added target's hemisphere dependency for target detecting range for Russian aircrafts. Hemisphere mode may be changed, available values is "ППС" (forward, HI PRF),"ЗПС"(rear, MED PRF), and "ЗПС" (automatic, HI-MED PRF), when hemisphere mode is "АВТ" ability of detect targets decreased to 75% of maximum range in "ППС".

Vertical radar angle changed to dH/D*57.3 where dH is predefined by pilot target exceeding (+/ - 15000 m) , D - predefined target distance (10000 -150000m) , you may change D by CTRL+/- or analog axis Target Specified Size /Distance, dH changed like old vertical radar rotation

Implemented TWS BVR mode for Russian fighters (switch on/off ALT I), auto-tracking will track the most dangerous threat and will auto-lockon when target reaches launch zone

Implemented HOJ mode for Russian fighters

Russian missiles will check ECM of target on HOJ mode (they will miss when ECM disable)

Missile will select mode HOJ or turn back when ECM of target disable

Ripple quantity and interval control logic for Su-25

The yellow lamps will stay lit on PI-10P weapons indicator after sub munitions release from the KMGU-2 dispenser. The lamps will be turned off only after the dispenser is jettisoned

Increased HUD Limits for F-15C

Corrected wrong Su-27 chaff-flare counter

Vertical velocity scale added to A-10 Nav mode

Fixed AoA and G indicators readout errors on Russian aircraft

Added two new key commands - "RWR/SPO signals volume down" and "RWR/SPO signals volume up". Default key settings are "Alt + ," and "Alt + ." respectively

F-15C Steerdot logic improved (now it's designated point of target intercept)

"Ekran" system will reset now after Russian aircraft damage is repaired

Added HUD font switching to more visible if cockpit view angle more than 110 degrees

SPPU-22 shells counters were implemented on the weapon status panel (PI-10P analog) for Su-25. There are two counts windows - for "internal" (closer to fuselage) and "external" pods. Readings for shells counters were changed to the sequence - "K - 3/4 - 1/2 - NZ - Nil ("zebra")". The reading 'PPU' was added to the list of selected weapon

Changed maximum Roll Rate for SFM

Changed Roll Rate on high IAS for SFM

Changed SFM on high AOA

New realistic and easy black-out models have been developed for the Standard Flight Model (SFM). For this model pilots fatigue depends on G value, time at high G, dG/dTime factor, time of rest at low G, and others... An average pilot with G-suit was modeled

Automated aerial refueling removed. Manual flight is required.

Increased circular error probable (CEP) of air-to-surface missiles and unguided rockets and cannons.

Added roll motion for shells and unguided rockets

Enabled second cannon for Su-17M4, Mirage-2000-5, Tornado F2 and F-5E

Missiles will no longer fly through the launch aircraft's wing at launch for F-15C.


Corrected improper launch data and position calculation during drops from Multiple Ejector Racks

Added cockpit shakes when firing cannon

Remade KMGU-2 bombs launch sequence - added animation for rotary claimshell doors (0.6 seconds), added the time interval between submunitions block drops (0.2 seconds). Added the launch sequence for AI. Increased CEP for KMGU-2 to 10 m per 1 km. The new bomb called as "KMGU-2 * 96 AO-2.5RT"

Added "KMGU-2 * 96 PTAB-2.5KO" bomb

Added smoke generators with different colors - now it is possible to select a color of a smoke (red, green, blue, white, yellow, orange). A smoke will be visible only if a smoke container is loaded on a pylon. Improved smoke generators effect. Smoke lasts much longer now.

Corrected weights for some weapons. Corrected weights of sub munitions pods

Changed the visual appearance of a small oscillations right after the drop of bombs

Corrected back cannon fire direction for Tu-95 and Tu-142. Added back cannons for Tu-22M3 and IL-76MD. Increased shells loading for all back cannons to 1200 rounds. Increased a maximum fire range to 1800 meters

Corrected the lack of internal cannon burst cutoff for F-15C

Decrease engagement distance of ZSU-23-4 radar from 12 km to 5 km

Increased engagement zone of S-300, Buk, Kub, Patriot, Hawk, "Moscow", "Ticonderoga", "Perry"

Implemented optimal ballistic trajectory for long range SAM missiles

Provided R-33, AIM-54, AIM-120, AIM-7, R-27R/ER, R-77 loft flight with new algorithm

Changed number of an unguided rockets in a burst fired by an AI during an A-G pass. The numbers are: one rocket per each block for S-13 and five rockets per each block for S-5/S-8. The intervals between two bursts in a pass are set to 3 seconds

Corrected launch sequences for unguided rockets - removed cut off burst after two rockets fired; S-24, S-25 will be launched only one per a pickle

AI will disable radar when distance to air target less 5 km but more than 2 km (for infrared targeted missiles) and will enable radar if target distance less than 2 km (for gun use) except MiG-29 and Su-27 (IRST)

Air defenses will now attack the player if they player takes control of an AI aircraft

The Russian AI planes now ECM when launching a missile (if the seeker-type is not IR) up to missile time-out

Added checking of target being hidden by buildings and map objects for attack aircraft

AI cannot use heavy A-S missile (Kh-29, Kh-31┘) for moving objects (except ships)

The Mi-8MT will no longer fly into the ground when flying over mountains at low speed

Helicopters will no longer crash at take off as they very occasionally would at some airfields

AI will be visible to the enemy when starts on ramp

SAM will be active when they have been given a delayed start time

Ground and naval units now account for wind velocity component during aiming

Fixed the aiming point of some AI ground units when firing at other ground units

Ground AI unit will account for its turrets rotation angle limits when will make decision to engage a hostile or not

AI with 'average' skill level will be able to fire unguided rockets and cannons at a target even accounting it's more poor aiming capability. It was done just by extending a maximum aiming error for opening fire.

Optimized ingress route for runway attacks. AI will bomb nonmoving (and not runway-class) ground targets with upwind/downwind passes if speed of wind is more than 10 m/s

Reduced vehicle tremor and smoothed their movement over uneven terrain

Added shake when hit or collision

Added world events randomization to the mission simulation. Track playback uses recorded randomization value. Set RandomMissionEvents = false in the Config\World\World.lua file to disable randomization

New ejection sequence with rocket-powered ejection seat

Disabled cockpit view for the dead pilot (when the canopy is destroyed)

Added the customizable "HUD-Only" view" position, see parameters in the Config/View/Cockpit.lua script - our present to cockpit builders

Set axis restrictions for mouse plane control

Disabled "Mouse Look" until 'S' key pressed for similar initial camera position in all mission/track starts

Backspace key in F2, F6, F7, F8, F9 and F12 views inverts camera direction instead of moving camera ahead/behind the object

In the local mode (Shift-Esc) horizontal rotation rotates the camera locally round the vertical axis in F2, F6, F7, F8, F9 and F12 views

Incorrect object camera position after view switching have been corrected

Upgraded LUA Socket 2.0 files from Alpha to Beta

Fixed the cockpit-camera initialization bug between missions

Added embedded media player feature for AVI files to the Open file dialog

Fixed view control problem when recording an AVI file not from the beginning of the track

Added a LoGetWorldObjects() function to the exporting feature for remote map display. Added example to the Config/Export/Export.lua file

Added the LoGetMCPState() export function. Expanded the input commands list in the Config/Export/Export.lua file

Only NumLock stops the padlock in the F11 view. The camera position doesn't return to previous state. In the padlock mode next Keypad Del locks another object

Permitted simultaneous use of mouse and TrackIR

Fixed model time delay for restoring mission saved state

Corrected view system serialization for saved state files

New export features (see Export.lua) are available to use : Radar / EOS targets parameters by LoGetTargetInformation() and LoGetLockedTargetInformation(): new flight parameters are available to export LoGetMagneticYaw() ,LoGetGlideDeviation() ,LoGetSideDeviation() ,LoGetSlipBallPosition() LoGetBasicAtmospherePressure()LoGetControlPanel_HSI(),
LoGetEngineInfo() , all export parameters are translated to metric system

Route information available to export by LoGetRoute() (view Export.lua)

The default mission date may be set in the Config\World\World.lua. Made sky stars and planets positions dependent on the date. The season settings are still independent on the date so player can use different season textures.

Custom view for cockpit mirrors implemented in the Config/View/SnapViews.lua file such as Snap[plane][11] (Left) Snap[plane][12] (Right), user can customize these settings manually or in the run-time like other snap views

Default cockpit camera horizontal angle, vertical angle and view angle are defined by the Snap[plane][13] table now in the Config/View/SnapViews.lua file

Made cockpit camera rotation limits configurable for different planes in the Config/View/Cockpit.lua file

Updated Georgian anthem and flag.

Added new static object category - Buildings (blocks, pill-boxes, bunkers, ammunition depots, armories, etc.)

Improved cooperation in air engagements between multiple planes - wingmen will now attack targets that are already attacked by another member of a flight

Improved gun aiming, including deflection shooting

Better ground evasion in low-altitude air combat

Planes will now return to base when suffering heavy damage

AAA and SAM units are only attacked with appropriate weapons and attack profiles - AAA is bombed only from high altitude, SAM sites are no longer attacked with AG missiles that have lower range than the SAM itself. Likewise the initiative to go after unassigned targets is decreased, and AI planes are now easier to control in their behaviour during ground attacks.

Planes are more hesitant to jettison their AG ordnance - only when a missile hit is probable, not already immediately when a missile is launched

Helicopters slow down when attacking with missiles, increasing their stand-off capabilities

Unguided rockets are fired in bursts now depending on caliber

Various issues with wrong aiming of ground units have been corrected

/Christer (a.k.a KeyCat)
>> It's all about teamwork! <<

erikN

Kul med lite uppdateringar men det hade varit kul om de uppdaterat F15C lite mer...men å andra sidan så är det ju en sim med fokus på ryska kärror...men, men :)

Mr Jim

\"The only thing necessary for the triumph of evil is for good men to do nothing\" - Edmund Burke (1729-1797)

För att kontakta mig, maila på jimmy.larssonSNABELAgmail.com
To contact me directly mail me at jimmy.larssonATgmail.com

TrakDah

#3
ErikN:
F15 var redan helt OK, behöver knappast uppgraderas. Det som saknades i LO var (motsägelsefullt nog) realism i SU27/MiG29.

Tillägget av SU25T är där för att få dit en kärra som bättre motsvarar A10 och också för att få in den nya FM:n etc på en kärra (att börja med).

KC:
Nej. Och Blå mot Röd kommer det alltid förbli, enligt tesen att det alltid är TVÅ sidor i krig, inte fler (även om fler länder deltar). T.o.m i fallet Tysklan i WWII som slogs mot både Väst och Ryssarna så var det rent krasst två sidor: Mot Tyskland och För Tyskland.
Random är HELT emot hur denna sim funkar. Det kommer troligen aldrig bli fråga om Random. Hela spelet bygger på motsatsen. Det som är mer intressant är att det som just nu fördröjer LOFC är att det tweakas för fullt just i logiken så att det ska funka bättre, dvs vara förutsägbart (just det - förutsägbart). Detta så att man kan räkna med att enhet X utför Y och inte går efter Z istället. Random innebär INTE att det ibland kommer 2 eller ibland 4 flyg e.dyl.
Den Random det syftas på är att enhet X utför Y på olika sätt. Dvs att varje dogfight inte alltid slutar lika.

Mitt tycke är att LOFC är där LO borde varit då det släpptes, men det finns fortfarande MYCKET kvar att fixa

/TD




KeyCat

#4
TD,

Verkar som om du missförstår mig helt...

QuoteNej. Och Blå mot Röd kommer det alltid förbli, enligt tesen att det alltid är TVÅ sidor i krig, inte fler (även om fler länder deltar).

Två sidor (Blue vs Red) är helt OK. Det jag opponerar mig mot är att det saknas möjlighet att göra intressanta Blue vs Red scenarios för on-line servrar eftersom det mig veterligen inte går att få något automatiskt avslut (och sedan laddning av nytt uppdrag) vid uppfyllda mål. De servrar som fanns uppe på HyperLobby när jag testade saknade scenario med syfte, det var "AirQuake" vilket fort blir gammalt för min del.

Om du aldrig testat en "scriptad IL-2 server" så rekommenderas det skarpt. Skitskoj att flyga Blue vs Red om det finns något mål och mening med det och inte bara en stor dj-la furball med oändligt antal plan/missiler att tillgå från förråden...

QuoteRandom är HELT emot hur denna sim funkar. Det kommer troligen aldrig bli fråga om Random. Hela spelet bygger på motsatsen.

Du missförstår mig även här...

Det är så enkelt att en editor bör ha funktioner för mer eller mindre slumpmässig placering av objekt och deras waypoints, enkel val av slumpmässigt antal objekt i en grupp etc. etc. Allt för att göra uppdrag mer eller mindre förutsägbart varje gång det liras.

För mig känns det som om ED bygger/fixar LOMAC från fel ände.... Istället för att möjligöra och lägga grunden för att ett starkt "community" skapas så görs/putsas andra saker som iofs är bra men som IMHO borde haft annan prioritet. Nu är det ju inte jag som äger ED så de kan ju göra som de vill ;)

/Christer (a.k.a KeyCat)

>> It's all about teamwork! <<

TrakDah

#5
Stämmer att det inte finns automatisk laddning av nästa. Det är upp till de som flyger att avsluta pågående uppdrag (normalt sett den som äger uppdraget).

Kom ihåg vad jag alltid sagt: LO är flygsimmarnas Excel. Den har ingen "logik", allt sker såsom du skapat det.

Det som händer på dessa servrar är att uppdrag skapas, sen står de öppna "utan syfte" i timtal/dagar, uatn att det stängs/laddas upp nytt. LO kräver helt enkelt att de som flyger gör det i samförstånd. Det går till skillnad från IL2 inte att "bara hoppa in", för då blir det mkt riktigt bara en massa folk som skjuter på varandra (hur skiljer sig detta från IL2 egentligen?)


I din andra del...
LO kommer aldrig (påstår jag) ha den form av slump du vill ha. Jag missförstod dig inte, och ville få dig att inte läsa in fel saker i det som stod i fixlistan. Den slump som avses är "AI fröet", dvs "hur" AI:t reagerar, inte vad som sker ur planeringssyfte.
Tanken är "Excel": det du skapar ska vara konstant. Celler dyker inte upp och försvinner i Excel-ark, däremot kan vissa celler ha slumpade tal.
Effekten i LOFC jmf LO är denna: om du skapar en dogfight med endast 2 plan i LO så blir utgången exakt densamma i varje körning (det är bl.a därför TRK i LO är så små). Med LOFC kommer det att skilja sig från gång till gång pga att fröet AI:t startar med är olika (Obs att fröet sparas med TRK så TRK's resultat är konstant)

"Communityn" bygger på att folk är aktiva och kör koordinerat, till skillnad från IL2 och andra (främst WW2-simmar) där man kan hoppa in/ur hur som hellst, ungefär som i CounterStrike.
Hmmm: jmf LO med Ghost Recon i Coop, inte med CS :)

/TD

Dags för en FET "disclaimer" jag borde haft sen 3 år tillbaks i tiden:
Det jag säger säger jag inte för att försvara LO (och LOFC) utan för att försöka förmedla de åsikter som styrt spelet dit det är (på väg) så att alla som läser bättre ska förstå varför ED gör som de gör. Det är det enda jag har nån egentlig insyn i :)

KeyCat

#6
Quote
Det jag säger säger jag inte för att försvara LO (och LOFC) utan för att försöka förmedla de åsikter som styrt spelet dit det är (på väg) så att alla som läser bättre ska förstå varför ED gör som de gör.

Börjar inse att jag och ED inte har samma "vision" vilket är helt OK. Bara lite synd för LOMAC hade IMO stor potential att bli jet erans motsvarighet till IL-2, vilket också var vad jag hoppades på...

Tro mig, jag vill väldigt gärna gilla LOMAC! ED har fått många saker rätt och de tog ett stort steg i rätt riktning med senaste 1.02 patchen. Tyvärr saknas fortfarande en hel del grundläggande saker som behövs för att kunna bygga det "community" som jag personligen är intresserad av.

Det som förvånar mig lite är att ED inte är några gröngölingar precis och borde ha sett vad marknaden vill ha (baserar det på antalet LOMAC vs IL2 servrar i HL samt intresset för MP i allmänhet). Är dock fullt medveten om att inte ALLA spelar multiplayer men för min egen del är det avgörande i alla typer av simulatorer.

/Christer (a.k.a KeyCat)

PS: Ett tips är att testa någon scriptad IL-2 server on-line (eller ännu bättre SEOW när det väl släpps) ;)

>> It's all about teamwork! <<

KeyCat

TD,

Glömde fråga.... Har du hört/läst något om ED kommer att släppa en patch till "standard" LOMAC som fixar kvarvarande buggar och förhoppningsvis också gör den MP kompatibel med den nya LO:FC addonen?

/Christer (a.k.a KeyCat)

>> It's all about teamwork! <<