Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

[RESOLVED] more air combat issues

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Command: Modern Operations series >> Tech Support >> [RESOLVED] more air combat issues Page: [1] 2   next >   >>
Login
Message << Older Topic   Newer Topic >>
[RESOLVED] more air combat issues - 1/25/2014 4:26:08 AM   
Yokes

 

Posts: 298
Joined: 3/14/2007
Status: offline
There are a couple of air combat issues that are driving me crazy.

1. Aircraft ignore nearby bandits so they can close on one WAAAAYYYY far away. Meanwhile that lowly MiG-21 puts an atoll up the tailpipe.
2. The logic seems to favor the aircraft the FARTHEST away from a target to take a shot. This seems backwards to me. For example, I have two aircraft 20 miles apart. There is a bandit 5 miles from the closest aircraft (and therefore 25 miles from my far aircraft). The one farthest away will always take the first shot. Meanwhile, my closest aircraft is stupidly flying directly at the bandit so that it can attack someone 100 miles away (see point 1). I would like to see the nearest aircraft deal with the bandit, and not the one farthest away.
3. I hate when an aircraft (or a ship/SAM) shoots a missile at a target that is between 1 and 20000 miles away because I got a split-second ESM uncertainty box. First off, just a second ago you knew that target was 100 miles away, and just because you momentary lost radar lock you think it can warp to within 1 mile of you? Why doesn't the uncertainty region slowly grow off the previously known location? (It often does, but sometimes it momentarily becomes that "bearing only" ESM uncertainty zone.)
4. I like that BVR-equipped fighters Winchester when all the BVRs are gone, but I hate that they seem to think they are completely unarmed. I have Eagles heading home with sidewinders and someone starts shooting at them from close range (gun shots!) and they just go defensive and never attempt to fight back. Would it be possible for some offensive shots to be part of a defensive engagement? Or is there some other way to do this? I am guessing the answer is to turn the "Winchester RTB" option off, but I don't want them charging into a gun fight wielding a knife. I only want them using the knife when they are in a knife fight. Make sense?

Overall I think this game is a huge improvement over Harpoon. However, these air combat issues, the completely blind submarines (mentioned in another thread), and the constant 12-knot ASW patrols are breaking most of the scenarios I have tried to build. There is a great foundation here, it just needs some tweaks.

Yokes

< Message edited by Dimitris -- 12/8/2018 8:56:36 AM >
Post #: 1
RE: more air combat issues - 1/25/2014 1:42:28 PM   
ExMachina


Posts: 462
Joined: 9/25/2013
Status: offline
Great points Yokes.

Most of those behaviors can be "fixed" by micromanagement, however your point number 3 cannot and I've gotten bit by that behavior too. It seems like the AI staff plots passive contacts with absolutely no memory of prior active fixes (even active fixes that were a mere second old).

< Message edited by ExMachina -- 1/25/2014 2:46:18 PM >

(in reply to Yokes)
Post #: 2
RE: more air combat issues - 1/25/2014 3:46:24 PM   
Yokes

 

Posts: 298
Joined: 3/14/2007
Status: offline
ExMachia,

I agree about the micromanagement, but I hate micromanaging, and I want the AI to behave intelligently. It's frustrating trying to create a scenario that you want to play out in a certain way and see that ruined by bad AI.

Yokes.

(in reply to ExMachina)
Post #: 3
RE: more air combat issues - 1/25/2014 4:27:46 PM   
ComDev

 

Posts: 5735
Joined: 5/12/2006
Status: offline
Thanks Yokes, have assigned to me and given top priority. Some of these are quite complex and will take time to implement properly. So will finish a few db additions and some other high-pri items for Command 1.03 first, before I get started on this


< Message edited by emsoy -- 1/25/2014 5:30:11 PM >


_____________________________



Developer "Command: Modern Air/Naval Operations" project!

(in reply to ExMachina)
Post #: 4
RE: more air combat issues - 1/25/2014 4:45:20 PM   
mikmykWS

 

Posts: 11524
Joined: 3/22/2005
Status: offline
1-2. Yeah its not that it stupidly picking the farthest its picking up the first it id's and detects (so an order of detection thing rather than any any sort of priority logic). It is definitely something we've talked about and will address.
3. The detect and shoot thing is an issue. If you can grab a save when this happens it will help us solve it.
4. Yeah this one is a challenge. Know when to hold and when to fold em kind of case logic.

Thanks for your input this stuff does help us make a better game.


< Message edited by mikmyk -- 1/25/2014 5:45:43 PM >


_____________________________


(in reply to ComDev)
Post #: 5
RE: more air combat issues - 1/25/2014 5:33:01 PM   
mikmykWS

 

Posts: 11524
Joined: 3/22/2005
Status: offline
Just thought of something.

Using the opportunity fire might lighten the impact of a few of these. This basically opens up the AI to fire on known hostiles that are in range.

Hope this helps!

Mike

< Message edited by mikmyk -- 1/25/2014 6:33:18 PM >


_____________________________


(in reply to mikmykWS)
Post #: 6
RE: more air combat issues - 1/25/2014 7:48:17 PM   
Yokes

 

Posts: 298
Joined: 3/14/2007
Status: offline
Mike,

That's a great idea! I will try using the opportunity option.

Emsoy,

I appreciate how responsive you and the team have been when it comes to community feedback. You have a fantastic foundation built and I am happy to provide constructive feedback to make it better.

Yokes

(in reply to mikmykWS)
Post #: 7
RE: more air combat issues - 12/16/2016 2:53:42 PM   
Dimitris

 

Posts: 13282
Joined: 7/31/2005
Status: offline
Can we please get an update on which of the original reported issues remains at large and their urgency/criticality?

Thanks!

_____________________________


(in reply to Yokes)
Post #: 8
RE: more air combat issues - 12/16/2016 4:59:05 PM   
DrRansom

 

Posts: 167
Joined: 7/14/2013
Status: offline
quote:

ORIGINAL: Sunburn

Can we please get an update on which of the original reported issues remains at large and their urgency/criticality?

Thanks!


I think the furthest back fighter taking a shot is still an issue, at least I recall something like that happening when playing Ruby Slipper. I made some savegames for other bugs, not this one...

For the BVR fighters not being able to shoot, I believe that is fixed. At least, I remember the Su-35s using the SRAAM after using up all the LRAAMs.

As for other air combat issues, I guess one issue might be aircraft kinematics, e.g. maneuverability being altitude independent and aircraft climb rates appearing to be broadly similar. (Though, I'd have to test the last one)

However, I don't think any of the above are immediately critical. The issue of the furthest back aircraft taking a shot was annoying, though.

< Message edited by DrRansom -- 12/16/2016 5:00:11 PM >

(in reply to Dimitris)
Post #: 9
RE: more air combat issues - 12/16/2016 5:22:11 PM   
Excroat3

 

Posts: 436
Joined: 1/24/2015
Status: offline
Not sure how this could be fixed, but if you have a missile already targeted at an enemy aircraft, sometimes friendly aircraft won't fire even though they may be closer to the target than the actual missile is. So all I can do is helplessly watch and the enemy fighter shoots at my planes when they don't do anything in response. I guess that the issue is related to the furthest aircraft firing issue, but I just wanted to add this to make sure.

(in reply to DrRansom)
Post #: 10
RE: more air combat issues - 12/16/2016 6:08:58 PM   
Kitchens Sink

 

Posts: 402
Joined: 5/4/2014
Status: offline
I seem to recall that the "Collective Responsibility" side setting has something to do with that issue, but I haven't specifically tested it.

(in reply to Excroat3)
Post #: 11
RE: more air combat issues - 12/16/2016 8:43:43 PM   
Dimitris

 

Posts: 13282
Joined: 7/31/2005
Status: offline
quote:

ORIGINAL: DrRansom
I think the furthest back fighter taking a shot is still an issue, at least I recall something like that happening when playing Ruby Slipper. I made some savegames for other bugs, not this one...

If anyone is able to provide a save that reproduces this issue consistently it would be great.

quote:


For the BVR fighters not being able to shoot, I believe that is fixed. At least, I remember the Su-35s using the SRAAM after using up all the LRAAMs.

Thanks!

quote:


As for other air combat issues, I guess one issue might be aircraft kinematics, e.g. maneuverability being altitude independent and aircraft climb rates appearing to be broadly similar. (Though, I'd have to test the last one)

Thanks, logged the maneuverability issue separately. The climb rate problem was fixed a while ago, should be included on the next public release.


< Message edited by Sunburn -- 12/16/2016 8:44:08 PM >


_____________________________


(in reply to DrRansom)
Post #: 12
RE: more air combat issues - 12/16/2016 8:46:22 PM   
Dimitris

 

Posts: 13282
Joined: 7/31/2005
Status: offline
quote:

ORIGINAL: Excroat3
Not sure how this could be fixed, but if you have a missile already targeted at an enemy aircraft, sometimes friendly aircraft won't fire even though they may be closer to the target than the actual missile is. So all I can do is helplessly watch and the enemy fighter shoots at my planes when they don't do anything in response. I guess that the issue is related to the furthest aircraft firing issue, but I just wanted to add this to make sure.


IIRC we solved this by providing the "self-defence threshold" range in the WRA settings. So for example even if your wingman's Phoenix (or friendly SA-5 etc.) is enroute, if the bandit gets too close the pilot still gets to shoot. If this is not working or there is another issue we'd very much appreciate a suitable save.

Thanks!

_____________________________


(in reply to Excroat3)
Post #: 13
RE: more air combat issues - 12/16/2016 8:56:19 PM   
Excroat3

 

Posts: 436
Joined: 1/24/2015
Status: offline
Yeah I've noticed that and my planes usually fire SRAAMs when close enough but the main problem lies within enemy fighters with BVR missiles, because if you let the AI do its thing your planes will close in and get fired upon by the enemy missiles without firing their own BVRs in return.

(in reply to Dimitris)
Post #: 14
RE: more air combat issues - 12/16/2016 9:06:33 PM   
Kitchens Sink

 

Posts: 402
Joined: 5/4/2014
Status: offline
I forgot about the Self Defense setting. I just did a little test. If you set your BVR weapons on the Self Defense Side Doctrine WRA to something like 90% of their max range, they will shoot the BVR weapons at enemy targets when they get that close, regardless of whether something is already incoming at the target. Or you can use 80%...whatever works for you.

Thanks for the reminder of this feature Sunburn...I can't keep up.

(in reply to Excroat3)
Post #: 15
RE: more air combat issues - 12/17/2016 5:30:59 AM   
Dimitris

 

Posts: 13282
Joined: 7/31/2005
Status: offline
quote:

ORIGINAL: Excroat3
Yeah I've noticed that and my planes usually fire SRAAMs when close enough but the main problem lies within enemy fighters with BVR missiles, because if you let the AI do its thing your planes will close in and get fired upon by the enemy missiles without firing their own BVRs in return.


If you can provide a save demonstrating this it would be great.

Thanks in advance!

_____________________________


(in reply to Excroat3)
Post #: 16
RE: more air combat issues - 12/17/2016 6:54:50 PM   
Jmsimer


Posts: 40
Joined: 7/27/2004
From: Chaska, MN
Status: offline
Just bought the game a couple weeks ago. I'm trying to play the first Northern Fury Scenario. My F16s keep flying right up to the MiGs without firing and of course then get waxed. They're within range, opportunity set to yes, no ambiguity in target location due to AWACs, I try setting attack orders (F1) and also manually (shift-F1). F16s are pointed at the target, but I get a message that the Sidewinders "have not detected the target." Altitude closely matches so I don't think it's cloud cover. What am I doing wrong?

(in reply to Dimitris)
Post #: 17
RE: more air combat issues - 12/17/2016 7:11:24 PM   
mikmykWS

 

Posts: 11524
Joined: 3/22/2005
Status: offline

quote:

ORIGINAL: Jmsimer

Just bought the game a couple weeks ago. I'm trying to play the first Northern Fury Scenario. My F16s keep flying right up to the MiGs without firing and of course then get waxed. They're within range, opportunity set to yes, no ambiguity in target location due to AWACs, I try setting attack orders (F1) and also manually (shift-F1). F16s are pointed at the target, but I get a message that the Sidewinders "have not detected the target." Altitude closely matches so I don't think it's cloud cover. What am I doing wrong?


Hi

If you've got a file please post it. Its just easier for us to tell you exactly whats going on.

As far as issues with sidewinder shots. First make sure the target is hostile. Next if its a rear aspect Sidewinder your aircraft may have to maneuver behind be in range.

Thanks!

Mike

_____________________________


(in reply to Jmsimer)
Post #: 18
RE: more air combat issues - 12/17/2016 8:06:37 PM   
Jmsimer


Posts: 40
Joined: 7/27/2004
From: Chaska, MN
Status: offline
Target is definitely hostile. Friendly aircraft armed with AIM-9L and approaching from 90 degree to rear 3/4 angle. Tried to load a save file but now I can't see or edit any of the doctrines for some reason. I went into the menu to "change side doctrine," and when I went to EMCON the game crashed. If I'm able to get past these other problems to re-create the original one, I will let you know.

(in reply to mikmykWS)
Post #: 19
RE: more air combat issues - 12/17/2016 8:16:13 PM   
Jmsimer


Posts: 40
Joined: 7/27/2004
From: Chaska, MN
Status: offline
Here is a save from the beginning of the scenario before the incident occurred, showing the settings. Note that all the F16s involved were part of the "AAW Consolidation" mission

Attachment (1)

_____________________________

Remember Bataan - Never Forget!

(in reply to Jmsimer)
Post #: 20
RE: more air combat issues - 12/17/2016 8:20:03 PM   
Jmsimer


Posts: 40
Joined: 7/27/2004
From: Chaska, MN
Status: offline
Ah, here's the one I was looking for. This is right as the engagement is starting. The incident is occurring SE of Tromso. I've used AWACs to bring in groups 4261, 4262, and 4266 in alongside to slightly behind the MiGs, F16s' radars off to avoid detection. The F16s started at low altitude. When this autosave was made, I'd already started climbing them to high altitude to see if that was preventing them from firing.

Attachment (1)

_____________________________

Remember Bataan - Never Forget!

(in reply to Jmsimer)
Post #: 21
RE: more air combat issues - 12/17/2016 10:29:01 PM   
Jmsimer


Posts: 40
Joined: 7/27/2004
From: Chaska, MN
Status: offline
Here's another save. Group 4352, with radars on, is going to continue flying right at these approaching MiG-29s and never fire a round. They will both get shot down without even attempting to engage. I realize it can get depressing if you're stationed up near the Arctic Circle in winter and haven't seen the sun for three months, but if they're suicidal I would have expected them to just fly into the ground!

Attachment (1)

< Message edited by Jmsimer -- 12/17/2016 10:31:23 PM >


_____________________________

Remember Bataan - Never Forget!

(in reply to Jmsimer)
Post #: 22
RE: more air combat issues - 12/17/2016 10:31:05 PM   
mikmykWS

 

Posts: 11524
Joined: 3/22/2005
Status: offline
Try checking off investigates contacts outside the patrol zone or at least expanding the area to cover the area the aircraft are currently flying in and see if the results are better. Right now the zone you've set up is pretty small and the F-16's aren't really going engaged offensive because the targets you want them to shoot are well outside of it. I think there is a lot of push and pull going on between orders and responses which is to be expected during a complex engagement and small zone is probably the culprit.

Just an FYI. If you select a mission in the mission editor and move the window you can see the zones you selected. The game also gives warnings when you sent up strange zones (z's instead of squares etc) when you load. You have a number of those situations. When you set up missions try the cntrl right click menu define area option. You can click and drag areas and it will lay out 4 points correctly for you.

Let me know how you do.

Thanks!

Mike



_____________________________


(in reply to Jmsimer)
Post #: 23
RE: more air combat issues - 12/18/2016 3:44:05 AM   
Jmsimer


Posts: 40
Joined: 7/27/2004
From: Chaska, MN
Status: offline
No luck. Did all of the above, F16s still fly around aimlessly and don't engage the MiGs.

_____________________________

Remember Bataan - Never Forget!

(in reply to mikmykWS)
Post #: 24
RE: more air combat issues - 12/18/2016 12:14:25 PM   
mikmykWS

 

Posts: 11524
Joined: 3/22/2005
Status: offline
Odd worked fine when I did it.

Mike

_____________________________


(in reply to Jmsimer)
Post #: 25
RE: more air combat issues - 12/18/2016 4:13:09 PM   
Jmsimer


Posts: 40
Joined: 7/27/2004
From: Chaska, MN
Status: offline
I got better results when I backed up 20 seconds from the autosave and tried again. Still a lot of odd behavior like one aircraft in a group flying toward the enemy without engaging while the other turns away (both have full weapons and plenty of fuel), but I was at least able to get a roughly even exchange with the MiGs.

_____________________________

Remember Bataan - Never Forget!

(in reply to mikmykWS)
Post #: 26
RE: more air combat issues - 12/25/2016 2:32:53 AM   
HaughtKarl

 

Posts: 116
Joined: 1/28/2015
Status: offline
I fired up the game after being away from it for several months and I've noticed the same thing with regards to air to air combat. I'll setup CAP zones with 'investigate contacts outside patrol area' checked and more often than not my F4's will get casually gunned down by a J-6 that mozied on over while the other CAP planes ignored it. It defiantly feels like something is off because I can't recall my units acting in this manner back when I regularly played the game.

(in reply to Jmsimer)
Post #: 27
RE: more air combat issues - 12/25/2016 3:24:13 AM   
Jmsimer


Posts: 40
Joined: 7/27/2004
From: Chaska, MN
Status: offline
Been much better for me with mikmyk's recommendations. It just didn't work in that first game... for some reason I had to back up to an earlier autosave and then make the changes, and things were better. I still get goofy behavior occasionally but it's much more manageable, and if I restore from an autosave the goofiness usually won't repeat.

_____________________________

Remember Bataan - Never Forget!

(in reply to HaughtKarl)
Post #: 28
RE: more air combat issues - 12/25/2016 8:16:34 AM   
Dimitris

 

Posts: 13282
Joined: 7/31/2005
Status: offline
quote:

ORIGINAL: HaughtKarl
I fired up the game after being away from it for several months and I've noticed the same thing with regards to air to air combat. I'll setup CAP zones with 'investigate contacts outside patrol area' checked and more often than not my F4's will get casually gunned down by a J-6 that mozied on over while the other CAP planes ignored it. It defiantly feels like something is off because I can't recall my units acting in this manner back when I regularly played the game.


Can you provide a save file? We cannot investigate anecdotes.


< Message edited by Sunburn -- 12/25/2016 8:28:44 AM >


_____________________________


(in reply to HaughtKarl)
Post #: 29
RE: more air combat issues - 12/25/2016 8:32:25 PM   
Dimitris

 

Posts: 13282
Joined: 7/31/2005
Status: offline
quote:

ORIGINAL: Jmsimer
Ah, here's the one I was looking for. This is right as the engagement is starting. The incident is occurring SE of Tromso. I've used AWACs to bring in groups 4261, 4262, and 4266 in alongside to slightly behind the MiGs, F16s' radars off to avoid detection. The F16s started at low altitude. When this autosave was made, I'd already started climbing them to high altitude to see if that was preventing them from firing.


Just tested this.

* First attempt to order Group 4266 to engage the Flankers: The Falcons had still a few seconds on their OODA loop before they could begin attempting to engage. (The absolute best way of quickly learning why a platform will not fire: Try a manual weapon allocation and see the feedback. We state this in the manual too IIRC.)

* Second attempt, after the OODA countdown finished (you can watch the number if you enable targeting vectors): The AIM-9s would not detect the Flankers. Quick check at relative altitudes and weather: Falcons at ~10K feet and climbing, Flankers at 36K feet, light clouds between 20-23K feet. The clouds are blocking the AIM-9 seekers from acquiring.

* Once the Falcons cleared the cloud layer, I didn't even have to order them to attack: They acquired and began firing immediately.

Looks like WAD.



< Message edited by Sunburn -- 12/27/2016 8:04:08 AM >


_____________________________


(in reply to Jmsimer)
Post #: 30
Page:   [1] 2   next >   >>
All Forums >> [New Releases from Matrix Games] >> Command: Modern Operations series >> Tech Support >> [RESOLVED] more air combat issues Page: [1] 2   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.922