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Hmm interesting.
I've seen seen discussion on it... Is being locked up an actual requirement for the T to launch? I can put it on a return fire order instead...
I'll float it in the other forums and see what the response is before changing. Speed, the guy who wrote slmod and is very in tune with the AI, is back so maybe he has some insight.
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Being locked by the radar is not a requirement to launch. It will let you assign the missile to a search radar or a scanning SA-8 or nearly anything on the ground that emits radar. However, the scan rate of the radar when it isnt locked on to you is so slow that after firing the missile it doesn't see the target and self destructs. Every so often the ARM picks up the radar signal at just the right time and doesn't blow itself up, but that is uncommon. This behavior seems to be a bug according to the ED testers.
Still rockin the Saitek X36F & X35T
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Interesting feedback from grimes about alarm states and ROE. I don't know how much of it is simply due to changes in sam/ARM behavior in 1.2.7 or if its an ugly bug where ARMs have a chance of exploding for clients. If unsure always try it out in singleplayer.
ROE and Alarm state are completely separate, but they do impact one another.
Alarm state set to auto basically means that AI will actively look for targets if targets are near. In effect it is the good old 'cheating all seeing eye" of the AI. This is not entirely the case because AI still need to detect a target with whatever sensors it has on board to actually engage said target. Alarm state red simply forces the AI to search regardless if anything is near. In the case of sams, this means emitting radar. If on auto and no targets are near the radar will typically shut down.
ROE depends on what the alarm state is. If alarm state is green the AI pretty much won't react to anything regardless of ROE. If the alarm state is Red, the 3 ROE settings will have different results. ROE Hold fire will prevent AI from actively tracking and attempting to engage a target, but will still be searching or be aware a target exists. It will never "aim" at or lock targets. ROE Return Fire: Same as hold fire but will switch to fire at will if shot at. ROE Fire At Will: AI will actively track and attempt to shoot at detected targets.
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Hey WC, we were playing the Huey Apocolypse mission tonight and when I was sitting on the ramp trying to rearm another player happened to spawn into me. I just want to make sure he wasn't banned for that. I know that sometimes the game sees that as a team kill.
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I'll check it, BEANS.
Could the spawning unit have been an AI helicopter? Those guys do come into the mission again after about an hour. But if it was a Client and you know the name can you PM me with it?
Thanks,
WC
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Might need to put a small zone around the FARP to monitor for helicopters (MIST unit in zone script) to prevent the AI from coming in that way. It's a thought.
Thing is I know we continue to have a problem even at airfields when we land to rearm and park in the spawn zone of other aircraft.
Sure wish they'd do something about that.
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Might need to put a small zone around the FARP to monitor for helicopters (MIST unit in zone script) to prevent the AI from coming in that way. It's a thought. That ^^^ is a fantastic idea for AI spawns. I have been using the new toggle feature in the mist unit_in_zone scripts, so a flag will work well to delay the next spawn until the FARP is clear. I will need to de-activate the first AI heli group because sometimes one of those units will stick to the FARP and I wouldn't want a new AI heli spawning on top of a previous AI heli. Couple of questions this raises: 1. In the mist script we can specify [red][helicopter] or [blue][helicopter]. Can the color be left off to specify any helicopter with just [helicopter]? 2. Can this script detect the difference between an AI unit and a Client, like this? [ai][blue][helicopter] or [client][red][helicopter]? I'll post these ?s over at DCS. WC
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Thing is I know we continue to have a problem even at airfields when we land to rearm and park in the spawn zone of other aircraft. I've stopped using 'Take off from Runway' in favor of 'Parking Hot' or whatever it's called -- for both AI and Clients. I think that helps because with the 'Runway' option there's no control over the Client's spawning parking spot. WC
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1. In the mist script we can specify [red][helicopter] or [blue][helicopter]. Can the color be left off to specify any helicopter with just [helicopter]? Hee hee I can answer my own question. The mist guide says use [all][helicopter]. Happy fricken Friday! WC
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Actually I was in the first A-10C slot at Anapa, I spawned in after I got shot down and hadn't pulled out of the parking spot yet since I was messing with fuel and ammo load outs. After a few minutes I blew up and I saw one guy on the chat say something along the lines of "WTF?" at the same time. I am not 100% on his name though. I'll PM you with who it may have been.
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OK, that's good info, and I can find the log entry from your description of the event. No need to PM.
WC
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Is that the new A10 IR missle jammer or 360� TGP sticking out the top ? 
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^^^ fricken Gelen Airbase... 3/4 of the time I run off the far end  --- BEANS and crew -- I saw that entry in the logs about the spawn incident or whatever it was. Looks like a mission program mistake, nothing intentional. I also saw that the mister B. guy got Kicked by one of our admins -- he was not in the Ban list; come on back Mr. B. I'll look at the mission parking... WC
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Secret with gelen is a slow approach speed and I SWEAR it helps to raise the flaps right after touchdown (after full airbrakes.)
If you're coming in empty at much more than 120, you're going to need to put your hip waders on.
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I think Anapa Airbase issues are taken care of now in the Huey Apocalypse mission -- The A-10C parking slots 1-10 or so are sooo close together that there's no wiggle room. But then you go to the parking slots around 24-29 and they are spaced at a better separation. So there shouldn't be any more surprise spawn collisions like what happened to BEANS and Mr B. --- I also got some other stuff done. Last night the C-130 in Herky Jerk was heading to KC but an enemy Mig showed up and the Herky Bird went everywhere but home, so I made an ROE adjustment. I've been thinking that The Highway was too difficult these days -- kinda was taking the fun out. So I moved the BUKs in closer  and reduced the AAA at the few road outposts and thinned the armor in the enemy highway groups. Where there had been some Red vehicle groups with BTR-80s those got replaced with less-threatening armor. And where any group had multiple armor units I replaced the 2nd units with Fire Engines. Some Su-25As got added. The P-51Ds were removed. Somebody had asked to add Su-27s but they did not fit in with the coalition countries in The Highway. --- Flew four long missions last night until about midnight. Two times The Highway, then Paradise and Herky Jerk. All four were going really well with a very full house but all four threw a DCS Stopped Working message at the server -- still on v126. WC
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-Cough- Sputter-
You put fire engines in amongst the targets? To destroy them?
Not sure I like that... I mean, look at the thread we're in. Those are my brothers in there!
Unless there is some other reason to put them in there- do they actually put vehicle fires out? You'd never win the mission if that's the case... our guys will ensure their comrades in arms stay alive and kick @ss -red force or not!
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Eno, think of them as commie firetrucks, spraying the environment with actual fire 
Scully: Victim died of multiple stab wounds. Mulder: *throws her a file* Ever heard of the knife alien?
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Firehouse just crashed. I stepped away from my computer so I don't know exactly what was going on when it crashed (other than the fact I was sitting on the edge of a taxiiway). I have logs if you would like.
Still rockin the Saitek X36F & X35T
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HOA's
by Terl9999 - 09/18/26 04:12 AM
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Football
by Terl9999 - 09/18/26 02:42 AM
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Flags
by Terl9999 - 09/15/26 10:03 PM
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