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XyZspineZyX
06-18-2003, 04:02 AM
Many of my squadron mates use padlock when dogfighting as it makes up for the many of the limitations caused by the monitor. Even using Track IR padlock is often preferable.

We believe it to be more Realistic than flying without it.

We do not believe Padlock should have the range it does at the moment.( about 7 k.) Many use it as an aid to spoting the enemy.

Would it be possible to make the Padlock Range selectable in the Realism settings, say about 2 K?

Thanks
Shark

XyZspineZyX
06-18-2003, 04:02 AM
Many of my squadron mates use padlock when dogfighting as it makes up for the many of the limitations caused by the monitor. Even using Track IR padlock is often preferable.

We believe it to be more Realistic than flying without it.

We do not believe Padlock should have the range it does at the moment.( about 7 k.) Many use it as an aid to spoting the enemy.

Would it be possible to make the Padlock Range selectable in the Realism settings, say about 2 K?

Thanks
Shark

XyZspineZyX
06-18-2003, 04:09 AM
Bump.....and then some.

I tried tweaking all sorts of numbers in the config.ini file but to no effect. This would be a brilliant variable to play with, allowing a padlock of a close target but getting rid of the radar scanning quality that the current padlock range provides.


Lixma,

The Devil`s proudest Advocate.

XyZspineZyX
06-18-2003, 06:06 AM
Shark

We have tried on previous occasions to get this feature implemented to no avail.

On the surface it seems a good idea but think about the practicalities within the current system.

For instance:
Padlock set at 1km

During a dogfight the bandit may go in and out of this range on numerous occasions 10 - 20 perhaps. You see the bandit closing in the distance and padlock him when he gets within range. You merge and seperate and the padlock unlocks the bandit - your head snaps to the front - there is no warning when this is about to happen. You then have to reaquire the bandit and padlock when he gets within range; obviously this will get very annoying. What would be required is the ability to lock your head in position when the padlock releases the bandit.

We are now talking a re-work of the code... I just can't see this happening with FB - perhaps Oleg's new sim might include such a system.

BobCat

XyZspineZyX
06-18-2003, 07:59 AM
Hi Bob
The beauty of haveing it selectable is you can decide what is best for your group. Maby 3 or 4 K would be better,just so people dont use it for long range spotting.

I believe Track IR about 90% replaces padlock.
Most of the time its better!

I think that people who don't have a track IR should not be penalised when flying against people who do.

To make a flight sim realistic,and more fun, you need to be able to follow targets smoothly, just as you do when flying for real. Sure Track IR does this but it doesnt help with the monitors lack of depth perception and wing glint etc that helps you spot a lower aircraft against terrain.

Lastly, I am no programer but Oleg and his crew are great ones otherwise we wouldnt have this superb sim!!

I think they could make this change.
If the target extends past padlock range then bad luck you have to re acquire him, just as if he stayed in your blind zone long enough.
I can live with that, if i cant then i wont use it.

Cya
Shark

XyZspineZyX
06-18-2003, 09:41 AM
Shark

Tried TrackIr for 2 hours and it made me feel sick. Its now gone back to Mike after gathering dust........

I have nothing against padlock if only we could limit its range and make it unlock in cloud, flying into the sun or when using the camo to "hide" in the forest etc etc. Perhaps making aircraft more visible may be another solution.

I use the mouse stick on my throttle but others in JG11 use the hat switch - I agree that moving your head in "real life" makes it easier to track a target. Its just that padlock as it stands in FB removes so many tactical options.

I love flying VOW and VEF so my hands are tied.....

BobCat

XyZspineZyX
06-18-2003, 10:41 AM
bump!

Just like this:

mp_dotrange FRIENDLY DOT 10 COLOR 1 RANGE 1.5 TYPE 1 ID 0.1 NAME 0.1 <u>PADLOCK 1.0</u>


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Message Edited on 06/18/0311:42AM by Willey

XyZspineZyX
06-19-2003, 03:00 AM
I dont agree that this would be hard to implement as the code is already there to turn it on at a set range all we need is setting we can change. Hopefully Willey is right and there is a partial solution.

Would also be simple to solve the padlock breaking issue by having a different range for losing contact to simulate that if you are tracking a plane you can maintain contact at a lot greater distance.

So it becomes your choice, set it up so you can Padlock at say 1k and the PL will then be maintained until say 5k.

Other enancements that are realy needed but would require coding would be for Padlock and Icon visibility to take into account plane aspect, background contrast, relative motion, clouds, glare etc...

And the last point, slightly OT, is that the perfect vision of AI MUST BE fixed. Offline play is totally unrealistic and predictable while even Rookie AI's have perfect SA. Real world tactics don't work and it's boring to continually see that if you do this they do that.

XyZspineZyX
06-19-2003, 03:20 PM
Bumpage.

PB0_CEF get yer arse in here.


Lixma,

Blitzpig.

XyZspineZyX
06-19-2003, 03:46 PM
Yeah !

I prefer flying with SA aids, like padlock (I'm of the cult of the monitor-haters) and even external padlock. If nothing else, it means you can look around with external views after you get shot down.

I do believe the allowing external padlock to *find* a terget in the first place is a bit much. And I'm sure the thought of players switching cameras to enemy planes sets some people frothing. All of these should be server-side settings. If all I can get is the F2/F8 views I'll still be happy. And no one will complain that I ruined their B&Z attack with F6. If I'm not target fixated and wouldn't have seen it coming anyway :-)

Veteran, Bermuda Triangle Expeditionary Force, 1993-1951.

XyZspineZyX
06-19-2003, 06:35 PM
I think the possibility to change padlock range would solve everything. We can change a lot of things in FB and it's really nice but not the pad range... Everybody would be happy http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

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XyZspineZyX
06-20-2003, 02:37 AM
would be great...... limiting padlock and F6 view ... just what we need

XyZspineZyX
06-20-2003, 03:25 AM
I agree with Bobcat's analysis.

I think this feature (and the disabling of F6) will not be incorporated until the nextgen Maddox sim when time can be invested in new features.

In any event, 2-3km padlock is still operating as a RWR. I don't want to be able to pick out a plane flying in the weeds 3km away just because I'm hammering the F4 key. If selective padlock was a feature, I wouldn't allow lock-on until the target was within gun-range, say <500m.

No padlock is better than 5km padlock IMHO (no, I don't have TrackIR /i/smilies/16x16_smiley-happy.gif )


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XyZspineZyX
06-20-2003, 11:18 AM
Well, I agree with you Hobnail but with the option available I would certainly select 1-2 Km rather than 2-3 km http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif It would need tests but 0,5 - 1 km may be a good option too. Enough to keep pad when you are just behind a bandit and ready to engage but giving him a chance to disengage with a good manoeuvre.

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XyZspineZyX
06-20-2003, 04:12 PM
This option would greatly improve the game.

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XyZspineZyX
06-20-2003, 04:55 PM
---Perhaps making aircraft more visible may be another solution.

Use the winter skins on summer maps. Amazing stuff, this!

RAAFCastor got a point, padlock should start inside maybe 2km, but have a break range much further, say 7km because you *already see* the target and are not looking for it.

However:/i/smilies/16x16_smiley-tongue.gif BO_CEF has a point too, that proper maneuvers can break enemy padlock. But that should be confined to going beneath or behind the padlocking aircraft.

You could always releace chaff. /i/smilies/16x16_smiley-wink.gif

XyZspineZyX
06-21-2003, 12:27 PM
Just a bump.


Lixma,

Blitzpig.

Tully__
06-21-2003, 03:27 PM
RAAF-IL2_Casper wrote:
-
- ...So it becomes your choice, set it up so you can
- Padlock at say 1k and the PL will then be maintained
- until say 5k.....


If range can be made adjustable at all, this should be feasible, as the current padlock maintains lock well outside the aquisition range. IIRC padlock will lock a target at 6km and hold it to 11km.

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XyZspineZyX
06-24-2003, 04:00 PM
So the "only" thing we need is a selectable padlock range and all will be perfect /i/smilies/16x16_smiley-wink.gif

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XyZspineZyX
06-24-2003, 09:30 PM
support !

+ suppress the ability to halt the "3 seconds countdown" by pressing numpad0...

XyZspineZyX
06-26-2003, 03:41 AM
Yes, then it will be perfect /i/smilies/16x16_smiley-wink.gif

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XyZspineZyX
06-26-2003, 10:04 PM
Bumpage.


Lixma,

Blitzpig.

XyZspineZyX
06-26-2003, 10:19 PM
---Perhaps making aircraft more visible may be another solution.

This is a nice one. I think view against ground (I'm not meaning when they are are on the deck) - even when at higher altitude makes visibility so bad.


I think padlock would be more widely acceptable at closer range.


In our war we decided not to use it - and the number one reason why was because many felt it was too much of a radar. I don't think anyone would mind a short range padlock, that is more idealistic since hat isn't a great means (granted some are good at it) to track and everyone doesn't have trackir.




S!
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Message Edited on 06/26/0309:21PM by Recon_609IAP

XyZspineZyX
06-26-2003, 10:23 PM
I was thinking - I'd be shocked to see this in the patch http://ubbxforums.ubi.com/infopop/emoticons/icon_frown.gif

And with the amount of time it took for this patch - I doubt we'll see anything for it unfortunately.


Guess it doesn't hurt to ask.

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XyZspineZyX
06-30-2003, 07:07 AM
Just a bump

XyZspineZyX
06-30-2003, 06:17 PM
Already requested in a "master post."
http://forums.ubi.com/messages/message_view.asp?name=Olegmaddoxreadyroom&id=zwrky