#More accurate target detection.
1 messages · Page 1 of 1 (latest)
i think it would also have to be in contact with the ground maybe instead of just 100m, to prevent low-flying airplanes (perhaps low to avoid radar missles or detection) being seen as ground targets
Simply an xml attribute for the craft that can be configured as ground target, this is air at default unless configured otherwise
I was thinking of that too, could be a cockpit option. But, aircraft on the ground i think should be trackable by laser guidance systems
Radar air-to-air missiles should also have trouble shooting at stationary, grounded aircraft, while infrared should be able to shoot them while on the ground. Also, there are stories of pilots in vietnam using their sidewinders to shoot enemy convoys on the ground, so perhaps those could shoot at certain ground targets
It's likely that with the new missile targeting systems that all craft will be able to be locked onto if they meet that sensor's requirements (i.e. you can lock onto an aircraft with a laser, it's just not very effective). While it would be nice to let people set their crafts to a specific type of vehicle to have them show up on the preferred targeting mode, it's likely that this won't be a big issue in SP2 due to the way that targeting works (using sensors on one aircraft such as radar or laser, and physical aspects such as radar cross section and heat emissions), which should make all crafts able to be targeted by any weapon*.
this is how I hope it work
I'm guessing that's what part of the missile overhaul is about.
But it isn't dynamic. I want changing-based-on-the-situation dynamic locking mechanism
Yk? Height based behavior
The issue with having it be height based is that there's gonna be a ton of mountainous terrain, which means the height would have to be above ground, rather than above sea level, which may be harder to code and more bug prone.
Not quite. I believe in the devs
i think there is AGL
Another issue may be with aircraft flying super close to the ground (i.e. within whatever height makes a craft considered to be "ground") to loose lock. That could potentially be a stand in for aircraft using ground clutter to confuse radars, but I suspect that with the addition of Fox 1 and 2s, the devs will be implementing plane based radar, so the need to simulate that in the targeting mode would be superflouous.
I think a system to set any targets on the ground, moving below a certain speed, making them appear in the ground targeting mode is enough, given that missiles will most likely be dynamically targeting rather than using the SP1 method.
I was expecting realism. You can't target tanks (player made) in SP1
You're just trying to deny my idea like I was?
I agree that SP1's targeting was bad. I think you have a solid idea, I'm just raising some counter points.
Won't be that much if IR can track ground targets' heat signal. Cons are actually realism. Some parts in the game is just too OP or terribly unrealistic that it becomes unacceptable for me
My assumption isn't that IR missiles will "track targets," rather they'll track really really hot stuff, like a jet engine, and if for whatever reason your car has a jet engine, as a consequence it may be so hot that IR missiles can track it; just as an example.
Oh, I said "ground targets' heat signal", not just solely "ground targets"
Car engines can be hot
I'm not sure if they get hot enough for IR missiles to lock onto, not at a great range at least.
There should at least be a mechanic for that
Maybe laser tracking should work with planes at close distances to ground
I don't know at all though, I very well could be wrong.
In theory, as long as the beam can reach the target, it should be able to guide.
In theory and in game...
It would be fun to make a super-long-range-laser-guided-air-to-air-death-missile (SLRLGAAM).
Bruh... Uh, idk if that thing exists irl
Someone should pitch that to the DoD.
I think they did this with sidewinders in vietnam
There would be no classification for AAM and AGM then?
Just pulling words out but technically a Maverick is EO guided, as long as the missile can track the target it should be able to fire, just not that great I'd assume
Considering someone bombed a low flying (albeit stationary) Hip with a JDAM
Because what I'm feeling is that hard coding target types on player craft would require the game to sort of figure what counts as flying object (I'd assume it'll be tedious) but i am but a humble playtester who spent most of the time fiddling with decal pieces
It seems that SP2 won't have those anyway, because missiles will be user created for whatever role needed rather than choosing from AAMs and AGMs.
Bet
More accurate target detection.
Realism...
this is more realistic. Technically, you can use lasers or mavericks to take down aircraft, they're just more unsuitable. Likewise, you can use sidewinders to take out ground targets.
Hmmm
https://en.wikipedia.org/wiki/AGM-87_Focus
here's an air to ground version of the sidewinder
The AGM-87 Focus was an air-to-surface missile developed by the United States.
yeah, we're waiting until SP3 where we have realistic wave simulation
Dynamic bird collision models.
i think there should be a thing when saving the plane to set if it's air or ground
also, there should be an option to override a weapon's targeting if you really need to
Let's reduce manual control. You can set a tank to air target and vice versa if the devs decide to implement your idea. Make the game decide it automatically and dynamically. Is a flyable tank ground or air target?
true, but then planes that are on the ground will be falsely flagged as ground
it should probably be decided based on the parts
Wtf are you saying? Do you know my whole point?
weren't you saying that crafts that are >100 meters should be considered ground?
Yes
Automatic target type switch would be annoying tbh, watch me abuse this and climb above and below 100m rapidly so that my opponent has to constantly switch types and lock again
so if an aircraft is landing it'll automatically be considered ground?
to make this actually make any sense the target should also be stationary
Yes, that's my point. Can a grounded plane targetable by AAM?
Tyguy joined rapping session, I'ma out
an airplane taxiing or stationary would be trackable by ground missiles, and a grounded plane would have trouble being detected by radar missiles (but not IR)
Imagine being armed with AAMs only and your air target just suddenly becomes a ground target
so a moving tank will be considered an aircraft?
oh actually yeah you right 
Call in ground infantry
Literally an XML based toggle attribute is the better option, just set the build to ground or air, its more compatible with the community, people who build actual aircraft you fly or vehicles you drive, or target builds that are meant to be shot at
I'll arm my plane with nukes cuz my future planes won't be slow enough for me to aim bomb drops or lock AGM on a nanobacterium target
And ofc I will always have ground attack to annihilate my grounded enemies
i think optimally there is no ground/air toggle and it's just based on more realistic depiction of the missiles (from the showcase with the targeting pod this may be what is happening)
maybe in server settings there could be an option where the aircraft type detection is part-based (ex. tank treads make the craft considered a ground craft), altitude-based, or selected by the players
This honestly seems like something not worth messing around with much.
Alt (rel. ground) based is my idea of this thread
Tbh hell yeah time to Ace Combat standard MSL
we need to be able to destroy aircraft with jdams
So targeting pod and laser is gonna dominate IR, (semi-)radar,...?
I think if you really wanna do this
maybe it could work like this:
if the target has literally no ability to fly it could be counted as a ground target
so tanks: they can move, but can't genuinely fly. Ground target.
idk tbh that's just.. an idea
Automatic target type switching is just not viable and easily abuseable, more abuseable than setting a flying aircraft as a ground target even if it isnt
Speaking of Ace, in game, a handful of parked planes are considered air targets and some ground targets, its not really that deep homies.
What about flying tanks on ground? Then what happens to it when it takeoff?
targeting pod is manual though, IR should be able to lock sources of heat basically any engine), radar should have trouble with low/stationary targets
Please don’t
are we're using vehicles that would honestly not make sense 🥀
A-40
This is just a bad suggestion overall, too much ambiguity, easy to exploit, etc.
The community has thousands of brains that can generate 100% perfect randomness
Exactly my line of thinking.
yeah, it sounds good until you go too far down thinking about it
-# is he like.. 7 or something?
anyway
at this point just be able to set the vehicle to either
Ground target
Air target
Sea target
and everyone goes on with their lives and lives peacefully
This is where my idea kicks in...
was this an advertising campaign the whole time 😭
i think it just depends on how the simulation of weapons works in the first place. From what we can see in the showcase, you could use targeting pods to destroy grounded aircraft, and if IR/radar is simulated accurately, you wouldn't even need ground/air distinction
Even easier to exploit. Imagine a naval entity being only targetable by AAM
it's so joever bro
not as easy to exploit as constantly landing and taking off in a dogfight
Well it is less exploitable than abusing Altitude
ok but actual radar missiles would actually be confused by that
ashy the typa guy that can only count on his hands to 9 cause he always forgets the finger he’s counting with
In Simpleplanes, creativity should go first, second goes this realism thing 🫴
At least their missiles has vertical angle limits so that's not very useful in dogfights. So if I can't lock on someone cuz they're constantly disrupting lock, they either can't because my aircraft is out of their vertical reach
tbf I'd be confused too
froge chill bro they don't allow WCU levels of flaming
well not just landing but below like 50 meters or something radar missles can't really lock
what about IR then
Are you being contributive or just coming up with nonsense and gifs?
IR should be able to lock both air targets and ground targets ok, there were AGM versions of the sidewinder that used IR tracking
I agree. My idea was meant to be applied on semi- or active radar locking missiles
I think I earlier told Lunk that car engines are hot enough for IR
ah in that case I think yeah those would just break lock (if radar is implemented at least somewhat accurately), and car engines def are hot enough for IR
what if you use radar missiles from the ground. it should be able to work fine, right?
if for example, if a mountain was close behind them, and if they weren't moving towards/away from you, then it would break lock. If you are looking up, or if there's just sky behind you, it can have lock, and it can also work if the target is moving in relation to the ground towards/away from you (not side to side, that's notching)
Theoretically. SAM seems to use radar
basically if you're getting ground clutter that can't be filtered out via doppler effect (relative motion towards/away from your craft), then it will break lock. Since most SAMS are going to be looking up at their targets, with no ground behind the targets, its ok
Okay @shrewd skiff up to ur business yap them I'ma go to heal my brain cuz I'm involved in Discord for more than a hr now I'ma go healing
My brain of a 13yo figure has been overclocked too much now
can this homie please figure out basic grammar
Idk how Doppler has any relationship to Radar or IR tracking cuz typical planes speed is not enough to induce any significant effect cuz it takes up parts per thousands or smaller comparing to light speed
doppler is crucial to filter out background clutter. Basically, if an aircraft is moving in relation to the ground, the radar reflection from the aircraft will be different from the ground clutter, allowing it to be filtered out
@polar coyote @magic meadow @scenic river please tone down the hostility in here. if I see it again you'll be timed out
Now ask Dorian to simulate individual radar ping wave...
electronics are able to find very small changes in frequency, even if the difference is like a nanosecond
froge please stfu I told you this 3 times 💔
as for doppler having relations for radars
please search up what a Pulse Doppler Radar is
anyway I'm out of here
goodbye
I think if radar clutter/ pulse doppler is implemented in the game it would be a more empirical/hard coded model rather than a true simulation
However yeah can you help with froge just disrupting the conversation with memes and refrain to be contributive to the conversation? Sorry for pinging
I was thinking of array radar, idk how but basically figuring the differential detected on individual pins on an array
ah ok
Great. Now I'ma wait until this suggestion get approved. Or in an upcoming showcase
from how much more complex the current stuff shown has been I have hope that some form of IR/radar implementation will be in the game
I'ma vanish b4 Dorian come back. Gonna communicate in simpolplanez channol
yeah don't diminish the chat with irrelevant (and in this case hostile) gifs
Excuse me, did I became hostile at some point? If I did pls point it out so I won't repeat in the future (I tried my best)
fr 😭
anything below 100m be locked on with AGM is ridiculous. I think you don't understand how air to ground weapons and air to air weapons work
How do you think?
inflared AGMs are essentially the same as inflared air interception missiles, but AGMs are designed to penetrate thicker armor and explode bigger in exchange of far worse maneuverability
I was talking about locking mechanism. I might be wrong but
..
point is that they can be far above 100m in the air and still can be locked on by AGMs, it just doesnt happen irl because it's not optimal + if your unit gets into a such situation where a measure that extreme is needed the mission is planned terribly
Radar can't just magically identify "that's a plane, that's a car", you should be able to shoot a tank with an AIM and you should be able to shoot a C-13 with an AGM
Nope, it can't.
Did I say it can?
I might be not knowledgable enough for this, sorry. But ima wait tmr night when tyguy can be online, he's an expert..
i think this was within the bounds of the current SP1 system where we have "air" and "ground", which is pretty unrealistic. Optimally ,we get a tracking system that is more simulated and in that case we just get rid of air and ground, because we really should be able to use either one (except air-to-air radar missiles) against anything for the most part
absolutely agreed
There is an option in juno to make something either a rocket or a plane. Something like that would be nice.
Just remove air and ground target definition, removes the headache
Reali-
What? if anything, it's more realistic than the current system
You seems to have some kind of aggression on me, I can smell
No
its just that i disagree with what i dont agree with
this is more realistic if the sensors are implemented properly, also I think the targeting pod doesnt even need a lock (it sort of just tracks the ground and is manual)
I can agree upon this. At least the devs are very good at the new system, I'm just giving some advice based on the flaws from SP1
yep
True, also makes thinking more on which parameters of the missile is needed to achieve the intended role
The actual solution here is to scrap the separation between ground targets and air targets, and simply determine if a missile can track a target based on it's seeker, and if the target can be acquired by the seeker.
yes
With this, it would be cool to have an adjustable setting for the amount of cooling that a thermal seeker gets. This would increase the weight of the missile too and allow something like a maverick to be made and be able to pick out a hot engine from the ground. A lighter missile with less cooling could be used for air to air where the temperature differences are much greater, and reducing the cooling more could make it a rear aspect only missile. However, that might be better to make that an adjustable "era" setting.
While this would be cool, it might be outside of the scope of 1.0 SP2.
Yeah thats fair, an era setting might be a better fit
i would like an era setting so we could make bad missiles, rn it sorta looks like if you wanted to make a missile that turns poorly it would have to be heavy and therefore long range, but the aim9b for example turns poorly and has a short range
if no era setting then xml modding could prob be used to decrease missile performance too maybe
what we have seen so far shows that you can change the fin size and shape so that will affect performance, not just the weight
that is true but theres also the seeker cone
aim-9b's also cant turn well because of that right?
at least thats what I assume contributes to it
yeah they have a very small seeker too