Lock ON 1.1 ReadMe

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JaBoG32_Chrissi
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Lock ON 1.1 ReadMe

Beitrag von JaBoG32_Chrissi » 22. Feb 2005, 20:34

https://forum.lockon.ru/viewtopic.php?t=3362
Wags hat geschrieben:With the release of the 1.1 game manual and demo, it seems only fitting to make available the 1.1 readme file.

Bests,
Matt

[bdqs]LOCK ON: Flaming Cliffs
[/bdqs]
[bdqs]Version 1.1[/bdqs]

[bdqs]Attention![/bdqs]

Version 1.1 is not multiplayer compatible with previous versions of Lock On. All players must be using the same version of version 1.1.

Track files recorded in versions prior to 1.1 may play improperly in version 1.1.

We recommend that you avoid switching between Lock On and other applications by using Alt-Tab while in full-screen mode. This may cause memory allocation errors in the operating system and lead to graphical artifacts. If you wish to switch between Lock On and other applications, please deselect full screen mode in your graphics options.

It is strongly recommended that you familiarize yourself with keyboard layout changes; please see the key command list in Doc\KeyCommands.doc. All changed and amended keyboard commands are displayed in red.

[bdqs]Corrected bugs and added features[/bdqs]

The Su-27 and MiG-29 aircraft HUDs have been revised. Angular dimensions are now accurate; realistic symbology has been included; and new, more realistic fonts have been added.

The laser range-finder / target-designator may now overheat with overuse. Cooling time is approximately equal to its time of continuous use. Cool-down time can vary according to altitude and air temperature.

Accurate radar azimuth settings have been included for Russian aircraft. These include discrete left, central, and right zones.

The vertical radar scan zone has been adjusted for Russian Fighters. You may manually adjust the azimuth scanning zone as before using the designated axis and key commands, or by inputting the range-angle to target.

The PPS-ZPS-AUTO switch was introduced that enables optimal detection based on the target’s aspect angle. Hence, Pulse Repetition Frequency (PRF) in manually selectable: PPS – high PRF, ZPS – medium PRF, and AUTO – interleaved (alternating high and medium PRF).

Track While Scan (TWS) mode has been implemented for Russian fighters. This mode allows automated lock-on of designated targets within .85 percent of the selected weapon’s maximum range.

Home on Jam mode was implemented for Russian fighters using R-27R/ER missiles.

Missiles operating in HOJ mode (AIM-120, AIM-7, and R-27R/ER) switch to Single Target Track (STT) mode when jamming is defeated or ceases. If jamming resumes, missile guidance will fail.

The Weapons Control System (WCS) panel of the Su-25 and Su-25T is now animated. The WCS allows the player to select weapon release quantity, interval and select gun pods.

The angular dimensions of the F-15C HUD have been made more accurate.

Chaff and flares quantities have been adjusted for the Su-27.

The vertical speed scale has been introduced to the А-10A HUD when in navigation mode.

Angle-of-attack and acceleration indicators have been adjusted.

The logic for the F-15C steering dot on the HUD and VSD has been adjusted. The steering dot now indicates direction to target intercept.

The Russian “ECRAN” failure indication system is now reset when the aircraft is repaired after landing.

HUD fonts have been improved to be more legible at greater view angles and distances.

TV targeting systems can now be affected by light level and fog.

The gun sighting system for Russian fighters was corrected.

Players can set the default HUD color for each aircraft. This can be done by editing the Cockpit.lua file.

Explosions are now visible on infrared sensors.

Destroyed threats being detected by the SPO-15 "Berioza" has been corrected.

The landing gear indicator has been adjusted for extension and retraction.

The “Sukhogruz” infrared counter measure system has been added to the Su-25T.

Gun funnel placement on Russian HUDs has been adjusted, and it is now possible to manually set target base size.

In “Vertical” close air combat mode, the target can be locked on automatically now.

“Fi0” mode was redesigned to conform to the authentic system.

Roll speeds for the Su-27 and Su-33 were adjusted. At high angle of attacks, roll action can be reversed.

Operational characteristic of aircraft at high angle of attacks has been improved.

A new, more complex pilot blackout was introduced. Black-out and red out times are now based on G-loading, time-length of G-loading, and accumulated fatigue of the pilot.

New damage modeling effects have been introduced that include the aircraft exploding after severe damage or a catastrophic engine fire.

Manual control is now required when aerial refueling from a Russian aircraft. The automated system has been removed.

Realistic Circular Error Probable (CEP) characteristics have been implemented for air to ground munitions.

Rockets and missiles now rotate around their longitudinal axis when in flight.

Dual-barrel guns were added to the Su-17M4, Mirage-2000-5, Tornado and F-5E.

The AIM-120 is now properly released from the F-15C when launched from a fuselage weapon stations.

Delay time of weapon release from a multiple ejector rack (MER) was corrected.

A delay for release of sub-munitions from the KMGU dispenser was introduced.

PTAB-2.5KO anti-tank sub-munitions for the KMGU-2-96 dispenser were introduced.

Cockpit camera shake was implemented when firing a gun, taking damage, or crashing.

Colored smoke generators (red, green, blue, white, yellow, and orange) can be manually loaded on an aircraft from the Payload screen. Smoke generator trail duration has been extended as well.

More visually natural bomb release characteristics have been introduced.

The weight of numerous weapons has been adjusted.

The Tu-95 and Tu-142 tail gunner position has been corrected.

Tail gunners have been added to Tu-22M3 and Il-76MD. The weapon contains 1,200 rounds and has a range of 1,800 meters.

Over 60 buildings that can be inserted as static objects were added to the mission editor.

Six, new static objects were added to the mission editor: command center, weapon bunker, pill box, bunker, and road block.

ZSU-23 lock on range has been reduced from 12 to 5 km.

Weapon employment zones for medium- and long-range air defense systems have been significantly increased. These include: S-300PS (SA-10), Buk (SA-11), Kub (SA-6), Patriot, I-Hawk, «Moskva» (Slava-class), Ticonderoga-class, and Perry-class.

Improved flight trajectories for surface to air missiles have been introduced.

Long-range air-to-air missile launches now use a more efficient lofting trajectory.

The AI uses unguided air-to-ground rockets more effectively now.

AI aircraft will turn off their radar when between 5 and 2 km of their target. They will use non-slaved, infrared-guided missiles when in this range. When under 2 km, the AI will use their radar to allow a more accurate gun attack. However, the MiG-29 and Su-27 will use their IRST to maintain radar silence.

The AI will not waste Kh-29 or Kh-31 heavy missiles against small, mobile targets.

When attacking assigned ground targets, the AI will not attack non-assigned air defenses until its objective is complete.

Antiradar task has been renamed SEAD.

Mi-8 and Mi-24 helicopters will not crash at low speeds.

AI aircraft are now visible to other AI aircraft if they start from a parking apron.

SAMs and AAA now operate correctly from a delayed start time.

Ground and air units now take wind-speed and direction into account when calculating their aim point.

Ground units now take the maximum elevation angle of their weapon into account before attacking.

AI aircraft set to Average skill level will attack ground targets with less accuracy now.

AI aircraft will take into account wind direction when choosing which direction to attack a ground target.

Random events have been introduced; the same mission can be played multiple times with very different results. You can turn off the randomizer in the LUA script line: RandomMissionEvents = false in the file Config\World\World.lua

For cockpit designers, the ability to set the HUD-only as default was been added. See parameters in the file Config/View/Cockpit.lua

Cockpit snap views can be configured with Config/View/SnapViews.lua as Snap[plane][11] (Left) Snap[plane][12] (Right). The user can save these views as custom quick views on the Key Pad.
Cockpit view angles can be adjusted in the file Config/View/SnapViews.lua view Snap[plane][13].

Cockpit field of view (FOV) angles can be adjusted in the file Config/View/Cockpit.lua

The ejection process has been improved with the inclusion of an ejection seat rocket motor.

A dust trail or “rooster tail” now appears behind your aircraft when flying above the ground at less than 15 meters.

Player’s radio command voice was added (WINGMAN 1 folder).

When the player’s pilot dies, the camera switches to the external (F2) view.

Limit adjustments were made to mouse control.

The mouse is inoperative until the [S] key is pressed at the start of a mission.

Pressing the Backspace key with F2, F6, F8, F9 and F12 now inverts the camera direction. Previously, this moved the camera in front of the object.

In F2, F6, F8, F9 and F12 camera views, pressing [Shift –Esc] allows camera rotation around the axis modifier. The camera will always be positioned in its absolute coordinates.

All object cameras will remember their positions.

Video files recorded in AVI formats may be viewed through the 1.1 media-player.

Several problems with camera track position when rendering an AVI were corrected.

LoGetWorldObjects() function to export objects positions to the external map was added. See details in Config/Export/Export.lua

LoGetMCPState() function to extended commands was added. See details in Config/Export/Export.lua

View new data export functions in Config/Export/Export.lua, including: LoGetTargetInformation() and LoGetLockedTargetInformation() – radar target parameters and IRST, LoGetMagneticYaw() ,LoGetGlideDeviation() ,LoGetSideDeviation() ,LoGetSlipBallPosition() LoGetBasicAtmospherePressure(), LoGetControlPanel_HSI(), LoGetEngineInfo() – new flight parameters in metric system. LoGetRoute() – flight route.

Seasonal settings in the mission editor do not influence the star map and daylight length; a summer day is assumed. This was done because “real” winter daylight hours would be quite short. Accurate star field settings can be created with Config\World\World.lua, in this case, the star map and planets correctly show the date and the daylight hours.

Pressing the [Num Lock] and F11 keys will release the padlock, but it will not return the camera to its initial position.

Simultaneous use of Track-IR and mouse is now possible.

The delay when replaying saved missions was corrected.

Incorrect view angles when viewing a saved mission has been corrected.

Camera shake functions (CameraJiggle and CameraFloat) [Shift-J] were placed in the View.lua file. Users may adjust both coefficients and the function.

It is now possible to place active and static objects on buildings.

Note that having cockpit reflections active in the Su-25 and Su-25T can reduce frame rates by as much as 40%.
[bdqs]
New labels configuration options[/bdqs]

Configuration and visibility range of air, ground and sea object labels can be set in the file: LOCKON\Config\View\Labels.lua

For example, label setting for the aircraft are as follows:

AirFormat = {}
AirFormat[100] = ""
AirFormat[10000] = "%N%n%D%n%P"
AirFormat[20000] = "%N%n%D"
AirFormat[30000] = "%D"
AirFormat[50000] = "'"
At a distance of 50 km from the player, the object will appears as an apostrophe mark “’”.
At a distance of 30 km from the player, the apostrophe mark changes to show the distance to object.
At a distance of 20 km from the player, the object-type-name is added below the distance.
At a distance of 10 km from the player, the name of the pilot is added below the type and distance.
At a distance of 100 meters from the player, the label disappears.

All distance values can be edited by the user, but the maximum value cannot exceed 50,000. Labels for all types of aircraft, ground units, ships, weapons may be set.

[bdqs]Additional information on 1.1 multiplayer[/bdqs]

1.1 multiplayer allows the host to transfer LUA files to clients. These files are described in the configuration file: \Config\Network\config.lua


This mechanism allows the host to enforce settings that include labels, difficulty settings and others. This is designed to protect the game session from cheating, invalid settings, and modifications.

[bdqs]
Su-25 and Su-25T Handling Characteristics[/bdqs]

[bdqs]Taxiing[/bdqs]

A small-radius turn when taxiing should be performed at no more than 5-10 kph. Higher speeds may lead to excessive wing-tip and even tire blow-out.

[bdqs]Take-off[/bdqs]

Set flaps to take-off configuration. Apply wheel brakes to keep the aircraft motionless and increase RPM to no more than 80%. When your RPM gauges indicate 70-75%, release the wheel brakes and increase throttle setting to 100%. Keep on the centerline of the runway by using small, smooth rudder pedal inputs; be careful not to over-control. After reaching 160-180 kph (200-220 kph if heavily loaded), pull the control stick towards you for about 2/3 of its travel. This should place the pitot tube ends on the horizon. Once at this angle, the aircraft will lift off by itself. Once airborne, you may need to apply forward pressure on the control stick to keep the nose from rising too fast and thereby losing speed too quickly.

At an altitude of 10 meters, retract the landing gear. After reaching a speed of 320-340 kph and an altitude of no less than 150 meters, fully retract the flaps. During this process, the landing gear retraction process will cause a pressure drop in the secondary hydro-systems and the "HYDRO 2" indicator may light.

[bdqs]Crosswind Take-off[/bdqs]

The Su-25/25T is a peculiarity narrow and short-wheel-based aircraft. This makes take-off and landings in a crosswind rather difficult. Nevertheless, on a dry runway it is possible to safely get the aircraft airborne in a 11-14 m/sec cross wind. When taxiing, the aircraft will tend to bank into the wind; this is why it is important to counter with control stick inputs into the wind direction. Due to the crosswind effect, the aircraft will try to turn its nose into the wind like a weathervane, which is countered by smooth rudder pedal deflection.

[bdqs]Landing [/bdqs]

When in your landing approach, extend your landing gear at no more then 400 kph. After extending flaps to landing configuration, the aircraft will feel rather "heavy" and will "wallow" around. If in the process of lowering flaps you notice considerable longitudinal asymmetric forces, it probably indicates and that the flaps were not extended properly. If so, you are to retract the flaps and land in flight configuration with no flaps. Thus, your approach and touch down speed will increase by 40-60 kph.

A safe landing is only possible if you maintain the correct landing approach speed. On-glide-slope take-off / landing configuration speed starts at 290-310 kph and decreases to 260-280 kph at the inner beacon marker. The flare should start approaching the runway threshold and you will be 5-8 meters above the ground and at a speed of 250-270 kph. When 1 meter above the runway, reduce the throttles to idle and gradually reduce the angle of attack- the pitot tubes ends should be on the horizon. At main wheel touchdown, the aircraft should be traveling at 220-240 kph. Push gently forward on the control stick to lower the nose wheel; deploy the braking chute; and apply the wheel brakes. Landing run-out should be done with small, smooth rudder inputs; be careful not to over-control. If the aircraft begins to slide, release the brakes, straighten the aircraft down the runway, and reapply brakes. If you run off the runway at more than 50 kph, retract the landing gear, open the canopy, and turn off power systems.
[bdqs]
Crosswind Landing
[/bdqs]
When performing a landing approach in a crosswind, you will find that your aircraft heading is actually different than the heading of the landing runway, which is called a crab. When over the runway threshold, you must eliminate that difference by using the rudder to align the aircraft’s longitudinal axis with that of the runway’s. You should also move the control stick in the direction of the wind to counter the aircraft rolling in the wind direction. If done properly, you will land with minimal side-slip while touching down on the upwind main gear first. When both the main wheels come in contact with the runway, place the rudder in a neutral position and lower the nose wheel carefully. With all wheels down and running down the center of the runway, apply the wheel brakes carefully. If the cross wind is over 4-5 m/sec, do not release the braking chute as it will be difficult to keep the aircraft on the runway. If during wheel braking the aircraft shows any yawing tendencies, release the brakes, straighten the aircraft, and reapply brakes. Remember, just as in a crosswind take-off, the aircraft will want to weathervane into the wind during the landing roll out.
[bdqs]
Common Landing Mistakes[/bdqs]

Overshoot. This occurs when the approach speed is too high or the aircraft is flared too late. If excessive, you are to go around for a second landing attempt.

Undershoot. This occurs if the aircraft is at too low a speed before flaring or the flare is begun too early. To correct such a mistake, increase engine thrust to reach the correct approach speed.

High leveling. This is the result of flaring at too high an altitude or flaring with too great a pitch angle. To prevent such a mistake, begin your flare when you are only 5-8 meters above the runway and bring the pitot tube ends to the horizon during the flare. If you do flare too high, too much, or deploy the braking chutes too early, the aircraft will land with considerable vertical speed and possibly damage or destroy the aircraft.

[bdqs]Stalls and spins
[/bdqs]
Even at very low speeds in level flight, the aircraft is not very susceptible to spin; however, control response in roll and lateral stability will suffer. A rapid control input with the stick during a maneuver will also degrade roll and lateral control response and may even result in a wing drop. To regain better control, push the control stick forward.

To place the aircraft into a spin, you must do so on purpose. If you do enter a spin, you must place the control stick in its neutral position. To hasten spin recovery, use the standard spin recovery method: idle throttle, deflect rudders against the spin rotation direction and push the control stick forward.

When in a take-off or landing configuration, entering a spin is possible if you exceed the maximum angle of attack, especially when the center of gravity has shifted (if the internal gun has deleted its ammunition, the center of gravity will move towards the rear of the aircraft). In such a case, spin recovery is nearly impossible.


[bdqs]Joystick setting for Su-25 and Su-25T[/bdqs]

When setting the joystick response pitch curve for aircraft with Advanced Flight Model (Su-25 and Su-25T), it is recommended that you remove any joystick insensitivity near the neutral / centering area (the so-called “dead zone”). You should also have a linear response curve; meaning that the joystick pitch setting curve should be a straight line from corner to corner of the response field. This is recommended because any nonlinearity will distort the correct balancing of the aircraft. This AFM balancing consists of angle of attack, G-loading, and control stick longitudinal diversion. A dead zone would create a “flat” response area (local control insensitivity zone) when balancing the dependencies in the mid-angle of attack range (5 - 10°). This would make angle of attack and G-loading control difficult.

For aircraft with AFM, it is also recommended that you reduce nonlinearity of the yaw response curve. This is because the nose wheel turning mechanism of Su-25 and Su-25T possesses a differential mechanism that nonlinearly turns the nose wheel according to the amount of pedal deflection. Hence, the yaw response curve nonlinearity will cause a significant increase of nose wheel turning angle. Such nonlinearity when giving rudder inputs will make it difficult to hold the aircraft on the runway during taxi, take offs and landings.

[bdqs]
To learn more about the aircraft, weapons and systems of Flaming cliffs, please read the “Pilot Manual” (LOMAC_manual_1.1.pdf), which can be found in the DOC folder in your Lock On folder.[/bdqs][/quotedqs]
2. JaBoG32 "Fighting Wildcats"

Gruß, Chrissi aka Kichi :D
Our Dreams are Wings

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exJaBoG32_Viper
Advanced Member
Beiträge: 546
Registriert: 16. Okt 2004, 12:50

Beitrag von exJaBoG32_Viper » 23. Feb 2005, 15:47

Dark...ich würde sagen das die Readme einen guten Einblick bietet, was an neuen und verbesserten Features nun wirklich kommt.
Also ich finde die Readme lesenswert und informativ.

:meinung:
Ich brauch keinen Schutzengel....Gevatter Tod kann nicht so schnell rennen wie ich fliege ;)

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exJaBoG32_Viper
Advanced Member
Beiträge: 546
Registriert: 16. Okt 2004, 12:50

Beitrag von exJaBoG32_Viper » 23. Feb 2005, 15:52

Ist genau wie mit dem Tornado-Mod....Patch-Status bleibt Patch-Status.
Ausserdem ist ohne das Addon es nicht möglich, auf Servern zu fliegen, die 1.1 installiert haben. Ergo ohne 1.1 wirst keine Zukunft bei Lomac haben ;)
Ich brauch keinen Schutzengel....Gevatter Tod kann nicht so schnell rennen wie ich fliege ;)

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