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  #1  
Old August 10th, 2005, 06:39 PM

Akmatov Akmatov is offline
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Default UAV Modeling

I've only had time to play with a UAV once, so this is based on rather limited experience so far.

The manual states that once launched a UAV will go to the designated hex, circle twice and then exit the map.

This doesn't seem to be the way I've heard of them being used. What I've read and what I've heard suggests they behave more like helocopters are modeled in SPMBT, i.e. they are capable of loitering in place for extended periods of time.

Also based on my one limited experience they are much more vulnerable than I would have expected. My UAV was blasted out of the sky by AAMGs long before it got to its destination - unlike enemy AC which usually seem imumune to AAA. I thought UAVs were small, stealthy and hard to locate, let alone hit with an AAMG.

Are you guys sure about your UAV modeling? Might it be modified in the future?
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Old August 10th, 2005, 08:03 PM
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Default Re: UAV Modeling

I think that was fixed in soon to released patch.
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Old August 10th, 2005, 08:40 PM

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Default Re: UAV Modeling

That would be very nice!
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Old August 10th, 2005, 09:05 PM

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Default Re: UAV Modeling

Hmmm, I find this under the upcoming patch improvements:
"8) UAV now considerd high flyers, above rifle and AAMG height and require proper AA guns and SAM to engage."

Is there any consideration being given to a loiter capability? That is surely the way they are being used, and the way they were designed to be used afaik.
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Old August 10th, 2005, 09:19 PM
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Default Re: UAV Modeling

They also loiter at long range. their cameras can see for miles. they shouldn't be circling over the map really.
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Old August 11th, 2005, 03:27 AM
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Default Re: UAV Modeling

Guys, remember that for the game, UAVs equal OP aircraft.

Hence the low altitude and circling.

I think there was some talk about that sometime, and about piloted recon planes, but it was considered too much code work to change the UAV logic. Now making them high flyers sounds quite feasible, but don't await selecting multiple waypoints and long-term loitering, anyway having such aircrafs staying onmap for more than one turn would be quite a pain, wouldn't it?
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Old August 11th, 2005, 09:47 AM
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Default Re: UAV Modeling

Isupose you could model a helicopter with a good vision rateing and size 1, Crew 1, speed 0, into a passable loitering UAV. Then just keep it at high altitude.
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Old August 11th, 2005, 04:39 PM

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Default Re: UAV Modeling

Quote:
Listy said:
Isupose you could model a helicopter with a good vision rateing and size 1, Crew 1, speed 0, into a passable loitering UAV. Then just keep it at high altitude.
I think this might be the most realistic, other than the fact that I 'think' high alt for a helo is a LOT lower than high alt for an ac.
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Old August 11th, 2005, 04:42 PM

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Default Re: UAV Modeling

Quote:
PlasmaKrab said:
anyway having such aircrafs staying onmap for more than one turn would be quite a pain, wouldn't it?
Why?

From what I've read, a common tactic in Iraq is to have a UAV overhead much of the time to provide exceptional situation awareness for ground troops.
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Old August 11th, 2005, 04:51 PM
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Default Re: UAV Modeling

Quote:
Why?

From what I've read, a common tactic in Iraq is to have a UAV overhead much of the time to provide exceptional situation awareness for ground troops.
Of course it is realistic, I don't deny it.

But the point was that the whole game is turn-based. So having a plane loitering around for more than one turn (5, 10 minutes) would mean that at some point you would have a running UAV, at some 300mph, staying motionless on the board for a whole turn, looking dumb while everyone takes pot shots at it. And don't hope for too much reaction fires/evasion manoeuvers in such cases, particularly from a non-piloted craft...

At the very best it would behave like a chopper, running away in odd directions when fired at, which, replaced in real-time scale, would looks quite strange...

Anyway, sending a UAV (or two) turn after turn will have the same effect as having it loitering around endlessly, since no enemy unit could escape unnoticed in between, there being no inbetween.
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