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»  COMBATSIM.COM ARCHIVE FORUM   » Archives   » Falcon 4.0 Archive 2   » BARCAP BARCAP BARCAP BARCAP!

   
Author Topic: BARCAP BARCAP BARCAP BARCAP!
barney
unregistered

posted 03-25-2000 06:40 PM       Edit/Delete Post
What's with all the barcaps? No matter how I change the priorities all of my airbases are flying barcaps. The kicker is I knocked out a bunch of airbases right when the campaign began so I own most of the airspace in koreo. What I need is some more SEADs and Strikes. So what's with the barcaps?
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T-Bone
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Member # 2174

posted 03-25-2000 06:50 PM     Profile for T-Bone   Author's Homepage     Send New Private Message   Edit/Delete Post
Just turn down the DCA slider in the P box.
Posts: 786 | From: southboro, ma, us | Registered: Jan 2000  |  IP: Logged
barney
unregistered

posted 03-25-2000 06:55 PM       Edit/Delete Post
Both the offensive and defensive counter air sliders are off.
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Cookie
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Member # 836

posted 03-26-2000 01:10 PM     Profile for Cookie   Author's Homepage     Send New Private Message   Edit/Delete Post
You always get those BARCAPs when your ground forces are consolidating and preparing for an offensive push, that´s quite normal. You fly those BARCAPs above them to provide them with air cover while they line up. Actually getting lots of BARCAPs is a good sign, because it means you´re on the offensive.

What you can do is set the station time to 1 second or so. Then take some serious A/G ammo along, and go hunting for ground targets after you have "finished" your BARCAP station time.

[This message has been edited by Cookie (edited 03-26-2000).]


Posts: 685 | From: Dortmund, Germany | Registered: Nov 1999  |  IP: Logged
barney
unregistered

posted 03-26-2000 03:24 PM       Edit/Delete Post
Is it normal to get all BARCAPS for 24 hours straight? I'm now ending day 2 of Rolling Thunder and not one of my 5 airbases have flown anything but BARCAP since the end of day 1.

They are repairing their damaged airbases and strengthening, and I can't do anything about it but fly the occassional BARCAP with bombs.

Has anyone dealt with a Campaign fix, add-on, or patch? F4 really needs one


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Rhino
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Member # 3054

posted 03-26-2000 03:35 PM     Profile for Rhino   Author's Homepage     Send New Private Message   Edit/Delete Post
quote:
Originally posted by barney:
What's with all the barcaps? No matter how I change the priorities all of my airbases are flying barcaps. The kicker is I knocked out a bunch of airbases right when the campaign began so I own most of the airspace in koreo. What I need is some more SEADs and Strikes. So what's with the barcaps?


We've limited the BARCAP's in the falcon4.aii file.


Posts: 189 | From: Stockton, CA | Registered: Feb 2000  |  IP: Logged
ShadowWolf
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Member # 1196

posted 03-26-2000 04:51 PM     Profile for ShadowWolf   Author's Homepage     Send New Private Message   Edit/Delete Post
Barney,

I've gone through the Rolling Fire campaign 4 times throughout the various patches, and every time day 2 rolls around, it's all BARCAPS, so that's normal.


But, the nice thing about BARCAPS is, they're a GREAT way to snag an AFC. Usually 4 or so bandit you can kill during your station time, and there's always loads of artillery units along the FLOT. You'd be surprised at how many units a Mk84 can kill when they're clustered together.


Like Rhino said, whenever your forces are consolidating, they switch to BARCAP. Day 2 is just one of the longer periods.


Posts: 98 | From: Los Angeles, Ca. USA | Registered: Dec 1999  |  IP: Logged
barney
unregistered

posted 03-26-2000 04:53 PM       Edit/Delete Post
Rhino, thanks for the reply but you were a little short. Who are "we" and what is this .aii file?

PS - Not that it matters but I'm in Tiger Spirit, not Rolling Thunder


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Saint Viper
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Member # 363

posted 03-27-2000 09:04 AM     Profile for Saint Viper   Author's Homepage     Send New Private Message   Edit/Delete Post
There's no reason that getting all barcaps needs to stall your campaign. I prefer barcaps and sweeps because you can set them up and if you do it right, you almost assure a mission success. Just set your steerpoints over the target you want to bomb. Set the cap time to 1 minute, and you are all set. The only drawback to this tactic is that you cannot assign a target in the mission planner. Without an assigned target, your wingmen are not very effective bombers.

Setting DCA to 0 will eliminate barcaps. If you set it to 0, you should not get a single barcap. You may not get many flights at all though.

------------------
SV out
Saint Viper's Falcon 4.0 Strategy Guide


Posts: 590 | From: Manitowoc WI USA | Registered: Sep 1999  |  IP: Logged
Yorkshire Tea
Member
Member # 170

posted 03-27-2000 10:04 AM     Profile for Yorkshire Tea   Author's Homepage     Send New Private Message   Edit/Delete Post
I think that the computer over-assigns BARCAPS in many situations as part of the 'hyperactivity'. Not that this is a slightly different problem from just getting BARCAPS during consolidation on the ATO.

For pure interceptor aircraft (F14, F15 and DPRK mig 29s) there seem to be 2x as many BARCAP missions generated at any one time as there are available aircraft.

I've spent some time messing with the values in the Falcon4.aii file ( /campaign/save/ directory), epecially with the AirTaskTime and AirPlanTime variables, and found that AirPlanTime = 1 kills most F16, Mig19, Mig21 BARCAP missions. However, dedicated interceptors (F14, F15, Mig 29s) are still over assigned.

Rhino, may I ask, how did you reduce BARCAPs in the .aii file? Is it similar to Saint Viper's approach above?

[This message has been edited by Yorkshire Tea (edited 03-27-2000).]


Posts: 315 | From: leeds | Registered: Sep 1999  |  IP: Logged

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