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Unmarking a hostile

 
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Unmarking a hostile - 10/8/2013 6:41:14 AM   
nukkxx5058


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Hi, I marked a contact as hostile by pressing "h" but it appears to be civilian. How can I remove the red color ?
Thx
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RE: Unmarking a hostile - 10/8/2013 7:33:37 AM   
MaB1708

 

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You cannot.

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RE: Unmarking a hostile - 10/8/2013 7:45:34 AM   
nukkxx5058


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huh ? Shouldn't it be possible ?

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RE: Unmarking a hostile - 10/8/2013 7:51:22 AM   
MaB1708

 

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It has been proposed to the dev team and I would expect it to be seriously considered.
Remember that if you or the machine have already assigned weapons to kill the suspected hostile you can use the "drop target" or "drop all targets" (not at my COMMAND currently)from the unit context menu to try to save the poor civilians.

Regards,
Martin

(in reply to nukkxx5058)
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RE: Unmarking a hostile - 10/8/2013 7:55:01 AM   
nukkxx5058


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Hope it will be possible in next patch.

yep, this is what I had to do , drop target ... they'll never know how close it was for them :-)

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RE: Unmarking a hostile - 10/15/2013 2:21:50 AM   
JeffP

 

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Yes, we really do need to be able to lower the threat level. In Operation Brass Drum I marked a Russian unit as hostile and couldn't change it back after I positively identified it. I managed to avoid the Russian unit for a while but, while I was occupied with another part of the battle, one of my units on patrol attacked and sank the Russian unit. That triggered a war with Russia. I hate when that happens :) By the way, that was a fun scenario. I learned a lot. Like don't let the AI use up all of your AIM-120's, SM-6's suck against MIG-29s, LCSs wont last long when the surface-to-surface missiles start flying, and the US is in desperate need of better surface-to-surface capability.

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RE: Unmarking a hostile - 10/15/2013 2:32:11 AM   
SSN754planker


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quote:

US is in desperate need of better surface-to-surface capability


The harpoon is getting old and flies too slow compared to most other ssm's. Some of the Russian ones can go at least three times as fast. Ive been testing this in the scenario editor and have noticed that an Aegis class ship has maybe two chances against a salvo of missiles from a Backfire (AS-4 equipped)

_____________________________

MY BOOK LIST
ST1/SS SSN 754

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RE: Unmarking a hostile - 10/15/2013 4:19:46 AM   
miller7219

 

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Does ordering a unit to "drop target" override AI behavior for units assigned to a mission through the mission editor? If not the AI will aggressively pull assets off appropriate missions in many cases and send them to engage that mis-marked hostile. If "drop target" doesn't override how can can the mission AI be told to not attack a mismarked-hostile?

Also, the AI by default auto engages hostiles unless you tell it to hold fire. If you tell a unit to hold fire, you essentially place it in a dangerous situation as it't won't fire to defend itself now. That could be a problem when your attention is on an engagement 1000 miles away. We're working with one window here with no quick way to jump to another location to check on a developing situation there.

Having the ability to re-classify a contact as neutral, friendly, or hostile by the player seems like it could be important to mange the AI's actions properly.

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RE: Unmarking a hostile - 10/15/2013 4:43:44 PM   
CoffeeMug

 

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Heya,

we definately need this "unmark hostile" thingie.

One unknown was too close to my sub in Mavinas 1982, so I marked it hostile. Then they found out, it was biological. And what to my ASW helos do? They try to attack this "hostile", try to travel 200nm, go BINGO fuel halfway and then RTB. While nobody was protecting the task force. They did not react to "drop target" and were not allowed to attack targets outside patrol area. But thats another problem. Go figure.

Cheers,
Coffee

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RE: Unmarking a hostile - 10/15/2013 5:28:22 PM   
MikeGER

 

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i just learned: press "3" on the keypad to turn a target into neutral again.
(was in Baloogans last video chat with Mike "mikmyk" Mykytyn http://www.youtube.com/watch?v=DQiQMXFRhnA @18:50)


< Message edited by MikeGER -- 10/15/2013 5:34:36 PM >

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RE: Unmarking a hostile - 10/15/2013 6:04:22 PM   
sneekyzeke

 

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Hi nukkxx; I was unaware that pressing "h" would designate a contact hostile. Are there updated key commands somewhere? I didn't see that one in the original manual appendix. Thanx!

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RE: Unmarking a hostile - 10/15/2013 11:36:21 PM   
adek670


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I can confirm that the 3 key basically drops the contact completely.
This has the effect of deleting from all sensors - when the unit is 'seen' again it automatically starts off in a neutral state.

The '7' key shows all of the targeting lines throughout the map.

Reaper

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Post #: 12
RE: Unmarking a hostile - 10/16/2013 10:55:16 AM   
MaB1708

 

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quote:

Hi nukkxx; I was unaware that pressing "h" would designate a contact hostile. Are there updated key commands somewhere? I didn't see that one in the original manual appendix. Thanx!


I would like to refer you to Baloogans site
http://baloogancampaign.com/command-documentation/command-keyboard-shortcuts/.
for a list of shortcuts, provided by Baloogan and Zeitgeist.

M

(in reply to adek670)
Post #: 13
RE: Unmarking a hostile - 10/16/2013 12:32:19 PM   
smudge56

 

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Thanks for that info regarding the no.3 button.

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RE: Unmarking a hostile - 10/16/2013 1:08:29 PM   
thewood1

 

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Yeah, that was a lifesaver

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RE: Unmarking a hostile - 10/16/2013 1:43:34 PM   
sneekyzeke

 

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Thank you kind Sir! I asked about hotkeys in another thread.

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RE: Unmarking a hostile - 10/17/2013 4:04:32 AM   
Showtime 100

 

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quote:

ORIGINAL: JeffP
SM-6's suck against MIG-29s, LCSs wont last long when the surface-to-surface missiles start flying, and the US is in desperate need of better surface-to-surface capability.


I'd expect to see SAMs become significantly deadlier once (eventually, assuming that it's a goal for the devs) energy is taken into account -- an aircraft that's burned all its energy evading the first missile should have a MUCH harder time evading the second! That's one of the big things you can take away from DCS and BMS: one missile is deadly, but two missiles are far deadlier than one.

It's interesting to see how different the missile capabilities are in those sims compared to Command. In BMS, an R-77 or AMRAAM fired at long range can generally be avoided if you're on the ball and expecting it, but if you're well within their envelope there isn't much you can do about it and you're dead the majority of the time.

Trying to dodge shots from an SA-10 or Patriot is essentially impossible, too -- there's effectively no warning as to when the incoming missile will arrive, as neither system will appear do be doing anything more than tracking you normally until the missile hits. Even if you know that it's coming (if you saw the launch and can follow the smoke trail), your chances are really only as good as they are at dodging an AMRAAM or R-77 (i.e. dismal).

As for surface-to-surface capability: if you're the US, that's what your submarines and planes are for! I think it's a doctrinal difference, really; the Soviets didn't expect to be able to field naval airpower in numbers that could reliably overwhelm carrier groups, so they developed long range ASMs to deliver conventional and nuclear weapons instead.

Harpoons aren't awful, but why launch a few harpoons from your ship and give away your position when you can use your submarines/aircraft to locate and sink enemies without them ever getting close enough to be a problem in the first place? Remember, aircraft give you a HUGE detection advantage. If you can shut down the enemy's air or at least contain it, you can merrily sail around over his radar horizon while alpha striking him with giant groups of aircraft.

...well, until he nukes you, but that's another story.

(in reply to JeffP)
Post #: 17
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