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Author Topic: Command and Control Mod v 1.11  (Read 104979 times)

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Checkyersix

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Command and Control Mod v 1.11
« on: January 25, 2011, 09:52:10 PM »

Presenting my new Command and Control Mod!

This mod will add new objects to your game to simulate various ground and air control and warning systems, like GCI, FACs, airborne radar operators, ground spotters, etc.

For example, the Ground Control Intercept Radar will provide the bearing, range, altitude, and heading of enemy aircraft within 100km, while the FAC will provide the direction and distance of enemy ground units.

Please See the Readme for Install Instructions and Details.

This mod should work in 4.10 as well.

Screenshots:


Ground Control Intercept:





Forward Air Control:




Download (v 1.11) for 4.09: https://www.mediafire.com/?wtpawbub2jep5ag

Mirror: http://www.gamefront.com/files/20111918/CY6_Command_and_Control_409.rar

Download (v 1.11) for 4.10: https://www.mediafire.com/?dgxuxqzsj55ptkk

Mirror: http://www.gamefront.com/files/20111923/CY6_Command_and_Control_410.rar

Patch to stop FAC's marking targets in the sky ;) (drop hashfiles in C&C folder, 4.09 or 4.10): https://www.mediafire.com/?szfwezrrsnzogxo

*Delete older versions*

Updates:

 v 1.11

- Added artillery spotting objects (ground + naval).
- Airborne Radars will now report only the closest contact, to aid interceptions in bomber streams.
- Reduced range of SPR objects at night.
- FAC's will now mark targets with white smoke.

 v 1.10

- Revamped RCGCI object. It is now simpler to use and based on skill levels rather than plane types. Mainforce raids will only be confirmed once they drop their bombs. It now has a range limit.
- All airborne radars will now report in km or miles, then feet or meters once the range drops below 1km / 1mi.
- Added NAV object which will report player's position as a grid square, with a small possibility for error.
- Added OBOE blind bombing aid, with iconic navigation system, ETA, and continuously computed bombing point. Can stand in for SHORAN, Knickebein, etc.
- RESCAP and SAR objects will now pop smoke or flares when rescue aircraft comes near.
- Added a generic German Tail Warning Radar object. Removed automatic tail warning from FuG-218.
- Added support for H19D and Bell-47 helicopters to the RESCAP object.
- Made readme into a .pdf

 v 1.09

- Replaced ASV object with five new Surface Search radars with historical scan cones and ranges.
- Modified GNR objects with reduced range and chance to miss enemy a/c at night.
- Added Radio Operator object by Sputnikshock
- Added "Running Commentary" (Zahme Sau) GCI.
- FAC will now self-mark when the player comes within range, with smoke during the day and a ground flare at night.
- GCI will now guide the player to the nearest enemy target, rather than random enemies.
- GCI will now provide heading information, rather than speed.
- Added Flensburg homing device.
- Added Monica tail-warning radar.
- Added tail-warning radar to the FuG-218 radar set.
- Reformatted readme and put it in a .rtf file for increased readability.

 v 1.08

- Modified GNR and SPR objects. They will not call out sightings when you are flying alone in a single-seat aircraft.
- Fixed syntax problem in German radar messages.
- Made DZ object into a "column" that will erase units within a 1km radius, regardless of altitude.
- Increased Naxos and Serrate update period to 15 seconds.
 
 v 1.07

- Added 8 new airborne radars with historical ranges and scan cones.
- Airborne radars now search in a true "cone", with limited azimuth and elevation.
- Airborne radars will no longer report speed of enemy aircraft, just bearing and range.
- Added Naxos and Serrate objects with historical ranges and detection parameters.
- Added SAR (sea rescue) object.
- Added DZ (dead zone) object.
- The Corkscrew object now provides a % chance that bombers will evade to make them less predictable.
- The SPR object's ground object detection radius is now a function of altitude (range = 2x altitude) out to a maximum range of 6000m.

 v 1.06

- Corrected a classfile error that was causing problems with 4.10 installs
- Added the RESCAP ground object.

 v 1.05

- Added Window ground object.
- Added Corkscrew ground object.
- GCI now comes in two flavors, metric and imperial.
- GCI now has a minimum effective height of 150m.

 v 1.04

- Fixed GNR and SPR objects so that they will call out accurate clock directions.
- Increased SPR range to 3000m and 2000m alt.
- Spotters will now call out ships.
- Increased FuG range to 9000m with a 120 degree sweep.
- Added ASV radar with 120 degree sweep and 30km range.
- Removed the ".0" from all bearing and range reports.

 v 1.03

- Added new Gunner object to call out enemy fighters near the player.
- Added new Spotter object to call out enemy ground units near the player.

 v 1.02

- Added new Coastwatcher objects that will report on enemy ships within 15km.
- Increased Observer radius to 15km.
- Added prototype 'FuG' airborne radar operator object.

 v 1.01

- Fixed crash bug caused by infantry classes. FAC will now call out infantry as 'armor'. Will try to fix in future updates.
- Moved text message to the left to better fit on non-widescreen monitors.         


Special Thanks to:

Beo for help testing and the Ground Observer idea.

11th~Frog for some of the map-grid code from the Formation Mod, and for kindly forgiving my lapse in judgment.

Slipper for help with research and ideas.

Have fun! :D

CY6.
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Verhängnis

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Re: Ground Control Mod v 1.0
« Reply #1 on: January 25, 2011, 10:34:58 PM »

Wow with the Ground control intercept radar people can have real Nightfighter missions now.

Imagine as you are flying your He-219 using the locations given by the ground interecept radar and then once you are close enough your FuG 212 Lichtenstein interecept radar takes over. You then proceed to blast the enemy from the skies with your Schräge musik! ;D
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SAS~Malone

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Re: Ground Control Mod v 1.0
« Reply #2 on: January 25, 2011, 10:49:53 PM »

another innovative mod!
thanks CY6, this is the kind of mod that adds immensely to proceedings in our virtual world - cheers!
 8) ;D 8)
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Checkyersix

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Re: Ground Control Mod v 1.0
« Reply #3 on: January 25, 2011, 11:02:33 PM »

Wow with the Ground control intercept radar people can have real Nightfighter missions now.

Imagine as you are flying your He-219 using the locations given by the ground interecept radar and then once you are close enough your FuG 212 Lichtenstein interecept radar takes over. You then proceed to blast the enemy from the skies with your Schräge musik! ;D

I'm working on a version that will simulate a radar operator in the backseat to call out bearings and range down a few hundred yards. It will be directional as well, so you'll have to keep your target in front of you for it to work.
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CWMV

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Re: Ground Control Mod v 1.0
« Reply #4 on: January 25, 2011, 11:05:19 PM »

This is awesome.
I cant wait to see how the mission/campaign builders use this tool!
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Neil Lowe

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Re: Ground Control Mod v 1.0
« Reply #5 on: January 25, 2011, 11:15:50 PM »

Wicked, Thanks. :D

Cheers, Neil :)
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Checkyersix

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Re: Ground Control Mod v 1.0
« Reply #6 on: January 25, 2011, 11:17:34 PM »

Woops, Beo found a crash bug in the latest version's FAC. I'll put up a new link in a couple of minutes.

CY6.
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SAS~Malone

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Re: Ground Control Mod v 1.0
« Reply #7 on: January 26, 2011, 12:09:40 AM »

igooooor!!!!



 8) ;D
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SAS~Malone

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Re: Ground Control Mod v 1.0
« Reply #8 on: January 26, 2011, 12:42:17 AM »

i would guess, being AI, they know all and see all....yet, even with this superhuman advantage, they still behave like morons at the best of times.... ;D
artificial? ....yes
intelligence?...not so much  :P
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Checkyersix

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Re: Ground Control Mod v 1.01
« Reply #9 on: January 26, 2011, 01:12:40 AM »

Ok, link is back up, check above, problem should be fixed.

To answer your question Crazyflak, no, the AI behavior is not affected by this mod. Clever mission designers will have to get the AI to "play their part" and show up on time ;)

Yes, I have a lot of plans for these. Beo and I have been brainstorming ways to use these "triggers" in-game. With a little cleverness and a lot of trigonometry pretty much anything should be possible. I could make a whole mod just out of radars - FuG, Serrate, Lichtenstein, ASW radars...

For the next one I'm going to modify the Observer object to call out enemy ships as well. That way you could have coast watchers, like on Guadalcanal. I should also make them distinguish between bombers and fighters.
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SAS~Malone

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Re: Ground Control Mod v 1.01
« Reply #10 on: January 26, 2011, 01:18:49 AM »

sounds epic, mate....looking forward to developments... ;D
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Whiskey_Sierra_972

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Re: Ground Control Mod v 1.01
« Reply #11 on: January 26, 2011, 04:16:34 AM »

Another little huge revolution in our environment!

Real life experience in gaming are rising at new unbelieved levels!!!

Thanks to exist mate!

walter
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