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Author Topic: Command and Control Mod v 1.11  (Read 105457 times)

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slipper

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Re: Ground Control Mod v 1.06
« Reply #96 on: February 08, 2011, 03:46:46 AM »

Bloody Hell CY6, don't you sleep!

Excellent and original update again mate, really top effort much appreciated.

I had a few thoughts about the 'window corridor' mentioned above, i might be completley off target but see what you think.

If the 'window' object was given a radius of action, say 5 miles, so that further than 5 miles from the object no jamming was observed. And then from 5 miles down to the position of the object a sliding scale, say from 10% to 70% chance of jamming would occur.

These 'window' objects could then be placed so that the radius of action of each one overlapped forming a corridor, you could then allow for such things as a 'window screen', a diversionary attack by branching the window screen into two or more components, areas of dense or sparse window coverage etc.

This way only Bombers flying within the radius of an object would recieve cover, with the best cover being obtained on the centreline running through the 'window' objects.

Also 'window' severley affected German Airborne radar when first used (fuG 202), but was slowly overcome by better radar and tactics as the war progressed, this could be simulated by 'window' objects of different sized radius, and 'strengths'.

Just a few thoughts mate, as you know the Bomber Command v's Nachtjagd battle is my favourite period of the airwar, so anything to simulate this better gets a big thumbs up from me.

like i said earlier i could be talking about things which are not possible, what do you think?

many thanks

slipper  :)
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Checkyersix

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Re: Ground Control Mod v 1.06
« Reply #97 on: February 08, 2011, 04:44:24 AM »

Actually that was originally how I was going to do the Window object, with a radius of effect. The problem is that they don't move, so you'd have constant walls of window all along the flightpath, which wouldn't be very realistic...

The way I have it now all bombers can potentially produce window in their rear hemisphere. It's just that right now the radius is only 1km, but if I increase it to 3-5km or so, you'd get an "overlap effect" which would be much stronger in the denser middle of the stream. This way the effect would "travel" with the bomber stream, and the AI would react to it more realistically.

Since these mods are designed to represent things only the pilot of a plane would know, I don't know if diversionary raids, etc, would really be relevant, since that would be more GCI's problem. If you want to 'fool' the player with diversionary raids, remember you can artificially shorten the GCI radius by pulling it back from the bomber stream, or set up multiple GCI's to shape your radar coverage, and then have a large number of decoys attack within range of the GCI before the main force hits the edge of radar coverage.

I could make a couple of versions of Window with different "chances to jam", with decreasing effectiveness as the war goes on. In 1943 it could be almost certain to cause jamming, but later on the effect might be barely noticeable. I can also create "cigar" jammers to distract AI fighters and feed the player false GCI headings. I'm also thinking about an "intercept" GCI object which would guide AI planes towards radar targets, so you could "spoof" the AI as well.

This is my favorite aspect of the war as well. Have you played "Defending the Reich", the operational night fighter game? I really liked that one, though I like playing the British side most ;)
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slipper

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Re: Ground Control Mod v 1.06
« Reply #98 on: February 08, 2011, 10:57:02 AM »

Cheers CY6 for the reply

I didn't realise the window is produced with respect to each bomber, i thought it was more of a blanket coverage.

Your solution is far more refined than my suggestion, so please disregard what i said.

cheers mate

regards

slipper  :)
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Pursuivant

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Re: Ground Control Mod v 1.06
« Reply #99 on: February 08, 2011, 01:46:19 PM »

Actually that was originally how I was going to do the Window object, with a radius of effect. The problem is that they don't move, so you'd have constant walls of window all along the flightpath, which wouldn't be very realistic...

Is there any chance that your window "objects" could drop or be set to vanish after a set period of time?

Would it be possible to model chaff/window as an actual physical object? That way not only would there be a model of a bunch of falling chaff, but it could be added to bomber loadouts as a "weapon." As a weapon, mission builders could have decoy bombers drop chaff at a certain point over the map to confuse ground-based radar, or set bombers in the bomber stream to drop chaff at set intervals. Finally, an actual chaff loadout would allow players to drop chaff at will.

I've said it before, and I'll say it again, that you should try to coordinate this mod with Team Daidalos. It's obvious that TD is going to be doing a whole bunch of stuff with the night war in the next couple of patches.* Not only could you speed the release of patch 4.11, but by having an "official" mod all your hard work won't be messed up by the next patch.

* Evidence: 1) Mongoose's Lancaster has been promised to TD. 2) TD has shown a teaser video of a German airborne radar set in action. 3) They released a whole bunch of navigation/blind-flying aides in 4.10. 4) They considerably darkened the night sky and modeled phases of the moon in  4.10. 5) They're working on a mod which limits AI line of sight at night and blocks line of sight through clouds.
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Checkyersix

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Re: Ground Control Mod v 1.06
« Reply #100 on: February 08, 2011, 02:22:55 PM »

I'm not going to get into the issues surrounding TD but suffice it to say I'm not going to offer these mods to them. You may remember that TD promised most of the features you're talking about for patch 4.10, so I'm not scrambling to make them compatible with 4.11 IF they happen to be in it. I'm flattered that you like these mods enough to want them to be official but to be frank you can either be TD, or SAS, and that's not even a choice in my mind.

And believe me, NOTHING I do is going to get 4.11 out faster. Adding more stuff to their list would just slow things down.

At any rate there have been no real incompatibility problems with my mods so far, and they work on very simple principles that would be hard to break in a new patch without changing a massive amount of the basic game.

As for the other stuff I'm not sure how it would be implemented or if it would be worth it. AFAIK Window was not a defensive measure for individual planes, it was dropped en masse to protect the bomber stream. Crews dropping window would do so at pre-arranged intervals, so giving the player control over it wouldn't achieve much. I'd also have to separate window from normal bombs. It's just all far too complex just to do something I think I've already achieved.

As far as making window an object, I don't really see the point - at night it would have been all but invisible, but to actually render it (even as 2D objects like gun shells) would eat up memory and slow down the game for no reason.

Remember these mods are designed to simulate things from the player's perspective, they're not detailed recreations, they just mimic the effects on the pilot, which is much less of a headache for both me and mission designers.
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AMK

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Re: Ground Control Mod v 1.06
« Reply #101 on: February 08, 2011, 04:05:45 PM »

I test tonight 1.06 on 410m AND 409m
From GCi and  GNR i have massages from blue and red side. (fly red side)
Non stop Fighter 6 o'clock but its my wingman.
A lot of message with (m) and (ft).
Hard to takes right ;)
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Checkyersix

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Re: Ground Control Mod v 1.06
« Reply #102 on: February 08, 2011, 05:17:09 PM »

I'll check it out.
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Stratodog

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Re: Ground Control Mod v 1.06
« Reply #103 on: February 08, 2011, 09:29:30 PM »

Love the Rescap object. 

How about this: Friendly floatplane/flying-boat lands on the water and water-taxis to within 300m of the survivor?
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SAS~Malone

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Re: Ground Control Mod v 1.06
« Reply #104 on: February 08, 2011, 10:59:12 PM »

I've said it before, and I'll say it again, that you should try to coordinate this mod with Team Daidalos...... Not only could you speed the release of patch 4.11, but by having an "official" mod all your hard work won't be messed up by the next patch.

i can only echo what CY6 has said, and i'm pretty sure we've explained several times already why we won't be going down this particular road....the mods are now moving in their own direction, and it's not the same one as TD......sad, maybe...but inevitable, it seems.
as for any mods from here speeding up the process of the next patch, undoubtedly it will have the opposite effect.
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.....taking fun seriously since 1968.....  8)

CWMV

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Re: Ground Control Mod v 1.06
« Reply #105 on: February 08, 2011, 11:14:54 PM »

... to be frank you can either be TD, or SAS, and that's not even a choice in my mind...

So Cy6, tell us how you REALLY feel  :D
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Checkyersix

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Re: Ground Control Mod v 1.06
« Reply #106 on: February 09, 2011, 04:37:00 AM »

Love the Rescap object. 

How about this: Friendly floatplane/flying-boat lands on the water and water-taxis to within 300m of the survivor?

Already on the drawing board ;)
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slipper

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Re: Ground Control Mod v 1.06
« Reply #107 on: February 09, 2011, 05:22:50 AM »

CY6,

Just a quick question mate, with the speed and ability you are bringing out new Ground Control Mods, we now have GCI and AI Radar, and also some form of jamming which as you say may be added to in the future.

To make things more complete for the NightBomber role, in my opinion, it would be good to have some form of blind bombing device (Oboe  and H2S,H2X) and also some form of electronic navigation (GEE, G-H, H2S).

Do you see anyway that you might be able to simulate any of the above things with the capabilities you have at the moment? or are they out of reach of what is possible?

Also i was thinking about a random variable being built into wether or not a Bomber takes evasive action, if this is possible could a variable also be added to the gunners firing or not? I know they have been reduced to 400m at night, but some Bombers never even saw the Nightfighter that attacked them. If this was variable it would make it more tricky creeping up on Bombers has you would not be able to tell if they opened up from 400-300-200-0 meters, for example or wether they would take evasive action.

just a few thoghts for my favourite mod

regards
slipper
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