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Author Topic: Command and Control Mod v 1.11  (Read 105460 times)

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CWMV

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Re: Ground Control Mod v 1.08
« Reply #156 on: February 23, 2011, 05:58:57 AM »

If you want to try the fabulous Ground Control Mod, here you can find a demo of the first mission of my coming Heinkel He-219 campaign. Just to give you a small foretaste, and convert you to the wonders of this great Mod. What you need to play besides this Mod it is the latest version of the He-219 plus the Lancaster, the Halifax and the Happy Valley Nightfighter map.


(I would also strongly recommend that you use CY6's Sniper Turret Fix.)

You can download the mission here: http://www.speedyshare.com/files/27020666/he219_ground-control_mission.zip

Thanks for looking!  :)

Just gave this a go. Its amazing, its actually easier than using the multi-function map radar!
Only thing is that my Uhu's SM gunsite is a bit off...
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slipper

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Re: Ground Control Mod v 1.08
« Reply #157 on: February 23, 2011, 06:30:14 AM »

CY6

Thanks mate, already had the flare distance mod but thanks anyway. The searchlights mod is the same as the one i had will keep trying to find the conflict, but thanks alot for your reply and help.

btw just had a look at Nachtjagd mission generator using your mod, it looks very good, might have to get up to scratch with 4.10 and give it a try.

regards

slipper
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slipper

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Re: Ground Control Mod v 1.08
« Reply #158 on: February 23, 2011, 03:59:52 PM »

CY6,
Managed to find the culprit.

Zloypetrushko's AA mod was causing the conflict with the searchlight mod, it was enabled under jsgme in my original UP 2.01 install so was not getting picked up by class checker, well chuffed to have the searchlights working now.

On another note, have you also tried Buffy's flak mod v.5, link here

http://allaircraftsimulations.com/forum/viewtopic.php?f=25&t=5056&hilit=BUFFYS

i don't really recomend it for daylight missions, as the flak bursts are a bit arcadey in my opinion. But for night missions it gives a nice orange flak burst, that represents the light being given off by a flak explosions.

It would be good if we could get some sort of large fire object (fps friendly) maybe in different shapes, that could be used to represent fires caused by area bombing.

regards

slipper
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Checkyersix

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Re: Ground Control Mod v 1.08
« Reply #159 on: February 23, 2011, 04:31:11 PM »

Thanks Slipper, these flakbursts look really nice at night.

Do you mean beyond the fire objects already in the game, that work like big orange smokes? They could probably be made more FPS friendly...

CY6.
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slipper

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Re: Ground Control Mod v 1.08
« Reply #160 on: February 23, 2011, 05:14:14 PM »

CY6

For the fire objects i was on about trying to get something along the lines of this

http://www.ebooksx.com/Lancaster-Squadrons-1944-1945_289246.html

or this

http://www.militaryartgallery.com/HTML_3a/fury_of_assault.htm

i understand they are only diagrams.

 if some fire object could be made in say a straight line, or grid effect to represent buildings/streets, or a large spot fire. AT the moment you would have to place loads of fire objects to chieve something on the scale shown.

regards

slipper
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Checkyersix

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Re: Ground Control Mod v 1.08
« Reply #161 on: February 23, 2011, 08:26:05 PM »

Do you have the plutonium effects mod? It does a nice job of making buildings burn after they get bombed...

I'm not sure if it's possible to make more than one fire per object, because they act like smoke. Maybe with multiple smoke hooks...
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slipper

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Re: Ground Control Mod v 1.08
« Reply #162 on: February 24, 2011, 03:28:39 AM »

Yeah thanks CY6,

I have plutonium effects, they are brilliant, but mainly using your Rhur map which is unpopulated. I was thinking of something like the TI's. When up close they appear to be little spots of light, but from a distance they look quite effective. If they could be made as some sort of stationary object, maybe in different shapes i think they would give a good representation of fire, what do you think?

Also with regards to your excellent ground control mod, i was wondering a few things,

With the corkscrew command, and flying an allied bomber, will the gunner always call out "Corkscrew (left or right)", or is this also random to simulate the gunner not spotting the fighter? If not could it be made random?
If flying an allied nightfighter will i also get a corkscrew command?


Is there any problem with using the window object also on the German side? I was thinking that if it gives a % chance of a following nightfighter breaking off, it could be used to simulate an AI controlled mossie nightfighter say, losing radar contact with you in a German nightfighter. As i believe this was quite common due to the higher speeds and performance of two fighters trying to track each other as regards a fighter tracking a bomber. Does window also affect fighter on fighter?

could a gunner command with reduced properties be made for nightfighting?

Later in the war both powers used tail warning radar, have you thought of implementing this?

Just some suggestions, i have been thinking of, for ways to fine tune an absolutley brilliant mod.

Thanks again CY6

regards

slipper





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Checkyersix

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Re: Ground Control Mod v 1.08
« Reply #163 on: February 24, 2011, 04:04:14 AM »

Yeah thanks CY6,

I have plutonium effects, they are brilliant, but mainly using your Rhur map which is unpopulated. I was thinking of something like the TI's. When up close they appear to be little spots of light, but from a distance they look quite effective. If they could be made as some sort of stationary object, maybe in different shapes i think they would give a good representation of fire, what do you think?

Maybe... I've tried using the lights to "light" cities at night but to get enough of them slows down fps too much. Still, it might easier to represent a burning city than a fully lit one...

Quote
Also with regards to your excellent ground control mod, i was wondering a few things,

With the corkscrew command, and flying an allied bomber, will the gunner always call out "Corkscrew (left or right)", or is this also random to simulate the gunner not spotting the fighter? If not could it be made random?
If flying an allied nightfighter will i also get a corkscrew command?

Yes, the warning is random. The corkscrew effect does not apply to fighters, only bombers.

Quote
Is there any problem with using the window object also on the German side? I was thinking that if it gives a % chance of a following nightfighter breaking off, it could be used to simulate an AI controlled mossie nightfighter say, losing radar contact with you in a German nightfighter. As i believe this was quite common due to the higher speeds and performance of two fighters trying to track each other as regards a fighter tracking a bomber. Does window also affect fighter on fighter?

No, window does not affect fighter vs. fighter, it only affects bombers. Sputnikshock has made a version of the corkscrew mod that simulates a nightfighter gunner warning, though, which will cause the pursued nightfighter to peel off. I will include it in the next release.

Quote
could a gunner command with reduced properties be made for nightfighting?

Right now the GNR object only calls out fighters. I could make one that calls out any aircraft with severely reduced ranges, yes. I might also implement a random factor to keep things honest ;)

Quote
Later in the war both powers used tail warning radar, have you thought of implementing this?

I have thought about it and will probably do it. Still needs a little research. I also found out that Naxos could detect AI radars, so it would function as a tail-warning radar itself.

Additional upcoming stuff includes GCI that vectors you to the nearest target and won't tell you about ones way out of range and an Air/Sea search radar simulating the AN/APS-4. I still have to figure out OBOE but I plan on doing that too...

I also had an idea for a FLIR / Starlight scope operator to go with my AC-47. I even had an idea for a simulated LSO that could talk you down onto a carrier, but since I can barely land on one I'm not sure how to program the AI to do it  :-X

As always, suggestions appreciated :D
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CWMV

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Re: Ground Control Mod v 1.08
« Reply #164 on: February 24, 2011, 04:32:44 AM »

CY6 you really should change your title to 'patron saint of night fighters'. Really amazing stuff. Any plans to implement something like Flensburg?
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Checkyersix

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Re: Ground Control Mod v 1.08
« Reply #165 on: February 24, 2011, 04:40:18 AM »

Sure, no reason why not. All I need is the operational parameters of any given device, and I can probably simulate it.
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slipper

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Re: Ground Control Mod v 1.08
« Reply #166 on: February 24, 2011, 04:45:14 AM »

Cheers CY6,

I have some info on german radar, i will upload later, also with a list of books i have read that i recommend.

cheers agai mate
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slipper

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Re: Ground Control Mod v 1.08
« Reply #167 on: February 24, 2011, 03:13:10 PM »

CY6,

I have uploaded some info to imageshack on German Radar, links below

https://www.sas1946.rocks/images/imageshit/dead/dead.gif
https://www.sas1946.rocks/images/imageshit/dead/dead.gif
https://www.sas1946.rocks/images/imageshit/dead/dead.gif
https://www.sas1946.rocks/images/imageshit/dead/dead.gif
https://www.sas1946.rocks/images/imageshit/dead/dead.gif
https://www.sas1946.rocks/images/imageshit/dead/dead.gif
https://www.sas1946.rocks/images/imageshit/dead/dead.gif
https://www.sas1946.rocks/images/imageshit/dead/dead.gif
https://www.sas1946.rocks/images/imageshit/dead/dead.gif
https://www.sas1946.rocks/images/imageshit/dead/dead.gif
https://www.sas1946.rocks/images/imageshit/dead/dead.gif

They all come from the Appendices of the

History of the German Night Fighter Force, 1917-45 by Gebhard Aders

a great book describing the development of the Nachtjagd

other books i highly recommend are

The Bomber Command War Diaries: An Operational Reference Book 1939 - 1945  by Martin Middlebrook and Chris Everitt
The Peenemunde Raid: The Night of 17-18 August 1943 by Martin Middlebrook
The Berlin Raids: The Bomber Battle, Winter 1943-1944  by Martin Middlebrook
The Battle Of Hamburg: The Firestorm Raid  by Martin Middlebrook
The Nuremberg Raid: 30-31 March 1944 by Martin Middlebrook

The above books (excluding the first) all give a minute by minute account of specific raids, very detailed and great personnel stories interspersed throughout, by Luftwaffe, RAF, and Civilians

Instruments of Darkness: The History of Electronic Warfare,1939-1945

The evolution of radio and radar systems for military use during World War II, and devices to counter them, standard work on subject


Confound and Destroy by Martin Streetly

About 100 Group and the bomber support campaign, can be quite technical, but the best one volume book on RAF equipment

Other Battle: Luftwaffe Night Aces Vs. Bomber Command: Luftwaffe Night Aces Vs. Bomber Command

Great book following the step by step developments by both sides in the Nightwar, covers strategy, tactics, technical aspects.

some more images of pathfinder marking

https://www.sas1946.rocks/images/imageshit/dead/dead.gif
https://www.sas1946.rocks/images/imageshit/dead/dead.gif
https://www.sas1946.rocks/images/imageshit/dead/dead.gif
https://www.sas1946.rocks/images/imageshit/dead/dead.gif


from

Pathfinder Force: A History of 8 Group RAF by Gordon Musgrove

These are probably the best books that i have, in my opinion to understand the tecnicalities of the Nightwar, have loads more on planes, personnal stories etc

finally a few details on Oboe

http://www.381st.org/Portals/19/old381st/stories_howland-geeh.html
http://www.flightglobal.com/pdfarchive/view/1946/1946%20-%200866.html
http://www.vectorsite.net/ttwiz_10.html


hope they come in handy  :)

cheers mate

regards

slipper


p.s another oboe site, gives a good diagrammatic overview

http://www.radarpages.co.uk/mob/navaids/oboe/oboe3.htm
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