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Author Topic: Command and Control Mod v 1.11  (Read 104980 times)

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CWMV

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Re: Ground Control Mod v 1.03
« Reply #36 on: January 27, 2011, 02:04:56 PM »


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Checkyersix

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Re: Ground Control Mod v 1.03
« Reply #37 on: January 27, 2011, 04:22:20 PM »

lol, glad you guys are having fun with it...

About the FuG radar operator , did it have a relative cone and distance from plane envelopment?

Distance, yes, cone no, not yet. It will work within 100m to 6000m horizontally and +/- 500m altitude. I still need to make it directional.
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Checkyersix

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Re: Ground Control Mod v 1.03
« Reply #38 on: January 27, 2011, 11:35:23 PM »

Sorry guys, I messed up the last batch - the gunners and spotters will call out messages relative to the bearing, not the a/c, so unless you're heading due north the call outs will be wrong.

I'll fix it in the next update, promise...
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SAS~Sani

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Re: Ground Control Mod v 1.03
« Reply #39 on: January 28, 2011, 08:13:25 AM »

Try to limit its "field of view" by limiting azimuth...also,did you alllow some randomness in this,so that enemy aircraft can sometimes slip in un-noticed?
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ElmarBoehl

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Re: Ground Control Mod v 1.03
« Reply #40 on: January 28, 2011, 09:26:51 AM »

Hm, don´t want to appear too silly but how does this mod work? installed all the objects as told in the manual, started a stuka campaign, waiting for news about any targets...and nothing happens...am i supposed to use any shortcuts or something like that in order to activate the mod???
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SAS~Malone

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Re: Ground Control Mod v 1.03
« Reply #41 on: January 28, 2011, 10:17:26 AM »

well, nothing will happen unless you actually place some of the objects on the map via FMB, if that's what you're asking.
it's not an automatic thing, the objects need to be physically placed on the map/mission, and then you also need to take into account the distances at which they will function, as per the readme. ;)
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shardana

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Re: Ground Control Mod v 1.03
« Reply #42 on: January 28, 2011, 10:54:16 AM »

Strange but I don't seem to be able to save the modified missions that i've opened trough the fmb switch in the mission mode..... any reason for that? I'd love to modify my missions through benitomuso missionPropalmod...
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Checkyersix

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Re: Ground Control Mod v 1.04
« Reply #43 on: January 28, 2011, 03:33:06 PM »

Ok, new update, check above. This one corrects the 'clock' call outs and adds ASV radar to the mix ;)

@ Sani, no there's no degree of randomness, though that's not a bad idea, especially for GCI.

@ shardana, usually inability to save comes from missing objects. Are you sure the objects are installed correctly? I'm not sure what the Propalmod is...
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slipper

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Re: Ground Control Mod v 1.04
« Reply #44 on: January 28, 2011, 04:52:27 PM »

Great update CY6,

Was wondering if you have any plans to implement any other radar, electronic warfare systems. Do you think it would be possible to introduce 'window' or any other jammers that would affect the AI ability to track a player aircraft?

Two small requests, could you maybe introduce a minimum height for the GCI, as i believe ground clutter would stop them picking up targets close to the ground.

Is the 120 swing restriction for the Fug just left to right? or in azimuth aswell, if not could you include an azimuth restriction to please?

P.s I think i have some diagrams of ww2 radar ranges, i can dig them out if you like?

cheers mate

Slipper :)
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Checkyersix

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Re: Ground Control Mod v 1.04
« Reply #45 on: January 28, 2011, 06:15:56 PM »

The FuG right now is a rough simulation of the FuG-202 I think. Sure send me whatever you have, its tough to get info on WWII radars...

The 120 arc is left and right relative to the aircraft I believe. The +/- 500m altitude is a rough azimuth restriction, though a more precise one should be possible as well.

I have ideas for jammers that would inhibit the player (possibly introducing garbled messages, etc), but I don't know how to make it work for the AI.

I'll introduce minimum heights for the radars in the next update.
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ElmarBoehl

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Re: Ground Control Mod v 1.04
« Reply #46 on: January 29, 2011, 01:38:57 AM »

well, nothing will happen unless you actually place some of the objects on the map via FMB, if that's what you're asking.
it's not an automatic thing, the objects need to be physically placed on the map/mission, and then you also need to take into account the distances at which they will function, as per the readme. ;)

ok, you want to say something like RTFRM...and you´re right!!!;oD
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SAS~Malone

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Re: Ground Control Mod v 1.04
« Reply #47 on: January 29, 2011, 03:06:18 AM »

lol...you got it, mate... :D
so you've figured it out, then?
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