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Author Topic: Command and Control Mod v 1.11  (Read 104993 times)

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Stratodog

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Re: Ground Control Mod v 1.05
« Reply #84 on: February 07, 2011, 11:36:20 AM »

Strange thing.

Tonight I was using the GCI object and I noticed that when the enemy aircraft flew out of range (I assume) of the radar, I started getting map grid info on them, like with a Ground Observer (OBS).

More specifically, I was flying on the Berlin map.  I had the GCI object located in the center of B-5, when the enemy fighters flew east to the L-7 sector I started getting OBS map grid info on them.

FYI

BTW.  I just had a big Duh moment when I figured out that this happened because I was flying more than 100km from the radar not because the enemy was.

You may have even suspected that and were too polite to call me a dumbass :)  Thanks.

anyhoo.  :-[
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slipper

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Re: Ground Control Mod v 1.05
« Reply #85 on: February 07, 2011, 02:33:29 PM »

CY6,

Really well done on the new version mate, this mod is getting better by the day, can't wait to see what you think of next.

Have not had time to try the new version yet, but two things spring to mind.

1. With the corkscrew maneuver, would it be possible for it to affect only a percentage of AI Bombers, and to have the rear gunner call out a percentage of the time ?

Most books i have read, seem to follow a similar thread in that most Bombers never saw the aircraft attacking them untill it was to late, so that all planes reacting by corkscrewing would probably be a bit excessive in my opinion.

2. The Window screen was only really effective in the  main part of a Bomber Stream, Bombers flying above, below, left or right of the main stream were often picked off, even though they were windowing, as a single bomber and its window bundles were easily seperated by Radar Operators.

If possible could the window effect be limited to a 'corridor' effect, to simulate the main Bomber stream?

These are only minor points mate, and i fully understand if you are unable to change them. I am more than happy with what we have now.

cheers

slipper   :)
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Gaston

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Re: Ground Control Mod v 1.05
« Reply #86 on: February 07, 2011, 03:18:52 PM »

I do not know if it is this mod (seems that it is) but version 1.05 crashes my game after 100%(4.10).

Unfortunately, I did not keep the1.04...can someone give me a link to it, please ?
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Checkyersix

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Re: Ground Control Mod v 1.05
« Reply #87 on: February 07, 2011, 03:40:59 PM »

Sorry about that. This version might not work in 4.10 after all...

Here's 1.04

https://www.mediafire.com/?oo2jc7ct1x8nory

You could also try removing the "Corkscrew" and "Window" objects from the stationary.ini list. The others should still work with 4.10...
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Gaston

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Re: Ground Control Mod v 1.05
« Reply #88 on: February 07, 2011, 03:43:35 PM »

I have tested again,and the mod does not work with 4.10 (at least my 4.10).

Will download 1.04 again (Thanks), and also will try removing the lines of corkscrew and window,for a try...

Bu tyour last link drives me to Superflak, not Ground Control 1.04...
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Checkyersix

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Re: Ground Control Mod v 1.05
« Reply #89 on: February 07, 2011, 03:50:23 PM »

1. With the corkscrew maneuver, would it be possible for it to affect only a percentage of AI Bombers, and to have the rear gunner call out a percentage of the time ?

I think that's possible, sure, I could just adapt the window code. It's a good idea and might make playing a nightfighter a little more unpredictable. The way the window object works is that it basically "rolls a die" every few seconds to see if you're jammed. The % chance is quite low, but increases the longer you hang out behind the bomber. It would make sense to do this for corkscrew as well, since the longer you stay behind the bomber the greater the chance they'll see you...

If possible could the window effect be limited to a 'corridor' effect, to simulate the main Bomber stream?

This is trickier. I suppose the chance of jamming could be increased depending on the number of bombers nearby, but its tough to make really large bomber streams in-game (the most my system can handle is around 100). I might come back to this, though right now the AI breaks off about 50% of the time with window active.

I suppose I could lower the % chance and increase the range to ~3km. That way the jamming would increase in the middle of a stream automatically, since there would be more bombers around a fighter than at the edges...
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Checkyersix

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Re: Ground Control Mod v 1.05
« Reply #90 on: February 07, 2011, 03:53:23 PM »

I have tested again,and the mod does not work with 4.10 (at least my 4.10).

Will download 1.04 again (Thanks), and also will try removing the lines of corkscrew and window,for a try...

Bu tyour last link drives me to Superflak, not Ground Control 1.04...

Here you go: https://www.mediafire.com/?km31869whadb8dw

Filefront doesn't seem to list things in order :(
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Gaston

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Re: Ground Control Mod v 1.05
« Reply #91 on: February 07, 2011, 03:54:30 PM »

No Problem, Amigo ! everybody does mistakes !
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AMK

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Re: Ground Control Mod v 1.05
« Reply #92 on: February 07, 2011, 05:14:21 PM »

Checkyersix
please look and make this mod working with 4.10.
I built campaign DCg with yours object and play it every night on HL
With 1.04 was great fun.
Please look for code and make working with 4.10 version 1.05
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Checkyersix

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Re: Ground Control Mod v 1.06
« Reply #93 on: February 07, 2011, 06:22:41 PM »

Ok, I think I solved it. Check above for the update and let me know if it causes problems.

I also added a new RESCAP object, which simulates a downed pilot waiting for chopper rescue. Great for Korean or Vietnam scenarios!

And yes, he really does get 'rescued' ;)

P.S. You need the HRS3 for that one to work, see the readme for details...
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CWMV

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Re: Ground Control Mod v 1.06
« Reply #94 on: February 07, 2011, 08:30:19 PM »

Holy lord! I have to fugue out how to add this to existing dgen and static campaigns!
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SAS~Monty27

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Re: Ground Control Mod v 1.06
« Reply #95 on: February 07, 2011, 10:23:54 PM »

Absolutely bloody marvelous! In terms of campaign missions, this has re-written the whole sim!
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