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Author Topic: Command and Control Mod v 1.11  (Read 105464 times)

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slipper

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Re: Ground Control Mod v 1.08
« Reply #144 on: February 19, 2011, 03:03:17 AM »

Yeah great idea CY6

I did half wonder about this before, when i flew your 100+ bomber mission on the darkened Rhur map you made. I had so many contact reports that it became more or less impossible to concentrate on one.

Also i believe this would have been more realistic as regards the Kammhuber line GCI guidance, so definately gets the thumbs up from me.

Another area that could maybe be developed is the searchlight system, as these often worked in conjunction with radar and GCI. I have done a bit of research on it but info is quite disperesed and thin on the ground, i'll see what i can find.

The more you go looking though, the more complex you realise the whole defence system was

cheers mate

regards

slipper  :)

p.s would it be possible for the GCI to give the approx bearing the bomber is flying, (not to be confused with the bearing to bomber from own airplane). As i believe the GCI would track the incoming plane and pass on the course it was taking to the intercepting aircraft.

thanks again
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SAS~Poltava

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Re: Ground Control Mod v 1.08
« Reply #145 on: February 20, 2011, 07:16:34 AM »

A very, very VERY interesting mod. I will try and combine it with a He-219 campaign and see what comes out. A whole new dimension to the game, I guess! Again thanks for GREAT work, as always!!! And I second the idea of making the GCI direct you towards the nearest bogey. Sound realistic in my ears.

EDIT: This is an AWESOME Mod!!! Gives you a completely new gameplay in night interception missions!!! Fabulous!

I will try and build an entire He-219 campaign around! THANKS Cy6!!!!
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Checkyersix

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Re: Ground Control Mod v 1.08
« Reply #146 on: February 20, 2011, 12:12:23 PM »

I apologize to ~11th-Frog for borrowing code from the formation mod without waiting longer for permission.

Considering my stance on "borrowing" between modders it was clearly the wrong thing to do and hypocritical of me.

I guess I just got carried away with the possibilities of this mod and let that obscure my judgment.

I'm locking the thread and removing the links for now.

CY6.
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Checkyersix

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Re: Ground Control Mod v 1.08
« Reply #147 on: February 20, 2011, 03:12:35 PM »

A heartfelt thank you to ~11th-Frog for accepting my apology.

I've re-posted the link and unlocked the thread.

CY6.
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Epervier

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Re: Ground Control Mod v 1.08
« Reply #148 on: February 20, 2011, 05:44:09 PM »

Bravo ! Thanks to you two!
It would have been damage to lose this Mod!
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SAS~Poltava

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Re: Ground Control Mod v 1.08
« Reply #149 on: February 21, 2011, 12:57:52 AM »

Whew! I got really scared there!  ::)

Because this is a REALLY great mod, with ENORMOUS potential. I would put in in my list of "Ten-must-have-Mods". As I said: Nightfighter interceptions are a completely new ball-game with this one. And I will soon try out the other applications.

Thanks CY6, and 11th_Frog, for sorting this out in such a gentlemanly way, for the good of the community!
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SAS~Poltava

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Re: Ground Control Mod v 1.08
« Reply #150 on: February 22, 2011, 11:23:52 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!  :)
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CWMV

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Re: Ground Control Mod v 1.08
« Reply #151 on: February 22, 2011, 11:42:08 AM »

On it like a fat kid on a cupcake!
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Checkyersix

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Re: Ground Control Mod v 1.08
« Reply #152 on: February 22, 2011, 02:08:01 PM »

Cool, I'll check it out :D
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slipper

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Re: Ground Control Mod v 1.08
« Reply #153 on: February 22, 2011, 02:42:16 PM »

Poltava well done mate, will give it a go.

CY6,

Found a great site here

http://www.gyges.dk/the_luftnachrichten_dienst.htm

Gives all sorts of info on Luftwaffe control measures, tactics and techniques, the nightfighting section has some really good info that may be of use to you.

also another good site here

http://www.gmtgames.com/p-233-nightfighter.aspx

its for an upcoming boardgame but has some good info on nightfighting, especially as regards diagrams of defensive belts.

On another note CY6, i was wondering if you might at some time be able to look at the searchlights please?

I have a mod by UF_Josse i think, called projecteurs, Which increased the range of searchlights and also slowed them down a bit so they appear more controlled, its very good, However whenever flak fires with this installed the game freezes. I have tried the class file checker and can not seem to find a conflict.

I was wondering if you might be able to turn your magic on it please? and so increase the range of the searchlights?

Two ideas i had were a flak gun/searchlight combination, so that when a bomber gets illuminated by a searchlight, it also attracts the attention of more flak. And possibly someway of GCI directing you towards an illuminated target, to simulate 'HellleNachtjagd' mainly in the early war period.


Thanks again mate for my favourite mod

regards

slipper
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Checkyersix

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Re: Ground Control Mod v 1.08
« Reply #154 on: February 22, 2011, 06:28:22 PM »

Thanks Slipper,

I don't know if this is Josse's mod, but here's a searchlight mod that works for me:

https://www.mediafire.com/?2s8h3by40zdll01

And here's the Searchlight section of my technics.ini file:

Code: [Select]
[SL_ManualBlue]
Description  A generic searchlight. Hands-driven, blue.
Icon         antiaircraft

// Models
MeshSummer   3do/Lights/SL_ManualBlue/hier.him
//MeshSummerDamage ....   FIXME: do it
//MeshWinter ....   FIXME: do it


// Panzer
PanzerType       Car
PanzerSubtype     1
PanzerBody      0.001

// Weapon
MaxDistance      24000.0
HeadYawHalfRange      180.0
GunMinPitch            30.0
GunStdPitch            90.0
GunMaxPitch            90.0         // >=90 means 0-180
HeadMaxYawSpeed         3.5
GunMaxPitchSpeed        3.5
SearchMaxConeAngle     70.0
FoundMaxConeAngle       0.08
ColorR                  0.53
ColorG                  0.84
ColorB                  1.00
LandIntensity           3.0
LandRadius             70.0


If this isn't Josse's mod, then thanks to the original author. This is not my work and I did not modify it.
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Checkyersix

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Re: Ground Control Mod v 1.08
« Reply #155 on: February 22, 2011, 06:36:57 PM »

Also, here's a little tweak that will increase the brightness and view distance of TI flares:

https://www.mediafire.com/?76nwkl863qjd3y8

All credit to the original builders of the Mossie Mk16 (Jolly,Ranwers, Hunin, Howlin, Zorin), which introduced the TI flares.
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