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Author Topic: Command and Control Mod v 1.11  (Read 105489 times)

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Checkyersix

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Re: Ground Control Mod v 1.08
« Reply #180 on: February 25, 2011, 03:30:43 PM »

Slipper, you seem to be well informed on the NachJager, was there ever a functional airborne IFF receiver? Ive not been able to find anything on Luftwaffe IFF.
Lets just say Ive been vectored into an intercept of my own aircraft a few times...

You can get the radar operator to ignore friendly aircraft by setting the GCI to be the same color as the player.
Hi guys,Im trying to get this fantastic mod working but am having a problem.My game loads fine but when i try to fly a QMB or single mission I get a "application error...memory could not be read" messege and have to exit to desktop.I have double checked and have it installed as per the instructions.I have a custom install with no packs,UP or others.I am running PALmissionproCombo and the PALminimapV2.3.Gonna be disabling some other mods to see if thats what may be giving me trouble.Any help or insight would be greatly appreciated.Im dying to use this for the new nightfighter missions.

Not sure what could be causing that, though PALmissionproCombo might be doing it, I haven't tested this mod with that one...

PALminimap should be unaffected though, I've been using it without problems.
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DIVEGUY43

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Re: Ground Control Mod v 1.08
« Reply #181 on: February 25, 2011, 04:47:32 PM »

Thanks.Im gonna try disabling the PALmissionpro and see what happens.Will let you know if thats the problem.
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Checkyersix

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Re: Command and Control Mod v 1.09
« Reply #182 on: February 26, 2011, 10:30:44 AM »

Ok, new update, lots of new stuff, check it out ;D

CY6.
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Checkyersix

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Re: Command and Control Mod v 1.09
« Reply #183 on: February 26, 2011, 10:31:52 AM »

BTW the Running Commentary GCI is experimental, so try it out and let me know how it works...
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slipper

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Re: Command and Control Mod v 1.09
« Reply #184 on: February 26, 2011, 02:14:49 PM »

WOW! CY6 you are amazing,

really excellent work again mate, unfortunately will not get chance to test it until early next week. The running commentary idea is inspired, also glad to see the radio op command.

regards

a very happy

slipper  :) :)
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fabianfred

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Re: Command and Control Mod v 1.09
« Reply #185 on: February 26, 2011, 02:27:48 PM »

The read me doesn't contain the lines to be added to the Stationary.ini
I think pdf format would be better.
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Epervier

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Re: Command and Control Mod v 1.09
« Reply #186 on: February 26, 2011, 03:17:26 PM »

The file "add to stationary.txt" contains the lines to be added in the stationary.
It is in the same folder as the readme.

@Checkyersix
Great work !
My only little regret is that the "rescap" is only reserved for the HRS !
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If your results do not live up to your expectations, tell yourself that the great oak was once an acorn too. - Lao Zi -

fabianfred

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Re: Command and Control Mod v 1.09
« Reply #187 on: February 26, 2011, 03:43:09 PM »

no folder for readme just an rtf file...??


since you can now 'trigger' this smoke....how about an object which triggers huge amounts of blck smoke when destroyed or hit ...to be able to have those buildings or ships put off smoke thoughout the mission after being bombed??

getting little frogs on your fist page pix

the RESCAP would also be good for the Bell....MASH type thing

I see the FOV calls for CAV when overrun...any way to rescue the poor boy?
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slipper

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Re: Command and Control Mod v 1.09
« Reply #188 on: February 26, 2011, 04:57:08 PM »

CY6,

One more idea, i was thinking that you pretty much have the Nachtjagd/Bomber Command control mods tied up now, (except for some sort of blind bombing, which you say may hopefully follow). The only big thing missing for me is some form of navigation help.

I find following the waypoints to be very unrealistic as navigation at night was a massive problem, even more so in the early war years. And following the navigation map always gives the player the exact position of the plane, which i again find unrealistic, (i did ask Benitomuso if he may consider an option to remove the players white icon plane from the navigation map). An excerpt from the Butt Report shows the problems faced in 1940-41

Quote
The report was initiated by Lord Cherwell, a personal friend of Churchill, and chief scientific advisor to the Cabinet. D. M. Butt a civil servant in the War Cabinet Secretariat and an assistant of Cherwell, was given the task of assessing 633 target photos and comparing them with crews' claims. The results, first circulated on 18 August 1941, were a shock to many.

    Any examination of night photographs taken during night bombing in June and July points to the following conclusions:

       1. Of those aircraft recorded as attacking their target, only one in three got within 5 miles [(8 kilometres)].
       2. Over the French ports, the proportion was two in three; over Germany as a whole, the proportion was one in four; over the Ruhr it was only one in ten.
       3. In the full moon, the proportion was two in five; in the new moon it was only one in fifteen. ...
       4. All these figures relate only to aircraft recorded as attacking the target; the proportion of the total sorties which reached within 5 miles is less than one-third. ...

    The conclusion seems to follow that only about one-third of aircraft claiming to reach their target actually reached it.

Postwar studies confirmed Butts assessment showing that forty-nine percent of RAF Bomber Command's bombs dropped between May 1940 and May 1941 fell in open country. As Butt did not include those aircraft that did not bomb because of equipment failure, enemy action, weather, or simply getting lost, the reality was that about five per cent of bombers setting out bombed within five miles of their target.

with the above in mind i was thinking of something like a navigator mod, which every so often would report the map grid that the players plane is in. As the map grids are, i think 10km square, this would still give some uncertainty as to the exact position, as an added difficulty maybe a percentage chance could be given of reporting the correct grid square, which could vary as the war progressed and navigation became better.

for example maybe early on a 30% chance of reporting the correct square, 20% chance of reporting a square adjacent to correct grid, 10% of reporting a grid 2 squares away, and so on.

What do you think?

Cheers again for a great update,

regards

slipper  :)

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Checkyersix

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Re: Command and Control Mod v 1.09
« Reply #189 on: February 26, 2011, 05:55:16 PM »

no folder for readme just an rtf file...??

The lines are in the add to stationary.txt file, like is says in the readme.

Quote
getting little frogs on your fist page pix

No frogs here, must be on your end.

Quote
since you can now 'trigger' this smoke....how about an object which triggers huge amounts of blck smoke when destroyed or hit ...to be able to have those buildings or ships put off smoke thoughout the mission after being bombed??

Doesn't plutonuim effects do this?

Quote
the RESCAP would also be good for the Bell....MASH type thing

Sure.

Quote
I see the FOV calls for CAV when overrun...any way to rescue the poor boy?

FOV? You mean the FAC? And you mean CAS, right? No you can't rescue him. IRL he'd just call in more planes to finish the job, he wouldn't abandon his fellow troops.

with the above in mind i was thinking of something like a navigator mod, which every so often would report the map grid that the players plane is in. As the map grids are, i think 10km square, this would still give some uncertainty as to the exact position, as an added difficulty maybe a percentage chance could be given of reporting the correct grid square, which could vary as the war progressed and navigation became better.

for example maybe early on a 30% chance of reporting the correct square, 20% chance of reporting a square adjacent to correct grid, 10% of reporting a grid 2 squares away, and so on.

Sure, sounds simple enough.
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CWMV

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Re: Command and Control Mod v 1.09
« Reply #190 on: February 26, 2011, 06:02:05 PM »


Ok so CY6 what CANT you do with this mod? It seems you've been able to do just about everything requested so far, but what is off limits?

EDIT: After using this for a while with the NachtJagd generator I've got an observation and a question.
Naxos gets me the most kills. I'm sure that Flensburg is going to be about the same.
With that said, could it be possible to turn the player aircraft radar on and off, so that one could go completely passive during intercept? And thus avoid calling the attention of the damn Mosquitos by blasting your radar all over the place? Or is that even a rational concern given AI use or lack there of of the mod?
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fabianfred

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Re: Command and Control Mod v 1.09
« Reply #191 on: February 26, 2011, 06:24:09 PM »

Thanks for your quick reply.
Plutonium effects doesn't work properly in 4.10 because of class files clash....also that smoke goes away relatively quickly compared to real life.

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