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Author Topic: Command and Control Mod v 1.11  (Read 105488 times)

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Checkyersix

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Re: Command and Control Mod v 1.09
« Reply #192 on: February 26, 2011, 06:40:09 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?

It cannot wash your car or do your taxes. Well maybe it could do your taxes, but I wouldn't try...

Quote
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?

Not really a concern, since the AI doesn't use the radar, though they can still "see" you at 6000m as in daylight, so it evens out. If Mosquitos are that close anyway they would have been able to use their radar.
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slipper

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Re: Command and Control Mod v 1.09
« Reply #193 on: February 27, 2011, 03:07:30 PM »

CY6,

Thanks for looking at a navigator mod, another thought is that the Navigation report as well as being more innaccurate in the early war period, could also be more innaccurate as distance from home base increases, what do you think?

The only problem left then would be how to remove the players icon white plane from Benitomuso's minimap mod (in navigation mode),  i think Benitomuso considers his mod finished, and therefore will not be adding this feature although he did reply and say it was possible.

In your opinion could a secondary mod that removes the player icon white plane be added separate to benitomuso's mod?

regards

slipper
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Checkyersix

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Re: Command and Control Mod v 1.09
« Reply #194 on: February 27, 2011, 06:09:59 PM »

No, I can't remove the player's plane from the minimap. Isn't there a difficulty setting for that?

The NAV object as is will report the player's location fairly accurately, with a small chance for error, with an accuracy of 10-20km. I suppose I could introduce cumulative chances for error over time, but I don't want it to be frustrating for the player to use, especially since once the player has figured out where he really is, there's no way to tell the navigator to stop giving the wrong position.
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Benno

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Re: Command and Control Mod v 1.09
« Reply #195 on: February 28, 2011, 03:08:39 AM »

CY6
Thank you for an incredibel Mod   :P
Benno
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slipper

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Re: Command and Control Mod v 1.09
« Reply #196 on: February 28, 2011, 03:51:47 AM »

Ok cheers CY6, that sounds ideal

No unfortunately, at the moment you have two choices :-

No mini map path - when enabled all this does is remove the waypoints and flight markers from the map (or navigation map if using benitomusos mod). The players plane is still located on the map

No map icons - when enabled this removes all map icons (ground, air, sea) from map except for players icon

If you disable both of the above, you get nothing on the map at all, no player icon, no ground icons, no waypoints etc

Ideally would like to have an option just to remove the players icon from the map, that way you would still have some situational awareness of what is going on around you, position of wingmen etc. And waypoints would still be on the map but you would not know the exact position of your player plane, and would have to carry out some form of navigation to determine your position with respect to the correct course.

In my opinion it would make the game more immersive, say for example a route had been plotted to direct you between two heavily defended flak zones, it would be in your interest to stay as much as possible on the correct course. You could judge your deviation from the course from the waypoints on the map and the navigators reports you recieve.

At the moment a look at the map gives you the exact position of your plane, the only way to not show the players plane is if you select the above two options then you do not get waypoints marked on the map and do not really know the correct course to follow anyway.

Bit of a long winded answer, hope i made myself clear  :)

Like i said earlier Benitomuso has said it is possible. I have no modding experience so i have no idea how difficult it would be to have things as they are with just the players icon removed from the minimap.


cheers CY6

regards

slipper


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Checkyersix

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Re: Command and Control Mod v 1.10
« Reply #197 on: March 01, 2011, 02:51:13 AM »

Update added, check above.

Added the NAV and OBOE objects, and overhauled the RCGCI object extensively (ie, it works now).

This will be the final update for this mod. If others want to make their own C&C type objects, all I ask is for a nod in the credits to myself and the others who made this possible from the start, ~11th-Frog and Beowolff.

CY6.
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Epervier

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Re: Command and Control Mod v 1.10
« Reply #198 on: March 01, 2011, 03:25:48 AM »

Bravo and thank you for this wonderful mod!
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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 -

slipper

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Re: Command and Control Mod v 1.10
« Reply #199 on: March 01, 2011, 04:11:39 AM »

Brilliant work CY6,

Just read the other post that you are retiring from modding, gutted mate as yours are right up there with my favourite mods, but fully understand, after all this is just a game and we all have 'real' life to deal with.

Hope your decision has not partly been based on my nearly incessant requests on this post, but i can honestly say this is my favourite mod by quite a bit, it completly covers my main WW2 interest.

Wish you all the best with whatever you do with your spare time now mate, and thanks again for some inspirational mods

deepest regards

slipper
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Whiskey_Sierra_972

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Re: Command and Control Mod v 1.10
« Reply #200 on: March 01, 2011, 04:34:02 AM »

Update added, check above.

Added the NAV and OBOE objects, and overhauled the RCGCI object extensively (ie, it works now).

This will be the final update for this mod. If others want to make their own C&C type objects, all I ask is for a nod in the credits to myself and the others who made this possible from the start, ~11th-Frog and Beowolff.

CY6.

I never can thank you so much for those wonderful addition you have done!

The game playability 'll never be the same....all thanks to you!

Can I ask you what kind of ASV radar can be the more compatible with the germans plane?

They have some airborne radar in the later stage of the war (expecially on JU90/290 and JU188)....

All the best!

walter
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Checkyersix

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Re: Command and Control Mod v 1.10
« Reply #201 on: March 01, 2011, 04:55:03 AM »

Okay, one more update before I hit the beach... I accidentally broke the german radars, so download the version that's up right now if you have any issues.

@Walter - try the Taki Japanese radar, it reports in km. The range isn't bad, it just has a fairly narrow beam.

@Slipper - don't worry, m8, it was nice to see so much enthusiasm for my work, and you gave me some good ideas and info.

Cheers ;)

CY6.
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Whiskey_Sierra_972

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Re: Command and Control Mod v 1.10
« Reply #202 on: March 01, 2011, 05:00:21 AM »

Thanks mate!

All the best!!!
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sputnikshock

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Re: Command and Control Mod v 1.10
« Reply #203 on: March 01, 2011, 05:02:42 AM »

Thanks again CY6.

Btw, if you guys need a playground to test CY6s new toys, Nachjagd Mission Generator v2.0 is out.
https://www.sas1946.com/main/index.php/topic,14207.0.html

I dedicate it to CY6.
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