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Author Topic: Project DGen_mod  (Read 376174 times)

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santobr

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Re: Project DGen_mod
« Reply #564 on: February 18, 2013, 07:08:14 AM »

Something that I noticed using the new features (ntB and ndB) was that it is impossible to make scramble missions in carriers vs carriers campaigns without ntBr and ndBr.



santobr.
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Juri_JS

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Re: Project DGen_mod
« Reply #565 on: February 18, 2013, 07:29:14 AM »

Before making the decision I advised to work these questions in the full editor. It is simple to me to set multilevel maintenance, but game doesn't observe the instructions given to it. One of the reasons why didn't make so earlier, is that fighters of maintenance start manufacturing "snakes" and when "snake" on "snake" result is imposed to predict difficult. Collisions are possible.

Maybe it will be necessary to limit the number of escort fighter groups per bomber group to one.
In this example - 9B 12F - it will not be too complicated to give the three four plane flights different altitudes to avoid crashes.
Things will get complicated when we have something like this - 9B 8F 8F. I think in this case it is better to let only the first 8F escort the bombers and let the second 8F fly ahead.

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Ian Boys

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Re: Project DGen_mod
« Reply #566 on: February 18, 2013, 09:17:17 AM »

Hmm, tricky. What happens with 4B 8F?

And the advantage of 4B 2F 2F is that you can get (for example) Mig-3 and I-16 escorting the bombers.
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Lagarto

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Re: Project DGen_mod
« Reply #567 on: February 18, 2013, 10:48:00 AM »

I'll be happy with one escort group per one bomber group as long as we can have several groups of bombers flying in waves, each group escorted by more than just 2-4 fighters.

Another problem with having more than one bomber group is that, with air-start type of mission, two groups are sometimes spawned too close to each other and collide. A bigger difference in altitudes could solve the problem.
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Asura

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Re: Project DGen_mod
« Reply #568 on: February 18, 2013, 10:31:43 PM »

I had still thoughts to divide group on different aero houses 9B 6F 9A 3F - 9B 6F begin with one airfield, 9A 3F begin with the second airfield. Purpose one, flight vectors the different.
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Ian Boys

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Re: Project DGen_mod
« Reply #569 on: February 19, 2013, 01:08:40 AM »

That would ease the cramped airfields you can get. But it really limits group size. If you want 18 bombers how would you do that then?
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Boelcke

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Re: Project DGen_mod
« Reply #570 on: February 19, 2013, 02:31:22 AM »

Another problem with having more than one bomber group is that, with air-start type of mission, two groups are sometimes spawned too close to each other and collide. A bigger difference in altitudes could solve the problem.

i´ve tried to solve this problem with different altitudes for the different bomber planes in the concerning xxxx.planes.dat files, after that the situation has become a little bit better but the problem wasn´t realy solved, from time to time the formations collided again when spawning
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Boelcke

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Re: Project DGen_mod
« Reply #571 on: February 19, 2013, 02:33:28 AM »

That would ease the cramped airfields you can get. But it really limits group size. If you want 18 bombers how would you do that then?

i think the biggest problem for this solution will be the heavy bombers, they can´t take off from most of the airfields
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Asura

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Re: Project DGen_mod
« Reply #572 on: February 19, 2013, 03:31:04 AM »

For bombers there is a simple decision which is used now - start in air over airfield. hB always begin only in air.
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Lagarto

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Re: Project DGen_mod
« Reply #573 on: February 19, 2013, 10:07:47 AM »

The problem with 'hB' bombers (it could be any bomber, a Ju-87 for example) is that they fly too high, and on shorter missions their escort fighters have problem reaching their altitude in time. I wish the 'hB' bombers flew at altitudes specified in the concerning xxxx.planes.dat files.

As for fighters - it would be great to have groups of, for example, 30F, but there's just not enough room on the runway, where they're spawned. And when they're spawned at time intervals (like in PF), the game stutters. Ideal solution would be to make them spawn at dispersals, wait their turn, taxi to the runway, and take off, but I don't know if it's possible.

Another related idea: I wish the airfields had additional parameter (like 1,2,3,4 - 1 by default) informing the DGen.exe that on this particular airfield planes can take off singly, in pairs, in three-plane flights, and four-plane flights. There is enough room for that on many airfields. Besides, several fighters taking off simultaneously, in line abreast, would look so much more realistically.
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BravoFxTrt

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Re: Project DGen_mod
« Reply #574 on: February 19, 2013, 10:22:54 AM »

Would be awesome!
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Semor

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Re: Project DGen_mod
« Reply #575 on: February 19, 2013, 03:17:04 PM »

Quote
Another related idea: I wish the airfields had additional parameter (like 1,2,3,4 - 1 by default) informing the DGen.exe that on this particular airfield planes can take off singly, in pairs, in three-plane flights, and four-plane flights. There is enough room for that on many airfields. Besides, several fighters taking off simultaneously, in line abreast, would look so much more realistically.

100 points to this! Would be really awesome.
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