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Author Topic: anyone else like non-combat missions?  (Read 1755 times)

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cbradbury

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Re: anyone else like non-combat missions?
« Reply #24 on: August 17, 2023, 09:47:44 AM »

One thing that I would like would be a trigger option that 'disappears' an object as well as reveal one. In your surfacing scenario, then  one trigger could make the surfaced sub appear whilst a second removed the submerged one.

I think that you are right, trigger can only activate stationary objects (in addition to the obvious stuff). Might one option to be use an 'oil slick' mesh to replace an existing stationary object? This could be activated/deactivated via jsme when needed for a specific mission?
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Kopfdorfer

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Re: anyone else like non-combat missions?
« Reply #25 on: August 17, 2023, 11:28:41 AM »

I have thought the same thing about a "Disappearance" Trigger ,
cbradbury.
It would also be a step up for all objects ( Artillery/Vehicles/Armour/Ships/Stationary Objects/ Smokes
- Especially smokes to simulate smoke screens ) to be eligible for "Triggering" , not just Aircraft and Chiefs.

Kopfdorfer
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wern moldy

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Re: anyone else like non-combat missions?
« Reply #26 on: August 17, 2023, 01:37:57 PM »

Variety is the key for me and the campaigns containing it are the better ones in my opinion. Years ago someone named Dubbo2 created a few. One of them titled 'Castaway' was fabulous. You became stranded on a deserted island and had to perform all sorts of tasks, there were other a/c on the island to fly....in the end you made your escape to a nearby carrier on board a derelict B25 with the Japs on your tail...it was brilliant, humorous and fun.
Another one was called 'For good pilots only' which I found to be a good training tool. You had to perform delicate tasks flying a variety of planes.
Personally I would find it boring to be without air combat....I get bored with too many fighter/bomber missions to be honest.
You say you're not good at air combat. Well, no one is to begin with.
Incidentally, has anyone playing WAW achieved the highest Luftwaffe decoration of the knights cross with oak leaves, swords & diamonds?
I'm nearing the end of 'JG26; top guns of the Luftwaffe', have amassed an absolute record number of kills for me, but I STILL haven't got the diamonds, and I'm thinking, how the hell many kills do ya need to get them?!
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tomoose

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Re: anyone else like non-combat missions?
« Reply #27 on: August 17, 2023, 01:49:39 PM »

cbradbury;
I was just looking at the C&C Mod objects.  One of them is the DZ (Dead Zone) object:
"This object is intended to help mission designers "clean up" missions by removing aircraft from a mission when they are no longer needed.
Placement: Somewhere out of the way, preferably in the corner of a map. An airfield where you intend planes to land and disappear will also work. Give it the same color as the planes you want to remove.
- How it works: When planes of the same color as the object get within 1000m, they will pop out of existence at the rate of one every 5 seconds, regardless of altitude. If you want to remove large groups of planes, you should have them orbit the object at low level, or make repeated passes to make sure they disappear. Multiple objects can be used to widen the "Dead Zone".
- This object is intended to solve an old mission-builders' problem on maps like Berlin, where there is nowhere for bomber-streams, fighters, etc to go when they have completed their mission and are no longer needed. Rather than have them orbit in the corner or fly off the edge of the map, the mission builder can now simply remove them, thus saving FPS.
* The player's plane cannot be removed by the DZ object, though his AI wingmen can."

Not exactly what you're after but...
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cbradbury

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Re: anyone else like non-combat missions?
« Reply #28 on: August 17, 2023, 02:13:56 PM »

Hi tomoose, no, not quite what we are after, as it only works for aircraft.

I do actually use dead zone a lot in my missions as it gets around a problem in il2:

If you put a lot of objects on your home airfield for eye candy, your AI mates will not land back there as ATC keeps waving them off if you have cluttered the taxi points with objects. So I place their last waypoint in a dead zone so that they disappear at the end of the mission, whilst I then land my own aircraft.
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WxTech

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Re: anyone else like non-combat missions?
« Reply #29 on: August 17, 2023, 02:53:24 PM »

Didn't I already post a little while back that I've successfully implemented emission of an expnding POL slick from destroyed ships? Well, I have. They are randomly generated, with a higher probability for larger vessels and especially tankers.

I did try to create a slick to trail behind a moving ship, but had problems and gave up earlier than is typical when I grapple with a problem. The slowly expanding (and fading over time) splotch once the ship has stopped is agreeably effective enough for me. So far, anyway.  ;)

Surely it should be possible to cause a sub to slither beneath the surface when a threat comes within a defined distance. (Like the way loco lights at night go off when a plane approaches.) Controlling the Z height over some interval of time can't be that tricky, I should think. But I could be blissfully naive, too.  ;)
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Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

cbradbury

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Re: anyone else like non-combat missions?
« Reply #30 on: August 17, 2023, 11:42:58 PM »

Hi Glenn,

well, mace has already achieved the dive (two options: periscope and deeper) with his modern subs - see post #14 here:

https://www.sas1946.com/main/index.php/topic,64706.12.html

I don't see why that cannot be adapted to WAW subs. However, I always understood that there was no 'underwater' depth wise in il2, so we would need his input on this, especially whether the sub could be attacked by an aircraft whilst submerged.
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mace

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Re: anyone else like non-combat missions?
« Reply #31 on: August 18, 2023, 04:41:14 AM »

May be of interest with the topic of this thread, looking to release a Sea King mod in 2024 which will hopefully include search & rescue (winch ops), medevac, firefighting and stores replenishment options.




cheers mace
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Frankiek

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Re: anyone else like non-combat missions?
« Reply #32 on: August 18, 2023, 04:56:50 AM »

Mace is always so full of resources
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WxTech

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Re: anyone else like non-combat missions?
« Reply #33 on: August 19, 2023, 02:16:53 AM »

Clive,
There is depth in the game. For instance, damaged ships will decrease in map height on the Z axis as they slowly head down to meet Davey Jones.  ;)

For my earlier implementation of napalm effects, to simulate a low ground fire I positioned a sizeable fire texture some 8m below ground level, so that only the uppermost part was seen.

I suspect a depth charge could be made to slowly sink, and after the set depth is reached one or more of the associated effects could originate down there, rising to pop through the surface. This would simulate the delayed emergence of the geyser (the initial surface shock could be instantaneous.)
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Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

cbradbury

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Re: anyone else like non-combat missions?
« Reply #34 on: August 19, 2023, 04:36:27 AM »

That would be superb if it all came together, Glenn. As long as a DC could sink, simply setting a correct fuse delay should be sufficient.
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WxTech

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Re: anyone else like non-combat missions?
« Reply #35 on: August 19, 2023, 05:42:38 PM »

It's all math. As long as the weapon itself is in existence after disappearance upon contact with the surface, a suitable sink rate is applied over the required time interval, and the location of the explosion at depth is applied to thee determination of damage against objects within range. To my mind, this is no different to events on the surface or in the air.
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Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)
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