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#1
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Of all of them, at the moment, if it were to be incorporated in the "Official version" this one would be achievable with Catsy Trigger mod. Quote:
Wheels
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Cheers Wheelsup_cavu ![]() Lock N' Load - Time lapse build of an F/A-18 Super Hornet March Field Museum Pics-Riverside CA |
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#2
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Not done that for a long time and so do not know if the behaviour still exists but maybe this could be a trick to stop vehicles mid object?
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Spud |
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#3
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#4
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Really nice post Pursuivant.
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#5
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Hello DT
As I am always very grateful to you. Currently we have more powerful computers. Computers capable of supporting more graphic load and keep good frame rates. The idea is to have life on land. Speaking of life, I mean vehicular traffic in cities, roads and paths. Trains also give you an excellent choice of realism. To schedule something, not necessarily tell the vehicle via a single pattern. But the vehicle can go back and constantly throughout the mission. Also give a range in the case of cities, so that the vehicle is constantly moving in the city. Trains can have the same characteristic, for which could be two train stations and would make a round trip. At night the vehicles could turn on the lights to move and trains could blow his bell when driven on the railroads. I know that many people will say that being wartime vehicles not circulated and thus not go on their lights. But it is not always the case because sometimes the pleasure of flying on land and appreciate "life" in it, would be great. Besides being a period of war, life can not stagnate and this should continue. There will always be a negative person to every new idea, always see a "but". Thank you DT. Last edited by P-38L; 02-01-2016 at 04:36 PM. |
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#6
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For supply missions:
Whichever airfield you want to get supplied, set a primary recon objective over it and check the block that's says you have to land to meet objective. Also set a protect objective over your cargo planes. For rescue missions at see using float planes: Japanese or American only currently. Set your guys being rescued in the water. The pilots are located under the stationary ships section. Again set a primary recon objective. Use the slider to minimize the radius, and make sure landing block is checked. Then set your float plane to land inside the recon objective radius. No I think there is a way to make the pilots disappear after a set amount of time, but I am not sure. So if you could get timing right, then float plane would land, then a few minutes later the pilots object would disappear (simulating the rescued crew aboard) take-off and return home. |
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#7
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My wish-list idea for supply missions would allow you to land and have cargo "units" within the plane removed at a set time rate, removing mass from the plane. That way, you could then take off unloaded, and you'd get points for each unit of cargo unloaded rather than just for landing. That allows for "round trip" supply missions, or even multiple supply sorties within a single game mission. Since the rate of cargo/passenger loading/unloading could be set in the FMB, to make missions more fun you could set the rates to x100 faster than realistic, allowing you to unload or load cargo almost instantly, so you spend less time on the ground. Quote:
Quote:
Last edited by Pursuivant; 02-08-2016 at 08:03 PM. |
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#8
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One More "Rescue" Mission Idea
Capture the Flag - First unit to get within X distance (set in FMB) of a specific objective "loads" the object and makes it disappear from the map. That unit gets points for "loading" the object and possibly ends the scenario if the "sudden death" option is in play. * The list of possible "capturing" units can be set in the FMB - ship, ground unit, airplane, type of airplane, etc. Likewise, "capturing" conditions can be set - loading times, distance to flag, etc. Landing might be required for aircraft "rescuers." * Destruction Option: The "flag" is destroyed if the unit carrying it is destroyed, or if it is attacked. One or both sides lose points if this occurs. * Goal Option: Capturing unit only gets points if the "flag" is moved to a certain location after it is captured. For an aircraft, landing might be required. If it is in play, the "sudden death" option doesn't take effect until the capturing unit reaches the goal area. * "Hand-Off" Option: Capturing unit can transfer the "flag" to another friendly unit. If no friendly unit is within range the "flag" is just unloaded and can be captured by any other unit. This would require a key binding to "unload" the item. The list of "capturing" units can be set in the FMB, as can the conditions required for "hand off" (landing required, distance between units, etc.) * Obvious Flag Option: The unit carrying the flag becomes obvious to some or all of the other units on the map. * Recapture Option: The "flag" object is loaded aboard the "rescuer" unit and moves with it. If that unit is destroyed, the "flag" object reappears next to the wreck and can be "captured" by another suitable unit. Conditions which destroy the "flag" can be set in FMB (e.g., sinking/crash in water, airplane crash, etc.) * "Sudden Death" option - Mission ends when "flag" option is captured. * Timed Option: Both sides have a limited amount of time to "rescue" or "capture" the "flag" object. If neither side gets the "flag" within a set amount of time, the scenario ends and one or both sides lose points! Ideas for how "Capture the Flag" missions could work: Land-based Combat Search & Rescue Ops (CSAR) - The "flag" is an aircrew object. Enemy forces are moving towards it. A friendly transport aircraft must land within X distance of the unit to "capture" it and must then transport it to friendly territory to win the game. Enemy units just have to capture or destroy the aircrew, or destroy the vehicle in which they are riding, to win. With variations, this can represent secret agent/special ops pick-up operations. Ocean CSAR - As above, but the timer is running - the aircrew will die at sea if not rescued in time. Only friendly ships or seaplanes which land on water can make the rescue. Capture the Gold - The "flag" is a cargo unit. Only ground vehicles, ships, or transport aircraft which land can "capture" it. The cargo can survive air crashes but is lost if it sinks in the sea. It can be handed off between ground vehicles and/or ships which get within X distance of each other. It can also be transferred to a cargo plane (or vice versa) if the plane lands within X distance of the carrier vehicle. One side wins when they transport the cargo to a particular goal location (i.e., friendly territory). Airborne Soccer - Any airplane that gets within X distance of the "flag" can capture it. The flag survives if the unit carrying it is destroyed. Friendly planes can "hand off" the flag to each other if they get within X distance of each other. The unit carrying the flag becomes obvious to all. One side wins when they transport the flag to a "goal" area. Capture the Objective - The "flag" is a building or airfield object. First unit to get within X distance of it wins the game. The "flag" object can't be moved or destroyed. Last edited by Pursuivant; 02-08-2016 at 08:02 PM. |
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#9
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Hello DT
Speaking of weather, it is possible to have the following characteristics? * Random gusts of wind, whether the day is sunny. * Moving clouds appear and gradually disappear. * Variable weather For more realistic maps: * Smoke in the chimneys of some houses and factories that can turn off their smoke and randomly re-start. * We have some watches to the public in buildings and churches, what about to have a working clock, so if you fly low and close, you can see the time. And in some cases the church bells are ringing every hour. * Moving flags depending of the wind. * Windsock in airports, with movement according to the wind. To continue in the mission * To have the R/R/R (Rearm, Refuel, Repair) option, with graduated realistic option that you can choose from the FMB or the difficulty options. This last option can be a complement to the mission ideas. Thak you |
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#10
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Even more Mission Ideas
Fighter Missions Close Escort/Shadow - Player gets points for remaining within X distance of a particular formation of aircraft (distance and formation set in FMB) for either a certain amount of time, or between two or more waypoints. Player also gains points for each friendly aircraft in the escorted formation which remains undamaged/undestroyed during the close escort mission. Air Superiority - Player gets points for remaining within a specific area of space for a certain period of time (area and time required set in FMB). Player also gets points for each friendly aircraft in his formation which successfully completes the mission. AI aircraft given this mission will "loiter" in the area, flying in circles or a "racetrack" pattern at the specified altitude, without the need to specify waypoints. At the end of their loitering period, they will automatically fly to the next waypoint. Intercept/Rendezvous - Player gets points for getting within a certain distance of a certain formation of aircraft (friendly or enemy). This mission is a bit different from your standard "fly to a certain waypoint" because the target formation is the "waypoint". Timed Intercept/Rendezvous - As above, but the player only gets points if he meets the target formation within a certain time period. Land to Conquer - As for Air Superiority, but player gets points for successfully landing in a certain area and remaining there for a certain period of time. This is an unrealistic mission, but it's a classic for multi-player "capture the airfield." One Last Patrol Plane Mission Lifeboat/Life Raft Drop - Player gets points for dropping air-dropped lifeboat or life raft within X distance of a certain object (distance and object set in FMB). Lifeboat/supplies can only be successfully dropped if the aircraft is flying below a certain speed and above a certain altitude for parachute dropped lifeboats, or below a certain speed and altitude for directly-dropped supplies. New loadouts would be needed for appropriate aircraft (notably B-17 and B-24) New Objects Needed Empty Liferaft - For appropriate nations. Uffa Fox Lifeboat A-1 Lifeboat http://spacepropeller.com/mirror/.w....borne_lifeboat One Last Cargo Plane Mission Glider Tug - Player gets points for releasing towed glider at a certain point and altitude. He gets further points if the glider successfully lands within a specified landing zone. He loses points if the glider is destroyed/lands in water. Glider release altitude and point, and glider landing zone must be set in FMB. Glider tow line can break and tow plane and glider can be damaged if tow plane exceeds a certain speed or pulls excessive Gs, especially when taking off or landing with a glider in tow. New keyboard commands - similar to those used for paratroop or cargo drop missions - would be needed for readying glider crew for tow line release, and to release the line. Recon Plane Missions Mostly covered by patrol plane missions and existing mission options. Forward Air Controller - Player gets points for accurately directing fire from other friendly planes, basically a fraction of the points gained for destroying a particular object, or putting ordinance within a target area. Player loses points if friendly planes destroy friendly objects or place ordinance outside target area. A new mechanism - possibly related to the existing "Padlock Ground Object" function - would be needed to allow player to "paint" or "mark" specific targets or areas. Recon By Fire - Player gets points for getting close enough to hostile units (specified in FMB) that they shoot at him. Each unit that shoots gives the player some fraction of its value if destroyed. A new mechanism within the FMB that allows ground units to hold their fire until enemy planes are within a certain distance, and/or only fire at certain targets would make this mission even more challenging. Generic Missions Emergency Landing - Aircraft (or aircraft formation) lands at the nearest non-hostile airfield. Not so useful for actual missions, but handy for AI. Can be combined with priority landing. Might trigger dropped flare effect prior to landing to simulate wounded crew/mechanical failure. Priority Landing - Aircraft (or aircraft formation) lands first (or ahead of non-priority aircraft) at designated airfield, ahead of non-priority landing aircraft. Can be combined with Emergency Landing. Might trigger dropped flare effect prior to landing to simulate wounded crew/mechanical failure. Handy for FMB if you want the player aircraft (or formation) to land first rather than orbiting waiting for AI aircraft to land. Formate - Aircraft (or aircraft formation) joins one or more other aircraft formations and begins to operate as a single unit. This allows aircraft (or formations) to take off from different airfields and then join up. Could also be a player in-flight command. The FMB and AI would have to be reworked to allow disparate types of aircraft to join the same formation (e.g., mixed flight of B-239 & Bf-109G, or LaGG-3 and Yak-1, or B-17 and B-24) and to allow different flights to combine into one unit during the game. Independent Formation - Aircraft (or aircraft formation) breaks formation with other planes in the flight and begins to operate as a separate unit. This allows large formations of aircraft to either break off to land at different airfields, or break into smaller units to attack widely dispersed targets. Could also be a player in-flight command. The FMB and AI would have to be reworked to allow splitting of formations in the course of the game. Teamwork Option - Alters victory conditions of any mission so that the player gains a share of points for all enemy units damaged/destroyed by his formation, but also loses points for each friendly aircraft in his formation which is damaged/destroyed. Player also scores points normally for individual kills/achievements. This option rewards leadership and gives players an incentive to keep AI friendly planes alive even during single missions. Can be "overlaid" on any mission. Last edited by Pursuivant; 01-31-2016 at 10:22 PM. |
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