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  #1  
Old 04-26-2011, 11:34 PM
Pursuivant Pursuivant is offline
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More ideas, suggested by others in the past, but worth repeating:

1) Static ground objects which carry point values, both for campaigns and for ground attack or bombing missions. No new objects needed to be coded, just create invisible destroyable "value boxes" which can be put inside of existing static objects in the FMB, based on soft vehicles, tanks and various sorts of ships.

2) Explosion effects which can be set or triggered in the FMB. Base them on various forms of bombs, have a way that they can be placed inside static objects or vehicles, then link the condition that triggers them to either a time, movement of another object or destruction of the object to which they're linked. This would simulate things like ammo or fuel dumps, vehicles filled with explosives or fuel and vehicles hitting mines.

3) Empty fuel tanks objects which are much harder to destroy.

4) More airfield equipment objects - bomb dumps, bomb carts, fire trucks, bulldozers and dump trucks (for filling in bomb craters), starter trucks, tractors, engine heaters, fuel trailers, engine hoists, mobile workshops, etc. This is the sort of infrastructure you take out during an airstrike on an airfield in addition to aircraft, buildings and runways.
  #2  
Old 04-27-2011, 08:05 AM
harryRIEDL harryRIEDL is offline
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The previous post reminded me of another small request an oppertiunity to target factories for point value to simulate large bombing raids. Also try to sort out some of the issues of large formations in QMB as when I flew in a 18 plane bomber raid a collision on the way to the target destroyed a 1/3 of the force
  #3  
Old 04-27-2011, 08:45 AM
EJGr.Ost_Caspar EJGr.Ost_Caspar is offline
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Quote:
Originally Posted by harryRIEDL View Post
Also try to sort out some of the issues of large formations in QMB as when I flew in a 18 plane bomber raid a collision on the way to the target destroyed a 1/3 of the force
Can you tell us the specs of the mission?
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  #4  
Old 04-27-2011, 10:57 AM
harryRIEDL harryRIEDL is offline
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Quote:
Originally Posted by EJGr.Ost_Caspar View Post
Can you tell us the specs of the mission?
Yep a mixed formation attack on Slovakia Summer map, target airfield with at a height anything from 500m-1000m flying allied side. large formation of consisting of PE-8 ,SB-100, PE-3, TB-3 (what I was flying) and sometimes added IL4/DB-3 as well plus about 16 enemy fighters 109, G50, and similar early war aircraft.

Anything else wanted?
also might be worth looking at the A.I behavior on landing as A fair amount of planes which are undamaged have flown in the the hills around one of the airfields in my experience

Last edited by harryRIEDL; 04-27-2011 at 11:13 AM.
  #5  
Old 04-27-2011, 03:19 PM
ImpalerNL ImpalerNL is offline
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Ive seen the same problem with the AI.
It was on the Dday map, during low level ground attacks with only 12 aircraft involved.
During the attack two Beaufighters collided with each other, and two Typhoons crashed into the ground after firing their rockets.

Last edited by ImpalerNL; 04-27-2011 at 03:27 PM.
  #6  
Old 04-28-2011, 10:43 PM
IceFire IceFire is offline
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Quote:
Originally Posted by ImpalerNL View Post
Ive seen the same problem with the AI.
It was on the Dday map, during low level ground attacks with only 12 aircraft involved.
During the attack two Beaufighters collided with each other, and two Typhoons crashed into the ground after firing their rockets.
I set up the Normandy QMB map as well as modifying the Slovakia QMB. The AI in some situations gets a bit weird especially at certain starting altitudes. The will launch attacks on a target, destroy the target and try to fire rockets/shoot guns at a second target...except they are too close to the ground and they crash. Similar problems on any QMB or mission anywhere with the AI. When building in the FMB you can tweak the attack altitudes by situation to lessen the chances but the AI will still do it sometimes.

To some degree this is quite "normal" as it happened in real life and if you watch human pilots online the effect is quite similar. On the other hand the AI does it in a very unconvincing way

BTW: We have no Typhoons... only Tempests. Would love to see some Typhoons one day
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  #7  
Old 04-29-2011, 04:39 PM
Adwark Adwark is offline
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I has a question to DT. When you gays fixed broken P-51D-20AN gun sight? After patch 4.09 release its doesn't work.
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  #8  
Old 05-18-2011, 07:25 PM
ECV56_Guevara ECV56_Guevara is offline
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Quote:
Originally Posted by Pursuivant View Post
More ideas, suggested by others in the past, but worth repeating:

1) Static ground objects which carry point values, both for campaigns and for ground attack or bombing missions. No new objects needed to be coded, just create invisible destroyable "value boxes" which can be put inside of existing static objects in the FMB, based on soft vehicles, tanks and various sorts of ships.

2) Explosion effects which can be set or triggered in the FMB. Base them on various forms of bombs, have a way that they can be placed inside static objects or vehicles, then link the condition that triggers them to either a time, movement of another object or destruction of the object to which they're linked. This would simulate things like ammo or fuel dumps, vehicles filled with explosives or fuel and vehicles hitting mines.

3) Empty fuel tanks objects which are much harder to destroy.

4) More airfield equipment objects - bomb dumps, bomb carts, fire trucks, bulldozers and dump trucks (for filling in bomb craters), starter trucks, tractors, engine heaters, fuel trailers, engine hoists, mobile workshops, etc. This is the sort of infrastructure you take out during an airstrike on an airfield in addition to aircraft, buildings and runways.
+10000000!!

Is going to be an airborne radar in 4.11?
Thanks and keep the good work!!
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