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FM/DM threads Everything about FM/DM in CoD

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  #1  
Old 08-04-2012, 09:57 PM
Jaws2002 Jaws2002 is offline
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This is great. This fix alone is going to make a good number of players happy. The extremely limited visibility distance for the ground objects may be a problem. I did a few quick bomb r7ns yesterday with the Ju88 and I noticed you can't see any buildings from 2000m. It is going to be hard to find targets for level bombing this way.
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  #2  
Old 08-04-2012, 10:43 PM
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The devs should make it possible for map builders to set markers (i.e. black dots) on targets wich should have a visibility range of about 15 to 20km to nullify the disadvantage of too late visible targets.
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Old 08-05-2012, 01:10 AM
Blackdog_kt Blackdog_kt is offline
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To be honest with you, as long as i can navigate reasonably well i have no problem putting bombs on target. And i fly on mostly medium graphics settings too.

The thing we need is for mission design to move to strategic objectives. It's one thing to look for a tank column (10 dots in a street running among the woods) from 6km of altitude and a totally different thing to simply have to recognize a city and target its industrial area.

Tactical bombers like the Stuka can maneuver and identify the area where the targets are expected before diving (plus they can correct their aim during the dive), fighter bombers as well.

The difficulty comes from having to maneuver a formation of twin-engined bombers all around the place, while looking for a few vehicles. And the reason that targets are handled like that is that until now we had no way to determine if objectives are completed without having some units to be destroyed. It's the old IL2 trick of hiding trucks inside buildings: the game had no way of knowing if the buildings are destroyed, so mission designers made the targets to be units and hid them inside the buildings.

Since the last beta however, some scripting methods have been added that let us determine objective completion in other ways, more suited to formation bombing. This means that instead of the target being "destroy these static vehicles", the target could now be "place that much explosives within a certain radius of this point".

This means we can have buildings as targets. And for such targets of a certain size, this also makes it very easy to bomb from altitude. We just have to navigate there, look through the bombsight and identify the target by other landmarks. The nearby city, the airfield next to it, the bend in the river, etc. This is more or less how the crews back then did it as well. I saw a US air force bomber's manual and it places a lot of emphasis on pre-briefed landmarks around the target to be used as a way to identify it.

I'm not saying i will complain if i can see an isolated factory building from 4km, of course not. But i still feel that even if the building pop-up is improved, we will have to do some planning before going into raids or be familiar with the target area.

Which to be honest with you, is half the fun when flying bombers. Selecting the correct waypoints to come in undetected, having a flight path over the target that makes for a favorable orientation (eg, attacking an airfield across its runway length for maximum damage), egressing along the route of least resistance, etc etc

For example, i was on ATAG a little while ago and i started for the Manston area. Just as i was closing in, a server message came up saying that both of the nearby targets were destroyed. I didn't want to turn back and the other available targets were tactical in nature, so i just decided to attack the Ramsgate runway.

I came in at 4km, aimed the bombs smack in the middle of the runway and went home with no incident whatsoever. I don't know if and what hits i scored because i was too high to look, but if half of them fell within the airfield and any RAF pilots were CAPing around the area at low level, it would have been a real laugh to watch
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Old 08-05-2012, 01:56 AM
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I also found out why some people report backwards exploding bombs. The bombs are correctly modeled with regards to their different densities. All bombs fall with the same acceleration in a vacuum, but through the air the denser/heavier bombs have an advantage because they can penetrate the air easier. This is the same reason that gliders carry water ballast: a lighter glider climbs better in a thermal, but a heavier glider can attain higher airspeeds. So, glider pilots load water ballast and they have a jettison valve to dump some of it if they need more climb rate at the expense of forward speed.

What happens in the sim is the same thing. I think it's the forward bomb bay that drops first, then the rear bay and then the externals (SC250s). Well, the SC250s overtake the lighter bombs and finally impact at about the same time as the SC50s from the forward bay, while the SC50s from the rear bay impact last. This creates the effect of a backwards moving string of explosions, but it's not a bug.
That is friggin' awesome
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Old 08-05-2012, 02:46 AM
Blackdog_kt Blackdog_kt is offline
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Oh yes it is. You can't imagine the look on my face when i was watching the track and realised what was happening.

"Hmmm, a bunch of almost concurrent explosions. Ooops, here come some late explosions further back. Maybe it's the bug i've been hearing about. Hmmm, the ones that popped first are the big explosions, they must be the 250s. OH MY GOD, THEY DROPPED LAST AND EXPLODED FIRST, THERE IS ONLY ONE EXPLANATION FOR THIS" /jaw meets floor

Just watch the attached track and enable manual view control. If you go to zoom in view and look down beside the wing (i also moved the camera sideways a bit to get a better view), you can see for yourself.

I think i'll do a second track tomorrow with a static camera on the airfield, so that i can observe more closely
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  #6  
Old 08-05-2012, 06:18 PM
chantaje chantaje is offline
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GREAT!!! , i just tried it and i hit a bus from 4 k. with a 111 thank you!!! now i can know where my bomb will hit

Last edited by chantaje; 08-05-2012 at 06:23 PM.
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  #7  
Old 08-06-2012, 01:31 PM
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Redroach Redroach is offline
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Quote:
Originally Posted by robtek View Post
The devs should make it possible for map builders to set markers (i.e. black dots) on targets wich should have a visibility range of about 15 to 20km to nullify the disadvantage of too late visible targets.
I did lengthy tests and came up with medium-to-high settings for my, at best, medium rig, to ensure that everything runs smoothly while having it look as good as possible.
And I had never problems with identifying targets from altitude, except when the targets themselves are very small - for ex. I never figured out where exactly those ammo dumps/storage areas were on that one ATAG objective.
Well, that's what I thing Blackdog is up to: Handing the strategic, bigger objectives to the level bombers while leaving the small ones to tactical bombardment.
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  #8  
Old 08-06-2012, 03:02 PM
chantaje chantaje is offline
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redroach do you know what options affect the ground target visibility? i know that land detail render far away ground textures in more detail and it help navigation but have no clue about how th other options affects ground target, S!
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Old 08-06-2012, 04:09 PM
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Quote:
Originally Posted by Redroach View Post
And I had never problems with identifying targets from altitude, except when the targets themselves are very small - for ex. I never figured out where exactly those ammo dumps/storage areas were on that one ATAG objective.
.
Here about it I wrote to developers about need of implementation for game of a photo reconnaissance.

http://www.sukhoi.ru/forum/showthrea...=1#post1845441
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Old 08-06-2012, 05:10 PM
von Brühl von Brühl is offline
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Does the building pop-up introduced this patch also effect the bombsight? I haven't played bombers yet since the patch, but notice the buildings do what the trees did last patch.
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