VA_BillyBigMac Posted December 18, 2022 Posted December 18, 2022 (edited) So, first post on forums, been meaning to do it for a while, let me know why I'm a nob so I can correct it, please. Anyway, maybe someone has suggested this already, but I thought I would if it hasn't been. A Liaison and logistics pack would be fun. L-2 Grasshopper, Storch, Bf108, Beech 18, Beech staggerwing, Vultee L-1A, Westland Lysander. maybe toss in some trainers with the PT-17 and AT-6, stuff to be used on a Florida training map, or liaison, spotting, and logistics aircraft for missions including those goals. Also noob to forums question: Was I supposed to use "start new topic" if I was trying to reply to the suggestions subforum? Or is there a better way to do that. Edited December 18, 2022 by VA_BillyBigMac 1
Charon Posted December 19, 2022 Posted December 19, 2022 I think artillery spotting is a really interesting space that would be very cool if well-integrated into a flight sim. But it would need several features added to support it: * The ability to call for and direct fire -- this is the easy part. * Tools to help mission designers place and control artillery in tactically sound ways, rather than just placing them in the open and set to fire incessantly at a single target. * More intelligent smoke effects when targets are hit. Schultz discusses this in his book, Janey; apparently they did a lot of recon-by-fire. Black smoke was a sign they'd hit something oily or rubbery and should keep firing. With all that said, I'd rather they polish the existing bombers before working a major project like this. The trainers and liaison planes... well, we already have one (U2-VS) and see very few people making missions for it, either SP or MP.
IckyATLAS Posted December 19, 2022 Posted December 19, 2022 2 hours ago, Charon said: The ability to call for and direct fire -- this is the easy part. This is one of the very important features missing from the editor. It is something that we have requested long time ago from the Devs, that is an MCU command that can be activated by the player ingame. Or to put it simply a direct link from a key activated by the player in game to an MCU command that would then be able to trigger another command MCU. You set the parameters of this MCU so that different key values trigger each a different target link. 2 hours ago, Charon said: Tools to help mission designers place and control artillery in tactically sound ways, rather than just placing them in the open and set to fire incessantly at a single target. This can be already done. To ensure that they fire properly you must consider target elevation and range of your artillery, you can make it fire or not depending on enemy conditions. I do not see what exactly you would like to have here. 2 hours ago, Charon said: More intelligent smoke effects when targets are hit. Schultz discusses this in his book, Janey; apparently they did a lot of recon-by-fire. Black smoke was a sign they'd hit something oily or rubbery and should keep firing. You can do something similar with the editor. You can have multiple possible firing areas for an artillery unit, and switch between them. If there is no hit after a programmable period of time of artillery fire, you stop firing in one area and start firing on another one. You can check for the objects in a given area if they are hit or not and then using an event link related to the damaged condition to continue firing on that same area for a longer time. You can completely program this with the existing editor tools.
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