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  #11  
Old 09-21-2014, 12:41 PM
KG26_Alpha KG26_Alpha is offline
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Originally Posted by RPS69 View Post

I won't agree on this one.
Ground targets look much more alive when they actually try to make you hitting them more difficult.
CLOD got this implemented, when you tried to attack an enemy ship it will start zig zagging.
On older titles like WW2 fighters, Mobile AA will get away from your strafe pass evading your attack.
On both cases it was very pleasant to see, and make ground attacking far more challenging than remembering how to set bomb fuses...

In CLOD no amount of zig zagging from shipping ever made me miss.

Its a nice feature but made no difference for me from Stuka dive bombing to skip bombing in a Blehiem.

Same with vehicles/columns etc etc.

As you say it looks more interesting/realistic/authentic but end result is kaboom !!!

Cheers
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  #12  
Old 09-22-2014, 02:07 AM
RPS69 RPS69 is offline
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Originally Posted by KG26_Alpha View Post
In CLOD no amount of zig zagging from shipping ever made me miss.

Its a nice feature but made no difference for me from Stuka dive bombing to skip bombing in a Blehiem.

Same with vehicles/columns etc etc.

As you say it looks more interesting/realistic/authentic but end result is kaboom !!!

Cheers
Congrats on your good aim!

Now, implementing a routine to execute a tight turn when under aerial attack, won't be that difficult. Seeing the same scene as on the aerial photos taken from airplanes ataking the japanese carriers on Midway, will be nice.

It will just take a bit of care on the mission building part not to put them too close that they will collide while doing tight maneuvers.

Actual code is so crude, to the point that I make once the mistake of putting the next waypoint 180° from the ship course... it actually turned 180° instantly while waiting on deck to take off. It was nauseating.
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