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#1
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Kodiak thats great. Were gonna give it a whirl on our server today. I have some ideas for expansion. Could there be some kind of delay between requesting the information and recieving it, say 4 mins? This would simulate the request going to and from the lines of communication. Also. What if some radars are knocked out or damaged? Can this be simulated also?
P.S. I know how you feel with the renovation, Ive been doing it for 4 months now. It will be finished this week. What a grind. |
#2
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you wanna ask the operators with the mission menu? and than after 4min you will get the response? This is possible without problem.
Okay for clearance, when we use "radars" will you give the messages to the Airgroups in range of a spezific radarstation or to all. So if you hit the 'radarbutton' then you get Information of all Enemies Airgoups in range of any available radarstation or only from this you are in Range? |
#3
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i gave it a go : this is my script
PHP Code:
PHP Code:
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#4
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Yepp:
Added if (EnemyAirgroups == null) return; to method sendMessagesToAirgroup and if (GamePlay.gpAirGroups(1) != null) in OnTickGame to avoid exception Code:
using System; using System.Collections; using System.Collections.Generic; using maddox.game; using maddox.game.world; using maddox.GP; public class Mission : AMission { public void sendMessagesToAirgroup(AiAirGroup from, double maxDistance) { AiAirGroup[] EnemyAirgroups; Point3d StartPos = new Point3d(from.Pos().x, from.Pos().y, 1.0); EnemyAirgroups = GamePlay.gpAirGroups((from.Army() == 1) ? 2 : 1); if (EnemyAirgroups == null) return; int i = 0; foreach (AiAirGroup aag in EnemyAirgroups) { Point3d enemyPosition = new Point3d(aag.Pos().x, aag.Pos().y, 1.0); if (from.Pos().distance(ref enemyPosition) < maxDistance) { string sectorName = GamePlay.gpSectorName(aag.Pos().x, aag.Pos().y); string[] splittet = sectorName.Split(','); string alpha = splittet[0]; string number = "n" + splittet[1]; AiAircraft LeaderPlane = (from.GetItems()[0] as AiAircraft); Timeout(i, () => { (LeaderPlane as AiAircraft).SayToGroup(from as AiAirGroup, "Enemy_planes"); }); Timeout(i += 2, () => { LeaderPlane.SayToGroup(from, "In_square"); }); Timeout(i += 2, () => { LeaderPlane.SayToGroup(from, alpha); }); Timeout(i += 2, () => { LeaderPlane.SayToGroup(from, number); }); i += 2; } } } public override void OnTickGame() { base.OnTickGame(); if (Time.tickCounter() % 600 == 299) { if (GamePlay.gpAirGroups(1) != null) foreach(AiAirGroup aag in GamePlay.gpAirGroups(1)) sendMessagesToAirgroup(aag, 100000.0); } } } Last edited by FG28_Kodiak; 04-08-2012 at 07:28 PM. |
#5
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![]() How would you ask the radar? ![]() |
#6
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via MissionMenu.
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#7
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If my input is allowed. I agree with Kodiak about the menu thing. Think of it as a Squadron Leader "registering" with a certain Sector Station Ops Room to receive RADAR information. That could be easily done either by making this selection available in the menu (i.e. Select Sector -> Biggin Hill, Kenley, Tangmere etc - if you want more structure and accept a slightly higher workload for the squadron leader) or simply via a distance check for the airgroup (if it's supposed to be easier).
I do, however, suggest to take a look at how the Squad Select Series at Warbirds and the Friday Squad Ops at Aces High II operate. They appoint a CO prior to a run and he has to devise a general plan. Since we lack the numbers they can (theoretically) operate with there would, of course, be some adaptations necessary. My suggestion would be: 1.) Select one squad for CO duty prior to the run. Rotate this position within the squad pool after each run. 2.) Give the CO a number of targets he can choose from. For example a mission set in August 1940 would give the Luftwaffe CO a list of primary airfields of which he has to hit a certain number (depending on number of players, I guess no more than two for CloD) plus a list of secondary targets which may give the LW additional points. This way you create a more realistic Fog of War situation in which the RAF doesn't know which targets will be hit by the LW in advance. For the RAF this CO duty is, of course, not that important. Later it will certainly become more important once we move to theaters which include offensive ops by both sides. |
#8
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Hi Kodiak, whilst Farber has done the vast majority of the work and it is a JG27 campaign, I am providing a large number of his enemy fighters for it (looking forward to that
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![]() Everyone else selects something else, therefore this means not everyone gets the menu option and have to be organised by the squadron leader. Only 3 or 4 people on RAF would even have this ability so their workload goes up and the pressure for their team to stay together in flight becomes very important. The information provided should be: 1. Location 2. Approximate numbers (30+??) 3. Height 4. Heading The flight lead has to then direct his crew to intercept. If this can be provided vocally then that is even better. Fighter Command had a WHOLE picture of the area via the plotting room bunker. This would receive all radar information from the RDF stations and observer corps, then scramble accordingly. @FARBER I imagine that for the purposes of campaign, that this event, ie "501 squadron scramble" could be handle by trigger. That way we start at the right time from the right place. I wouldn't want to be on some random patrol for ages because I don't know what's going on and then find ourselves 180 miles away with 1/2 tank of fuel left. Sorry to talk mission but I would suggest participating RAF squadrons being "At Readiness" with kites ready to scramble waiting for the off would be most realistic. 4 minutes delay This 4 minutes delay for response is interesting since information cannot be absolutely up to date. I'm trying to find out the delay between RDF station and reporting to the squadrons. 4 mins seems a long time, you could cross the Channel in that time. An alternative suggestion is that the flight leaders have a time delay between plot requests of a few minutes, so once they request and get feedback they cannot select again until that time has expired - this would add in the random factor for LW course changes and human error until visual confirmation, it would stop a flight leader from just hammering the button! This is why I love this stuff, because you learn so much about it all as you go ![]() Here's a nice overview http://www.radarpages.co.uk/mob/gci/gci.htm Quote:
Last edited by Osprey; 04-09-2012 at 09:51 AM. |
#9
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And just to make that absolutely clear I am not talking about using the whole width of the map if it doesn't reflect the number of players engaged. Right now that is simply not possible from the technical side as we don't see 128 player servers working and being filled to that point (plus a load of AI for the bombers which few people fly, anyway). The target zone would be limited to one of the areas assigned to the german Luftflotten (Luftflotte 3 = west of Seine, Luftflotte 2 = east of Seine). This way both RAF and LW would meet in one area and not play chicken with each other. Quote:
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#10
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Sort of reminds me of the USL in that there was a known mission and both sides planned for it plus if someone knew what was going to happen though then it sort of spoils it for them.
Although it would be nice, I wouldn't expect Farber to have to tail a bomber with flaps down lol I can live without that total repetition! |
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