#161
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I just took a ride in a Rufe floatplane around Pacific Island map. For what I saw, water surface has 100% opacity. Not an inch of submerged ships, submarines and floats shows through. The feeling is confirmed by plane’s shadow on water. My guess is that the shallow water effect is simply “painted” on, with a texture applied to water surface near beaches. Of course, I have no idea if the methods I suggested are applicable to Il2.
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#162
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The method you suggested sounds primising, at least for me. A transparent upper layer could only be a problem if you watch waves from close to sea level, so that you can see through them, but this could be resolved by fine-tunig opacity.
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#163
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And, as long as the game allows the option for actual submersible operations, then IL2 could ditch the periscope version of the submarines and just use one submarine model. ASW operations are an area of the WW2 operations which are is potentially fascinating, historically important, and barely represented in the game. Its post-WW2, but this video has some cool ideas as to how ASW aircraft did their work. Just about all the technologies shown in the video were developed during WW2. |
#164
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There are so many aspects of the air war during WW2 that aren't well modeled in IL2. You're lucky that you had a group of friends willing to play an unusual mod campaign. Quote:
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Realistically, an ASW patrol plane would also try to keep contact with the submarine and try to summon reinforcements if their attack failed. |
#165
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Most players maybe, but campaign designers? what do they want? Take a good look on HSFX and you will see a thing or two about what it is wanted. Quote:
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This could be done by setting a main sheep, and associate it with a set of ships to mimic it's behavior. This main sheep may only be programmed to react upon air attack by moving on zig zag, or doing whole turns to avoid bombing runs. The ability to evade collisions with semi sunk ships will be appreciated too! The difficult task would be if it is decided to do it historically correct, by limiting every type of ship to it's historical maneuver limits. That would be too much, a generic behavior would be enough. Anyway it will be 1000% more than we have today. Quote:
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#166
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HSFX and other online sites represent a community of very committed fans and modders, with an emphasis on online and squadron play. They're a good representation of what "advanced users" want. There aren't enough mission/campaign designers to really figure out what they want. My guess is that they're a subset of "advanced users". Quote:
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Your ideas are similar to suggestions made in the past on different threads, and represent the sort of basic AI that ships should have. 1) In the FMB, it should be possible to set formations of ships, with other ships keeping station around a ship in the the center of the formation. 2) In the FMB, it should be possible to set standardized ship behavior, like zig-zagging. Neither of these fixes requires any AI work. Just additions to the FMB. Basic Ship AI would require: 1) Collision Avoidance - so that ships slow down and/or turn to avoid land, shallow water and other ships. 2) Torpedo Defensive Maneuvers - so ships will turn into, or away from, a spread of torpedoes to "comb" (i.e., sail in between) the torpedo formation. All this requires is a 90 degree turn in the direction of the largest formation of torpedoes (or a 90 degree turn away from it). Slightly more sophisticated AI would require the ship to speed up or slow down to avoid torpedoes. 3) Bomb/Kamikaze Defensive Maneuvers - Ships attacked by bombers or kamikazes will make the tightest turn they can to left or right, possibly randomly alternating left/right turns, to spoil bombing/suicide attacks. Quote:
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The big issue for the mid/late war anti-submarine planes was anti-submarine/anti-shipping radar. That allowed ASW planes to detect subs and ships dozens of miles away. Some radars were sensitive enough that they could even sense sub periscopes. Not surprisingly, submarines were quickly fitted with radar detectors allowing them to detect and avoid snooping aircraft, so there was a "technical war" with each side developing better radar systems (and, later in the war, MAD systems) and defenses against radar. The "Battle of the Atlantic" from 1940-43 was not unlike the RAF's Night Bomber Campaign from 1942-44, with each side gaining a temporarily advantage based on some new gadget being developed. Personally, I'd LOVE to see a simulation of aerial and naval operations in the Bay of Biscay from 1940-44. Lots of really interesting ships and aircraft. Plenty of desperate small actions. Historically quite important. Utterly ignored by any sim to date. Sadly, doing it right would require massive amounts of work that's far beyond my limited skills. |
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