![]() |
|
IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games. |
![]() |
|
Thread Tools | Display Modes |
|
#1
|
|||
|
|||
![]()
Each month the real bank send notice about payment for real spitfire repair.
Last edited by xpzorg; 02-24-2012 at 10:32 AM. |
#2
|
|||
|
|||
![]()
I agree with Chivas, RRR is a very immersive tool and creates a feeling of care for your specific plane.
|
#3
|
|||
|
|||
![]()
It would be good but i don't see anyone using anything other than the rearm option or the refuel option, whichever is quicker.
What would be realistic is to have RRR even when the pilot is not in the plane. For example, you land back at base after a sortie and exit your aircraft. Each base is assigned squadrons and each squadron is assigned a pool of aircraft, pilots and supplies. When you exit the aircraft, a script puts it back into the squadron/airfield pool (for example by incrementing a variable, availableSpits=availableSpits + 1) checks its status and starts to perform RRR on it with realistic times: rearming and refuelling is fast but repairing is not and it depends on the damage taken. For example, changing an aileron? An hour tops. Changing an engine? A lot of hours and that is IF there are spare engines in the airfield pool. This way we take the old IL2 system where we had available aircraft/pilots on each team in the mission oriented DF servers, but fine tune it. Each airfield has its own pool of aircraft with their own supplies. What this means is that on top of the old system where an aircraft was either written off completely and subtracted from the pool or simply added back in immediately and being available to respawn in, we would now have another in-between state: plane in the pool but unavailable to fly. The algorithm would be something like this: -On aircraft landed, stopped and exited ---Check aircraft status (fuel amount, ammo types and ammounts, damage) ---Assess RRR requirements and assign an appropriate time to perform it: -------if damage = whatever then repairTime = X minutes -------if damage = severe then repairTime = Z minutes -------if fuel = Y% then refuelTime = 10 minutes -------if ammoQtyRemaining = 200 rounds then rearmTime = 5 minutes -------etc, etc -------RRRTime=repairTime + refuelTime + rearmTime ---Despawn aircraft ---Add aircraft's remaining fuel and ammo back to the airfield's pool ---Add aircraft to airfield's servicing pool ------airfieldIDaircraftIDSPool = airfieldIDaircraftIDSPool + 1 (so that we can keep track of separate types of aircraft on a single base, eg we would have variables like manstonSpitIISPool or manstonHurriRotolSPool) ------While elapsedTime < RRRTime (measured with the onTick method) ------------aircraftState = unavailable Upon completion of the above condition the loop exits and the aircraft is available. So let's move the aircraft from the servicing pool to the usable pool: ---airfieldIDaircraftIDSPool = airfieldIDaircraftIDSPool - 1 ---airfieldIDaircraftIDReady = airfieldIDaircraftIDReady +1 ---aircraftState = available This would be the best of both worlds and infinitely more realistic. For a quick refuel or simply landing at another base and topping up our tanks to make the trip back home we could just wait in our cockpits, but for any lengthier RRR processes the aircraft would have to be moved to the maintenance hangar. If landing at another airfield that can't service it, it would be probably written off or moved via land transport to its home base. I'm just learning objective oriented programming this year and we're not using C#, but after reading a few online tutorials it seems it's very similar in syntax and principles to what we use. If i have enough knowledge and time during the summer holidays, it is my intention to start coding a script that will do things like that. Check supplies at each base so that RRR can be performed on aircraft, increment/decrement supplies based on their usage or enemy action and spawning AI convoys to resupply the airfield. This will be very enjoyable to test i think, even if i can't do it 100% correctly. Imagine for example that our fuel tanks were bombed so we can't fly from Manston. The script calls a method to resupply Manston. This method checks supplies in the nearest supply dumps, which in turn will only supply Manston if they are well stocked themselves, otherwise they'll query the next link on the supply chain higher up (eg, the big fuel tanks or the refinery, or even wait for a ship convoy that comes at regular intervals). The first link in the supply chain that fulfills the conditions (ie, it has available supplies to send) spawns an AI convoy to the next link, then that one spawns another convoy to the next one and so on, until the fuel trucks reach Manston. Thanks to the splined roads and the railways, the AI will be able to follow the route on its own pretty much. What does this give us? A real reason to play like a team online and lots of dynamic target opportunities ![]() Suddenly, bombing those ships on ATAG has a meaning and hitting that random convoy you saw moving on the road might mean the enemy is minus one airfield. |
#4
|
||||
|
||||
![]()
I would give up RRR for the ability to be sitting in a chair on the field catching a little sun listening to the BBC when suddenly the siren goes of and I have to jump up run to my plane and climb in and take off.. And the reverse when I land.. For me that is immersion
__________________
Theres a reason for instrumenting a plane for test..
That being a pilots's 'perception' of what is going on can be very different from what is 'actually' going on. |
#5
|
|||
|
|||
![]()
All that work on RRR in IL21946 and hardly any one uses it unless forced to, online, re-fly is quicker and preferred by those that fly MDS servers with RRR.
Personally I saw it as a cool feature for CooP missions, but as CoD has no "real" CooP mode RRR in that sense is redundant, In DF server mode its rarely used. CoD servers forcing pilots to keep their ac in good order with RRR in mind wont be popular either but will serve as another option that was used and quickly forgotten. . |
#6
|
|||
|
|||
![]() Quote:
I thought there was a script somewhere for the people who do? |
#7
|
||||
|
||||
![]()
i prefer talk about this (RRR), than the controller ground vehicles and how destroy the simulator (if i want that, i use ARMA2)
__________________
Core2Quad 9400 2.66Ghz 45nm - 4x2gb ddr2 800 Kingston = 8GBRAM - XFX Radeon HD 5850 Black Edition 1Gb DDR5 765Mhz/1440steam/ 4.5Gbps- 1/2 Terabyte Wn D 32mb - Mother Assus P5QLE - P&C Silencer 750W - Sentey RJA246 LCD 4 coolers - DVD/RW 20x LG - LCD Samsung P2350n 23" - Edifier C2 2.1+1 waiting for: Il-2: Armée de l’Air; Continuation War; Battle for Moscow; Stalingrad; El Alamein; Sicily; The West Air Campaign; Berlin ZakKandrachoff
|
#8
|
|||
|
|||
![]()
qft
__________________
![]() |
#9
|
|||
|
|||
![]()
I definitely used the RRR mod every time when flying offline. Many people is the past have complained about the lifeless airfields, this option goes along way in fixing that issue. I would also prefer to use it online. Nothing worse than attacking an airbase and the guy very unrealistically hits refly and his aircraft disappears. Its not necessarily about killing the pilot, he can jump out, but I want to finish off his aircraft. I don't camp air bases, but sometimes thats where the fight is.
I would like to eventually see an option where you taxi to defined RRR area. Request rearming and/or refueling, have the fuel trucks and ground crew pull up with an animated sequence, and a time option defined by the offline player, or the server.
__________________
Intel core I7 950 @ 3.8 Asus PT6 Motherboard 6 gigs OCZ DDR3 1600 Asus GTX580 Direct CU II 60gigSSD with only Windows7 64bit, Hotas Peripherals, and COD running on it 500gig HD Dual Boot Samsung 32"LG 120hz MSFF2 Joystick Cougar Throttle Saitek Pro Rudder pedals Voice Activation Controls Track IR 5 ProClip |
#10
|
|||
|
|||
![]()
In case that we will get sometime a real Coop solution like we had in Il2-1946 , I would fully support RRR. It added great new features to Coop misisons and campaigns (e.g. in DCG), but in the state as it is atm there is no need for a RRR.
|
![]() |
|
|