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If it was military hardware made or upgraded by any company that NG ever owned and it's currently in the game, it can't be improved or altered. That means no changes to the F4F, FM2, F6F, or TBF, or most existing US ships. If it was military hardware made or upgraded by any company that NG ever owned and its not in the game, it can't be added. That means no new US ships (with a very few exceptions), no Ryan FR Fireball, no P-61, no F3F, XF5F, XP-50, F7F, F8F, F9F, or J2F. Quote:
Modders, being modders, abandon projects for all sorts of reasons, from death (IL-4) and earthquake (Boomerang) to burnout to lack of interest. |
The Haruna was NOT a modder project. It was shown in an early official development update.
The Nihon Kaigun is really hurting in two very important areas: 1. Cruisers, as the IJN heavily relied on it's cruiser force throughout the entire war. 2. Battleships. We need an IJN battleship that is representative of what saw the most action during the war, not a monster that played a pretty minor role if the truth be told. The Kongo class, of which Haruna was a part, fits this bill perfectly. |
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Of these lost efforts, the only one successfully revived was the TBD. Quote:
For the US, UK and IJN, there should also be middle/late war AO, FF, DDE, DD, CL, CA, BB, CVL, CVE, and CV types. Due to the variety of types and their historical importance, it would make sense to have perhaps more than just 2 different types of DD, CL, CA, BB, and CV/CVE/CVL for the IJN, USN and RN. There also need to be more small ships and boats, like tugs, minesweepers, torpedo boats, tankers, and coastal merchants. For the US/UK, and to a lesser extent the IJN, there should also be a decent sample of the various amphibious and amphibious assault support ships which were so important later in the war. While attacks on capital naval ships made history, most of the day to day work of convoy protection and anti-shipping strikes revolved around those types. |
Something that is not modeled, is early war catapult planes, used to chase enemy recon planes. It could be quite frustrating, but it was live or death for ships, to avoid recon, or to pester single bomber flights. They could even be used to chase submarines.
Another thing badly implemented in game, submarines... you can´t play submarine hunting the way ti is implemented now. Submarines show a lot from the air when at periscope depth, but it appears that we allways fly over muddy waters here. |
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Mostly, however, catapult launched aircraft were used for recon and artillery spotting, rather than direct attacks. Since IL2 doesn't currently support player controlled artillery spotting missions (but again, available as a mod), there's not much point in having catapult-launched planes at the moment. Hurricanes launched from CAM ships were obviously a different breed, but they were more of a gimmick than a sustainable form of convoy defense. Actual numbers were quite small, and there were only 9 combat launches. For now, the best you can do for CAM launches in unmodded IL2 is just set up air-start missions using a Hurricane Mk I. Quote:
At the very least, submerged submarines shouldn't just be represented as a periscope, but also as a submarine-shaped "shadow" on the water's surface. Basically, a mobile "oil slick" centered around the periscope, or perhaps a submarine-shaped shadow model. I think that this is a fairly easy fix, requiring only a bit of graphics work. Submarines at greater depths should be represented as submarine-shaped "shadows" of lesser intensity, using the same fixes above. Unfortunately, getting submarines to "work right" requires two big programming tasks. First, submarines and ships would need to be given sufficient AI that they'll take evasive action. All sea vessels would need basic collision avoidance and station-keeping routines. Ships and subs would need to be given basic attack routines vs. other ships (e.g., torpedo runs for SS, DD and PT types). Ships would need standard torpedo, sea/land attack and air-attack avoidance routines. Submarines would need the option of crash diving when attacked, or the option of maneuvering like ships while fighting it out on the surface. The second big programming challenge is to allow submarines to maneuver below sea level. While it probably isn't necessary to model sea bottom depth or physics in any detail, submarines would have to be programmed so that they can "fly" beneath the water's surface, from the surface down to their crush depth. Once you've got true submarine operations, it would then be relatively simple to include mines and depth charges. Mines are just bombs which fail if dropped in water that is too deep and which only trigger if a ship or sub gets within a certain distance. Depth charges are basically delayed action bombs which have increased damage effects with a longer delay (simulating the more damaging effects of an explosion at a greater depth). ASW radar could be modified from currently developed AI radars (although this would take a lot of technical research, programming and graphics work). MAD gear could be derived from ASW radar. (But, but with simplified physics. And with all the challenges associated with developing any other sensor system in the game.) |
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I think TD have been also pestered with this, but until now it never entered into the agenda. Your other suggestions are excellent, but just the possibility of attacking a periscope depth submarine is a huge change. BTW, you must add that depth charges clocked to higher depths, don't make a big water flush as seen on films. |
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Mind you, I'm not against catapult-launched aircraft, but it would take a lot of development work required to provide the necessary planes and ships, as well as catapult take-off capacity. Also, not that many sim pilots are into flying slow, vulnerable planes, calling out fire missions while dodging flak and fighters, even if your primary weapons system is a battery of 16 inch guns. :) Quote:
That means that the only option for a periscope depth submarine is a "shadow" - which could be a suitably distorted texture of the submarine's hull. My ignorant guess is that the simplest fix would be to tweak the submarines' shadow models so that the periscope makes a submarine-shaped shadow on the water's surface. But, that means you just get a dark, hazy submarine-shaped thing that doesn't alter its size or visibility with depth. Also, it's exactly the sort of short-cut that modders love and TD seems to hate, so it might not be good enough to ever be an official fix. Quote:
To get all the pretty effects you see in CloD or BoS, you'd need to entirely rewrite IL2. That means an entire development team working full time for years to create a brand new simulation. That's way beyond the limits of a couple of dedicated hobbyists. Quote:
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Realistically, though, new splash effects for mines and depth charges would need to be created. For simplicity, you'd need large, medium and small depth charge/mine effects at shallow, medium and deep depths. That would give the "mound of water" effect, followed a few seconds later by a fountain of water. |
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To duplicate the water’s surface. To place the second one at some depth, 20 meters – 60 feet would probably be a good compromise. To reduce opacity of both surfaces (a different way to say “To augment transparency”). I would guess 80% opacity for the upper surface and 20% for the lower should work, correctly representing the effect of clear waters. Done that, the submarine would be visible at periscope depth, and disappear at a realistic depth. There’s another possible solution, if I’m not mistaken. Again: to reduce surface opacity. Then, to place a continuous dark cloud under water surface. |
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The problem on IL2, is that ships have no AI at all. They are just mindless robots that follow the line. Even ground vehicles got a lesser AI capacity, but ships got no AI at all. Once I did a mistake while text editing a CV path, and it made a 180° turn over it's center. They don't event interpret that as a round turn. Quote:
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To my knowledge, if they can do that, they can do a ship that just go on that line and show it. |
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