Quote:
Originally Posted by RPS69
Something that is not modeled, is early war catapult planes, used to chase enemy recon planes.
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Catapult-launched planes and catapult-assisted takeoff are available as mods. So, that means that they're technically feasible, although they currently might not be up to TD's standards.
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:
Originally Posted by RPS69
Another thing badly implemented in game, submarines... you can“t play submarine hunting the way ti is implemented now.
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Agreed.
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.)