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#1
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Here are some of the German Heavy AAA aiming/ range finding systems in use during WW2:
![]() the EM 4 m R (H) 34 or 36, the Entfernungsmesser 4 m Raumbild (Hochenmesser) 34 or 36, a standard 4 m-class rangefinder of heavy antiaircraft batteries. It (as well as a newer, slightly different Em 4m R 40) could be used as a free standing on a tripod base, as seen here - in co-operation with the Kdo.Hi.Ger. 35, or coupled directly with the Kdo.Ger. 36 or Kdo.Ger. 40. The Em 4 m R (H) 34 or 36 were manned by 4 men (3 aimers and a commander) and could measure ranges from 620 m (670 m in case of the model 34) to 50 000 m, as well as target's altitude. ![]() Kdo.Hi.Ger. 35 or Kommando Hilfsgeraet 35, an antiaircraft artillery command device used as the secondary unit of a heavy antiaircraft battery (cal. 8,8 cm upwards), the primary unit being either the Kdo.Ger. 36 or the Kdo.Ger. 40, both of them, as opposed to this one, were more complex, coupled with a 4 m-class rangefinder and offered electric wire transmission of calculated elevation, traverse and fuse setting to the guns. Range was given to the Kdo.Hi.Ger. 35 verbally from a free standing 4 m rangefinder, while target's traverse and elevation were observed with two optical sights visible on both sides of the device. Calculated values were given to the guns verbally via a phone line. The Kdo.Hi.Ger. 35 together with an accompanying rangefinder were manned by 14 men, 9 of them operating the command device alone. I'd love to be able to put all those poor men at work. |
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#2
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I wonder if this new AAA system will include how info about enemy planes is shown to players? In IL2 we have the map which shows icons for planes, mission objectives etc. Will this part of the game also change so that let's say if a radar is destroyed in some part of the map, then information about planes flying in some area will be less accurate?
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#3
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Now we just need some peoples to shoot the guns, operate the lights, drive the trucks and not look like stick men.
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#4
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The attention to detail is fantastic. Thanks for this update Oleg. Radar was certainly a critical part of the British defence system during the BOB - are you also working on the much larger British Radar towers located along the coastline?
Keep up the good work - we are all patiently waiting for the release of BOB. DFLion |
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#5
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Quote:
http://img207.imageshack.us/my.php?image=046ti.jpg (SOW:BOB from 2005) Or these? ![]() ![]() (IIRC from 1946 DVD) Or this? ![]() (Another early shot) Nah, I'd expect they'll simply drop it. Last edited by Feuerfalke; 11-17-2008 at 11:48 PM. |
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#6
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Oleg,
thx for providing another update ! having the various radar/searchlight/AA-guns components all linked together to be in working effective order is a great idea, knocking out one element of the chain then makes the whole unit dysfunctional until the broken unit is replaced X amount of time later (i hope the X time delay will vary depending on the type of parts/components damaged) can you plz answer this question: i hope your idea is taken one logical step further in the dynamic campaign ! in the dynamic campaign we should be able to disrupt/block the supply chain to airfields and frontline troops as well, so that new munitions and replacement parts (new search lights, generators, fuel, aircraft parts etc..) are not being replaced instantly by "magic" like it is now in il2. in the BoB dynamic campaign any new supplies and fuel etc (including new search lights if they have been completely destroyed) needs to be first re-supplied to that location by road or rail (or air), before they can become functional again. obviously minor structural damage (electricity lines, ammunition for an AA gun etc) only need a simple X time delay for minor repair, but if a whole searchlight is bombed, it should mean a new searchlight needs to be transported to that location, if all bridges and railway tracks to that sector are destroyed, then it should mean no new searchlight will re-appear at that location till these roads/bridges/railway-lines are repaired (taking Z time for ex). iirc in mig alley you could disrupt the enemy supply lines by destroying bridges, railway lines, truck convoys etc, and it took the enemy X amount of time to repair/rebuilt them. if you kept them disrupted/damaged (by bombing a specific bridge one per day, or hitting truck convoys every night on the same road),then eventually the front line troops started to run out of munitions and it weakened their fighting strength, just as it did during the korean war in real life when the supply lines were deliberately targeted by the UN. in your flightsim this should mean we can block the resupply of fuel and parts replacement aircraft being available) to a frontline airfield, and force the enemy to only start using other airfields. this is exactly relevant to BoB, where the germans by mistake (on orders of goering), stopped attacking repeatedly the english bases in the south of england, and switch to attacking cities instead, hence allowing the brittish some "breathing space" to recover and repair their southern most bases in england (which is what allowed them to win BoB eventually) this is how a dynamic campaign should work, i hope it will be done like this in BoB Last edited by zapatista; 11-18-2008 at 02:58 AM. |
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#7
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Zapatista, most of what you want is available now if you use the scorched earth campaign engine
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