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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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#2
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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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#3
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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. Last edited by Pursuivant; 04-28-2015 at 02:53 AM. |
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#4
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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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#5
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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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#6
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#7
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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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#8
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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. |
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#9
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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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#10
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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. |
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