Author Topic: GERMAN 88mm GUN and FlaK 36  (Read 3337 times)

Offline tedrbr

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GERMAN 88mm GUN and FlaK 36
« Reply #15 on: February 01, 2007, 12:29:28 PM »
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Originally posted by Tilt
A manned 88 mm  or 5" ground gun  does not need the proxy fusing when firing AA it just needs a timer function for fuse setting.

When in the gun what ever control is set to normally set the engine rpm on an AC can be used to set the time delay on the fuse. The readout could be in seconds or  the read out could convert the fuse delay time to an equivalent range to detonation.



I figured the code was already there for auto puffy ack or 5" AA fire, and was following the KISS principle --- new additions being few and far between these days.  Figure use what is already coded when possible.

I can see where you are going with that..... and that would work great, given a means to determine altitude other than fire and wait for puff.  In AA role, the 88mm was commanded by central fire directors..... they guys with funky looking binos set a meter apart to determine range and altitude.  Translating that to a aiming scope somehow.   Or maybe it is left at guesstimating.

Also, limiting a GV in the form of an 88 FlaK-36 to fire when sitting still only, and not moving.   And cammo deployment.   Can't see a lengthy deployment time though, not in a game with 30 sec rearm pads and other shortcuts.  Just bringing the FlaK vehicle to a full stop would work for me.

Offline Noir

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GERMAN 88mm GUN and FlaK 36
« Reply #16 on: February 01, 2007, 03:41:30 PM »
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Originally posted by bzek74

Im still a AH newb and I see ALOT of stuff on wishlist, how often are these seen reality? And when and what were they? Also do we have a list of stuff thats in the works?

                                                            90prf


Well AH1 at the start had way less rides (1/2 ?) so some of the wishes have seen reality....the 110G2 has been a shock to me when I first looked at the ordonnance, 2nd shock was to kill a town with it, a single 110G2 could kill a town alone no wonder they got em bigger in AH2 :P

More recently many people were asking for a clipped wing spitfire, including me. I regret it now :cry they still remodeled all the spits so I kill 16's with a good old 9 :t
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Offline VON BRAUN

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GERMAN 88mm GUN and FlaK 36
« Reply #17 on: February 01, 2007, 04:00:04 PM »
Heh, heh.
The 88 rules.
Mount it on a Ju 87.

Offline Squire

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GERMAN 88mm GUN and FlaK 36
« Reply #18 on: February 01, 2007, 05:58:42 PM »
Thats a big gun. Would rule at range for sure vs tanks.
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Offline tedrbr

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GERMAN 88mm GUN and FlaK 36
« Reply #19 on: February 01, 2007, 11:12:04 PM »
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Originally posted by VON BRAUN
Heh, heh.
The 88 rules.
Mount it on a Ju 87.



I'm kinda arguing for a combination of A26B and A26C Invader in another thread.  The B model had an option for a 75mm cannon with 20 rounds among it's load outs, and I know a lot of bomber and attack pilots have been asking for a potato gun..... so.......

Offline Helm

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GERMAN 88mm GUN and FlaK 36
« Reply #20 on: February 02, 2007, 07:57:32 AM »
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The 88 has probably been the second most ask GV in AH besides the Sherman. I would like to see the 88 towed by a german halftrack. This would just be so cool.


German halftrack would not be powerful enuff to tow 88 flack...you need a prime mover like a Sdk-7 or a Sdk-11
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Offline tedrbr

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GERMAN 88mm GUN and FlaK 36
« Reply #21 on: February 02, 2007, 04:55:02 PM »
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Originally posted by Tilt


However once the gun is deployed it should be camoflaged and without icon.


Thought about this some more... how would that be modeled?  Don't think it would work in this game.  Simply put, you are sitting at the perspective of the driver's seat of the tow vehicle or the gunner seat of the 88mm, and all you can see is the camo cover over you.

And if the camo cover is handled like other objects, you trying to fire past it will detonate the shell (some ways around that, but none really elegant solutions.

Even if you gave this GV and external view, like manned ack, and TG mounted guns, I'm not sure that a camo cover won't get in the way of using the sight to use direct fire, or in AA role.  Indirect fire would work using clipboard map I would guess in any case (again, like 5" gun).


With or without an icon another matter.  Comes down to the code that needs to be used, I suppose.  There are terrain in AH II maps that map your icon hard to pick up as is from the air.   In any case, that big fireball when you fire will give your position away for miles around anyways, so not so much of a factor.

Offline MOIL

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GERMAN 88mm GUN and FlaK 36
« Reply #22 on: February 03, 2007, 01:10:11 AM »
The Flak36 is a suburb choice IMO, both for AA and AT roles.

I would also suggest adding these to help protect the flak batteries from strafing A/C and Jabo's.








Offline Nilsen

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GERMAN 88mm GUN and FlaK 36
« Reply #23 on: February 03, 2007, 04:31:01 AM »
Id rather have the flakpanzer IV Kugelblitz :)


Offline Tilt

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« Reply #24 on: February 03, 2007, 12:51:34 PM »
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Originally posted by tedrbr
Thought about this some more... how would that be modeled?  Don't think it would work in this game.  



Lets assume that you are driving your truck and wish to deploy your 88mm towed gun.


Quite simply you stop the truck and hit the number 2 (move me to gunner position 2). If your not stopped nothing will happen.

Then a little fixed AI routine takes over that sticks you by the gun as it is unhitched from the truck and the truck driven to one side, the gun turned round and some cammo netting erected over both. How much AI and how much graphics is down to how "pretty" HTC would like to make this.

This would take 30 secs

The gun will end up pointing in the same direction as the truck originally was with some degree of lateral movement allowed by the netting and degree of dig in.

The netting object would be "soft" ie stuff goes through it. However the earth work will be hard. The camo object wil be visually solid however such that folk cannot see through it. The camo will take on the same ground aspect as the "tile" the vehicle and artilary are currently on.

By hitting 1 (return to driver) the whole process is reversed again taking 30 secs.

If the truck has been destroyed then pressing 1 achieves nothing and you are stuck there until you return to tower.
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Offline tedrbr

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GERMAN 88mm GUN and FlaK 36
« Reply #25 on: February 03, 2007, 01:27:57 PM »
Again, in hopes of actually getting additions like this, and the A-26 in another thread, I try to follow the KISS principle:  "Keep It Simple Stoopid".  

While what you describe would be a great way of doing it, having one vehicle break down into two separate, destroyable vehicles is probably more complication than would be acceptable for an addition to the existing game, the way it is modeled now.   The separation and deployment I can actually see a graphic for that (tow vehicle moves off at slight angle, trailer outriggers deploy, cammo net and sandbags appear), but the two separately destroyable objects is where I really see the problem..... might be simpler to keep it all one object in practice, even if visually separated.

I would not even expect much articulation, if any, between the tow vehicle and the trailer, in turning and moving, as well as they being permanently hitched together for simplicity.

Same reason I figured existing puffy ack or 5" gun code could be used to create a FlaK36 addition, rather than trying to model closer to the timed fuse they actually used.  End effect is about the same.

And I would find that all acceptable to get the FlaK36 in a multi role GV for manned puffy ack, bombardment artillery, and long range direct fire weapon.  Eye candy is great and all, but for an online game like this, I'll accept a few shortcuts for functionality, or to even just get the addition.


Camo.  I could go either way on this one.  Stop the Flak36 and deploy (O - like Open Doors) .... movement disables firing? (but what if graphics a little twitchy for the user?)..... camo or no camo.  Either is a darker mass on the terrain with occasional fireball above it as it fires.


More eye candy is always preferable, but just getting the addition to the game at all is the hard part.

Offline tedrbr

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GERMAN 88mm GUN and FlaK 36
« Reply #26 on: February 03, 2007, 01:39:15 PM »
MOIL and Nilsen.

I can appreciate both of those submissions, but since we already have manned field ack, Osties, and M-16 quad .50's (not the same as those two vehicles, I know) ..... AND since additions to the game are so few and far between.... I try to find submissions that can have multiple roles to please multiple people.   Also areas that have not been addressed yet.  If we were likely to see more GV's added, those would both be great choices..... but would we really want the LTARs to have access to those?
:confused:

FlaK 36:  
* manned puffy ack to defend fields and bases, and possibly force buffs higher;
* give GVr's another toy, a long range direct fire weapon;
* add artillery to the game finally.


Similar to my A-26 Invader thread
* Another perk worthy bomber for buff drivers who don't care for Arado.
* Attack bomber version better than any other.
* B-version with 75mm nose cannon option for those wanting a plane mounted spud gun.
* C-version a perked penetration bombers better than Ki-67, B-26, and B-25

Offline mensa180

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GERMAN 88mm GUN and FlaK 36
« Reply #27 on: February 03, 2007, 02:00:27 PM »
YES!!!!!!


I would love for this to be implemented into the game!
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Offline Spikes

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GERMAN 88mm GUN and FlaK 36
« Reply #28 on: February 04, 2007, 01:09:48 PM »
Yes, I am very good in GV fights...but not long range shots...like at a town..artillery will be very nice to see in the game...I assume it will be a risk to take it out because of lack of armor it had...but it could do some damage.
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Offline MOIL

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GERMAN 88mm GUN and FlaK 36
« Reply #29 on: February 04, 2007, 05:08:12 PM »
These are all great ideas IMO:aok