Author Topic: Wish list  (Read 225 times)

Offline flakbait

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« on: July 17, 2001, 11:30:00 PM »
Not all of the things I've listed below could be done in one version. They're just thoughts on what could be added or what could be fixed. Throw your own in and we'll see what HTC decides to do with them!


1) Fix B-17 ball and nose turret firing arcs. The ball turret can elevate through the fuselage to fire. Nose guns, namely the cheek guns, can rotate through the airframe to fire. Both are technically impossible, so both should be fixed.

2) Add a God Cam to the film viewer if possible. Like the F5 view available to H2H hosts, CM's, and Offline.

3) Minor gripe in the film viewer; if you pause the film, smoke from aircraft slows down as if the aircraft was hovering. Is there a way to stop this from happening? Taking screen shots with smoke trailing from a damaged plane looks great, but it's hard to do in the film viewer if you're looking for the right angle.

4) If possible, nail down the weird armor model bug and kill it. Reading text buffer reports of guys not being able to kill half tracks with tanks is getting to be annoying. I've personally dumped thousand pounders within 15 yards of a stationary Osty. No kill.

5) Based on previous experiences with WB's, I'm pretty sure the manable V-base ack could be set to automated if there's no player manning the gun. It's a tad too easy to blow a V-base now that only one gun is up.

6) The enevitable new aircraft requests: Me-410 (as many R-kits as possible), Me-163 Komet, P-61B, P-40N, Spit LF.XI clipped wing, Hurricane IID (twin 40mm model), Yak-3, Tu-2, Ki-102, Ki-84.

7) Since the shore batteries are mostly placed on hills, it leaves the fields without any local anti-tank defense except ack. Which is a rather poor substitute for a dedicated anti-tank weapon. Add three or four anti-tank revetments around each field, with the ability to traverse 360º. Place them about the same distance out as the shore guns to avoid really cluttering the place up.

8) Make one entire new version just for bug fixes, 3D model updates, and general cleaning up.

9) CavemanJ (where'd he go anyway?) once suggested a great fire support system for ships, which could be applied to mobile artillery. Add a ".spotter" command so the spotter can see a colored tracer (something highly visible) impact. As it is, spotting from outside ack range for an aircraft is tough since the shell impact is hard to see.


Feel free to throw your own ideas in!


-----------------------
Flakbait [Delta6]
Delta Six's Flight School
Put the P-61B in Aces High
"For yay did the sky darken, and split open and spew forth fire, and
through the smoke rode the Four Wurgers of the Apocalypse.
And on their canopies was tattooed the number of the Beast, and the
number was 190." Jedi, Verse Five, Capter Two, The Book of Dweeb

 

[ 07-18-2001: Message edited by: flakbait ]

Offline Karnak

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« Reply #1 on: July 18, 2001, 11:43:00 AM »
1) Fix B-17 ball and nose turret firing arcs. The ball turret can elevate through the fuselage to fire. Nose guns, namely the cheek guns, can rotate through the airframe to fire. Both are technically impossible, so both should be fixed.

The Lancaster's tail turret can fire past 90 degrees towards the 12 'oclock high position when the gunner is in the nose turret. This should be fixed.

2) Add a God Cam to the film viewer if possible. Like the F5 view available to H2H hosts, CM's, and Offline.

No comment.

3) Minor gripe in the film viewer; if you pause the film, smoke from aircraft slows down as if the aircraft was hovering. Is there a way to stop this from happening? Taking screen shots with smoke trailing from a damaged plane looks great, but it's hard to do in the film viewer if you're looking for the right angle.

No comment.

4) If possible, nail down the weird armor model bug and kill it. Reading text buffer reports of guys not being able to kill half tracks with tanks is getting to be annoying. I've personally dumped thousand pounders within 15 yards of a stationary Osty. No kill.

I agree.

5) Based on previous experiences with WB's, I'm pretty sure the manable V-base ack could be set to automated if there's no player manning the gun. It's a tad too easy to blow a V-base now that only one gun is up.

Maybe add a third gun so that a manable one will still be available.

6) The enevitable new aircraft requests: Me-410 (as many R-kits as possible), Me-163 Komet, P-61B, P-40N, Spit LF.XI clipped wing, Hurricane IID (twin 40mm model), Yak-3, Tu-2, Ki-102, Ki-84.

I have to disagree with your selection of British aircraft.  The Hurricane Mk IId would be nigh useless and almost never seen and the Spitfire LF.Mk IX (the one I think you meant to indicate) would quickly find itself set as a cheap, say 8 point, perk.

I'd like to see the Mosquito FB.Mk VI Series 2 with full loadout options added into AH.  A Hurricane Mk II with gun options for 12 .303s, 4 20mm Hispanos or 2 40mm cannon would be a nice additon as well, but don't think that it should be added with just the 2 40mm cannon.

7) Since the shore batteries are mostly placed on hills, it leaves the fields without any local anti-tank defense except ack. Which is a rather poor substitute for a dedicated anti-tank weapon. Add three or four anti-tank revetments around each field, with the ability to traverse 360º. Place them about the same distance out as the shore guns to avoid really cluttering the place up.

I don't know how much of an issue this is, but it sounds ok.

8) Make one entire new version just for bug fixes, 3D model updates, and general cleaning up.

No comment.

9) CavemanJ (where'd he go anyway?) once suggested a great fire support system for ships, which could be applied to mobile artillery. Add a ".spotter" command so the spotter can see a colored tracer (something highly visible) impact. As it is, spotting from outside ack range for an aircraft is tough since the shell impact is hard to see.

Sounds good.  The gunners should also fire from the gunner's nest up on the mast.  I know this isn't where the trigger was, but it is where the guns were directed from and on a warship that is more important than where the trigger is.

Additional Desires:

I would like to see a system where each country has a factory for each unit, randomly assigned after each reset.  When that factory is destroyed the unit it produced would not be available until the factory has been rebuilt.  The factory should take about 15,000lbs of bombs to destroy and be down for at least an hour.  The factories should be present in "cities" so that heavy bomber strikes would be encouraged.

Concurent with this I would like to see an option for bombs to be dropped as one.  No more of the He111, drop them one at a time, stuff.  On click and they all drop.  I'd like to see the maximum zoom on the bombsights significantly reduced as well.
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Offline BenDover

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« Reply #2 on: July 18, 2001, 12:24:00 PM »
Quote
Originally posted by Karnak:
Concurent with this I would like to see an option for bombs to be dropped as one.  No more of the He111, drop them one at a time, stuff.

ever heard of .salvo ???  :rolleyes:

Offline Karnak

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« Reply #3 on: July 18, 2001, 01:23:00 PM »
BedDover,

.salvo doesn't drop them all at once.  It strings them out in a line, a la He111 style, releasing a bomb every .05 seconds.

WWII bombers like the B-17 and Lancaster released all bombs simultaneously, not one at a time.  The bombs would strike in a tight cluster with the length patern of the strike being caused by the different positions of the bombs within the bomber.

If you set a Lancaster to .salvo 14 your bombs will hit in a string that is 287 feet in length (if the Lanc is going 280mph).

There should be a command to release all bombs at once with no delay between them.

I have never heard of heavy bombers having control over how many bombs droped.  In reality the bombardier pressed the release switch and all of the bombs were released.

Added Desire:

I would like to see AH's damage model redone and improved.  I would like to see a reduction in the number of kills by structural failure and an increase in kills by fire and loss of control via damage to things like control cables.
Petals floating by,
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             As she remembers me-

Offline sling322

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« Reply #4 on: July 18, 2001, 02:17:00 PM »
Forgive me if I'm wrong but the bombs were "stacked" so to speak in the bomb bay, right?  That means that the last bomb out of the bomber has to fall a greater distance than the first one out, right?  Why would this not make the bombs fall in a "line" from the first bomb to the last one?  I understand what you are saying Karnak, but even if you drop them all at once, there is gonna be a slight delay between the bombs and a slight difference between their impact points just because of gravity.  The AH default delay is like .05 seconds...it seems reasonable to assume that the bombs, even if they were all released at once, would have at least that length of delay between themsleves while they are exiting the bomb bay.

Offline skernsk

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« Reply #5 on: July 18, 2001, 02:38:00 PM »
Sling the German bombers had their bombs loaded inverted and side by side in the bomb bay I believe.  Now I'm certainly no exert here but I think it would bve possible to have all bombs release at once and not have a real long narrow stick.

Offline Professor Fate

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« Reply #6 on: July 18, 2001, 02:41:00 PM »
More bomb options for the F8 and rockets we need rockets!  It would be nice to cause half the destruction a single P-47 FB could with a 190F-8 jabo.   :)

Oh ya one more thing bring on Auntie Junkers!

[ 07-18-2001: Message edited by: Professor Fate ]

Offline Nashwan

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« Reply #7 on: July 18, 2001, 03:13:00 PM »
I think the Lancaster had all it's bombs in one layer in the bomb bay. ie side by side, and end to end, but not on top of each other.
I amy be wrong, and I suppose with large numbers of small bombs some would be stacked.

Offline Pongo

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« Reply #8 on: July 18, 2001, 07:53:00 PM »
"I would like to see a system where each country has a factory for each unit, randomly assigned after each reset. When that factory is destroyed the unit it produced would not be available until the factory has been rebuilt. The factory should take about 15,000lbs of bombs to destroy and be down for at least an hour. The factories should be present in "cities" so that heavy bomber strikes would be encouraged.

"

If you combined it with a concept of capture being for 1 hour as well then that might be a good idea. Other then that you are just penalizing the underdogs even further.

Offline BenDover

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« Reply #9 on: July 18, 2001, 09:05:00 PM »
u-boats,more bombers,more goons,more....oh the hell with it!! more of everything  :D

but 4 starters,how about a little info on 1.08??

Offline Toad

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« Reply #10 on: July 19, 2001, 12:04:00 AM »
Karnak,

"I have never heard of heavy bombers having control over how many bombs droped. In reality the bombardier pressed the release switch and all of the bombs were released."

Haven't really looked into it for heavy bombers but you could toggle singly in the B-25C.

Got a reliable eyewitness to that.  ;)

Will try to do some checking on the B-17/24 for ya.
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Offline Pepe

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« Reply #11 on: July 19, 2001, 01:58:00 AM »
I like a lot Karnak's idea about factories. Give more strategic targets.

But only if the buff model is improved. I wouldn't want to have one or two lancasters disabling my zeke or spitV factory form impunity at 35k+.

Please, improve norden, add realistic frostbite effects.

Cheers,

Pepe