Aces High Bulletin Board

General Forums => Wishlist => Topic started by: Suave on August 21, 2005, 05:13:42 AM

Title: Navigation
Post by: Suave on August 21, 2005, 05:13:42 AM
This would be #1 on my wish list.

Getting rid of, or having an arena setting to disable the little plane on your clipboard map. Navigation is a huge part of aviation, but it's a non issue in AH. Why model two seperate compasses in every plane if all we need to do is press esc and bring up our real time on the map location? The ability to be able to get lost in AH would add a lot, especially to bomber missions and scenarios.
Title: Re: Navigation
Post by: Wagger on July 15, 2009, 11:58:06 PM
I agree with you. But I guess you have to consider that many are not that into realism.  For those who are into the Sims for realism then an option to turn off the small plane would be nice.  By the way do you know how or what format they use in AH to report position on the map.  I have just come over from WB which uses the gird system but then screws it up by breaking down the grids into 9 equal parts like the numbers on your keyboard. It is a real pain in the tuckus.
Title: Re: Navigation
Post by: Clone155 on July 16, 2009, 12:27:18 AM
huh a 4 year old thread...

Well we can't have this because there are no land marks
Title: Re: Navigation
Post by: TheAce on July 16, 2009, 01:01:52 AM
Well we can't have this because there are no land marks

We could add some like "Squeaker Point", etc.

Just a thought,  :aok
Title: Re: Navigation
Post by: AirFlyer on July 16, 2009, 01:05:28 AM
Huge bump, but I kinda like this idea. Would be neat for scenarios and the like.
Title: Re: Navigation
Post by: BaDkaRmA158Th on July 16, 2009, 01:59:32 AM
Agreed, make it a option for the hard core flyers and such things as sinarios.

"Where am i !?" was something every pilot wondered in wwII, even upto the invent of GPS" :rock
Title: Re: Navigation
Post by: frank3 on July 16, 2009, 02:00:21 AM
+1 been asking this for awhile  :aok

But IMO it should be optional, because of the 'take-off-bomb field-and auger' mentality won't coop with anything realistic  ;)
Title: Re: Navigation
Post by: AWwrgwy on July 16, 2009, 09:07:48 AM
Don't open your map.

Wish granted.


And, as far as the thread bump goes, it's good to see someone new starting by reading the message boards from the beginning in their entirety.

 :salute  ;)


wrongway
Title: Re: Navigation
Post by: vonKrimm on July 16, 2009, 10:55:38 AM
I simply chose to believe I am the world's best navigator in AH.
Title: Re: Navigation
Post by: Denholm on July 16, 2009, 11:18:23 AM
This might be more of a possibility with the new Aces High. Since there's a new lighting system perhaps now they will allow us to insert towns into MA terrains.
Title: Re: Navigation
Post by: RipChord929 on July 16, 2009, 12:52:30 PM
By all means!!!  Allow a popup grid overlay for the maps, that uses the MGRS system... In the correct scale of course.. But that will never happen in my lifetime... I think the game is too wedded to the keypad method...
Just the way it is...

RC
Title: Re: Navigation
Post by: Swatch on July 16, 2009, 05:23:22 PM
And, as far as the thread bump goes, it's good to see someone new starting by reading the message boards from the beginning in their entirety.

Agreed.  In fact, I agree with this idea for the simple fact that he actually DID search the forums.  But really, I see where he's coming from, and can you imagine how much more difficult it would make FSO?
Title: Re: Navigation
Post by: Vudak on July 16, 2009, 07:50:51 PM
By all means!!!  Allow a popup grid overlay for the maps, that uses the MGRS system... In the correct scale of course.. But that will never happen in my lifetime... I think the game is too wedded to the keypad method...
Just the way it is...

RC

If you know the size of the keypad grid, shouldn't you be able to calculate your approximate location?

I think this would be a *very* cool addition for scenarios.
Title: Re: Navigation
Post by: Saxman on July 16, 2009, 08:12:04 PM
If you know the size of the keypad grid, shouldn't you be able to calculate your approximate location?

I think this would be a *very* cool addition for scenarios.

Until you have to fly over hundreds of miles of trackless water.... :D
Title: Re: Navigation
Post by: trap78 on July 16, 2009, 08:29:53 PM
Right now we have a map icon that not only gives your map location but directional info as well. I like the idea of using a dot to represent your location on the map. This would give you a reference point to help in plotting your course but would not provide very useful directional info. To navigate you’d pull up your map, determine your current location and the location of your next waypoint, then using your compass, put your aircraft on the appropriate heading. You’d have to check and adjust your heading periodically especially over long distances.
Title: Re: Navigation
Post by: Easyscor on July 16, 2009, 09:24:00 PM
Quote from: trap78
Right now we have a map icon that not only gives your map location but directional info as well. I like the idea of using a dot to represent your location on the map. ...
That's a nice idea, not so severe that it runs players out of the arena.  :aok
Title: Re: Navigation
Post by: TonyJoey on July 16, 2009, 09:24:09 PM
I would like it if this were implemented. :aok
Title: Re: Navigation
Post by: AKP on July 16, 2009, 09:41:29 PM
Right now we have a map icon that not only gives your map location but directional info as well. I like the idea of using a dot to represent your location on the map. This would give you a reference point to help in plotting your course but would not provide very useful directional info. To navigate you’d pull up your map, determine your current location and the location of your next waypoint, then using your compass, put your aircraft on the appropriate heading. You’d have to check and adjust your heading periodically especially over long distances.

 :aok :aok :aok :aok :aok

I think this is one of the best ideas I have seen on these boards yet. 

1) It doesnt take any fun out of the game
2) It makes people actually navigate to their targets using some skill and thought
3) It prevents people from using the radar map as a mini tactical display, showing relative bearing from them to other contacts (knowing if someone is behind you instantly without actually looking around)
4) It adds some realism to the game

Way to go Trap  :salute
Title: Re: Navigation
Post by: Vudak on July 17, 2009, 08:10:15 AM
:aok :aok :aok :aok :aok

I think this is one of the best ideas I have seen on these boards yet. 

1) It doesnt take any fun out of the game
2) It makes people actually navigate to their targets using some skill and thought
3) It prevents people from using the radar map as a mini tactical display, showing relative bearing from them to other contacts (knowing if someone is behind you instantly without actually looking around)
4) It adds some realism to the game

Way to go Trap  :salute

That'd be nice for the MA, but I don't think it would make anything much more challenging.  If you already know exactly where you are, and you have a compass, it isn't hard to figure out how to get somewhere else.

I'd like to see in scenarios bombers veering off course and hitting the wrong targets, people getting separated and feeling truly "alone," etc.  You'd need no dot (and a map that doesn't automatically self-center) for that to happen.
Title: Re: Navigation
Post by: trap78 on July 17, 2009, 11:03:11 AM
Okay Vudak, I was holding this one back but here goes :D

In my Warbirds days we referred to the map icon showing your position and direction as the”GPS”. When events were run the GPS was turned off and all the clipboard showed you was the map. You would type in a dot command called “.vor” followed by an airbase, port or city number. For example “.vor A62” The text buffer would return the distance and heading from that location to your position. By using this command two times you could obtain enough info to triangulate your position. I actually used a paper map and a protractor. Once you knew your position you could plot a course to your next way point and calculate the distance using the scale on the map. Most of the time players would simply do a “.vor” using the way point they wanted to fly to and then just plot a reciprocal course. It became second nature after awhile. Did people get lost? All the time. Was it immersive? Extremely. I would love to see this used in AH special events but be warned; the gamers won’t be too happy.
Title: Re: Navigation
Post by: Saxman on July 17, 2009, 11:33:12 AM
Okay Vudak, I was holding this one back but here goes :D

In my Warbirds days we referred to the map icon showing your position and direction as the”GPS”. When events were run the GPS was turned off and all the clipboard showed you was the map. You would type in a dot command called “.vor” followed by an airbase, port or city number. For example “.vor A62” The text buffer would return the distance and heading from that location to your position. By using this command two times you could obtain enough info to triangulate your position. I actually used a paper map and a protractor. Once you knew your position you could plot a course to your next way point and calculate the distance using the scale on the map. Most of the time players would simply do a “.vor” using the way point they wanted to fly to and then just plot a reciprocal course. It became second nature after awhile. Did people get lost? All the time. Was it immersive? Extremely. I would love to see this used in AH special events but be warned; the gamers won’t be too happy.

It would be interesting to have radio direction finding in aircraft that had it historically.
Title: Re: Navigation
Post by: Vudak on July 17, 2009, 11:38:46 AM
Okay Vudak, I was holding this one back but here goes :D

In my Warbirds days we referred to the map icon showing your position and direction as the”GPS”. When events were run the GPS was turned off and all the clipboard showed you was the map. You would type in a dot command called “.vor” followed by an airbase, port or city number. For example “.vor A62” The text buffer would return the distance and heading from that location to your position. By using this command two times you could obtain enough info to triangulate your position. I actually used a paper map and a protractor. Once you knew your position you could plot a course to your next way point and calculate the distance using the scale on the map. Most of the time players would simply do a “.vor” using the way point they wanted to fly to and then just plot a reciprocal course. It became second nature after awhile. Did people get lost? All the time. Was it immersive? Extremely. I would love to see this used in AH special events but be warned; the gamers won’t be too happy.

Well, don't by any means put it in the MA, that would just be a disaster :)
Title: Re: Navigation
Post by: Denholm on July 17, 2009, 12:36:13 PM
Right now we have a map icon that not only gives your map location but directional info as well. I like the idea of using a dot to represent your location on the map. This would give you a reference point to help in plotting your course but would not provide very useful directional info. To navigate you’d pull up your map, determine your current location and the location of your next waypoint, then using your compass, put your aircraft on the appropriate heading. You’d have to check and adjust your heading periodically especially over long distances.
You can achieve this right now by simply erasing the plane icon and replacing it with a dot.
Title: Re: Navigation
Post by: AWwrgwy on July 18, 2009, 12:22:35 AM
You can achieve this right now by simply erasing the plane icon and replacing it with a dot.

Where is the plane icon for the map?  Someone asked about changing the color at one time and I haven't been able to find it.


wrongway
Title: Re: Navigation
Post by: Denholm on July 18, 2009, 10:48:57 AM
I'd have to do some looking. Haven't played in a while. If I find it I'll let everyone know by posting the information in this thread.
Title: Re: Navigation
Post by: Denholm on July 27, 2009, 02:07:49 PM
Okay, apparently I was incorrect. I couldn't find the bitmap I was referencing. Most likely I stumbled across it while editing maps meaning that if I do eventually find that bitmap, it has to be incorporated into the terrain and not your installation of Aces High.