Aces High Bulletin Board

General Forums => Wishlist => Topic started by: EskimoJoe on July 23, 2013, 07:55:20 PM

Title: Multiple chutes for bailing bombers
Post by: EskimoJoe on July 23, 2013, 07:55:20 PM
Multiple crew members, multiple chutes? Discuss.
Title: Re: Multiple chutes for bailing bombers
Post by: Arlo on July 23, 2013, 07:59:47 PM
Actually, I see merit. If nothing else, for visual immersion. The drunk coding may even suffice, sans base capture to prevent griefing.  :)
Title: Re: Multiple chutes for bailing bombers
Post by: moot on July 23, 2013, 08:09:53 PM
Deploy 1911 turrets!
Title: Re: Multiple chutes for bailing bombers
Post by: shotgunneeley on July 23, 2013, 09:57:25 PM
I asked for this a couple years ago. I think it would be cool.

+1

http://bbs.hitechcreations.com/smf/index.php/topic,291195.0.html
Title: Re: Multiple chutes for bailing bombers
Post by: Dragon Tamer on July 23, 2013, 10:49:32 PM
+1
Title: Re: Multiple chutes for bailing bombers
Post by: guncrasher on July 23, 2013, 10:58:23 PM
not all the crew got time to bail out of a bomber.


semp
Title: Re: Multiple chutes for bailing bombers
Post by: Arlo on July 24, 2013, 12:02:18 AM
not all the crew got time to bail out of a bomber.


semp

There were times they did and times they didn't. I'm not sure how much more complicated it would be to code in a randomizer. Dropping troops is the same command as dropping bombs, that's a coding issue to overcome, as well. But if they had a bail out crew key or .command you'd have Steve McQueen straight out of the 'War Lover.'
Title: Re: Multiple chutes for bailing bombers
Post by: jeffdn on July 24, 2013, 07:10:48 AM
There were times they did and times they didn't. I'm not sure how much more complicated it would be to code in a randomizer. Dropping troops is the same command as dropping bombs, that's a coding issue to overcome, as well. But if they had a bail out crew key or .command you'd have Steve McQueen straight out of the 'War Lover.'

In C/C++, which I assume they are using, there is a function group called rand()/srand() that generates a random number between 0 and 1, if I recall. Just multiply the output of one of those functions by the number org crew in the bomber, and voila!
Title: Re: Multiple chutes for bailing bombers
Post by: wrench on July 24, 2013, 07:17:35 AM
could the number of crew bailing out be related to aircraft damage?
Title: Re: Multiple chutes for bailing bombers
Post by: Arlo on July 24, 2013, 07:33:35 AM
could the number of crew bailing out be related to aircraft damage?

Probably (I don't speak code).

Let's see. B-17G crews were typically: Pilot, co-pilot, navigator, bombardier/nose gunner,top turret gunner, radio operator, waist gunners (2), ball turret gunner, tail gunner; (9 plus the pilot). 'Kill-able' positions would be anything with a 'gunner' in the name (6). With max crew loss that's pilot + 3 (per plane).

Perhaps if a 'shift+enter-enter-enter' command stood for crew and required ordering them to bail before you did (bearing in mind that if you changed your mind and stayed on board you would be blocked from gunner/bombardier access) then surviving crew would become drone-chutes. Same for other aircraft (based on surviving crew size).

Question becomes, would a 'wingmanned' flight of three (or 6 or 9 or 12, ect.) B-17s or 24s or Lancs hit surrounding player frame-rates hard if they all bailed for the hell of it and 27 to 120 chute objects suddenly appeared in visual range? 
Title: Re: Multiple chutes for bailing bombers
Post by: Mister Fork on July 24, 2013, 03:02:55 PM
A big +1
(http://vector-magz.com/wp-content/uploads/2013/05/parachutes-vector3.jpg)
Title: Re: Multiple chutes for bailing bombers
Post by: Lusche on July 24, 2013, 03:10:31 PM
There were times they did and times they didn't. I'm not sure how much more complicated it would be to code in a randomizer.


Are you totally nuts now? Do you know what would happen? I would not be able to resist the urge to count all that chutes bailing from the buffs I shot down and would end up with making charts on it  :bhead

Say NO  :old:
Title: Re: Multiple chutes for bailing bombers
Post by: Arlo on July 24, 2013, 03:32:15 PM

Are you totally nuts now? Do you know what would happen? I would not be able to resist the urge to count all that chutes bailing from the buffs I shot down and would end up with making charts on it  :bhead

Say NO  :old:

LOL!  :D

(http://www.ww2aircraft.net/forum/attachments/personal-gallery/201362d1337137348-sunnys-vids-photos-bailout_b-17f_1943.jpg)
Title: Re: Multiple chutes for bailing bombers
Post by: Arlo on July 24, 2013, 03:37:10 PM
Probably (I don't speak code).

Let's see. B-17G crews were typically: Pilot, co-pilot, navigator, bombardier/nose gunner,top turret gunner, radio operator, waist gunners (2), ball turret gunner, tail gunner; (9 plus the pilot). 'Kill-able' positions would be anything with a 'gunner' in the name (6). With max crew loss that's pilot + 3 (per plane).

Perhaps if a 'shift+enter-enter-enter' command stood for crew and required ordering them to bail before you did (bearing in mind that if you changed your mind and stayed on board you would be blocked from gunner/bombardier access) then surviving crew would become drone-chutes. Same for other aircraft (based on surviving crew size).

Question becomes, would a 'wingmanned' flight of three (or 6 or 9 or 12, ect.) B-17s or 24s or Lancs hit surrounding player frame-rates hard if they all bailed for the hell of it and 27 to 120 chute objects suddenly appeared in visual range? 

Edit to add .... drone planes would require the player-pilot to shift to them to order a bail-out unless the plane has fallen out of formation, at which time drone chutes will start popping (minus the dead crew).   :(
Title: Re: Multiple chutes for bailing bombers
Post by: Volron on July 24, 2013, 03:45:21 PM
LOL!  :D

(http://www.ww2aircraft.net/forum/attachments/personal-gallery/201362d1337137348-sunnys-vids-photos-bailout_b-17f_1943.jpg)

What is the story behind that B-17?
Title: Re: Multiple chutes for bailing bombers
Post by: RotBaron on July 24, 2013, 03:49:29 PM
Multiple crew members, multiple chutes? Discuss.


Why? What purpose?

No, not when we need other things, mostly like the J2M :)  Have I kicked that horse enough lately? Is it still alive?
Title: Re: Multiple chutes for bailing bombers
Post by: Arlo on July 24, 2013, 03:57:11 PM

Why? What purpose?

No, not when we need other things, mostly like the J2M :)  Have I kicked that horse enough lately? Is it still alive?

I'm not one to put the dead horse before the cart. I'm all for practical addition of practical aircraft before other stuff. Even troop enhancement.  :D

Title: Re: Multiple chutes for bailing bombers
Post by: shotgunneeley on July 24, 2013, 07:46:34 PM
Probably (I don't speak code).

Let's see. B-17G crews were typically: Pilot, co-pilot, navigator, bombardier/nose gunner,top turret gunner, radio operator, waist gunners (2), ball turret gunner, tail gunner; (9 plus the pilot). 'Kill-able' positions would be anything with a 'gunner' in the name (6). With max crew loss that's pilot + 3 (per plane).

Perhaps if a 'shift+enter-enter-enter' command stood for crew and required ordering them to bail before you did (bearing in mind that if you changed your mind and stayed on board you would be blocked from gunner/bombardier access) then surviving crew would become drone-chutes. Same for other aircraft (based on surviving crew size).

Question becomes, would a 'wingmanned' flight of three (or 6 or 9 or 12, ect.) B-17s or 24s or Lancs hit surrounding player frame-rates hard if they all bailed for the hell of it and 27 to 120 chute objects suddenly appeared in visual range? 

That seems a bit complicated. What would we get out of it by ordering our gunners/crew bail out by a command? I would just have the crew parachutes to start salvoing out directly after the player bails. The bailing crew would then disappear after a certain amount of time. The number of crew up for bailing could = total # of playable positions - the player (1).
Title: Re: Multiple chutes for bailing bombers
Post by: Arlo on July 24, 2013, 08:00:01 PM
That seems a bit complicated. What would we get out of it by ordering our gunners/crew bail out by a command? I would just have the crew parachutes to start salvoing out directly after the player bails. The bailing crew would then disappear after a certain amount of time. The number of crew up for bailing could = total # of playable positions - the player (1).

Now how can you be Steve McQueen in the 'War Lover' if you bailed first ... or bailed at all?  :D
Title: Re: Multiple chutes for bailing bombers
Post by: EskimoJoe on July 24, 2013, 08:27:41 PM

Why? What purpose?

No, not when we need other things, mostly like the J2M :)  Have I kicked that horse enough lately? Is it still alive?


What purpose does 'ground clutter' offer to tankers?

None, it's just eye candy. But it offers an aspect of immersion, and for that, I would like to see the rest of my crew trying to get out of the bomber as it spirals to the earth, perhaps even to honor those that never made it out in real life in some small way.
Title: Re: Multiple chutes for bailing bombers
Post by: Arlo on July 24, 2013, 08:59:15 PM
What purpose does 'ground clutter' offer to tankers?

None, it's just eye candy. But it offers an aspect of immersion, and for that, I would like to see the rest of my crew trying to get out of the bomber as it spirals to the earth, perhaps even to honor those that never made it out in real life in some small way.

Tis one of those immersion things, aye .... and one I'd like to think may not take a lot of coding. Maybe even one of those things other games left out. A combination of those reasons would work for me. Not that there are potentially other ideas that may appeal for the same reasons .... and others that don't (to me) like helicopters in WWII. But I'd be remiss not to add that I could easily get distracted from this by ideas that suddenly seem to have more merit. Such is the nature of the wish arena.  ;)

That was way too wordy. I guess I can just say that I see the appeal still.  :)
Title: Re: Multiple chutes for bailing bombers
Post by: BFOOT1 on July 27, 2013, 12:35:27 PM
I can see my self now "Get out you guys, get out. One, two, three, fo..." HOST you have been killed.
+1 :aok
Title: Re: Multiple chutes for bailing bombers
Post by: 9thAFE on July 27, 2013, 12:49:29 PM
You know way back in the day on here (2001) they did have all the crew parachute out of the bombers I remember having to hit "ENTER" until they all got out and you were the last one to drop out, there was also some times I can remember getting shot down and killed the rest of the way while I was "waiting" for my crew to get out some of which would make it while I did not. I did always kind of like it though it was a immersion thing to see all those "troops" jumping out and seeing a stream of chutes behind the plane for the crew that was jumping out. So I would think since they had it before they could have it again. As I remember though the entire crew always jumped out every time no losses in crew numbers. However if your plain was spiraling to the ground and they all didn't make it out before it blew apart from the speed of the drop you didn't get credit for a successful bail, which is fair.
Title: Re: Multiple chutes for bailing bombers
Post by: caldera on July 27, 2013, 01:01:55 PM
You know way back in the day on here (2001) they did have all the crew parachute out of the bombers I remember having to hit "ENTER" until they all got out and you were the last one to drop out, there was also some times I can remember getting shot down and killed the rest of the way while I was "waiting" for my crew to get out some of which would make it while I did not. I did always kind of like it though it was a immersion thing to see all those "troops" jumping out and seeing a stream of chutes behind the plane for the crew that was jumping out. So I would think since they had it before they could have it again. As I remember though the entire crew always jumped out every time no losses in crew numbers. However if your plain was spiraling to the ground and they all didn't make it out before it blew apart from the speed of the drop you didn't get credit for a successful bail, which is fair.

I get the immersion angle, but a "successful bail"?  Isn't bailing out considered a failure, or am I missing something?  (http://i343.photobucket.com/albums/o460/caldera_08/smilies/zero-2.gif~original) (http://s343.photobucket.com/user/caldera_08/media/smilies/zero-2.gif.html)
Title: Re: Multiple chutes for bailing bombers
Post by: 9thAFE on July 27, 2013, 01:09:39 PM
 :rofl :rofl :rofl

All I meant was the difference between getting killed and bailing and how that all plays out in scoring and stats.
Title: Re: Multiple chutes for bailing bombers
Post by: guncrasher on July 27, 2013, 01:25:24 PM
:rofl :rofl :rofl

All I meant was the difference between getting killed and bailing and how that all plays out in scoring and stats.

counts as the same for scoring.


semp
Title: Re: Multiple chutes for bailing bombers
Post by: JimmyD3 on July 27, 2013, 01:57:58 PM
I've never figured out why we don't see multiple dots (3 EA.) on the radar when a formation of bombers are up. :devil
Title: Re: Multiple chutes for bailing bombers
Post by: Arlo on July 27, 2013, 03:11:13 PM
I've never figured out why we don't see multiple dots (3 EA.) on the radar when a formation of bombers are up. :devil

Because radar is already more advanced than it was in WWII as it is?  :)
Title: Re: Multiple chutes for bailing bombers
Post by: JimmyD3 on July 28, 2013, 12:59:18 AM
Because radar is already more advanced than it was in WWII as it is?  :)

Yeah, now that you mention it, the video's they show on the Military Channel of the Battle of Britain just show spikes for aircraft on the "crt" (that's one the young'uns wont know  :lol), however the spike is larger for formations of aircraft. :salute