Author Topic: Mission altitudes  (Read 1875 times)

Offline Arlo

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Re: Mission altitudes
« Reply #30 on: March 14, 2012, 10:17:31 AM »
Clouds are not a plain vanilla "arena variable", like Fuel Burn Rate, for example.  Clouds are controlled by some sort of "cloud files" which are created via some sort of "cloud editor". 


I didn't say that. What I asked was if you are claiming that the cloud files (created through some sort of cloud editor) cannot be edited on the map and the map resubmitted for current or future use with said clouds now giving us a practical enviromental limitation to practical bomber use. Wouldn't this not be even more preferable than it being an arena variable that can be changed on a whim?

Offline ImADot

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Re: Mission altitudes
« Reply #31 on: March 14, 2012, 10:22:08 AM »
We (the CM's) have relatively new commands available to upload and activate custom cloud files that are created with the Cloud Editor.

This editor is available with the content creators that anyone can download (like the terrain editor and object editor). A map designer can create and apply a cloud file as a default cloud system for his map.

With these new commands, any number of different cloud files can be created and applied for special events. HTC is working on (or maybe it's already done) having this ability available for the custom arenas.
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Offline Arlo

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Re: Mission altitudes
« Reply #32 on: March 14, 2012, 10:23:27 AM »
We (the CM's) have relatively new commands available to upload and activate custom cloud files that are created with the Cloud Editor.

This editor is available with the content creators that anyone can download (like the terrain editor and object editor). A map designer can create and apply a cloud file as a default cloud system for his map.

With these new commands, any number of different cloud files can be created and applied for special events. HTC is working on (or maybe it's already done) having this ability available for the custom arenas.

Good.

Offline Pollock

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Re: Mission altitudes
« Reply #33 on: March 14, 2012, 12:01:08 PM »
FSO would be the perfect place to put in weather elements, would love to see targets possibly obscured and have to move to secondary objectives.  Imagine snow and rain in the mix too. I remember in IL2 forgotten battles dealing with fighter bombing in the snow it was really cool.

Offline Arlo

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Re: Mission altitudes
« Reply #34 on: March 14, 2012, 12:14:19 PM »
While cloud layers can apparently be edited in, I'm not certain if scattered clouds are part of that (with the primary target obscured and the secondary not at the same altitude).

Can we get a cloud editing expert to add perspective?

Offline ImADot

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Re: Mission altitudes
« Reply #35 on: March 14, 2012, 01:00:27 PM »
I'm no expert, but yes you can. There are two types of "clouds": puffy and layers. The layers are across the whole arena. The puffy can be individually places (in groups) wherever you want.

You want a high layer of haze across the whole terrain? Can do.
You want low-level fog at P75? Can do.
You want scattered clouds around the Ammo Strat, but clear skies at the Radar Strat in the next sector? Can do.
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Offline Arlo

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Re: Mission altitudes
« Reply #36 on: March 14, 2012, 01:39:38 PM »
I'm no expert, but yes you can. There are two types of "clouds": puffy and layers. The layers are across the whole arena. The puffy can be individually places (in groups) wherever you want.

You want a high layer of haze across the whole terrain? Can do.
You want low-level fog at P75? Can do.
You want scattered clouds around the Ammo Strat, but clear skies at the Radar Strat in the next sector? Can do.

Just sounding better and better.

Offline ImADot

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Re: Mission altitudes
« Reply #37 on: March 14, 2012, 02:02:39 PM »
Let's just keep something in mind here...

The purpose of FSO is to allow squads to fly and fight as squads. That's why the objectives are publicly published and the targets are known to both attackers and defenders. It's also why a target needs to be attacked within the first 60 minutes - to ensure people get to fight.

Sure, sometimes a group is stumbled upon and wiped out before reaching their target, or they hit the wrong target, and defenders are left circling for two hours with no enemy encounter. But let's not make it worse by obscuring the target area so a strike group has to divert to a "secondary" target...again leaving the defenders a boring night of circling a target that will not be hit.

The whole purpose of this discussion is to find a way, without enforcing artificial rules, to keep strike packages at a designer's desired altitude for his event. I think the best solution, albeit a little more work for the designer and setup CMs, is to have custom clouds and winds to make going above certain altitudes "undesireable" for bombers - either because of a cloud layer or winds aloft (not just a max downdraft) that would force them to work hard to stay on track and actually see the target during the bomb run - which would at the same time allow escorts and defenders the opportunity to position themselves for a chance of success.
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Offline Arlo

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Re: Mission altitudes
« Reply #38 on: March 14, 2012, 02:30:18 PM »
Let's just keep something in mind here...

The purpose of FSO is to allow squads to fly and fight as squads. That's why the objectives are publicly published and the targets are known to both attackers and defenders. It's also why a target needs to be attacked within the first 60 minutes - to ensure people get to fight.

Sure, sometimes a group is stumbled upon and wiped out before reaching their target, or they hit the wrong target, and defenders are left circling for two hours with no enemy encounter. But let's not make it worse by obscuring the target area so a strike group has to divert to a "secondary" target...again leaving the defenders a boring night of circling a target that will not be hit.

The whole purpose of this discussion is to find a way, without enforcing artificial rules, to keep strike packages at a designer's desired altitude for his event. I think the best solution, albeit a little more work for the designer and setup CMs, is to have custom clouds and winds to make going above certain altitudes "undesireable" for bombers - either because of a cloud layer or winds aloft (not just a max downdraft) that would force them to work hard to stay on track and actually see the target during the bomb run - which would at the same time allow escorts and defenders the opportunity to position themselves for a chance of success.

Good points.