Author Topic: Multiple chutes for bailing bombers  (Read 918 times)

Offline EskimoJoe

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Multiple chutes for bailing bombers
« on: July 23, 2013, 07:55:20 PM »
Multiple crew members, multiple chutes? Discuss.
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Offline Arlo

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Re: Multiple chutes for bailing bombers
« Reply #1 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.  :)

Offline moot

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Re: Multiple chutes for bailing bombers
« Reply #2 on: July 23, 2013, 08:09:53 PM »
Deploy 1911 turrets!
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Offline shotgunneeley

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Re: Multiple chutes for bailing bombers
« Reply #3 on: July 23, 2013, 09:57:25 PM »
I asked for this a couple years ago. I think it would be cool.

+1

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Offline Dragon Tamer

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Re: Multiple chutes for bailing bombers
« Reply #4 on: July 23, 2013, 10:49:32 PM »
+1

Offline guncrasher

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Re: Multiple chutes for bailing bombers
« Reply #5 on: July 23, 2013, 10:58:23 PM »
not all the crew got time to bail out of a bomber.


semp
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Offline Arlo

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Re: Multiple chutes for bailing bombers
« Reply #6 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.'

Offline jeffdn

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Re: Multiple chutes for bailing bombers
« Reply #7 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!

Offline wrench

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Re: Multiple chutes for bailing bombers
« Reply #8 on: July 24, 2013, 07:17:35 AM »
could the number of crew bailing out be related to aircraft damage?
Leave that thing alone!
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Offline Arlo

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Re: Multiple chutes for bailing bombers
« Reply #9 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? 

Offline Mister Fork

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Re: Multiple chutes for bailing bombers
« Reply #10 on: July 24, 2013, 03:02:55 PM »
A big +1
« Last Edit: July 24, 2013, 03:10:18 PM by Mister Fork »
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Offline Lusche

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Re: Multiple chutes for bailing bombers
« Reply #11 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:
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Offline Arlo

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Re: Multiple chutes for bailing bombers
« Reply #12 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


Offline Arlo

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Re: Multiple chutes for bailing bombers
« Reply #13 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).   :(

Offline Volron

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Re: Multiple chutes for bailing bombers
« Reply #14 on: July 24, 2013, 03:45:21 PM »
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Wow I find it hard to believe it has been almost 38 days since our last path. We should have release another 38 versions by now  :bhead
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