Author Topic: Multiple chutes for bailing bombers  (Read 917 times)

Offline RotBaron

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Re: Multiple chutes for bailing bombers
« Reply #15 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?
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Offline Arlo

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Re: Multiple chutes for bailing bombers
« Reply #16 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


Offline shotgunneeley

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Re: Multiple chutes for bailing bombers
« Reply #17 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).
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Offline Arlo

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Re: Multiple chutes for bailing bombers
« Reply #18 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

Offline EskimoJoe

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Re: Multiple chutes for bailing bombers
« Reply #19 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.
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Offline Arlo

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Re: Multiple chutes for bailing bombers
« Reply #20 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.  :)

Offline BFOOT1

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Re: Multiple chutes for bailing bombers
« Reply #21 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.
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Offline 9thAFE

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Re: Multiple chutes for bailing bombers
« Reply #22 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.
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Offline caldera

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Re: Multiple chutes for bailing bombers
« Reply #23 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? 
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Offline 9thAFE

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Re: Multiple chutes for bailing bombers
« Reply #24 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.
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Offline guncrasher

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Re: Multiple chutes for bailing bombers
« Reply #25 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.


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Offline JimmyD3

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Re: Multiple chutes for bailing bombers
« Reply #26 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
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Offline Arlo

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Re: Multiple chutes for bailing bombers
« Reply #27 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?  :)

Offline JimmyD3

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Re: Multiple chutes for bailing bombers
« Reply #28 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
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