RE: Groups "dissolve" after they strike: Why?
Posted: Fri Oct 11, 2013 12:29 pm
Emsoy I will definitely put my mind to how a strike planner might be integrated into Command. I would not get too hung up on realism on a flight sim (i.e. Tornado) level, as CMANO is a top-down operational level game in which the player is the commander, not the pilot, flight lead or even squadron c/o. This means you can abstract a LOT of CPU-intensive things like precise physics and weapon performance modeling.
A good place to start would be to think of a strike planner as a logistical tool (think of Desert Storm) capable of assembling packages, matching them with a prioritized target list and using time as a key element with TOT and IP coordination modeled. This means you'll need to model altitude and airspeed dynamically and put a clock into the game essentially. There's a great book about air strike planning on a massive scale in Desert Storm; I will look it up and post info here after the school run…
EDIT: Storm over Iraq: Air Power and the Gulf War by Richard P. Hallion
A good place to start would be to think of a strike planner as a logistical tool (think of Desert Storm) capable of assembling packages, matching them with a prioritized target list and using time as a key element with TOT and IP coordination modeled. This means you'll need to model altitude and airspeed dynamically and put a clock into the game essentially. There's a great book about air strike planning on a massive scale in Desert Storm; I will look it up and post info here after the school run…
EDIT: Storm over Iraq: Air Power and the Gulf War by Richard P. Hallion