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RE: RUNNING POLL - gameplay features

Posted: Mon May 09, 2016 6:19 pm
by ComDev
ORIGINAL: deepdive

Please reinstate the ability to change midcourse, as you set a course, you can later click midway between two waypoints course settings and drag and create a new waypoint. It should also be possible when creating zones and mission area so you could click, hold and drag between two waypoints to expand area of zones/missions.

Bjørn

Press and hold the Ctrl key when you drag a waypoint, and a new one is created [8D]

The same goes for Ref Points.

RE: RUNNING POLL - gameplay features

Posted: Wed May 11, 2016 11:02 pm
by Gunner98
Was wondering if the 'Clone Unit' function could remember the orientation of piers.

Thanks

RE: RUNNING POLL - gameplay features

Posted: Wed May 11, 2016 11:04 pm
by Gunner98
Am playing around with the longer scenario and it would be useful if the 'Regular Time' trigger had a longer firing time. The longest it will go at the moment is 1 hr. Would it be possible to set longer delays, 1/day, 1/week and multiples of hours and days. Thanks

B

RE: RUNNING POLL - gameplay features

Posted: Fri May 13, 2016 9:44 am
by ColonelMolerat
Could it be made so that more than one database window can be opened at the same time?

That would make it easier to compare platforms. At the moment, when I have the database window open on one unit, by the time I have found the other unit, and scrolled down to whatever section I'm comparing, I've forgotten the stats on the first. It would be nice to be able to have both windows open so I can see the figures side-by-side.

Edit:

Actually, this would be handy for lots of windows, such as the weapons window - so you can compare which weapons are loaded between platforms - but I imagine there's a nightmare balancing this with UI clutter! The database window would be most useful though.

RE: RUNNING POLL - gameplay features

Posted: Fri May 13, 2016 10:44 am
by ColonelMolerat
Sorry, something else I'd like to add. I have a feeling I might have seen this mentioned, but I couldn't see it in a search, so sorry if it has been repeated.

Could the 'contact emissions' screen show which unit has detected the emission?

In missions when I'm controlling subs, if my sub is detecting something, I often take that as a sign that the thing might also be detecting the sub! So it'd be useful to know what unit of mine is detecting the emissions, so I can take evasive manoeuvres.

The recent change to the activity log (showing the detecting unit) has been fantastic! I feel guilty to be adding to the feature requests thread so soon after such a big patch. I suppose CMANO could comb your hair when you slept, and there'd still be feature requests for it to tie your laces...

(PS - or am I being naive and the tactic of using detected emissions to know when my subs might be spotted actually useless? So such a feature would be pointless?)

RE: RUNNING POLL - gameplay features [Feature Requests Go Here]

Posted: Fri May 13, 2016 5:50 pm
by cdcool
Missile impact ETA

Not sure if this came up. Can this be implemented?

RE: RUNNING POLL - gameplay features

Posted: Fri May 13, 2016 6:32 pm
by cdcool
Selecting a log event, takes you to that event on the map.

RE: RUNNING POLL - gameplay features

Posted: Fri May 13, 2016 7:01 pm
by Gunner98
Too help along the longer scenarios, would it be possible to get a new trigger for events:

-Docked for [TIME]. With selections for the pier and the docking ship similar to the options available in other triggers

Thanks

RE: RUNNING POLL - gameplay features

Posted: Sun May 15, 2016 9:24 am
by somi83
Hi Everybody,
after viewing this thread "Restricting weapon launch on hostile only when it enters a prosecution" something came to my mind. I can't post link for some reason.
in the savegame the f-16 is shooting at su-27 outside patrol/prosecution area because of ROE which is set to "Fire only at contacts that are positively identified as hostile".

What am I trying to suggest maybe we need 4th option in ROE which would be:
"Fire only at contacts that are positively identified as hostile in patrol/prosecution area"

Example: Your aircraft radar picks two bogeys, one is in the patrol/prosecution area and second one isn't, he identifies them as hostile, but only engages one in the patrol/prosecution area.

RE: RUNNING POLL - gameplay features

Posted: Sun May 15, 2016 12:01 pm
by mikmykWS
ORIGINAL: somi83

Hi Everybody,
after viewing this thread "Restricting weapon launch on hostile only when it enters a prosecution" something came to my mind. I can't post link for some reason.
in the savegame the f-16 is shooting at su-27 outside patrol/prosecution area because of ROE which is set to "Fire only at contacts that are positively identified as hostile".

What am I trying to suggest maybe we need 4th option in ROE which would be:
"Fire only at contacts that are positively identified as hostile in patrol/prosecution area"

Example: Your aircraft radar picks two bogeys, one is in the patrol/prosecution area and second one isn't, he identifies them as hostile, but only engages one in the patrol/prosecution area.

This is how it should work now.

You'll also notice with strike/intercept missions you can toggle between when to trigger mission based on the posture of the contact.

Mike

RE: RUNNING POLL - gameplay features

Posted: Sun May 15, 2016 1:09 pm
by somi83
ORIGINAL: mikmyk

This is how it should work now.

You'll also notice with strike/intercept missions you can toggle between when to trigger mission based on the posture of the contact.

Mike

Yes, I noticed that, it's pretty good feature, if you don't want your interceptors to takeoff at any unknown contact set it for unfriendly or hostile,

and if you want to force them to takeoff at unknown bogeys set it to unknown, and that is it.

RE: RUNNING POLL - gameplay features

Posted: Sun May 15, 2016 4:55 pm
by cf_dallas
It may already be in this thread somewhere, and based on the general direction you guys are going it's probably already on your list, so I apologize if this is a waste of everyone's time.

Requesting the ability to add weapons records to magazines or units/groups via the Event Editor. Particularly now that very-long scenarios are possible, this will allow for modeling logistics (cargo flights/ships arrive at a base, magazines are replenished, operations continue). And the associated fun... attacking the enemy's logistics tail to disrupt his operations, the critical need to protect your own resources, and so on.



RE: RUNNING POLL - gameplay features

Posted: Wed May 18, 2016 6:01 pm
by Rom3l
+1

RE: RUNNING POLL - gameplay features

Posted: Wed May 18, 2016 6:02 pm
by Rom3l
ORIGINAL: Gizzmoe
ORIGINAL: Sardaukar

Request:

Changing simulation Stop/Start hotkey from F12 to spacebar.

Yes, that would be very convenient.

Please.

RE: RUNNING POLL - gameplay features

Posted: Wed May 18, 2016 6:05 pm
by Gunner98
It would be useful to view the experience level of pilots in the F6 Air Ops screen. Not sure how best to do it, colour coding is already used, perhaps a simple (A,V,R,C,N) in a column.

Thanks

B

RE: RUNNING POLL - gameplay features

Posted: Thu May 19, 2016 12:31 pm
by KLAB
Space bar pause/stop/start - Yes please, can never find F12 in a hurry!

RE: RUNNING POLL - gameplay features

Posted: Sat May 21, 2016 1:24 pm
by Dimitris
ORIGINAL: Gunner98

Was wondering if the 'Clone Unit' function could remember the orientation of piers.

Thanks

Added for the next public version.

RE: RUNNING POLL - gameplay features

Posted: Sat May 21, 2016 6:55 pm
by Gunner98
Another feature request based on testing a 'long scenario' which I will be uploading shortly.

Would it be possible (or is it now?) to order a unit to 'Unload' certain weapons?

E.g.: Situation is that the main task is convoy escort with units spread all over the map. However, a TLAM strike is called for but since the TLAMs are spread out all over the place you would have to concentrate way too many assets to get a decent chance of saturating the target area (limited HARMs & PGMs as well). So, with a bit of planning all the old CG/CGNs, Spru-cans etc could unload their TLAMS at a port and a VLS Spru-can could drop in, pick them up and go do the business.

Since its a long scenario you have time and since assets are limited and number of tasks are high, a player - if he plans well - could have an edge.

B

RE: RUNNING POLL - gameplay features [Feature Requests Go Here]

Posted: Sun May 22, 2016 5:53 am
by cdcool
Minor: Group Helicopter Stylized symbol instead of looking like a planes

RE: RUNNING POLL - gameplay features [Feature Requests Go Here]

Posted: Sun May 22, 2016 9:12 pm
by ColonelMolerat
Could it be made possible to allow Copy (Control-C) to work on the database?

I'm constantly trying to copy unit names from the database into Google, but it doesn't work, and I'm hopeless at remembering names with lots of numbers in!