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RE: RUNNING POLL - gameplay features
Posted: Fri Oct 07, 2016 9:57 am
by Dimitris
ORIGINAL: Cik
implementation wise i'd imagine it would be pretty easy;
Okay.
RE: RUNNING POLL - gameplay features
Posted: Fri Oct 07, 2016 10:27 am
by thewood1
Oh brother...
RE: RUNNING POLL - gameplay features
Posted: Fri Oct 07, 2016 12:29 pm
by mikmykWS
ORIGINAL: Gneckes
Can you give us a rough idea of when we can expect the good stuff?
Early in the new year I think. This is my gut call but nothing official. We are very very busy right now on the pro side.
Thanks!
Mike
RE: RUNNING POLL - gameplay features
Posted: Fri Oct 07, 2016 8:10 pm
by Cik
hey, i meant "conceptually"
obviously i have no idea what CMANO looks like under the hood, but there are already systems in place for this sort of behavior; it seems to me that the patrol code could be co-opted mostly to provide push point behavior "go here and fly loiter throttle inside this box until this precondition is met then move onwards at cruise to attack"
there's also already handy tabs for patrol / support that mimic behaviors you'd need for push points(?)
so okay not easy but not to the point where inventing some entirely new system is necessary.
there are a few ways to do it though, and some would require more effort i'm sure.
anyway, i'm just happy it's in the works.
RE: RUNNING POLL - gameplay features
Posted: Fri Oct 07, 2016 8:15 pm
by Gneckes
ORIGINAL: mikmyk
ORIGINAL: Gneckes
Can you give us a rough idea of when we can expect the good stuff?
Early in the new year I think. This is my gut call but nothing official. We are very very busy right now on the pro side.
Thanks!
Mike
Awesome! Sounds like quite the birthday present for me!

RE: RUNNING POLL - gameplay features
Posted: Wed Oct 12, 2016 6:59 pm
by tjhkkr
Thank you for the TIMER in the Lua/Event editor.
It makes weather a whole lot easier.


[8D][:)]
RE: RUNNING POLL - gameplay features
Posted: Tue Oct 18, 2016 11:47 pm
by orca
several requests:
1- map display option to choose between decimals and degrees for lat/long
2- option to switch from unit to group view for a single group (instead of all or one). Possibly hotkey shift V
3- more specific options for "applies to" in regard to no-navigation or exclusion zones. Instead just aircraft, ships, subs, and land units as options--> expand to options similar to event triggers to allow for more control (ie allow my fighter to enter an area but not my MPA).
4- add "any" to options in selecting target side and target type in event triggers
5- ability to select units as triggers that are at ports, bases, or on ships. Currently these units don't show up as options for selecting triggers.
6- add lua script or option in editor to make a certain action occur a specific time from it's associated trigger. Maybe there is a lua script to allow this and if so please let me know what it is.
None of these are super high priority but I think they would be very helpful and thanks for considering.
And thanks again to all the devs for everything- we don't say this enough.
RE: RUNNING POLL - gameplay features
Posted: Sat Nov 05, 2016 1:23 am
by miller7219
I like to see an "Identify" order added to the right-click task window. It would be nice to not have to micro-manage altitude and intercept course\speed for identify tasks.
RE: RUNNING POLL - gameplay features
Posted: Sat Nov 05, 2016 5:14 am
by Dimitris
ORIGINAL: miller7219
I like to see an "Identify" order added to the right-click task window. It would be nice to not have to micro-manage altitude and intercept course\speed for identify tasks.
You can do this easily even now. Order your unit to intercept the unknown contact (auto attack) and set its WCS setting to "hold" (do not fire expect in self-defence).
RE: RUNNING POLL - gameplay features
Posted: Sun Nov 06, 2016 4:58 pm
by miller7219
Well, I guess you can do that, but it seems the yellow contacts you select for auto attack are then marked as hostile (red).
I'd like to be able to (with a friendly unit selected) right click on a yellow contact and have a task box with the option to "Identify" as an option, where once selected the selected friendly unit will now alter course/altitude and move in to perform recon/ID. Or, right click on a friendly unit and have "Identify" as an option and once selected you then click on a yellow contact somewhere on map. Or, have the ability to create a "Recon" type specific mission from the mission editor, where a rally area is selected with a ref point(s) and a then max radius to perform recon/ID from the rally point.
I'm not very advanced with all the check boxes and options and stuff. All above may already be possible in some fashion. If so please point me in the right direction. I just want to easily be able to easily tell certain assets to be designated for recon/ID duty and let the AI take it from there.
RE: RUNNING POLL - gameplay features
Posted: Mon Nov 07, 2016 8:33 pm
by Grazyn
AAW patrol with prosecution zone will make your aircrafts automatically identify any unknown contact that enters the zone. The "rally" area is the patrol zone, the "max radius" is the prosecution zone. Assuming all your RoEs are "on hold", if you manually tag a contact as unfriendly, your units will behave like it's hostile (getting real close and personal to it) but they won't fire.
RE: RUNNING POLL - gameplay features
Posted: Thu Nov 10, 2016 1:30 am
by DROregon
Request: 2x Time Compression.
A compression between real-time and 5x I think would help my game. I'm too slow to react at 5x and I'm too impatient at real-time.
RE: RUNNING POLL - gameplay features
Posted: Fri Nov 11, 2016 10:57 am
by daveoreno
I vote for the Option to enable a message when a vehicle reaches a specific waypoint
RE: RUNNING POLL - gameplay features
Posted: Sun Nov 13, 2016 9:41 am
by mikmykWS
ORIGINAL:
daveoreno@hotmail.com
I vote for the Option to enable a message when a vehicle reaches a specific waypoint
You can do this using the event editor on it own or lua. The event editor action would be message and the trigger would be enters an area.
Thanks!
Mike
RE: RUNNING POLL - gameplay features
Posted: Sun Nov 13, 2016 9:42 am
by mikmykWS
ORIGINAL: DROregon
Request: 2x Time Compression.
A compression between real-time and 5x I think would help my game. I'm too slow to react at 5x and I'm too impatient at real-time.
Look into the using the pop up messages to stop the game for important stuff. This should help.
Thanks!
Mike
RE: RUNNING POLL - gameplay features
Posted: Sun Nov 13, 2016 9:48 am
by ColonelMolerat
Bingo fuel calculations currently don't take into account no-navigation zones (they seem to be measured as the crow flies) - so if a unit hits bingo fuel and on its way home has to go around a no-nav zone, it might run out of fuel and crash. I've lost quite a few units before realising what was going on...
Perhaps bingo fuel limits could take these into account?
(Though I suspect that kind of thing is hellishly complex, judging from this -
http://www.warfaresims.com/?p=4243 - in which case I'll just keep on tweaking joker fuel settings)
RE: RUNNING POLL - gameplay features
Posted: Sun Nov 13, 2016 10:13 am
by mikmykWS
ORIGINAL: ColonelMolerat
Bingo fuel calculations currently don't take into account no-navigation zones (they seem to be measured as the crow flies) - so if a unit hits bingo fuel and on its way home has to go around a no-nav zone, it might run out of fuel and crash. I've lost quite a few units before realising what was going on...
Perhaps bingo fuel limits could take these into account?
(Though I suspect that kind of thing is hellishly complex, judging from this -
http://www.warfaresims.com/?p=4243 - in which case I'll just keep on tweaking joker fuel settings)
It checks periodically but yeah its very complex. We'll continue to do and try our best.
Mike
RE: RUNNING POLL - gameplay features
Posted: Mon Nov 14, 2016 5:07 pm
by leo321
First dream, is management of Carrier and airfield it'll be amazing(imagem add sample)
Segcond dream, it'll be load a Cargo like c-5, c17. And Transport ammo to another base.
This on my opinion gonna be a booster in the game.

RE: RUNNING POLL - gameplay features
Posted: Mon Nov 14, 2016 5:15 pm
by Gneckes
Personally, I'm most excited for the the advanced strike planner, and the simulation of comms, COMINT, encryption etc.
RE: RUNNING POLL - gameplay features
Posted: Mon Nov 14, 2016 9:43 pm
by Cik
advanced strike will be neat if it includes all of the things i think it's probably going to include. maybe i'm hyping it up to be more than it is but hoping for:
push points / RV points
weapon time-on-target
rolex
more advanced escort behavior (in front, behind, to the side, etc)
more precise tanker control (pre-ingress / post-ingress refuel, throttling the percentile refuel parameter)
RP based EMCON points(?)
more advanced SEAD target selection behavior(?) i'm not sure this is actually faulty, but it seems like they shoot too much at threats that will never become a problem for their strike. it might be good to have a setting that says "SEAD escort only engages SAMs currently or likely to engage their package" as it is now it seems like they just fire off everything they have the second they come in range of the first search radar on the way in. makes SEAD escorts marginal, better to use strikes with "attack only targets in the target list" selected.
probably the most important though is push, just to get everyone in the same neighborhood before everybody goes into the target. you can get around it now with micro and by using much smaller packages with more limited missions, but it'd still be great.
the rest are luxury but would be nice.
anyway, i'm drooling for it because i really enjoy the heavy air scenarios like desert storm and that russian one (iron hand?)