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View Full Version : Unprepared ships option.



XyZspineZyX
06-21-2003, 07:37 PM
I`d love to see this option:

In the ships preferences there could be a button named "unprepared ships".
It could work this way when you attack a ship: in the start only some guns will be firing, and as time goes on, more and more guns will fire at you.

Would be nice to simulate suprise attacks such as pearl harbor.

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XyZspineZyX
06-21-2003, 07:37 PM
I`d love to see this option:

In the ships preferences there could be a button named "unprepared ships".
It could work this way when you attack a ship: in the start only some guns will be firing, and as time goes on, more and more guns will fire at you.

Would be nice to simulate suprise attacks such as pearl harbor.

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find my skins here: http://www.il2skins.com/?action=list&whereauthorid=i16fan&comefrom=display&ts=1049772896

XyZspineZyX
06-22-2003, 12:00 AM
Nice ideea.
I like it.
/i/smilies/16x16_smiley-happy.gif

"The show must go on..."

XyZspineZyX
06-22-2003, 12:08 AM
All AAA gunners should have a random delay time before they start shooting. As it is now it's like the gunners live at their gun positions. There's no such thing as a suprise attack even you fly so low that you might as well have your wheels down!

Realism Rules!
6BL-idonno

XyZspineZyX
06-22-2003, 09:04 AM
bump/i/smilies/16x16_smiley-happy.gif

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XyZspineZyX
06-22-2003, 10:10 AM
LOL... robots never sleep or get distracted and have perfect aim.


Neal

XyZspineZyX
06-22-2003, 09:08 PM
This can be fun. In FMB you'd have a setting for the ships
like "crewmen asleep", 25, 50, 75 or 100%.
For greater variety one could have the choice of
"crewmen asleep" "crewmen drunk" or "crewmen on drugs",
which all affects shooting in various ways./i/smilies/16x16_smiley-happy.gif

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XyZspineZyX
06-22-2003, 09:11 PM
Its a good idea. Has anyone noticed that the AI gunners can get you in clouds at night with no searchlights as well? Whats that all about?!

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XyZspineZyX
06-23-2003, 11:24 AM
There should be AAcrew!!!
in order you can efectly strafe and neutrulize flak positions by killing its operators or blowing up ammo crates!
Why the hell is there soldiers running from vehicles if you strafe them while if you try to strafe flak guns with your MG and 20mm weapons the result will be nothing a lot off dirt kicking up but the gun and its ghost crew will continue shooting!

XyZspineZyX
06-23-2003, 06:55 PM
I agree with the point of this thread completely. As it is now, it is completely impossible to simulate surprise attacks on ships or not get clobbered by what seems to be over the horizon AA fire before you can even see the target.

Frankly, I'd like this option to be provided for stationary land-based AA as well.

XyZspineZyX
06-23-2003, 11:35 PM
I agree totally, Attacking ships is a suicide mission & trying to fly over one is just as dangerous, It's like a wall that rips your plane to shreds when they fire at you, I would also like to see suprise attacks on airfields, Ever notice when you fly a fighter campaign & you get a mission to scramble cause your airfield is being attacked, The enemy is right on top of you & they always manage to hit a few planes on the runway but when you fly a bomber campaign the enemy is already airborne & waiting for you, Thats not fair. sorry if i went off topic.

"An attack against a unit of Flying Fortresses was something like controlled suicide...Sometimes 50, Sometimes 80 machine guns were firing at you... You attempted to close your eyes & continue to fire, Frightened to death, Frightened to death."

Oberst Johannes Steinhoff (176 kills)

XyZspineZyX
06-24-2003, 05:09 AM
It's a good idea. There are a host of things that could be done to improve anti-aircraft, crew gunnery and pilot gunnery. One of the biggest problems in the sim is the incredible kill rate in all modes. Too many planes are going down in every fight. It feels like a bot-match rather than a simulation of a fight. Gunners will hit you with the golden BB from 1000 meters, or when closer in the first 1/10th second you enter their field of fire. You rarely see rounds going by and have a chance to react. Instead, you end up jinking whenever you see a muzzle flash because you know the aim will be 100% true.

Whole flights should break off contact when the going gets rough. Instead, planes only try to disengage when the aircraft has run out of ammo, is mortally damaged, or has a heavily damaged engine.

A big problem with gunners is that their whole burst will often hit a very small patch (targeted on your pilot's torso--hitting whatever is on the way). Same happens with AI pilots, they often put 50+ rounds in your fuselage in an instant when in reality they should spread at least half of those around the general vicinity. That just isn't the way things work in the real world on maneuvering planes. You've seen gun camera footage. The most common scene is a raking shot that begins early missing at first, then moves across, connects, works along, then ends as the bullets begin to miss on the other side--all of this happening in two or three seconds. Gunners should pause as they first take aim, fire a burst that starts off a bit wide (sometimes not depending on skill/luck) and generally close toward a decent firing solution (or not, depending on skill level.) Presently, most gunner hits are on the engine/cockpit--the rest of the aircraft is rarely hit and this is a very strong indication that the gunner routine needs work to have a more realistic feel.