PDA

View Full Version : Flying to the next waypoint...



Yellonet
05-14-2004, 11:40 AM
Could we get a function to automatically fly to the next waypoint when on a fighter sweep mission etc. Something similar to what Aces of the Pacific (Exellent game!) uses. You push a button and your plane flies away to the next waypoint.. and a few seconds later you're there, of course the "hyper jump" will be interrupted if you get in the proximity of any enemies..

Someone else know what I'm talking about and perhaps can explain it a little better.. I for one sure thinks this would be a good idea for flying those long missions.


- Yellonet

Yellonet
05-14-2004, 11:40 AM
Could we get a function to automatically fly to the next waypoint when on a fighter sweep mission etc. Something similar to what Aces of the Pacific (Exellent game!) uses. You push a button and your plane flies away to the next waypoint.. and a few seconds later you're there, of course the "hyper jump" will be interrupted if you get in the proximity of any enemies..

Someone else know what I'm talking about and perhaps can explain it a little better.. I for one sure thinks this would be a good idea for flying those long missions.


- Yellonet

heywooood
05-14-2004, 12:17 PM
Like CFS2 had?...

Warp to next w/p ? ... you're probably gonna get mixed reviews here.. some of us want full real - fuel management scenarios.. while others like the idea of flying for a little while, then going outside and maybe doing stuff?... I dunno - I hear there's an 'outside' but I'm skeptical....

You're not another MS troll are ya?.. seen a couple disparaging posts from them lately - since they got no play at E3.. and only have a bustedA$$ sim for this genre.. http://ubbxforums.ubi.com/images/smiley/16x16_smiley-wink.gif

Yellonet
05-14-2004, 12:27 PM
Hehe =) Make it an option?

Well I'm a full real flyer... almost. I seldom have the time nor patience to just sit and stare at the empty sky for hours and hours. With this feature you can always pretend that you've flown there yourself http://ubbxforums.ubi.com/infopop/emoticons/icon_wink.gif


- Yellonet

olaleier
05-14-2004, 12:47 PM
Personally, I'd rather have maps with "unrealistic" distances (shorter than real) than hyperjumps.

Perhaps add 16x time compression. http://ubbxforums.ubi.com/infopop/emoticons/icon_biggrin.gif

==================================
http://img2.photobucket.com/albums/v30/olaleier/cobrasig.jpg
==================================
Marvin in hyperlobby

Yellonet
05-14-2004, 12:53 PM
Sure hope they make a few differently scaled maps 25, 50 and 100% perhaps? Not sure the engine or our computers could handle 100% though =/


- Yellonet

flyingbullseye
05-14-2004, 01:10 PM
Well you could give the best of both worlds. Put the option to warp to the next w/p in the difficulty menu to turn it on or off making both sides happy.

heywooood
05-14-2004, 01:29 PM
Right - as long as you also have working fuel guages and taps to switch tanks with..

I'd love to see people jettisoning aux. tanks before switching to mains and having to ditch before realizing what the problem is.. http://ubbxforums.ubi.com/images/smiley/16x16_smiley-very-happy.gif

VW-IceFire
05-14-2004, 02:12 PM
At the moment...8X time compression and autopilot works very nicely for the current size of map in FB.

What I would love is to have a bit of a compromise version where you say select 16X time compression, it keeps you level, and it drops you at the next waypoint or if a bandit engages your group.

I still want to fly there and "see" the terrain blast past me (rather than just warping in) but I don't have time, paitence, or the attention span (I know mine is short http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif) to sit for 2 hours to pilot my way across the Pacific. The devs know this I think and they'll do something.

http://home.cogeco.ca/~cczerneda/sigs/tmv-sig1.jpg
RCAF 412 Falcon Squadron - "Swift to Avenge"

Longjocks
05-15-2004, 12:36 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Yellonet:
Hehe =) Make it an option?

Well I'm a full real flyer... almost. I seldom have the time nor patience to just sit and stare at the empty sky for hours and hours. With this feature you can always pretend that you've flown there yourself http://ubbxforums.ubi.com/infopop/emoticons/icon_wink.gif<HR></BLOCKQUOTE>
I knew there was another me out there somewhere. Tell me, do you also have plans to take over the world with an army of midgets? Maybe if you're 1/5th my size we can team up.

http://users.tpg.com.au/mpdeans/misc/midgesign2.gif "Thanks for the inspiration to rise above you all."

Aztek_Eagle
05-15-2004, 01:09 AM
there wont be warping, and they said even at 8x it would take alot of time to get to target, they said they may tray to come up wiht something, because u know, most of all what ever we like full real or not, we dont have time to fly 30 minutes in 8x for 5 or 10 minutes of combat and then come back to base 30 at 8x, if this is the case obiously and many i think will make their own missions or just fly online in dog servers

http://www.angelfire.com/art2/robertosgallery/AztekEaglesig.JPG

Yellonet
05-15-2004, 03:38 AM
Longjocks http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif


- Yellonet

|CoB|_Spectre
05-15-2004, 04:48 AM
Speaking from one who flies primarily online co-ops, time acceleration is not available. It's simple enough to build missions placing ships at distances with reasonable transit times if distance between island airbases is too great.

One feature I have asked for and never got was waypoint control as in Janes WWII Fighters. Presently, the lead aircraft in the flight determines waypoint progression depicted on the RMI (ADF, if you prefer). It would be helpful if each pilot could advance or backup to the waypoint they need. If you get separated from your flight for whatever reason and need to head home, it's probably going to be necessary that you get there by the shortest route possible and you don't want to have to depend on someone else's waypoint schedule.

Yellonet
05-16-2004, 04:24 AM
Bump


- Yellonet

Mc_Wolf
05-16-2004, 07:44 AM
http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif
Yes I also prefer the "hyper jump" in EAW.

http://www2.uufriends.com/images/upload/907000/mclan2004050118443089_big.jpg

Droopsnoot
05-16-2004, 12:54 PM
Gentlemen , it all depends on whether you want a combat flight simulation or a game.

If you want a game, you have the excerpted skirmishes that have been the hallmark of IL2 and FB.

If you want a true simulation of aerial combat complete with the stresses of handling the factors necessary to get there and get back... engine and fuel management, navigation, nursing a damaged auircraft to a safe landing at destination,together with (Oh Yeah) accomplishing your mission, then you want maps to proper scale for the simulated "actual" speed of the planes, with no jumps or comperession of the situation.

Excerpted "episodes" are fine for teaching isolated facets of the various combat problems, but it isn't realistic combat simulation until you put them all together,and "fly" them as a cohesive "Big Picture" in real time.

I was a flight simulator instructor pilot for over two years and I wrote many "combat" scenarios as well as excerpts for handling specific situations.

They are NOT the same.

ucanfly
05-16-2004, 01:19 PM
I personally don't see how you can't have both in a game as a selectable feature. Realism is there when you want and time is saved when you want. ALL of these PC products are games BTW, but some strive for more realism than others. I vote for more realism with the option to save gobs of time. A game can have both options, as others have already demonstrated in the past.

|CoB|_Spectre
05-16-2004, 01:26 PM
True, Droopsnoot, but there are practical limits to the time most of us can devote to this. Most players can't devote several hours in transit time going to and from the target, several hours preflight planning and deal with the myriad mechanical problems that were part of the real deal. I always wondered how B-17 II was going to handle the practical issues of 6-8 hour flights if they stuck to realtime and real distances, especially for multiplayer games. Of course it's a moot point now. The old combat axiom of "long hours of boredom interspersed with moments of sheer terror" may be real, but it won't sell many games. Most people want to "kick the tires and light the fires" and boogy on down the runway. Few want to await normal operating temperatures, exercising the prop control, waiting for gyros to erect, etc. So, I guess the term "simulation" is relative, but the bottomline is that it's entertainment and that means different things to different people.

LEXX_Luthor
05-16-2004, 02:17 PM
Dudes, with the historic maps available you will be able to create good realistic missions without having to place the opposing sides' takeoff points too far away like in real life. China, Philipines, and Guadacanal map would be good for this. Although it would depend on the number of airfields available on the maps (I am thinking of Lvov map with only 5 airfields http://ubbxforums.ubi.com/infopop/emoticons/icon_frown.gif )

What you guys want is short distance from takeoff to combat area. What you you guys want is Eastern Front flight sim--lol nowhere else could Fb109 and Yak~3 short range dogfighters get so much media press.

Well said Droopsnoot! http://ubbxforums.ubi.com/images/smiley/11.gif

Gunner_361st
05-16-2004, 04:03 PM
Options are the key.

You can see that with all the difficulty options already available to us in Forgotten Battles.

This is indeed a game though, made and purchased to entertain. Whether cruising for 2 hours to the target area is your idea of a good time is a personal question though, and one I'd assume (rather logically) would not be received well by most online players who, as LEXX said, want to hop in the hottest-performing plane available and get in a dogfight right after take-off.

Thats why I think this *waypoint warp* idea, or however it would be worked out, should be available only to single player gaming, much like time-compression.

As for the online players, if you don't like taking 5 to 10 minutes to climb to a decent altitude and spend a few more minutes cruising towards the enemy base, then find another server, an immediate-action one... From what I can tell, there is no shortage of them.

Major Gunner of the 361st vFG

http://home.comcast.net/~smconlon/wsb/media/245357/site1087.jpg

LEXX_Luthor
05-16-2004, 09:25 PM
QMB and dogfight maps are the short gaming options we already have, with the dogfight maps having friendly and enemy bases next to each other.

Warping can't work offwhine single player because you must calculate all other combat that happens during your flight.


Arcade computer games that allow warping do not allow real air combat except for player plane--not workable for a campaign.

Luthier~1.....Warping in FP/FB would be a bad, Bad mistake for this flight sim. However, you could ensure there are enough airfield density to allow unrealistic placement of friendly/enemy airbases close to each other...like on the dogfight maps.

Yellonet
05-17-2004, 08:01 AM
Sure about that LEXX? I think that a warp-thingie would work.. but on the other hand I don't think we'll get one.

I would want it to work as in Aces of the Pacific.. i.e. you can only warp when no enemies are nearby, and your plane is not too damaged. So if you warp away a couple of hundred miles and then get shot up.. well, you've got a long flight home http://ubbxforums.ubi.com/infopop/emoticons/icon_wink.gif

Obviously it only works in single- or perhaps coop-missions.


- Yellonet

tigerroach
05-17-2004, 12:03 PM
Not if it is like the warp in CFS2, where you "unwarp" and find that all your fuel has been inexplicably used up - sputter sputter.