Ff you could have one thing in the next update it would be…
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you can do exactly the same as a FAC(A), I do it a lot with my squadron.
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You can do a type 1 control as FAC(A)?
Type 1 control is used when the JTAC must visually
acquire the attacking aircraft and the target for each
attack. -
Yes. But it is loads easier to do type 2. I wouldn’t really call type 3 “doing” FAC(A). But that’s an option too.
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Yep, Type 1 is not easy by can be done when you are on the wheel (I’m one of the few FAC(A) in my squad), but most of the type we do the type 2.
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Back on topic here….
I would love to see user-selectable start positions for ramp start.
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Well, to me a discussion about the FAC(A) is more interesting than a useless topic about every wish that doesn’t change anything for the devs. But yeah… back on topic. :rolleyes:
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Then the gun gas purge door automatically opens and closes during firing of the gun or whenever the pilot selects/deselects gun mode (in flight only?)? If so, it would be nice to have this door animation too (along with streaming gun gas exhaust from the opening). For ramp start, that door can be in open position upon entering the 3d world than auto close at some point after engine start. Can that door be manually reopened after hydrolics have pressurized?
It opens when gun is fired.
And unless you’re capable of exerting more force than an aircraft’s hydraulic system, you’re not opening that door after start. Remember I said the pin is inserted from the inside out for a cold gun? Now imagine the gun is hot, and you realise the pin is inserted the wrong way at EOR.
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Ah,
It just came to me about another wish for the next upgrade for BMS…
Static jet models and GSE, as well as ground crew for airbases. I like the look of a busy airbase. Static aircraft models (that could also be destroyed from the air, to reduce squad inventory) would be a great feature to add instead of “adding” a squadron and assigning them flight routes. I haven’t been in a camp yet, but I still hope this could be added at some point. Remember, static models can be of much lower pollies and do not have to be animated. Also, how difficult would it be to replace a static model with a real (in game FM model) one when it is time for a flight to depart? Also the addition of ground crew would be great. Static ground crew makes a base look busy and possibly to have some animated ground crew (for launching and recovering aircraft) would be much more realistic as well. 1 other thing. When “declaring an emergency” to have emergency vehicles ready at the end of the runway. Nothing major about them other than maybe flashing red lights on them. Maybe even have them roll out of a nearby garage and park at the end of the runway during emergencies.
Just some wishes that would make BMS a bit more realistic IMO. I am seeing great leaps and bounds with this sim. I am hoping now for more detail since a lot of this sim has reached an incredible amount of detail all ready with this latest release.
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Are there MIG´s, or SU´s inside 60/80 miles, as AWACS command.
Or A2A thread priority levels…Greeting
Earlybite -
They have all the controllers listed except the logitech 3d pro so that we could program that a lot of us are not rich so we have to do with what we have or can afford cuz ltof us to have the Logitech 3d pro to use and no correct bindings or controller menu to change if this ever happens thanks in advance from a 60 year old
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Navel OPS is a major plus, it’s the future look how many carriers we have this has to come about yeah it’s going to take a lot of work with the code in everything but that’s the future Thanks in advance if it ever comes about
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A good start would be the addition of better sim of shipboard defenses for the vessels that are already there…goodly variety to be had, and more if additional vessels are added. It’s odd to think of Vipers being used for ASUW, but probably only because of perspective. Would be quite an upgrade/addition for more over-water theaters where maritime patrol is a primary Viper mission. Good stuff…
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A good start would be the addition of better sim of shipboard defenses for the vessels that are already there…goodly variety to be had, and more if additional vessels are added. It’s odd to think of Vipers being used for ASUW, but probably only because of perspective. Would be quite an upgrade/addition for more over-water theaters where maritime patrol is a primary Viper mission. Good stuff…
Good points Steve. I think theater devs could improve upon that. Certainly carrier operations and Naval operations in general would be a vast undertaking but worth while when flying the bug.
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Good points Steve. I think theater devs could improve upon that. Certainly carrier operations and Naval operations in general would be a vast undertaking but worth while when flying the bug.
Or even flying the Viper from shore against shipping…would certainly allow for more realistic employment/use of HARPOON, MAVG, HARM, etc. against targets they are actually intended for. And then there’s the additional surface threats and RWR stuff that goes with ASUW. And new anti-shipping missions that could be cooked up…not sure just how much of a chore improving the AI for shipping would turn out to be, but just letting what is already in there actively defend could make for some great new scenarios.
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To work, it would need the code being adjusted to allow weapons to be fired at weapons instead of only vehicles.
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Depends on the type of defense the ship has…I’m thinking more of heavy shipping that may have SAMs - that sounds like something done already with shore based SAMs (just add new ones with appropriate basing), and I’d be perfectly satisfied with that as a first cut. As for anti-weapons gunnery, how are things like ZSUs modeled? Would think you could use the same only maybe redirect the tracking…or mod/randomize the probability of attacking launch hit based on such. Would be…er…hit and miss…at first, but could be done.
The harder part is the shipping AI, I’d wager…
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If the ship has surface to air weapons, its going to use them to target incoming vampires… except in BMS you cant do that. Weapons target vehicles presently.
It would be cool if we ended up with something akin to C:MANO for ship operations in BMS.
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Not always - it really depends on the class/type of ship and may include one, the other, or both at once…and I’m leaning on the very little I know as an “Airedale” about ships here. The developers would have to consult something like Jane’s All the World’s Warships to get a real application on what does what.
Which brings up a point about doing this in the first place - BMS would have to develop AI and support for a genuine maritime battle space, and the more you dig into that the more complex the task becomes. But just doing the initial cuts suggested could certainly add something.
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Both what at once? Im afraid you’ve lost me.
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Depending on the ship, shipboard defenses may target both the incoming weapon and/or the attacking aircraft simultaneously…depends on ship and how it’s fitted, from what little I’ve read.