What happened to the SAAFOPS theater
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Georgia will be Russia against Nato , some Georgian units may be added just by changing paint jobs. Mountains would look really good, if talented tile work was done. Right now it has slightly simple, repetitive tiles like Nordic. Anyone wants to take a tile job? Georgia is ready for it.
Or NTO…
In the mean time just simple tile work will be used .
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Falkland has a really good start on db from ccc and Ranger822 . With all the correct planes an choppers at least. Some navy work vould be done.
Terrain is wip on tiles again like Georgia , also 128seg issues are yet to be fully addressed, but with POH. As example, it is totally doable, just not done yet.
So little time…
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Libya is unknown to me, if I have it, I never looked at it yet.
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Some navy work vould be done.
…As long as ASMs cannot be targetted by SAMs we cannot speak about “navy”.
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Alaska would also be cool. And Ukraine, i am sure there was already someone that was working on it. Had already very nice terrain he showed us.Taiwan was also shown in a very far state.
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Alaska would also be cool.
What ground operations would be possible? Without ground war F4 campaign is not so functional.
Had already very nice terrain he showed us.Taiwan was also shown in a very far state.
If amph. landing is possible Taiwan is dobable more or less except navy issues which are hard. Larger navy units should protect the amph. landing ships against ASMs which are not capable to do currently.
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I really wish for some kind of amphibious break through. Could add so much to campaigns. I tried the cheats and workarounds, but, watching tanks drive over the ocean turned me off to it
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yes, I remember falcon 3 and its amphibious landing in kurile campaign. and also the ROE for the first time. Added lots of immersion.Could it not be made by using an airdrop and then by using reinforcement?
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That’s a good idea, and I tried something like that before. I had the units on the invasion area disabled until day1 was over , the boats got to their final invasion point, but campaign engine never activated reinforcements . And if it did it was way before or after boats arrived.
A little code that says , boats are here = activate reinforcements would be a good deal .
I am not very familiar with airlift. , but if a plane can fly in troops and light units, it might work on a boat as well.
All airlift I ever use is made by dewdog when I copy straight from ff6 and adjust unit type . I followed directions and did it once in ff6 years ago, but not since. -
Or create a invisible tank (empty lod) that drives over water together with the ships? Let it take over town and stay there and just trigger reinforcements?
Not an expert, just thinking out of the box for a make believe solution.Cheers Obi1
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AV8B (from Domark) amphibious landings were even better than F3.0 (I loved).
There is full LHD + LPD + LSD + support ships taskforce with LCACs and other landing crafts IIRC.
Cobras and Sea hawks were flying sorties beside Harriers. It was nice sim, but I played their KA-50 Hokum much more (ship with AH-1W, KA-50, Lynx, Mi- 8. Loved the FM.
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I had many ideas about amphibious landings… but the easiest is to make marine battalions with seaworthy vehicles (BTRs, MT-LBs, LAV-25s, AAV7s…).
Heavier vehicles could be triggered by hovercrafts at final point of independent fake sea routes (not mixed with seaworthy vehicle routes - hovercraft stops not so far away of coastline, can not proceed to inland, but spawned tanks can).
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Amphibious landings can be done quite easily. Just designate some of the coast and sea tiles as plains (land) instead of water then add dot paths. We did it in Guam. The question is only how far out to sea you want your beach invasion to start. Also, make sure the cam files have one way links so that units don’t try to retreat back to sea and set the final objective for assaulting forces well inland.
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Amphibious landings can be done quite easily. Just designate some of the coast and sea tiles as plains (land) instead of water then add dot paths. We did it in Guam. The question is only how far out to sea you want your beach invasion to start. Also, make sure the cam files have one way links so that units don’t try to retreat back to sea and set the final objective for assaulting forces well inland.
It would be great to see a video tutorial about is.
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One way links, path dots, battalions with amphibious only , one bit of Plains tile for invasion area! Well look forward to some costal invasions!
Guam has done a bit of everything , I should have known.
I could record the process.
Cheers
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During my ‘Apprenticeship’ in Guam, I witnessed Demer928 do an amazing number of ground breaking development. Guam is kind of like an Area 51 of Falcon development where we could try advanced concepts and see how they worked without wrecking out base BMS install. Dot pathing came from GUAM. A huge amount carrier code updates like the meatball, lights were originally created in Guam. Another Demer928 breakthrough is creating the wireframe infused with satellite images. This way, there are no tiles in the terrain and all land is photo realistic. While in the Guam development group, for every one hour of contribution I made, I got ten to twenty hours of learning. All of the theatre development I do now was learned in Guam. Demer928’s Guam theatre subforum puts out a lot of information on what he is doing. Its all there for everybody to learn.
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Dot pathing came from GUAM.
This is by no means any so called “breakthrough” in development. Simply put, this is bogus and another way to cheat the code, that should not be lauded about in my opinion!!!
No only that, it makes a mess of the terrain tiles.
And yeah, some of these “things” were attempted at FreeFalcon, good thing monkeying around was not included!!
C9
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If we make a set just for invasion area, the code cheat could be minimized to that single spot. And then the rest of map could run on regular paths and links. I think the one way links will keep any bad counter strikes from driving out into the ocean. I know it’s not perfect , but it seems the best option besides forgoing coastal invasions. I really want to try it out.
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If we make a set just for invasion area, the code cheat could be minimized to that single spot.
There’s no reason to have it anywhere! It has absolutely nothing to do with coastal sea invasion or otherwise. The same can be accomplished with regular paths!
C9
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I could do that, make a set of tiles for beach and ocean with regular paths on them, just no roads on the tile. And set as Plains.
I see what is most unwanted is the dot only right? -
I had it functional years before Guam (water network). I had regular routes on plain tiles with water texture…and vector water areas later (to see splashes around vehicles). Player had no chance to realize its not sea tile. In AF, vehicles were able to drive through waters if ground tile with vector path present.
I guess Demer did dot-paths becouse its visible on ground radar? So dot is better than lines I guess. Dont know if its still a issue today.