Santa's wishlist for BMS
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My wishlist for 4.37 :
Koni class frigate ( Balkans )
Sa-22 Pantsir ( Balkans and Izrael )
Ground crew
Exact layout of stationary Sam sites ( Sa-2/3/5)
Greeting -
I thought I understood when reading that JDAM bombs could not be as accurate as LGBs (Paveway III): indeed, they could suffer from loss of connection with satellites or even jamming…I would like to see uncertainty or enemy jamming introduced in BMS in order to introduce a new dimension to the planning of ground-air missions and to put an end to god bombs…
http://www.ausairpower.net/TE-GPS-Guided-Weps.html -
HMCS target selection of ground targets.
Ability to see multiple flight plans on the UI planning map. For example, seeing the tracks and steer points for the tanker as well as the F16 2 ship. This could be done by selecting the different flights from the drop down in the Flight plan dialog box.
Improved engine sounds during startup in flight.
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@Sokol45 said in Santa's wishlist for BMS:
Exact layout of stationary Sam sites ( Sa-2/3/5)
There is not such thing as “exact layout” for SA-2/3/5. There were typical layout plans but there were here and there small differences between sites because of the terrain and available free space.
What you posted in a typical SA-2B,F, Divna site, while SA-2E Volkhov units typically were deployed to hardened sites.
See here.
I can of SA-2E moved out to terrait it would look similar to SA-2B,F
Somebody has already made years ago an SA-5 site as I can remember with two missile battery composition. Sadly it did not find way into any other theater and the core DB as I know.
https://forum.falcon-bms.com/topic/17310/authentic-sa-5-site/6
An SA-5 can have 2,3 missile batteries, only a very few had 5 missile batteries and only one had 3+1 (near Vladivostok, it was a unque thing.)
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@molnibalage thank you for the explanation,the wish is if it could be like for example in Israeli theater Range 602 where target simulates the SAM position
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It would be great to having three point guidance for the 2K22M Tunguska, 9K33 OSA AKM because this is the only guidance what they can do. While in BMS their missiles perform leading which is totally unreal and has strong impact on their energy management and interception capability.
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Auto-save functionality should suffix ‘Auto Save’ with the date the campaign was created on.
In other words, starting a new campaign and pressing Back should not overwrite an ‘Auto Save’ from a previous campaign.
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Being able to talk with other flights in ur package, ie if ur an escort… you can tell the strike package to hold point as the air space is littered with enemy air.
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Unabashedly bumping my wish for one of the next updates:
A functioning Rate-of-Turn Indicator.
Fast forward to 13:18 . . . .
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BMS is right now, more than i ever expected from a simulator. So i ám happy and thankfull for what i get from the Dev. Team
Pretty sure they will keep up supricing us. Even without a wishlist.
So! Thank you folks -
Adding one more Wish.
Found this video in This day discovery thread:
Wishlist item: in place of “physical” AI ground crew, have a sequence of text appear as the Crew Chief performs each of his checks, during which there’s a delay, then the result of the check, e.g., per the video: Oooh, how about AI voice reporting each check!
- FLCS Panel check . . . OK
- MFSOV Panel check . . . OK
- . . . .
- EPU Leak Detector Pellet . . . OK
- . . .
- EPU Safety Pin . . . Pulled.
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why does it take off with a safety pin inserted in the left rear with the wing?
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@AlehandroGTI The safety pin you refer to are removed on the ORP before take off.
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Would there be any technically acceptable possibility to add battle background noise to JTAC speech?
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Vr!!!
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@MaxWaldorf that’s great news… Santa really coming this year!!!
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I’ve been creating some two and four ship flights to practice formation flying. It would be nice to restrict AI aircraft to contract speeds, climbs and turn rates - so all aircraft (piloted by humans) can try to fly together. That doesn’t happen - no matter what the flight plans says the AI lead aircraft is always inconstant in its airspeed - makes it difficult to stay in formation.
Similarly altitude changes - the immediate / delayed selection isn’t very useful when the lead aircraft lights the afterburner and pitches up 60 degree to climb 5,000 ft. makes it difficult to stay in formation.
Also, while turning at a steerpoint. How about a nice 30 degree turn, instead of rolling into an 80 degree bank and pulling 5Gs. makes it hard to stay in formation.
Not sure how this could be done. When flying low-level search patterns for search and rescue, we had a leading turn build into the GPS pattern when we had to turn and go back in the other direction. We didn’t make two 90 degree turns (not even F16s can do that). The search pattern corners had a built-in leading turn that gave us a realistic turn rate and we started the turn early to turn out properly on the next leg.
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@jcook the main issue is that we use a different fight model than the AI. I have asked for an option to force the AI to use the same flight model for that same reason. Hope it could be possible, it would make training so much more realistic
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sorry for the late reply, but I think some Aegean theatres had a selection of civil airliners (EMF? Ikaros? Aegean?) that took off and flew quite realistically.
It was fun to include them in a TE, sometimes just to add some atmosphere (many greek airports are used for both civil and mil aviation).
So I think it’s not really an issue to be addressed bye the devs, but a question of choice by theatre designers to include those models in their theatre DB.
All the best, Uwe
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@jayb said in Santa’s wishlist for BMS:
@jcook the main issue is that we use a different fight model than the AI. I have asked for an option to force the AI to use the same flight model for that same reason. Hope it could be possible, it would make training so much more realistic
That’s not true
The performance of AI is extremly close than player
Fly MP , one player OFM (this is what AI flies) other player AFM , you will see that you will have very very similar accel / decel /climbing / turn performances
The issue you see here is how the AI is handling navigation and how smooth (or lack of )they fly