Santa's wishlist for BMS
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- A functioning Rate-of-Turn Indicator.
Fast forward to 13:18 . . . .
- In 2D, the steerpoints display the compass directions between them, negating the need for the Ruler to get headings?
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@Crassus very good point
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@molnibalage said in Santa's wishlist for BMS:
@Xeno said in Santa's wishlist for BMS:
@Hubert3000
As Migbuster said, there was only one Fox-1 capable variant and, introduced much later as Migbuster said and iirc it was never used outside US space.
Where blk25 may seem boring, blk15 would give you a hell of a thrill: less reliable nav system, less capable radar, no real MFDs, no HSD to keep your SA…
BTW isn’t '84 a bit to early for any F-16C at all?The CHIRP (Compressed High Intensity Radar Pulse) mode of the AN/APG-66 also needs a little love.
To me always was a question that how the AI cheats. Because even if you turn off data link and use the radio to call their position it is 100% accurate as I can remember. They always have it.
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The advances and improvements achieved are honestly impressive, order more without first say “thank’s to all so much” for all that they have done, would be very ungrateful by the community, so THANK’s ALL.
Some tips that I would like:
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Vehicles can’t cross water, at least deep water, and only can cross it over bridges, on a column, like real life. And then, we can be able to bomb the bridge and destroy many of the units. I would like to don’t see more vehicles “floating” near bridges over water, crossing water. Too, several batallions of different units parked near the coast, are on the beach, deep in the sea like fishing boats, but they are not water vehicles, not amphibious combat vehicles.
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Three batallions of SAM’s defending an Airbase, and 2 or 3 units of them are on the runway, and can’t take off or land, I must get out to 2D map to let the AI take off or land in my place.
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Real hits over ground units can count as they should. On a mission, I hit a target/unit with a Maverick, and explode other units around, but when finish the mission, only count as 1 hit. Same mission with MK-82’s, and all units destroyed counts correctly in this case.
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“Suicide” packages on campaign. If a flight sees a high risk to achieve the mission, it’s better for them to return to the base and live to fight another day, and perhaps can report the reasons for aborting the mission, and thus look for another form of attack.
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Perhaps in some point, “naval battles”?, or more naval presence, to can sink some enemy ships carrying supplies, or simply strike an entire fleet. Being able to dream is wonderful with you all.
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CATM it’s a very nice and interesting method of training.
I would like that perhaps you can allow to have unlimited ammo for all weapons, like unlimited fuel, chaff and flares are allowed. For testing and training purposes, and make more tests inside the 3D simulator without having to get out and restart missions so many times. It’s only a wish, only another dream. -
Max Campaign Days and Year of Every Campaign. Will be interesting to know between what years happens every campaign, and allow only fighters and weapons that exist at that time. If basic/main campaign on Korea begins in the early 1990s, it’s strange to find a J-20 fighter. And to know if at the max. campaign days, the campaign ends or continues until the set goals are achieved.
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Different levels for each unit, not a global level for all, both air units and ground units.
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The possibility to see messages, comm’s subtitles, over an “opaque” background, like the text shown in training missions when a script is executed at the start of the mission.
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The possibility to record debriefs on “debrief.txt” of all flights involved, including AI, not only me. And perhaps, the possibility of view again the very nice format of every report/debrief when mission ends, because it’s so nice.
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Very easy and very short training missions, explaining only the basic steps to use certain weapons, like GBU-38, GBU-39, JDAM/JSOW, Rampage, Delilah, only short, like checklists for take off. There are very nice videos on YouTube that completely explain the use of them, it’s not necessary to explain more but would be appreciated for new players.
Perhaps too, a really short explaining only RWR and their symbols, for which there is already a manual, but new players can’t understand it without a single explanation, the existing information it’s more for advanced users than for newest players. It’s just an appreciation. -
Most of all my wishes, to see vehicles following the roads on column formation, but mainly that stay on roads while moving, no matter what formation.
To can ambush them searching over roads, and can do this more often to slow their advance, making a plan of steerpoints over roads near enemy lines.
Sometimes, for some reasons, the units can go out from roads, but normally the troops move by road for greater efficiency, speed and lower fuel consumption. Will be great to do this. And when they detect enemy fighters, or get attacked with the first explosion, perhaps the AI can spread the battalion formation to defend better itself. And perhaps they can “call near fighters for help”?. Will be very interesting to make offensive tactics that involve air forces and ground forces, so when a battalion wants to advance, can be synchronized with fighters protecting them, 4 or 8 fighters, and this will be a very hard level to simply destroy their ground forces. Are only tips. -
I know it’s all about fighters, but will be very nice to pay attention to the ground units, their movement, their formations, their attack and defense strategies, make it all much more immersive, the dynamic campaign is unique, don’t focus so much on the fighters, which are already excellent at this point, and make the dynamic campaign the best of all times. Will be a great dream, it’s what Microprose has always represented for me, strategy and simulation, both in this title, and I have always loved Microprose: strategy and simulation, it’s not only fighters, it’s a complete environment.
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Allow some way to choose language, both, text and voice, although you know that it’s very complicated. There are many users willing to implement text and voice in other languages, which would exponentially increase the number of players. Not everyone understands other languages, and everyone finds it easier to play natively in their local language. It would give the game a lot of push, because nobody does this. You would be pioneers doing it. There are large user communities waiting for the possibility to collaborate on it. At least with text. It’s just an appreciation.
I can be happy without wishlists, but not without take off and land safe. We don’t need several updates every year, we only need to maintain all stable and share our experiences with each other, to make only gameplay improvements to strategies and ground units combat. The 3D environment is already spectacular, don’t look what others do, look what you do, and see the wonderful you have. Enjoy more, and ask for less, because what you have achieved is already amazing.
In any case, thank’s to all for your really great efforts. Cheers to all.
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@cchaparro said in Santa's wishlist for BMS:
- “Suicide” packages on campaign. If a flight sees a high risk to achieve the mission, it’s better for them to return to the base and live to fight another day, and perhaps can report the reasons for aborting the mission, and thus look for another form of attack.
As @MaxWaldorf said this at least of your overall great list is being addressed (one other wish I would throw out about ground units that is related to your list is that they seem to move waaaay too fast off road in 3d):
Campaign logic
Well… This is not a surprise anymore, there have been posts by our new campaign expert that worked on make the engine planning missions better and manage a new acceptable level of risk (ALR) that people will be able to tune in the mission XML files.
Other stuff for the campaign and fixes will come but I don’t want to spoil too much -
We have the best multirole plane. Comes the best fighter. Third, I wish for the best striker! ️
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@Xeno said in Santa's wishlist for BMS:
What about bullseye info (ownship, current radar cursor posit)? I haven’t seen any, at least on the REO display. Maybe it’s on the HUD but I’ve never payed attention to this detail when watching HUD cam (btw not so many available from A/B variants). Is there option to create markpoint during flight?
Looks like there are Markpoints but limited (Overfly only).
Bullseye?..best you get is Radar shows Range & Bearing from selected steerpoint to Radar cursor position (Search) or steerpoint to tracked target (STT/SAM).
Cannot say what versions of the 1980s A/B that applies to.
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I love BMS and really appreciate the work of the Devs. If I had to choose one ‘Xmas present’ it would be proper support for triple screens to enable the proper geometry and reduce the distortion. Ideally like iRacing where you can provide the size, offsets etc and it’s is all calculated.
For those who can’t use VR, triple screen is so immersive but needs the proper geometry to work well.
Having said that, getting a fully modelled F-15C at some point on the future already feels liked Xmas!
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@Xeno said in Santa's wishlist for BMS:
Also no EEGS gunsight. What about bullseye info (ownship, current radar cursor posit)? I haven’t seen any, at least on the REO display. Maybe it’s on the HUD but I’ve never payed attention to this detail when watching HUD cam (btw not so many available from A/B variants). Is there option to create markpoint during flight? I think there might be many features missing, each one small on its own, but in total, lack of those would turn mission planning/execution upside down.
EEGS is (was ?) selectable, at least for certain F-16 variants, through avionics configurator.
Bullseye is present on HSI and Radar MFD pages, both own ship and and radar cursor / pointer. In on HUD as well, own ship only.
Markpoint can be onlfly, radar, TGP, HUD, … just RTFM
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@CheckPoint
I think you’ve missed the context budI know there’s bullseye info, EEGS and markpoints on all of the F-16C blocks.
Given the context, my point was are those available on F-16A blk 5-15?
I’m pretty sure there was no EEGS in rl. Wasn’t really sure about two other, but looking on all of the videos and pics I’ve found I couldn’t find any signs old Vipers had such capability.
So if we’ll ever get proper F-16A in BMS as per letter to the Santa there are few more details to add (or rather to remove)Which BTW would have an impact on comms from AI, as they’ve always should be in BRAA format, or referencing steerpoint and as a further consequence coupled with lack of HSD how player builds SA and executes his mission.
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Speaking of RTFMs and such, recent post on hoggit got me thinking, if overspeeding/over-g’ing TGP is implemented in BMS.
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I have a rather simple wish: I would be very greatfull if I could enter threat points in 2D theater map by coordinates. To use the threats discovered in the last mission for the next ones…
Thank you to all devs. No matter if implemented or not
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@Xeno said in Santa's wishlist for BMS:
@CheckPoint
I think you’ve missed the context budMy bad … and apologies
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@CheckPoint
No problem mate -
It would be great to have HMS in EF-18M, and also CATM in more aircrafts, not only in F-16.
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@Dardo_01 said in Santa's wishlist for BMS:
It would be great to have HMS in EF-18M, and also CATM in more aircrafts, not only in F-16.
Defiantly CATM in at least all of the different aggressors, F18, F14, F-5, and the F15. Those would be great training platforms.
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First of all a big thanks to everyone working and contributing to BMS!
My one naval aviation fan wish:
- A fully developed F18 (either Legacy Hornet or Super Hornet, with realistic avionics and systems) and naval operations expanded.
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CATM it’s a very nice and interesting method of training.
I would like that perhaps you can allow to have unlimited weapons, like unlimited fuel, chaff and flares are allowed.With CATM, I can test when hit on enemy fighter, but can’t test how much damage or what’s the real damage that receive. For example, to see if the enemy continues alive, or if I only hit part of the enemy, or if I destroy it completely.
And this is only about A-A training, I would like too for A-G training, having unlimited bombs, maverick’s, guided bombs, etc, and see the real effect over the enemy forces.CATM it’s a really nice option, but on the “game side”, I don’t think it could be a problem to have unlimited weapons. Will be nice for better testing and training purposes.
I don’t know if this is complicated to implement, but it would be very impressive to have this option and perform many different tests and training without having to get out and restart the mission again and again. We can train with so many situations into the 3D simulator, taking some snacks inside.It’s only a wish, we can dream with all of you. Thank’s always for all your nice work guys!!
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@cchaparro said in Santa's wishlist for BMS:
CATM it’s a very nice and interesting method of training.
I would like that perhaps you can allow to have unlimited weapons, like unlimited fuel, chaff and flares are allowed.…
And this is only about A-A training, I would like too for A-G training, having unlimited bombs, maverick’s, guided bombs, etc, and see the real effect over the enemy forces.CATM it’s a really nice option, but on the “game side”, I don’t think it could be a problem to have unlimited weapons. Will be nice for better testing and training purposes.
“Instant Action” includes unlimited weapons.
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@Dee-Jay
I know it, but I feel that all is about A-A things, and forget A-G things.
Perhaps I forgot to add: “for better testing and training purposes… on TE missions”, it’s my fault.“Instant Action” it’s only for… Instant Action, A-A.
On TE missions, we can test, training best, explore, create, etc, there are too many situations that can’t be explored on “Instant Action”.
The F-16 fighter it’s a very special fighter, a multi-purpose aircraft, that can provide air cover for troops, attack ground targets and engage enemy aircraft.
But how I said, it’s only a wish, a simple appreciation that could greatly enrich this excellent simulator. Thank’s for the tip.