Santa's wishlist for BMS
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It would be great to have a detailed section in the documentation explaining how time works in the game. All aspects of setting times, adjusting time how to set a reasonable countdown, etc.
I waste so much REAL time sitting around while falcon counts down some arbitrary launch number.
I’ve been trying to modify the AAR training mission for night time practice using mission commander and all i’ve managed to do is add a 7 hour count down before i can takeoff.
It would be nice have a few pages in the documentation going into detail on this.
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@Xeno said in Santa's wishlist for BMS:
I think it would be cool if in campaign bent airframes (oversped, over-g’id) were removed from pool of available planes for 24-48h simulating deeper inspection/maintenance. Some extra motivation to keep your flying within a limits.
I keep wondering what happens to damaged aircraft in BMS. Are they just used on the next flight like nothing happened?
And what happens if I land at a different base?
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@sungad said in Santa's wishlist for BMS:
@Xeno said in Santa's wishlist for BMS:
I think it would be cool if in campaign bent airframes (oversped, over-g’id) were removed from pool of available planes for 24-48h simulating deeper inspection/maintenance. Some extra motivation to keep your flying within a limits.
I keep wondering what happens to damaged aircraft in BMS. Are they just used on the next flight like nothing happened?
And what happens if I land at a different base?
Even 15 years ago when I asked about this in FF4 era it was told to me that the camp. engines calculates the damage and after a certain point summarize then adds a lost plane in the 2D world.
For the ATO there was some kind of delay when will be available a plane against if it lands on a different airfield than home base.
I guess even the very old base cold considered these factors. RP5 manual maybe mentions these.
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I wish that, if I take control of a squadron, I could have a selection of body skins to choose from, including camo options.
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@molnibalage I heard that (in earlier versions, at least) aircraft landed at the wrong base will taxi along the ground to the home base, albeit it hidden. It can take them several hours to get back, as a consequence.
I think now, the aircraft are simply moved in inventory with a delay before they can be used again (I seem to recall 12 hours).
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@Tiger-0 So if I land somewhere else due to being low on fuel, I better ask for a hotpit refuel and then fly home rather than just exiting the flight.
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Just keeping the dream alive!
- 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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Nema 23 gear motor, Linear stepper motor. ???¿?
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@VIPER-0
Would it be AI spam or just regular spam …? Question of the day. -
It would be nice to create and navigate subfolders In the Campaign folder for organizing saved TEs.
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Should the turn rate indicator work? Sure…perhaps in a new cockpit…extreme low priority.
You know when the last time I looked at a turn rate indicator? 22 years ago, flying a Cessna….
In every other aircraft, it just didn’t matter and I’ve never been asked to fly a half standard rate turn by ATC.
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@mirv said in Santa's wishlist for BMS:
In every other aircraft, it just didn’t matter and I’ve never been asked to fly a half standard rate turn by ATC.
Hi mate!
… And bank angle for standard rate turn can be calculated anyway without the real need of a turn rate indicator.
The simple rule : http://www.luizmonteiro.com/article_bank_angle_for_std_rate_01.aspx
However … I would be glad to have this turn rate indicator in game simply because it does exist in the jet IRL.
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if could there be any chance to change the influence of bombed infrastructures on the campaign?
I mean, if a power plant or a power distribution facility were to be hit, there wouldn’t be public lighting in a certain area at night and it would slow down the resupply to the front line because the factories would not function properly due to the damaged electrical network. -
@repvez said in Santa's wishlist for BMS:
if could there be any chance to change the influence of bombed infrastructures on the campaign?
I mean, if a power plant or a power distribution facility were to be hit, there wouldn’t be public lighting in a certain area at night and it would slow down the resupply to the front line because the factories would not function properly due to the damaged electrical network.The PPs always had effect on supply as we can know. In fact could be turned on/on in SP times and earl FF also as I can remember.
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I’d like to see us be able to load O1 and O2 with chaff/flare and have a fully loaded set of ALE-47 Expendables. And to have to set an appropriate Program to get them out - remembering that O1 and O2 are going to be chaff/flare, as loaded.
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@VDK said in Santa's wishlist for BMS:
I only have 2 wishes:
-CET (Central Europe Theater)
-F-16A Block 15 CockpitJust keeping my dream alive!
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Auto IFF LOS interrogation!
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More of F4Radr but
Threat circles and steer lines for GCI without having to be in 3D.
Sam Labels the in the threat circles on F4Radar.
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In the Dogfight arena - the aircraft should remember their settings between fights. For example in 2v1 training, lead and wingman practice ACM against a Mig and upon entering a new session - we must set the yard stick, VHF and UHF frequencies, set DMD and other fence-in tasks. Then we’re ready to fight the Mig. We can give ourselves enough time to do all that by setting the initial range at 35+ miles.
Once we’ve defeated the Mig a new session is spawned and we have to set everything up again, before engaging the new Mig. So if we’re going to go through a training session of 10-20 sessions - having to reset all the controls each time is a pain.
Ideally if you set up the controls in the first session and they remain for all subsequent sessions until you leave the Dogfight arena.
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@VDK Finally we can attack Denmark again. Seriously though, not much to fight over in this area.