Ff you could have one thing in the next update it would be…
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Mak more traumatic death if possible. Suddenly black screen and no noise after pilot dies, instead of external camera and fading g screen with explosion sounds.
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AA (or any advanced filter) for UI, should make low res UI bit better looking for high res displays.
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As I am continuing reading my manuals, I have not noticed something yet that I do wish for. Being able to destroy enemy aircraft on the ground. Since this kind of 'OCA" strike is common practice when engaging in air to ground conflicts, the purpose is to reduce the enemies capacity to launch aircraft against you and reduce there “over all” inventory. This tactic was used in the first Gulf War, as well as the second. So, what I would like to see is more “parked” aircraft on airbases (both enemy and friendly) that can be destroyed from the air. Also, when a parked aircraft is destroyed, the loss of said aircraft reduces the squadron inventory. This would also include heavies with supplies. A reduction in your “slammer” inventory (for example) could be the result.
And I agree that camp inventory should fluctuate. For example, say 120c inventory is low, bu the 120b inventory is good. Just like way back in the day of Falcon 2.0
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Nighteyes, I can confirm thta clients can still see hidden units when they join the hosts TE, MC does not do anything to fix it.
Your only option is to “airlift” your surprises in. Those units won´t be visible and you can precisely control when they become active (they are active and rdy to shoot the moment they are put on the ground by the choppers)
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As I am continuing reading my manuals, I have not noticed something yet that I do wish for. Being able to destroy enemy aircraft on the ground. Since this kind of 'OCA" strike is common practice when engaging in air to ground conflicts, the purpose is to reduce the enemies capacity to launch aircraft against you and reduce there “over all” inventory. This tactic was used in the first Gulf War, as well as the second. So, what I would like to see is more “parked” aircraft on airbases (both enemy and friendly) that can be destroyed from the air. Also, when a parked aircraft is destroyed, the loss of said aircraft reduces the squadron inventory. This would also include heavies with supplies. A reduction in your “slammer” inventory (for example) could be the result.
And I agree that camp inventory should fluctuate. For example, say 120c inventory is low, bu the 120b inventory is good. Just like way back in the day of Falcon 2.0
I second this. That is something that long ago I wished for.
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I second this. That is something that long ago I wished for.
…and just to add, the parked aircraft do not need to be fully modeled. Just static models with hit point values. Heck, even models with fuel trucks next to them or ground support units next to them would be incredible to look at when your taxing down the ramp. Makes the airbase look more busy. Just my 2 cents here.
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Try MC (Mission Commander) … maybe you can do it under MC.
no, you cant. i know the options mission commander has on this issue. that is how i normally would do it. But the issue is that the option is not shared to clients that connect. Clients automatically see all battalions, even if the host does not.
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Mak more traumatic death if possible. Suddenly black screen and no noise after pilot dies, instead of external camera and fading g screen with explosion sounds.
Definitely -1 from me for this one. The extra-loud explosion noise when a missile hits me (usually without any warning, needless to say ;)) has scared me sh*tless many times.
Cheers, Uwe
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So, what I would like to see is more “parked” aircraft on airbases (both enemy and friendly) that can be destroyed from the air.
You can adjust the following config options in your falcon bms.cfg file:
set g_nReagTimer 2 // AB A/C despawn-> delay before disappearing (in min)
set g_nDeagTimer 2 // AB A/C spawn-> lead time before taxiing (in min)If you set the Deag to 20 minutes then aircraft will appear 20 minutes before takeoff, i.e. for the full ramp time that you would take. If you drop a bomb between a pair of them on ramp that’s two less bandits to have to shoot down in the air.
Obviously having a load of additional aircraft being deaggregated in a busy Campaign may not be a good idea if you’re already struggling with frame-rate, so use with caution.
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Clients automatically see all battalions, even if the host does not.
That is another (known) problem rather called “a bug”.
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Hi, a few features I’d really like to see…
1. It would be great if you could set Targets for the wingmans in the RECON screen (like in F-15 Janes). In the air you would order “Attack Pre Planned targets” and let the AI perform an attack.
2. “Anchor” order - It will order the wingman to enter a holding pattern (Can be given using HAS Data Link, so that the wingy will anchor around a point I’ve told him OR around the point that he was above when the order was given)
3. Perhaps it a feature request for Falcos and the WDP - setting automatic reference points for VOR/ILS approach according to the published charts (When ‘Land’ is the selected ‘behavior’ for the waypoint - ‘SET PPT’ button will be available in the UI allowing automatically setting reference points according to the landing airbase charts (DME/go-around/etc…) . The points will be visible in the HAS.
Great 4.33 update by the way… you’ve made me re-read the manuals and I’m grateful for that! Good Job BMS Devs! -
Hi, a few features I’d really like to see…
2. “Anchor” order - It will order the wingman to enter a holding pattern (Can be given using HAS Data Link, so that the wingy will anchor around a point I’ve told him OR around the point that he was above when the order was given)
That would be ‘Orbit’ rather than Anchor. Could be useful, though I think personally Id prefer my wingie to just keep side.
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That would be ‘Orbit’ rather than Anchor. Could be useful, though I think personally Id prefer my wingie to just keep side.
own wings yes, but element 2ship in case of 4ship could be useful to have an anchor command
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for the first time in my falcon4 life I was able to fly a SEAD mission and get a mission success with excellent rating. The reason is the well equipped flight packages and the sufficient amount of the package. No more F-16 with no external fuel tanks flying long range missions. I wish the shooting of other two jets, in a flight of four, can be controlled. We need a command that states release one weapon. I can control my wingman’s HARM shooting but the other two shoot a single harm at once which is a waste when there are plenty of targets.
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I can control my wingman’s HARM shooting but the other two shoot a single harm at once which is a waste when there are plenty of targets.
Well, yes and no.
If a HARM has a near 100% hit rate (which it does in BMS because radars dont have much anti-ARM tactics), then yes, two HARMs on a singe target is overkill.
However that is not the case IRL. The HARM “remembers” radar location but its INS drifts, which means that whenever a radar shuts down, the probability of hit lowers a lot - and obviously, the further away the missile is, the lower the hit chance. (This is implemented in BMS but radars dont shut down that often).
So typical SEAD tactics implies shooting HARMs in sequence, and during a fair portion of the HARM time of flight (lets assume 1 min), you know an enemy radar wont be able to turn its radar on without risking destruction. With 2 ACs, you fire them at 1 min interval, that gives the strike flight 4 mins over the target to fire.
This is why the mission is called Suppression of enemy air defence. You dont destroy it, you just prevent it from firing. To destroy a known fixed SAM site, in my mind, JSOWs and SDB are much more useful. IRL they would probably use cruise missiles. SEAD is usually needed when mobile or semi mobile sites like SA-6, SA-11 are on the theater, like in Serbia. A lot of HARMs were fired but SA-6 batteries didnt have much losses. They moved often, shut down ther radars. However, SA-6 batteries never shot down a single aircraft, because they didnt have many opportunities either.
All in all, it might be annoying to see AIs fire 2 HARMs at a single radar, but on the other hand they would probably to that IRL too (with a delay between launches, obviously).
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Hi everyone…
Apologies if anyone has already mentioned this but I was just wondering if pilot hypoxia / incapacitation due to lack of pressurisation or failure to correctly use oxygen systems might be possible within the current code. Similar to how it is done with DCS. I think i have some “time of useful consciousness” tables lying around somewhere from my ATPL days if that would be any help…
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^^ Not currently, but never say never.
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A Simulator mode.
The ability to instantly chang the situation.
Add or remove units, Move the human controlled jets to different locations.Change the weather instantly.
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A Simulator mode.
The ability to instantly chang the situation.
Add or remove units, Move the human controlled jets to different locations.Change the weather instantly.
I believe you will find ALL of these features included in 4.33.
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weather maybe to some extent with workarounds, skillfull usage of the weather map and the map drift and/or loading new maps.
What I really would like to do is something like this:
Type" Weather poor" and I get poor weather instantly.Type “poor stratus base XXXX” and set this
Type "inclemenet thickness XXXYou catch my drift
or an example for moving jets:
The student has messed up the penetration for Pohang Airbase tacan RWY08. I want to be able to Pause the game, enter teh 2d map and move our jets back into the hold at pocso and set appropriate speed and altitudes at start. then give him a little pep talk and start the simulated Sim flight again.
Or I want to create a 2 ship mig29s at whatever location is convenient and delete them again when the training goal has been reachend