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AuthorTopic: Command and Control version 3.031  (Read 75335 times)

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Whiskey_Sierra_972

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Re: Command and Control version 3.031
« Reply #156 on: April 16, 2015, 12:30:33 PM »

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FL2070

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Re: Command and Control version 3.031
« Reply #157 on: April 16, 2015, 03:30:17 PM »

Nooooooooooooooooooooooooooooo!
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On average, the average average averages, averagely, the average average of all averages.

Mick

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Re: Command and Control version 3.031
« Reply #158 on: April 16, 2015, 03:55:11 PM »

... join the Rebels, guys, they have a working 4.09 version ...!

http://www.sas1946.com/main/index.php/topic,35826.0.html
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Epervier

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Re: Command and Control version 3.031
« Reply #159 on: April 17, 2015, 03:10:59 AM »

... join the Rebels, guys, they have a working 4.09 version ...!
It is very good Sergeant recruiter!

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slipper

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Re: Command and Control version 3.031
« Reply #160 on: April 17, 2015, 05:13:14 AM »

Mick and Epervier

I hadn't noticed you had a 4.09 version, really impressed. I would be interested in talking to you both if you don't mind? The reason being I was involved quite a bit with the testing of the 4.101 version for CY6, and unfortunately CY6 had to give up modding before he had ironed out all the problems.

Therefore even the 4.101 version has some objects not working correctly, so I would be very interested to see if you have rectified any of those problems.

I don't have a 4.09 version to try, but I have a list of objects working ok or not in 4.101. If I post it up later could you confirm or not in your game if the 4.101 broken objects are working ok in 4.09 please?

Regards

Slipper
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Epervier

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Re: Command and Control version 3.031
« Reply #161 on: April 17, 2015, 05:47:28 AM »

You will have a list of objects that work in 409!
Some objects have been removed because they were not working or because I have not managed to convert!
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slipper

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Re: Command and Control version 3.031
« Reply #162 on: April 17, 2015, 08:58:54 AM »

Ok mate, will do. But also some objects also appeared to work ok in most situations, but were broken in some small way.

I'll post up my findings from 4.101 later, and maybe we can compare.

Regards

Slipper
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Epervier

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Re: Command and Control version 3.031
« Reply #163 on: April 17, 2015, 11:04:34 AM »

Ok mate, will do. But also some objects also appeared to work ok in most situations, but were broken in some small way.

I'll post up my findings from 4.101 later, and maybe we can compare.

Mick, s'il fait ce qu'il dit, je vais avoir besoin de tes talents de traducteur de britonnien !
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slipper

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Re: Command and Control version 3.031
« Reply #164 on: April 17, 2015, 02:40:16 PM »

Quote
Mick, s'il fait ce qu'il dit, je vais avoir besoin de tes talents de traducteur de britonnien !

Why, is my English that bad?

Here's my findings from 4.101

Code: [Select]
Forward Air Controller (FAC)All aspects work ok except for:-Problems• Receive “popping smoke” message at mission start everytime, no matter how far player is from object.• Did not get a BDA on leaving target area• FACDelay option – broadcasting always begins after a short while approx 30 secs, no matter how long the delay is set at.• FACNoSmoke – does not work, always marks with smoke.Suggestions• could the AI attack routine be improved? They seem to break off attack quite often, only one attacks at a time, could they attack in trail formation?Airborne Forward Air Controller (AFAC)All works ok except forProblems• when object sends message “request CAS at grid xxxx” grid given is the location of the players plane at that time not the position of object.• In DBW 1.71 at least, cannot get the WP rockets to issue smoke. The AFAC object seems to be telling the marker plane to mark correctly and it uses rockets, but they seem to have destructive power no smoke visible.• FACDelay (is it FACDelay or AFACDelay?). tried both but results the same as FAC, in that the object starts to broadcast a shortwhile after mission start no matter what delay time is setGround Control Intercept (GCI(m) + GCI (ft))Works fineSuggestions• Could Sputnikshocks enhanced version of freya and wuerzburg replace these at all? Similar to what happened to the airborne radar? These give a more realistic experience. The only problem is that they are not affected by jamming or any of the other things that affect the default radar.Running commentary GCI (RCGCI)Works fine except forProblems• Main force/Spoof messages seem to be reversed• Keep getting a “mainforce confirmed” message early in mission before any bombs dropped by any plane ( object then continues to report the spoof as the mainforce as mentioned above)Ground observer (OBS)Works fineCoast watcher (CW)Works fineVectorWorks fine except forProblems• VectorMode 0 – appears to attack bombers only• VectorMode 1 – works the same as VectorMode 0, so there does not appear to be any way to direct fighters to attack fighters. This is a problem for example when creating night intruder missions when there seems no way to get nightfighters to attack the intruders.• Are planes such as Me-110G-4, He-129, Mosquito classed as fighters or bombers? Believe this may also have a bearing on getting nightfighters to attack each other, hence no way to defend a bomber stream.Airborne RadarsWork fineSurface searchWorks fineSuggestions• Could ranges be affected by weather to simulate bad sea state? So that range is better in good weather than in bad?• Marker flares for sub hunters to be used by AIElectronic warfareNaxosWorks fineFlensburgWorks fine except forProblems• Appears to detect fighters in any direction, not when just in a 60 deg arc behind them as with bombers.SerrateWorks fine except forProblems• Head to head detection about 20 km, readme suggests 80km. Range outside detection cone drops to 16 km which agrees with readme.WindowWorks fine                                     JammingWorks fineViews/recommendations• There needs to be quite a few jamming aircraft in mission to make jamming messages a nuisance, but then AI jamming is so effective on vectoring aircraft as to render them mainly ineffectual. Particularly on B-24, the jamming messages are quite rare and do not stay on screen long enough to affect players interception at all. Wondered if jamming could be on a % scale like window jamming? Maybe also linked to number of jamming aircraft, so if 50% jamming selected and 6 ‘jamming’ aircraft in mission, then if 3 are destroyed jamming % down to 25%NavigatorWorks fine, except when H2S also in mission then H2S messages over ride nav messagesOboeWorks fineH2SWorks fine, except forProblems• Nav update not triggered over city or coastlineSuggestions/improvements• Instead of nav update when over city or coastline, could these be replaced by messages saying something along the lines of ‘passing over coast’ when passing from sea to land tiles and ‘over built up area’ when over city tiles? This would represent H2S’s main strength in being able to differentiate between land/sea/built up area.• Could an option be given to represent the accuracy ability of early MK1 H2S with that of later MK III H2S sets? Maybe default value triggers as now when player within 5km of object (MK1 H2S), option 1 triggers when within 1km of object (MK III H2S)AimpointWorks fineError Works fineSuggestion• Could error message be given along the lines of  “Bombs dropped 2km SW of Aimpoint” , “Bombs dropped 1km N of target”, “Bombs on target”GunnerWorks fineSpotterWorks fineRadio OperatorWorks fineCorkscrew4.10 Works fine                             4.12  Player recieves 'corkscrew' message, but AI takes evasive action very rarelyRescapWorks fine except for RESCAPDelay, no matter what delay time set message is broadcast straightawaySARWorks fine except for SARDelay, no matter what delay time set message is broadcast straightawayLowreconWorks fineHigh reconWorks fineRecon suggestions for high/low• Longer runs• Higher recon (35,000ft or higher)• Report of what is flown over, vehicles/ships/rail/damage to cityArtilleryWorks fine except get a “splash_null” message on screen when strike is selected, does not affect working of objectDead zoneWorks fineGround attackWorks fineLandingWorks fineRandomizersWork fineSpawn and AmbushCould not get to work, tried stationary and moving motorcycles, and stationary and moving ground vehicles with no luckDynamic RescueWorks fine but appears to be one grid square out vertically when giving baled out pilots position ie. Pilot landed in grid AX09 but grid giving as AX10Dynamic Bomber StreamWorks fineSuggestions• Can decoy bombers attack more than one decoy target?• Can Night intruders attack more than one airfield? Ideally one or two aircraft sent to an airfield with about 6-10 airfields being chosen• Can night fighters following bombers do so at same speed as bombersDynamic strikeCould not get to work, just appeared to be random movements no bombing or defending of targets.Random weatherWorks fine, could option be added to select worst possible weather option?Dynamic weatherCould not get to workStormFrontWorks fine except for StormFrontDelay option does not work, weather affected straight away.Suggestions• Possibility of a min max ceiling for clouds?• Could there be a best clouds option aswell?BarrageWorks fineSuggestions• Could effect be more dispersed?• Could there be a time limit added, so effect lasts for x mins for example?Soldiers (SLD and SLD2)SLD works fine, SLD2 doesn’t workRefuelWorks fineFireWorks fineSuggestions• Could it affect a larger area?• Could fires spawn less and have more of a random effect? At present a fire object spawns a lot of fires, which appear to take up the shape of a square which is quite noticeable and unnatural looking.• Could a smoke spawn option be included that spawns a few smoke columns.• Could a start time and duration of effect be set, so that fires only spawn for a set timeCity lightsWorks fine• Could another option be given with orange lights, with not as many lights? Looks good as an array of small fires in a city.BombWorks fineSuggestions• Could a light/medium/heavy option be added to simulate differing intensity raids• Could a start time and duration of effect be added to simulate raid starting at specific time and lasting a certain time

Please ignore the suggestions as this document was part of my ongoing discussion with CY6 at the time he stopped modding. As you can see although most worked ok under 4.101 there was still some work needed to iron out bugs.

I would be interested to know if you get the same results in 4.09 as i was getting in 4.10, or whether some of the problems i posted above are working fine in 4.09.

Hopefully, eventually we can get a 4.12 working version of this.

Thanks for any help.

regards

slipper
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Epervier

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Re: Command and Control version 3.031
« Reply #165 on: April 17, 2015, 03:15:19 PM »

This is Mick who was my tester. Using his tests he corrected and bring precision to the manual. The manual is also its creation.
I think it will better serve you ...

Mick... help !
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If your results are not up to your expectations, tell yourself that as large oak was once an acorn ...

Mick

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Re: Command and Control version 3.031
« Reply #166 on: April 17, 2015, 03:40:23 PM »

... Hello Epervier and Slipper ...

Well I beta tested a loooong time ago ...

... so will have to copy what Slipper posted and try and remember if I encountered such problems ...

Just give me a few days Slipper,and I'll either post the result or send you a PM ...
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slipper

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Re: Command and Control version 3.031
« Reply #167 on: April 18, 2015, 05:26:20 AM »

Mick

No worries mate, thanks for the offer. I have a few things I am messing with at the moment but then I may have a look at the 4.101 version again and see if I can iron out some problems.

No rush Mick, when you can is fine mate. Thanks Epervier too.

Regards

Slipper
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