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Post by Adseria on May 16, 2019 18:17:12 GMT -6
I still think that it would be better to have a compass tool; it would be more flexible.
I agree with being able to see the planned search pattern before you launch the aircraft, and I like the idea of planes being shown where they should be, rather than where they actually are, at least for searches. I'm not sure how easy this system would be to implement, though.
This is true, but it's also realistic; without radio, there was no way to tell the planes where the target was; they just had to predict, and if the ships weren't there, search the area. Once radio is invented, you'd then be able to redirect airborne squadrons anyway - as I said in my original suggestion. So will radio become a thing and we will be able to redirect our squadrons or is that just a wish ?
It's a wish, but I can't think of many other things that would come under the "electronics" part of "radar and electronics."
regarding scout planes, anybody here remembers TF1942? maybe something like the tool in that game? setting up number of planes in search and direction? I've never played it, how does it work?
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Post by chaosblade on May 16, 2019 18:26:49 GMT -6
So will radio become a thing and we will be able to redirect our squadrons or is that just a wish ?
It's a wish, but I can't think of many other things that would come under the "electronics" part of "radar and electronics."
regarding scout planes, anybody here remembers TF1942? maybe something like the tool in that game? setting up number of planes in search and direction? I've never played it, how does it work? it is an old, old game, but I have a video here of 1942 pacific air war, the game used a similar engine... I always had the suspicion that they were meant to be two modules of the same game
Number of planes selsected determines how wide the envelope is, range is determined wholly by the plane, direction of the search pattern is determined by the player
it is simple and was functional... Hell, the game could be used for inspiration for the interfaces
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Post by pirateradar on May 16, 2019 20:12:10 GMT -6
The tech files say radio "increases CAP effectiveness" but I don't know quite what that means mechanically.
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Post by Adseria on May 16, 2019 20:26:48 GMT -6
It's a wish, but I can't think of many other things that would come under the "electronics" part of "radar and electronics."
I've never played it, how does it work? it is an old, old game, but I have a video here of 1942 pacific air war, the game used a similar engine... I always had the suspicion that they were meant to be two modules of the same game
Number of planes selsected determines how wide the envelope is, range is determined wholly by the plane, direction of the search pattern is determined by the player
it is simple and was functional... Hell, the game could be used for inspiration for the interfaces
This looks a lot like how the original Carriers at War worked; pick a direction, pick number of planes, the rest is handled by the AI. Yeah, I could see an updated version of this working in RTW2.
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Post by dougphresh on May 16, 2019 20:38:58 GMT -6
It would be nice to be a rear admiral again instead of a CAG
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Warspite
Full Member
Sky of blue/And sea of green
Posts: 230
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Post by Warspite on May 16, 2019 21:01:10 GMT -6
it is an old, old game, but I have a video here of 1942 pacific air war, the game used a similar engine... I always had the suspicion that they were meant to be two modules of the same game
Number of planes selsected determines how wide the envelope is, range is determined wholly by the plane, direction of the search pattern is determined by the player
it is simple and was functional... Hell, the game could be used for inspiration for the interfaces
This looks a lot like how the original Carriers at War worked; pick a direction, pick number of planes, the rest is handled by the AI. Yeah, I could see an updated version of this working in RTW2. Yes, I was also thinking of the search rosette (I think that it what is was called) in Carriers at War on the Commodore 64. TBH the whole air ops system in that very old game seemed to work better than the one currently in RTW 2.
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Post by Adseria on May 16, 2019 23:37:42 GMT -6
This looks a lot like how the original Carriers at War worked; pick a direction, pick number of planes, the rest is handled by the AI. Yeah, I could see an updated version of this working in RTW2. Yes, I was also thinking of the search rosette (I think that it what is was called) in Carriers at War on the Commodore 64. TBH the whole air ops system in that very old game seemed to work better than the one currently in RTW 2. I was talking about the DOS version. Don't know if they're the same? If so, then yeah, I was basically hoping that the air ops in RTW2 would basically just be a modern take on that system.
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