Sea Power

Sea Power

soldier6661111 15. dec. 2024 kl. 15:56
Waypoint Editor and Speed Details
Two suggestions:

First some QOL from Command: Modern Operations, it would be nice to be able to tell a unit to change speed and altitude/depth at a given waypoint. For example to give a helicopter multiple waypoints with alternating high and low altitudes.

Second it would be nice to see what the speed in knots is of the various speed orders (full speed, 2/3s, etc.
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joetrusty2020 19. dec. 2024 kl. 18:14 
Good idea, along with CAP stations and threat axes
soldier6661111 19. dec. 2024 kl. 18:41 
Going to add on if no one minds. It would helpful in scripting the AI in the editor without having to code. Telling a submarine to be below layer and then at a specified waypoint go to periscope depth.

But even within regular game play it would help out quite a bit. CAP stations would also be cool and maybe a prosecution area as well.
joetrusty2020 20. dec. 2024 kl. 17:33 
Submarine exclusion zones, or are all your platforms in constant contact, even if that is not realistic?

I used to set up a Dangerous Waters scenario for P-3Cs operating out of Norway (barrier line to Bear Island), and I would also set up an exclusion zone (marked on the map) where you had the option to play a 688I in the same scenario. So, they would need to add a drawing tool tied to a patrol order and an exclusion order to prevent friendly aircraft or ships firing on unidentified friendly submarines in the exclusion zone.
Shade_Gastovsky 27. dec. 2024 kl. 8:28 
in this version when player play airstrike mission and aircraft used all missiles aircraft back to base cource and up altitude to 1000m. this is criticaly wrong in massive airstrike missions, and im not find any variants to change this, only in realtime correcting waypoints to evac cource and only after this add command to landings. in real airstrike missions wingmans do simulations of attack and try support another crews, using another weapons, antiSAM equipments etc...
if aircraft when changing order to back to base dont change altitude and speed parameters... =(
Sidst redigeret af Shade_Gastovsky; 27. dec. 2024 kl. 8:31
soldier6661111 27. dec. 2024 kl. 9:04 
Oprindeligt skrevet af Shade_Gastovsky:
in this version when player play airstrike mission and aircraft used all missiles aircraft back to base cource and up altitude to 1000m. this is criticaly wrong in massive airstrike missions, and im not find any variants to change this, only in realtime correcting waypoints to evac cource and only after this add command to landings. in real airstrike missions wingmans do simulations of attack and try support another crews, using another weapons, antiSAM equipments etc...
if aircraft when changing order to back to base dont change altitude and speed parameters... =(
Relevance?
Shade_Gastovsky 30. dec. 2024 kl. 8:52 
Relevance?
Mass loosing units when task complete. if targets in SAM protection
I had my P-3 flying at 300 feet, and the AI dropped three Mk46s right on target and both times struck the Victor III with all three. Of course, I did have truth turned on, and I wished that my earlier sonobuoy array should have picked them up crossing the line from Bodo to Bear Island. It would be nice to have SOSUS coordinate or map mark to take you to the hostile sub's location so that you can prosecute it. (I was just tagging this discussion chain/thread again to bring it back up to the top with waypoint editing and how that would be useful in scenarios.)

Update, I managed a temporary workaround for my P-3C mission. I left instructions for the player to mark the pre-programmed waypoints with the drawing X marks so that he could find the SOSUS locations for the Victor contact. Unfortunately the TACCO was profligate with his use of Mk46s and shot six at the first Victor so that I had none to go after the others. Still a victory!
Sidst redigeret af joetrusty2020; 2. feb. kl. 7:26
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