high altitude air battle -1 reply

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MR.X`

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29th April 2004

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#41 16 years ago

mondogeneratorTo be honest, play a flight sim, high alt combat in the BF engine seems a bit silly IMHO.

I can't remember his name but there was a Luftwaffe ace who's favorite tactic was to ram bombers then bail out....I kid you not. I'll find his name.

There was also a RAF pilot in the Battle of Britian, I can't remember his name but its easy to find, who took his burning hurricane with himself suffereing terrible burns and rammed it into a LW bomber then bailed. He got a Victoria Cross for that.

There were FW190 A8 conversions with armoured and strengthened leading edges (they were by no means common) for ramming the rudders of B17's.

Now please don't tell me fighters ramming planes is not realistic.

Again, I am shocked at this reply. You failed to mention the most famous of them all! Soviet I16 pilots would ram the wing of their bug of a fighter into the rear section of a Ju88, Do17, or He111, then bail out.

But then again, we dont have the I-16 or I-153, yet...

BTW: Do you know when/if Pacific Fighters will be/is out? Furthermore, if you can run Forgotten Battles fine, should PF work as well? Can't wait to get my hands on a Hellcat :naughty:




mondogenerator

Wolfgaming.net *****istrator

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24th September 2003

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#42 16 years ago

The Soviets did all kinds of mad stuff. Blame Stalin and there overzealous approach to unquestioning patriotism.

Pacific fighters is already out and you can run it as standalone or with FB+AEP+PF which gives a grand total of 251 planes, 140+ flyables. It runs a little smoother than FB/Aces and the AA's been optimised allot. Even so you might need to reduce your settings unless you have a very top of the range GFX card as a carrier battlegroup opening up with all there AA guns is impressive but only top of the range cards can really take it and have maximum GFX settings.

Hellcat is fun but the D27 Jug still rules :).




MR.X`

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#43 16 years ago

140 FLYABLE PLANES!?! I think I need a new pair of boxers after hearing that.

As far as the Thunderbolt is concerned, he will still bow down before the allmighty Spitfire!




Ronin Pedroshin

GF is my bext friend *hugs GF*

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13th June 2004

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#44 16 years ago
Gen'l Knight Also on another post about B17s, Hartman said you cannot code a pilot and a bombadier.

That's odd because the German Zeppelin of BF1918 - for example the one in Bocage - can have a pilot and bombardier separated...




Gen'l Knight

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9th April 2004

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#45 16 years ago
Comrade PedrovskaThat's odd because the German Zeppelin of BF1918 - for example the one in Bocage - can have a pilot and bombardier separated...

Here's the context of what was discussed: By me: 2) A bombadier with a bomb sight. The Norden bomb sight on the B-17 was the greatest weapon it had, greate than any of the 50 cal. mgs. It would be nice to let the bombadier drill down to "look" at a proposed target. The actual drilll was the B-17 slowed down and the bombadier had actiual control of the plane for those few moments. This could be used in any of the bombers in the game. By the Major: Re: B-17: To be feared, Or to be laughed at ... We can't have aplane with dual controlls, so no bombadier for normal bombers possible. __________________ Dulce et decorum est pro patria mori Maybe he was referring to my comment about the plane being controlled by the bombadier during the bombing run. I'd like to see it, though. In DC, you can get pasted by Puff the Magic Dragon from high altitude so... I don't remember if that is zoomed in.




terminal-strike

terminal-strike

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5th May 2004

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#46 16 years ago

i think he meant that the controls for airplane cannot be spit, i.e. the pilot and bombdier positions cannot both fly the plane, not that giving control of bombs to anotehr postion was not possible.




Gen'l Knight

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#47 16 years ago

Agreed and I sit corrected. I've seen the bomb sight view implemented in other games and it rocks. It would expand the dimension of the game if FH could adopt it. Bombers would be more or less imprevious to flak and just have to deal with fighters. Protecting fighters should be an increased strategy. Like it was IRL!




Dee-Jaý

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17th February 2004

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#48 16 years ago

If you look at the way Galactic Conquest dealt with the problem you could easily adapt this map idea for Forgotten Hope:

-GC used space palttforms to spawn fighters on then.

-These plattforms were so high that no enemy could reach them in order to prevent basecamping.

-The plattforms would quickly replace a spawned aircraft when it was used. This allowed the maps to be played with any number of players, since there was always enough vehicles for everybody.

-You then had to launch of the plattforms and "dropped" into the combat area. This was the only flaw in the system since you´d loose control of your aircraft untill you reached a controlable hight. It took some practice to get used to but it worked. I think FH could address this by simply placing the plattforms at a lower altitude.

-In the combat area you could fly as you liked, attacking or defending certain obejectives or spaceships.

I think to keep things simple at first, FH should try to make a map like this without any mission objectives, but simply a deathmatch type map. It would keep things simpler and avoid the problematic B-17 placement issue.

Depending on that experiance you could later edit it to whatever you want.

So basicly, FH have to place two plattforms in an unaccessable altitude and have 5 fighters, 3 light bomber and one heavy bomber spawn there. Once in use, the planes would be quickly replaced in order to supply enough action for everyone.

People would then "drop" into the flight zone and dogfight the enemy untill one teams tickets hit 0.