21.07.2008, 09:29
..a mod out there or simply a way to do this? I have always thought this ' dogfighting to the death ' which I always get in SP missions, to be very unrealistic.
Regards.
Regards.
benson Wrote:TinyTim. Thanks for your answer. Yes that's it exactly.I feel that if I could cut the amount of ammunition the planes are carrying, then maybe they would just take a few passes at each other before breaking off ( or getting a kill of course). This is how it was I believe in real dogfights, not aircaft slugging it out for ages until one or the other was shot down.
Regards.
shakthamac Wrote:by changing fuel loads you can also govern when they break off and head for home.
that feature already exists in game
TinyTim Wrote:What exactly do you mean by "limiting"? AI planes have limited ammo by default, even the gunners. It's just that some aircraft carry absurdly lotsa bullets, like Bf109E for the cowling machineguns - 1000rpg, which amounts to a whole minute of fire duration. Another planes that come to mind with extremely long ammo duration are Fw190A4/5/6 and A6M2 for cowling guns, IAR81 for light MGs, I'm sure there are others.
So, you'd like to limit it to, say, 30% or 50% of normal ammo load?
benson Wrote:In the FMB I found that if I set up one Allied and one Axis aircraft, put them on a collision course with a fuel setting of '15', they will fly past each other several times without firing their guns. If I set the fuel setting to '16' they then seem to spend as much time fighting each other as if I had set the fuel to '100'. Either this test is too simplistic or the fuel settings don't make that much difference. :?
Regards
Kopfdorfer Wrote:It would be a great benefit to mission designers to be able to access the ammo loads (at least for fighters) and in fact a damage outline for each involved aircraft. Ideally, one could even set a (random) - I know computer people hate that word! - generator for mechanical breakdowns based on the date, theatre and aircraft type which could reflect things like fuel quality for the Germans late in the war, the propensity for early Hispano 20mm cannons to jam in high G maneouvres, the poor quality of Japanese early war radios, the tendency for (was it only?) German aircraft hit in the hydraulic reservoir during combat to have one or both oleos to drop down in the middle of the fray, and I'm sure you guys could come up with dozens.
This would be so good for immersion level, and if it was an on/off toggle in the realism menu for pilots those who weren't interested in dealing with the ficke hand of fate as well as the enemy could just turn it off.
This would enable you to design a scenario where a flight of fighters is sent out to shepherd a damaged bomber back to base...the ability to do this was available as far back as CFS1, I believe.
Any Takers?
von Kopfdorfer