Radio Navigation
#1

Has anyone been able to figure out how the radio compass pointer works in the code? It would be neet for online dogfights and coops that you could have it point to a radio tower instead of the bottom left corner of the map. It would make navigation somewhat more realistic. For single missions it would be fantastic but I think any chanegs would mess up the AI waypoint code.
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#2

TurkeyDriver Wrote:Has anyone been able to figure out how the radio compass pointer works in the code? It would be neet for online dogfights and coops that you could have it point to a radio tower instead of the bottom left corner of the map. It would make navigation somewhat more realistic. For single missions it would be fantastic but I think any chanegs would mess up the AI waypoint code.

No need for a mod IMHO, the Redwulfs use this extensively in our coops, here's how.

When building a coop mission, simply assign a single waypoint (after the take off waypoint) as a "beacon" for player aircraft (pure AI "extras" still need to be guided around). That way the radio compass will always point to the beacon. A spin-off advantage is that mission building is greatly simplified (says the mission builder :wink: ). Coops are also much more fluid (and fun) and require real navigational and tactical skills. Guest players not used to this do, however, sometimes get confused and will drone around the beacon until they realise they actually have to navigate - no mindless following the waypoints to the target and back home.

Using this technique does, however, require the mission builder to write a good briefing and that everybody reads it. :wink:

Note: Only works in coops (think it'll work in campaigns too but haven't tested).
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#3

Dear Redwulf__32 , you give a great information but for be more understandable can you please post some screenshoots of this kind mission building?

thanks

walter

SEMPER INCOMMODUS
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#4

walter_solito Wrote:Dear Redwulf__32 , you give a great information but for be more understandable can you please post some screenshoots of this kind mission building?

thanks

walter

Hi walter,

Feel free to download, unzip and open the Desert missions with the FMB to see how it's done. It's actually fairly simple. All player planes only have 2 waypoints assigned, takeoff and one over the beacon (note a beacon is there as objects just for show, not required). AI planes of course still need waypoints to fly their task.

Most of the Desert missions are Blue only - a few are Red vs. Blue.

Everybody else is of course most welcome to download too but if you modify them please still credit me in the Description as the original author.

Note: In the zipped file, some missions are std. IL2, some modded (_ru suffix appended to .properties). A few .eld files (Eagles Lair Description files) are there too - just leave them in, they won't cause problems with Il2.
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#5

Great mate!

I'll download them asap!

In your reply I have understand what you are meaning!

1st wp: the take off;
2sn wp: the target;

And if we put a 3dr wp: the home base again for home beacon?

cheers

walter

SEMPER INCOMMODUS
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#6

Only 2 waypoints, takeoff and beacon, not the target. This has the effect that, after takeoff, the radio compass will always point to the beacon for the rest of the mission.

Heading to target is given in briefing which means players have to navigate to the target.

Note the location of the beacon is given in the briefing like "... 6 km west of airfield on runway centerline". Target is defined like "... HDG to target is 240, distance is 65 km".

Hope this clarifies.....
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#7

The single waypoint method can also be applied to a moving CV. Place the waypoint slightly ahead of the CV. As the CV transits the waypoint it "picks" it up and stays with the CV. Voila bearing info to your CV.
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