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Posted

Helicopters live down in the deck below the tree line and in close with the ground and their enemies. To accurately model helicopter combat some of the following features are needed and most would truely bring this sim to an new universe and standard:

 

Very important:

-Active, moving infantry using RPGs, Automatic Rifles and MANPADS complete with AI and with randomizations to some behavior (eg. distance to open fire).

-Individual viechle AI, capable of changing positions, usign LOS to find cover, take evasive action, advance or retreat (such an AI has been seen in the sim GUNSHIP!)

-Helicopter AI, capable of conducting pop-up attacks, prioritisign threats and using LOS to avoid enemy fire.

-Detailed weather (thermals, wind bursts and layers, effects of terrain on wind speed etc.)

-Complex modeling of weapons performance including blast/penetration/range/probability and complex target types as well as modeling of contrast and tracking issues and mixed warhead loads (ie. differnt types of rocket warheads).

-Communication with ground units and strike platforms

 

Hopefully:

-Ability to set up scripted missions and conduct insertions, recon, artillery spotting &C.

-Command level AI in the DCG capable of setting up inteligent situations.

-Ability to upgrade terrain using a generator at a later date.

-Two seater communication and command with AI or human players.

 

Any other ideas or thoughts?

 

P.S. Us rotor heads are really greatfull that anyone is considering accurately modeling any part of any helicopter. The fact that it is ED is a real bonus!

Posted

I dont'r eally think that any significant numebr of this will appear in 1.2, but hey, the devs have surprised us before :D

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Reminder: SAM = Speed Bump :D

I used to play flight sims like you, but then I took a slammer to the knee - Yoda

Posted

Good suggestions. Those are realy needed for a good helicopter simulation. Lets hope 1.2 wont be just a super detailed Ka-50, because it would be a bit missplaced in the current LOMAC world.

Posted

If all we get is a Ka-50 with accurate avionics then I will be very happy.

But I thought that we should discuss some of the other upgrades so ED can consider what possibilities exist for the next sims.

 

-Another important improvement for two-seaters and flights with other aircraft/units is having a system which would allow AI to give you information about what it is seeing.

 

It should be relatively simply to script reports which would give the direction, or an approximate direction and an approximate count of possible enemies.

As the AI spots more or gets closer to the target detail can increase.

 

"some tanks 2'o-clock, five thousand metres"

"spotted IFV 2'o-clock five thousand metres"

"Three tanks and IFV and two trucks between 12'oclock and 3'oclock, 3,500 metres"

"Manpad 2 kilometres to the west"

 

This is a really big deal in helo sims where situational awareness is a matter of life. It is also difficult because flying helos is so much work there is not much time to look around.

 

In real-life helicopters are normally vectored to their target by other units acting as spotters (which could be modeled using an AI that would keep a fixed radius from the enemy and conduct low-level and pop-up observation.

Posted

Well the word is that they're working on a FAC of some kind - whether it'll do all this or not is still a very big question.

 

Being able to hear the AI (especially in other packages) giving calls like that would be A Big Deal for immersion in all aircraft, not just the Ka50 . . . . and would probably also be A Big Deal to program it as well ;)

 

 

All your suggestions are things most of us would like to see - but which might be just too difficulty to fit in to a simple addon. Next project wishlist, I really hope so . . . . but I'm not confident about seeing much of it in v1.2.

Posted

All the things are already necessary because of A-10 and Su-25. The Hokum will just make them even more important and underline any issues in the ground war.

 

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Posted

I agree it is unlikely in 1.2 ...but maybe in the next project 1/4 of these features will be added and make my year!

 

Especially if the two seaters become really well modeled and self-reliant AI co-pilots are effective (at the simple things anyway).

 

I add to the existing list:

- Ability to suppress enemy troops (based off of proximity * amount of fire * with a randomized level of effectiveness to decrease predicability)

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