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Author
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Topic: Misson Making help
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FdWalkerGT Cadet
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posted 07-05- 12:41 AM
Over the last week or so I have found a wealth of info on your guys sights. And have been able to get most of my questions answered by reading web pages. But still have a couple. 1. Bombing in heavies. Even when I engage the auto pilot before going to the bombsight position the plane starts rolling on me right before im ready to drop. Is there some kinda secret to this to make the plane fly straiht and level while in the bombers postion? 2. On making missions Is there a page somewhere with some help on this, Mainly dealing wtih some of the add-on stuff, have been trying to get a flight of f4f's to drop bombs on a carrier with no luck. And even when I fly one and bomb it myself it doesnt seem to take damage. Can it be sunk (or atleast damaged enough to report a won the mission msg) or are the ships just for looks. I Keep Airwarrior3 on my HD mostly just to fly the pacific stuff offline. IF I could get carriers and ships as targets would probably make about 50 pacific front missions and dump it. Thx FD IP: Logged |
ArgonV Pilot
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posted 07-05- 12:54 AM
When bombing in heavies and you switch to the bomber position by pressing F7 and then F6 to take over the position, make sure after you press F6 you press P to make the plane fly level (autopilot) You can actually fly the plane in the bomber position as in real life. Carriers and ships do die! They just take alot of hits (unrealistic?) To make the planes bomb, set way point 1 of your flight a ways from the ship. AI HAS to fly to waypoint 1 first before it can attack anything. Then for waypoint 2 make sure Sweep is the type and make the large lined area on the map screen that is waypoint 2 overlap the ship. Last but not least make sure the aggression is turned all the way up along with the skill.IP: Logged |
Private Roger Pilot
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posted 07-05- 05:48 AM
Mission making is one of the very fun aspects of SDOE. Anyone can whip up a quick mission too. More complex missions with alot of re-playability can take a while longer.A couple of things to keep in mind without getting into the nuts & bolts of mission making. Ask your self it the mission your making will be for mostly multiplayer, or single player with AI. That in my mind makes a huge difference with how the mission should be designed. Humans don't fly like AI! A human pilot online often will not have the discipline or patience to follow 10 waypoints! AI will. The bombing you asked about is also something that the AI require time to setup for. A good distance before the target has to be given for the AI to properly align themselves and drop their bombs. In regards to ships being hard to take out. I completely disagree. Here is a sequence of shots from 1 P47D against the Yamamoto. I tried this with the AI next. Set the waypoint prior to bomb....he was just as successfull. Good Luck
PR=FC= IP: Logged |
Army puke SFC Pilot
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posted 07-05- 07:34 AM
well, now i tend to just dump a nuke in the area of the enemy take force  nuclear testing  IP: Logged |
Nat Pilot
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posted 07-05- 08:50 AM
A very important thing to remember for bombing missions, wether by strike aircraft or bombers, is to set the waypoint for the bomb run quiet distant from the target, and the waypoint that concludes the bomb run some way past the target, bombers need time to adjust their position on the run in, so try setting the start point atleast 5 miles from target, more if there is a sharpe turn needed to bring them in, and the wayopint to conclude about 2 miles beyond the target.Alot of the ships now, mine and mposis's, do take a lot of damage, but if we consider say the Yamato, it took 14 aircraft 2 1/2 hours to sink it, and we've all seen the old war reels of how a carrier could take a pounding and still stay up, so actually the ships in the game will take less damage than they should to sink them, I could give tips on sinking the Yamato... but then, why spoil the fun.. lol Hey PR, like the lil movie there... it's not often I see the Yamato actually on fire, it don't seem to burn well.. mostly sinks.. very cool clip  ~Nat~ PS, I was thinking of maybe making the ship list after a certain amount of damage, that would look wicked on the carriers, and wouldn't be too hard to do, now that we have the "wake" for ships, if this were set as the base object, then the ship could be made to list with a simple DOF... but hey.. thats something for the future  IP: Logged |
darthbob Pilot
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posted 07-05- 12:25 PM
yeah but nat, i bombed the yammato and akizuki with a tallboy(weight 10 000/whead 10 000 and nothing happened to them. they're great models but a little to tough me thinks. ps it was a direct hit on yammato.IP: Logged |
spin Pilot
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posted 07-05- 09:58 PM
To avoid AI taking over the plane a quick key solution is to press ctrl f2. This takes you directly to the bombardier position in control. This avoids having to press "P" "f7" "f6".I'm not 100% sure if it's f2 but you will find you can take instant control of a variety of positions by pressing ctrl f1 up to f11. IP: Logged |
Nat Pilot
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posted 07-05- 10:28 PM
Darth, then I can't explain that, since I can sink the Yamato with a single hit from a bombers 500lbs bomb, the Tallboy should be more than sufficient, infact, the ease of sinking this ship was the main drive behind me adding as much AA as I could fit on it, since one good hit from a large bomb will sink it. It's obHits are set at 100,000, that might sound alot, but on the Hood I'm sure I set it even higher (150,000 if I remember rightly)purely because I run alot of tests on the ships I build, to test how much damage the ship will take, what size bombs do what damage, and also setting damage levels (smoke and fire) for every part of the ship. I'm not saying that you're not having trouble sinking it, you obviously are o you wouldn;t have mentioned it, I'm just saying I don't understand why, especially with such an "Uber bombe"IP: Logged | |