AA Modding
Posted: Fri 30 May 2014 19:05
Seeing as interest has been expressed on this topic by a number of different people, though I'd make a thread for us to collectively talk about changing AA, planes, helicopters and everything related.
Firstly there's Iris' suggestion on plane altitudes.
As far as how this related to AA it could mean high altitude bombers that can fly above MANPADs. Perhaps anyway, what we need to establish is if range is 3D or calculated on a 2D plane. It seemed to me the latter was the case in ALB, but we'd need to test to be sure. We may also be able to combine this with changed fire angles, as Xeno summarises.
Iris has also shown his editing helicopter heights to make them skim the treetops, the only real question is if it means extensive clipping through trees.
Adding ECM for helicopters is easy, change it the same as planes, here's my ECM list for ALB (which is based on gameplay not realism).
What hasn't been attempted yet as far as I know is giving them flare effects. May well be possible.
As far as I'm aware the URALGRAZNOMOD team don't have any planes to change mechanics, but do aim to place AA in several distinct bands, which are explained here, with provisional stats here.
My own take on ranges are here, however those suggested are kept within Eugen's system and are merely (mostly) consistent. What I'd like to do is increase them all by a notch or two but also add in new mechanics.
Firstly there's Iris' suggestion on plane altitudes.
As far as how this related to AA it could mean high altitude bombers that can fly above MANPADs. Perhaps anyway, what we need to establish is if range is 3D or calculated on a 2D plane. It seemed to me the latter was the case in ALB, but we'd need to test to be sure. We may also be able to combine this with changed fire angles, as Xeno summarises.
Xeno426 wrote:On a side note, I've been talking with Iris and he did some tests with aircraft, and came up with some very intriguing possibilities. It would seem that weapons exist within a 3D bubble, so if you set the altitude of an aircraft to round 2200 meters, they will be immune to MANPADS. This could very well give people a reason to take radar SAM systems.
Furthermore, there might be a way to set a minimum angle for weapon engagement, which could be used to prevent radar SAM systems from shooting at low-flying targets if they are still rather far away, allowing for aircraft like the F-111, Tornado and Su-24 to fly "below the radar" and giving people a reason to put AAA or IR-SAM systems near their radar system to provide full coverage... like in real life.
Oh, the possibilities!
Iris has also shown his editing helicopter heights to make them skim the treetops, the only real question is if it means extensive clipping through trees.
Iris wrote:https://www.youtube.com/watch?v=5z8IRFm7EyE
Iris wrote:Mikeboy wrote:Doesn't this cause the problem of it happily flying through trees?
I believe it barely skirts the top of them iirc, but otherwise it's not too visually hampering. It's not nearly as bad as planes through mountains and a bunch of other issues. If I recall in top down you barely notice, and in close-up it seemed minimal. I'd have to recheck how bad it was.
Adding ECM for helicopters is easy, change it the same as planes, here's my ECM list for ALB (which is based on gameplay not realism).
Spoiler : :
What hasn't been attempted yet as far as I know is giving them flare effects. May well be possible.
As far as I'm aware the URALGRAZNOMOD team don't have any planes to change mechanics, but do aim to place AA in several distinct bands, which are explained here, with provisional stats here.
My own take on ranges are here, however those suggested are kept within Eugen's system and are merely (mostly) consistent. What I'd like to do is increase them all by a notch or two but also add in new mechanics.