ComDev
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Joined: 5/12/2006 Status: offline
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quote:
ORIGINAL: ghynson Well, I'm divided on opinion on this. 1) It's nice that there is an RTB algorithm in place to automate the fuel/distance issue. I like the ability to set aircraft to break from group after winchester, this means my group gets smaller the closer it gets to target, as I use the lead aircraft to expend it's weapons first, then RTB, then repeat with next craft in line. This means less aircraft to detect and shoot at, the closer they get to the detector. I do not like to have winchester craft in the group at all. Especially on an attack approach. Right Using smaller flight sizes of two aircraft would help a fair bit I think. Very large groups, although maybe practical in-game, isn't very realistic. Especially the 'peal off' thingie. quote:
But ,.. 2) It's very annoying to have to click the breaking unit and re-force it back down to 2000'. This causes the user to lose the focus on the group. You can see what I mean by creating a flight of 8 F-35's, manually fly them to an S-300/400 at 2000' to within HARM/AARGM range. Use the Lead aircraft to expend it's load. And then watch it get killed when it decides to climb on RTB. If you manage to manually force each one back to 2k feet they will all get out alive. Sometimes, over automation kills the task at hand. Reminds me of Masters of Orion 3, where you could set the in game manager to perform automated tasks. Automated the game to play itself, then what's the point of playing it? lol I see First of all I'd never create such a large group of aircraft. Harpoon used horribly large groups which resulted in a lot of weird behaviour. Because of this, Command assumes you use sensible sizes (typically 2x A/C for CAP and SEAD, up to 6 for dumb bombs) which kinda solves the problem?
< Message edited by emsoy -- 3/18/2016 6:57:22 PM >
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Developer " Command: Modern Air/Naval Operations" project!
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