Dan109
Posts: 175
Joined: 4/27/2017 Status: offline
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quote:
ORIGINAL: AndrewJ Would it be worth considering making all missiles optional in any AA loadout? While it would be impractical to model every conceivable partial loadout combination, setting the AA missile loudouts to optional would accomplish the same thing. No more failures to launch with Sidewinders because the quartermaster insists you need some Sparrows too. I know that in many situations a plane with only one or two missiles (or even just its cannons) can be a very useful tool, especially in desperate defensive cases. Sometimes a single Sidewinder makes all the difference! (For those looking for a work-around, CMANO allows you to simulate this by ignoring magazines during readying, then manually removing excess missiles after launch, and manually removing missiles from the magazines to ensure you don't give yourself any extras. It's a little cumbersome if you need to do it a lot, but the function is there if you need it.) I agree that the setting of certain weapons to be optional needs to be done much more often. In my example, if I run out of torpedoes for ASW missions, I can't launch any more and have to use maritime surveillance loadouts. But in my opinion, torpedoes on an ASW Craft are the secondary 'weapons', where the sono-buoys for detection and tracking are the most important item carried (and sonobuoys are unlimited for now, so yes, I want to take advantage of that fact, but regardless, detection-tracking is more important than attacking IMO). But yeah, I do understand that for each combo of optional weapons needed, that's another custom loadout that needs to have weight/drag/etc calculated....a function to do this on the fly would be helpful for sure.
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