Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Formation Editor - Ready Aircraft.

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [Modern] >> Larry Bond's Harpoon - Commander's Edition >> Formation Editor - Ready Aircraft. Page: [1]
Login
Message << Older Topic   Newer Topic >>
Formation Editor - Ready Aircraft. - 11/22/2007 6:11:07 AM   
mack2


Posts: 243
Joined: 6/29/2007
Status: offline
Would it be possible in a future patch to enable that formation window to be resized.

Would kinda look like:
http://img.photobucket.com/albums/v369/davidbowieWAU/formation.jpg

Except wider, and better.

It's annoying to have to scroll up and down all the time when setting up formation in a big carrier group.

edit - This could also be done to the Ready Aircraft window if possible.

< Message edited by mack2 -- 11/22/2007 8:05:46 AM >
Post #: 1
RE: Formation Editor - Ready Aircraft. - 11/22/2007 6:49:04 PM   
Jim D Burns


Posts: 4013
Joined: 2/25/2002
From: Salida, CA.
Status: offline
Yeah, that or have the computer remember where the scroll slider was. That way when you reopen the window the slider is at the same spot as last time. Or just don't close the window in the first place.

Jim

_____________________________


(in reply to mack2)
Post #: 2
RE: Formation Editor - Ready Aircraft. - 11/22/2007 7:07:17 PM   
CV32


Posts: 1046
Joined: 5/15/2006
From: The Rock, Canada
Status: offline
I'd like those windows to be bigger and more flexible too, so I'll try and strong arm the programmer. Worst case scenario: he might tell me it can't be done.

_____________________________

Brad Leyte
HC3 development group member for HCE
Author of HCDB official database for HCE
Harpgamer.com Co-Owner

(in reply to Jim D Burns)
Post #: 3
RE: Formation Editor - Ready Aircraft. - 11/23/2007 6:27:29 PM   
SteveF2006

 

Posts: 111
Joined: 11/5/2006
Status: offline
The only "complaint"  I have regarding the formation editor is that if you have a realistic plane load out on your carriers and support ships, you can't have a good CAP or ASW patrol. For instance, if you have 10 F/A 18Cs and 10 F/A 18Es you can only select the 'C' or the 'E' model to be on patrol. Will there ever be a way to resolve this?

(in reply to CV32)
Post #: 4
RE: Formation Editor - Ready Aircraft. - 11/23/2007 6:52:22 PM   
CV32


Posts: 1046
Joined: 5/15/2006
From: The Rock, Canada
Status: offline
quote:

ORIGINAL: SteveF2006
The only "complaint" I have regarding the formation editor is that if you have a realistic plane load out on your carriers and support ships, you can't have a good CAP or ASW patrol. For instance, if you have 10 F/A 18Cs and 10 F/A 18Es you can only select the 'C' or the 'E' model to be on patrol. Will there ever be a way to resolve this?


Not sure what you're saying here, Steve. But there is no reason why you can't launch two separate 'formation patrols' - one comprised of F/A-18C's and one of F/A-18E's - simultaneously.

_____________________________

Brad Leyte
HC3 development group member for HCE
Author of HCDB official database for HCE
Harpgamer.com Co-Owner

(in reply to SteveF2006)
Post #: 5
RE: Formation Editor - Ready Aircraft. - 11/24/2007 5:02:54 PM   
SteveF2006

 

Posts: 111
Joined: 11/5/2006
Status: offline
Sorry I wasn't more clear. Sure you can "launch" any type you like. However, in your formation that the staff is controlling, if you have set up a CAP in your formation, they must always be of the exact same plane type. For instance, if I have a CVBG with one carrier and her escorts and I have 4 F-14Bs and 4 F-14Ds, I would have to select either my F-14B's or my F-14D's in the formation to be on CAP. The "staff" can't think, OK, all my F-14B's are being refueled or out of ammo, I'll launch my F-14D's in their place.

Does that make more sense as to what I mean?

thanks,
Steve

(in reply to CV32)
Post #: 6
RE: Formation Editor - Ready Aircraft. - 11/24/2007 6:01:45 PM   
Shark7


Posts: 7937
Joined: 7/24/2007
From: The Big Nowhere
Status: offline

quote:

ORIGINAL: SteveF2006

Sorry I wasn't more clear. Sure you can "launch" any type you like. However, in your formation that the staff is controlling, if you have set up a CAP in your formation, they must always be of the exact same plane type. For instance, if I have a CVBG with one carrier and her escorts and I have 4 F-14Bs and 4 F-14Ds, I would have to select either my F-14B's or my F-14D's in the formation to be on CAP. The "staff" can't think, OK, all my F-14B's are being refueled or out of ammo, I'll launch my F-14D's in their place.

Does that make more sense as to what I mean?

thanks,
Steve


I think I understand this. You are saying that if you have 10 F-18Es and 10 F-18Fs on a carrier, all set to 'Intercept' you would like to see the ability of the AI to launch F-18Fs on patrols if all the F-18Es have already been launched?

(in reply to SteveF2006)
Post #: 7
RE: Formation Editor - Ready Aircraft. - 11/24/2007 7:03:47 PM   
SteveF2006

 

Posts: 111
Joined: 11/5/2006
Status: offline
I think we're gettting warmer. When I have a CVBG, I (like everyone else) set up my formation. I change the range circles, position my ships, then I set up my ASW aircraft, in the formation, to patrol certain areas, set up my AEW & EW to patrol and then I set up my CAP. Again, because I am not manually in charge of this during the running of the scenario, my staff is, if I only have a few of say F/A 18E's and the are on the CAP, if I use then up in either defending my CVBG or they've been recalled to refuel, the AI won't think to use the F/A18F's that have the same loadout to suppliment my CAP. Again all of this is set up in the formation editor so I'm not manually launching the CAP.

(in reply to Shark7)
Post #: 8
RE: Formation Editor - Ready Aircraft. - 11/24/2007 7:45:37 PM   
CV32


Posts: 1046
Joined: 5/15/2006
From: The Rock, Canada
Status: offline
quote:

ORIGINAL: SteveF2006
I think we're gettting warmer. When I have a CVBG, I (like everyone else) set up my formation. I change the range circles, position my ships, then I set up my ASW aircraft, in the formation, to patrol certain areas, set up my AEW & EW to patrol and then I set up my CAP. Again, because I am not manually in charge of this during the running of the scenario, my staff is, if I only have a few of say F/A 18E's and the are on the CAP, if I use then up in either defending my CVBG or they've been recalled to refuel, the AI won't think to use the F/A18F's that have the same loadout to suppliment my CAP. Again all of this is set up in the formation editor so I'm not manually launching the CAP.


Ok, so correct me if I'm wrong, but you're saying you'd like the Staff Assistant to be smart enough to launch aircraft of similar loadout to 'restock' your CAP, if the current CAP is depleted or destroyed ?

_____________________________

Brad Leyte
HC3 development group member for HCE
Author of HCDB official database for HCE
Harpgamer.com Co-Owner

(in reply to SteveF2006)
Post #: 9
RE: Formation Editor - Ready Aircraft. - 11/24/2007 9:44:09 PM   
SteveF2006

 

Posts: 111
Joined: 11/5/2006
Status: offline
In a nutshell, yes. Only though if it were of a similar type. F/A-18C for F/A-18D for example. Not being a programmer at all, of course I have no idea what something like this would entail!

(in reply to CV32)
Post #: 10
RE: Formation Editor - Ready Aircraft. - 11/26/2007 3:54:21 AM   
Hurt Reynolds

 

Posts: 1
Joined: 11/26/2007
Status: offline

quote:

ORIGINAL: CV32
Ok, so correct me if I'm wrong, but you're saying you'd like the Staff Assistant to be smart enough to launch aircraft of similar loadout to 'restock' your CAP, if the current CAP is depleted or destroyed ?


Yes! Yes yes yes. The earlier example of a carrier with 4 each F-14B and F-14D on board is a perfect example... sure would love to set a CAP that would include (say) 3 F-14s, any model will do, and would pull from all 8 available aircraft of the basic type, assuming similar loadout.

I realize this probably would require introducing a whole extra level of abstraction to the db structure, but, I think it would result in much greater operational realism. On a real carrier, I'd imagine they'd maintain whatever standing CAP they'd determined was appropriate without any great concern for mixing models?

Thanks for a great game!

(in reply to CV32)
Post #: 11
RE: Formation Editor - Ready Aircraft. - 11/27/2007 1:45:54 AM   
Stalintc


Posts: 291
Joined: 8/2/2006
From: Bristol UK
Status: offline
I thought of a workaround for this one, until\if a solution is put in place by the development team.

Split your assignment of air patrols between your two types of F-14 aircraft, that way the AI should work its way through the aircraft but never run out of aircraft to be used (most of the time), you could even compromise by spreading the two types of F-14 in the formation based on their capabilities. With a little bit of ready reckoning you can probably guesstimate how many aircraft the AI will use and rotate in any one period of time.

Just a thought that might be helpful in the interim?

(in reply to Hurt Reynolds)
Post #: 12
RE: Formation Editor - Ready Aircraft. - 11/27/2007 2:21:53 AM   
SteveF2006

 

Posts: 111
Joined: 11/5/2006
Status: offline
That's a great idea. However, in some of the scenarios posted, you may only have 2 to 4 of a certain type. As soon as they are used to defend your fleet, there is a "hole" in the protection.

(in reply to Stalintc)
Post #: 13
RE: Formation Editor - Ready Aircraft. - 11/27/2007 2:36:07 AM   
Stalintc


Posts: 291
Joined: 8/2/2006
From: Bristol UK
Status: offline
quote:

ORIGINAL: SteveF2006

That's a great idea. However, in some of the scenarios posted, you may only have 2 to 4 of a certain type. As soon as they are used to defend your fleet, there is a "hole" in the protection.


I quite agree with you, the method I mentioned would of course have to be fit for purpose depending on the scenario you are quite right

Perhaps somewhat unrelated, but as an example of adapting to such things, the scenario that I am running at the moment GIUK 3.0

One of the surface groups has four helos, 2 of each of the following type:

2 x SH-60B - Long range, good radar, plenty of sonobouys

2 x Sea Sprite - Short range, fewer sonobouys, faster than SH-60's

I let the AI have 1 of the Sea Sprites which it can rotate without running out, positioned in the formation where I expect the a sub threat to appear (or the worst possible place for a sub to appear)

I control the 2 SH-60s planting hole plugging barriers at distance from my surface group but close enough for one Seasprite to run to from the formation and get a torp off if needs be. I return the SH-60's to my fleet the moment they have run out of sonobouys to keep a good rotation on the barrier which still leaves me the 1 seasprite in the air, or the one ready on deck to intercept a contact. This way I can keep loss of protection and detection for the shortest time possible

Erk perhaps im just rambling waffle, but thats just a current working example of using the formation editor and the game mechanics to get the result you need, without compromising protection when you have limited numbers of A/C

I hope I make some sort of sense lol!


edit - surface group not fleet.. doh..

< Message edited by Stalintc -- 11/27/2007 2:37:11 AM >

(in reply to SteveF2006)
Post #: 14
RE: Formation Editor - Ready Aircraft. - 11/27/2007 2:52:16 AM   
CV32


Posts: 1046
Joined: 5/15/2006
From: The Rock, Canada
Status: offline
quote:

ORIGINAL: Stalintc
Perhaps somewhat unrelated ...


I don't think its unrelated at all. Hint, hint, nudge, nudge.

quote:

... but as an example of adapting to such things, the scenario that I am running at the moment GIUK 3.0

One of the surface groups has four helos, 2 of each of the following type:
2 x SH-60B - Long range, good radar, plenty of sonobouys
2 x Sea Sprite - Short range, fewer sonobouys, faster than SH-60's

I let the AI have 1 of the Sea Sprites which it can rotate without running out, positioned in the formation where I expect the a sub threat to appear (or the worst possible place for a sub to appear)

I control the 2 SH-60s planting hole plugging barriers at distance from my surface group but close enough for one Seasprite to run to from the formation and get a torp off if needs be. I return the SH-60's to my fleet the moment they have run out of sonobouys to keep a good rotation on the barrier which still leaves me the 1 seasprite in the air, or the one ready on deck to intercept a contact. This way I can keep loss of protection and detection for the shortest time possible

Erk perhaps im just rambling waffle, but thats just a current working example of using the formation editor and the game mechanics to get the result you need, without compromising protection when you have limited numbers of A/C I hope I make some sort of sense lol!

edit - surface group not fleet.. doh..


Well done, Stalintc. That's putting your best foot forward.

_____________________________

Brad Leyte
HC3 development group member for HCE
Author of HCDB official database for HCE
Harpgamer.com Co-Owner

(in reply to Stalintc)
Post #: 15
RE: Formation Editor - Ready Aircraft. - 11/27/2007 4:47:00 AM   
SteveF2006

 

Posts: 111
Joined: 11/5/2006
Status: offline
Oh sure. That really is very creative. OK... I'll admit it... I'm somewhat lazy and I want the "staff" to handle that part!

(in reply to CV32)
Post #: 16
RE: Formation Editor - Ready Aircraft. - 11/27/2007 6:24:17 AM   
TonyE


Posts: 1551
Joined: 5/23/2006
From: MN, USA
Status: offline
I added your wish to my wishlist :).  While I don't think it will happen, it would still be a neat feature.

http://harpgamer.com/harpforum/index.php?showtopic=2081



_____________________________

Sincerely,
Tony Eischens
Harpoon (HC, HCE, HUCE, Classic) programmer
HarpGamer.com Co-Owner

(in reply to SteveF2006)
Post #: 17
RE: Formation Editor - Ready Aircraft. - 11/27/2007 2:27:43 PM   
Stalintc


Posts: 291
Joined: 8/2/2006
From: Bristol UK
Status: offline
quote:

ORIGINAL: CV32

Well done, Stalintc. That's putting your best foot forward.


Hehe cheers man


quote:

ORIGINAL: SteveF2006

Oh sure. That really is very creative. OK... I'll admit it... I'm somewhat lazy and I want the "staff" to handle that part!


Same here mate

At least it is on Tony's wishlist now so im glad we talked about it lol!

(in reply to SteveF2006)
Post #: 18
RE: Formation Editor - Ready Aircraft. - 11/27/2007 6:45:36 PM   
SteveF2006

 

Posts: 111
Joined: 11/5/2006
Status: offline
THANK YOU!

(in reply to Stalintc)
Post #: 19
RE: Formation Editor - Ready Aircraft. - 12/12/2007 8:07:30 AM   
mack2


Posts: 243
Joined: 6/29/2007
Status: offline
Well, I jumped into the reg editor to see if changing the values in the formation option would do anything.. nope.

Well, it does resize the window. It does not change the "clickables" size.



(in reply to SteveF2006)
Post #: 20
RE: Formation Editor - Ready Aircraft. - 12/16/2007 2:39:59 AM   
mack2


Posts: 243
Joined: 6/29/2007
Status: offline
Has this been added to Mantis tracking?

(in reply to mack2)
Post #: 21
Page:   [1]
All Forums >> [Current Games From Matrix.] >> [Modern] >> Larry Bond's Harpoon - Commander's Edition >> Formation Editor - Ready Aircraft. Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.637