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Re: Air Traffic Control (ATC)
Posted: 2012-09-27 21:05
by Wakain
very interesting, love the plant in the carriers ATC position

Re: Air Traffic Control (ATC)
Posted: 2012-09-27 21:29
by 40mmrain
'[R-DEV wrote:Rhino;1819300']

oh god it's like a whole new game!
https://www.youtube.com/watch?v=nZ6ABV_Q9qU
I must convince servers to try this every once in a while. Personally I've seen vehicle warfare played maybe 3 or 4 times in the years i've played this game, but I liked every round quite a bit!
Re: Air Traffic Control (ATC)
Posted: 2012-09-27 21:30
by Ratface
'[R-DEV wrote:Rhino;1819300']


Re: Air Traffic Control (ATC)
Posted: 2012-09-27 21:50
by Gosu-Rizzle
'[R-DEV wrote:Rhino;1819300']

Awwwww yeah!!

This takes me back to the good old days of Coral sea in bf1942. Great idea!
Re: Air Traffic Control (ATC)
Posted: 2012-09-27 22:04
by sharpie
Re: Air Traffic Control (ATC)
Posted: 2012-09-27 22:27
by Redamare
this should be really interesting Seeing i am studying to become an air traffic controller i would enjoy this sort of a role

.... the only thing i can suggest to you Rhino is PLEASE make an A-Z or even just start with A-J Taxi identifier system "runway identifiers if you feel its necessary most likely a 36-18 or a 27-09 runway identifier seeing most runways are laid out in north south east west directions in PR

My main request for taxi way identifiers is necessary to direct the planes on the ground... the controller would need to give each person a specific route to avoid head to head issues causing one player to have to U turn and back track -_- which in real life isnt very real.

Black being where you are Yellow being what you are heading to
I DO NOT ASK YOU CREATE THIS ^_^ JUST CAUSES UN NEEDED CHAOS
... ALSO ..... if you are going to make this complex of an ATC system you can play around with ideas with the airport layout because as of right now ..... you Seriously dont want aircraft having to Back taxi on runways ( yes i know traffic might not be so thick ) But .... if there are 3 aircraft ready to take off .. you have to wait for the one aircraft to take off, the second to taxi to the end and U turn at the end take off then the same with the 3rd aircraft it take un necessary time.
With runways that have long corridor fencing you should give at least one parallel taxi way beside the runway for incoming traffic to taxi to the end and turn off then taxi back to parking/reload station ..

So with this you extend the fencing (facing the "camera" out) insert a taxi way beside the runway giving enough room for wing tips of the largest aircraft to avoid collisions and have it connect to the main taxi way area..

FOR AN EXAMPLE this is the actual airport which the FAA has been training its new air traffic controllers. it is a REALLY REALLY REALLY good basic airport as a study tool for a general airport layout (for millitary i have no clue) but look how every runway has its own taxi way at each end of the runway as well as taxi ways which allow both incoming and out going traffic to go either direction on the airport..
**Seriously though if you have any questions about these sort of airport layout necessity's please PM me I would be more than glad to help out**
Re: Air Traffic Control (ATC)
Posted: 2012-09-27 22:33
by Rhino
ye some marker signs like that could become in useful. Don't have time to implement that for the first release of PR:F but possibly something for the future

Re: Air Traffic Control (ATC)
Posted: 2012-09-27 22:54
by Jafar Ironclad
BTW, Helis are just there for Search and Rescue. Jets will be doing the fighting.
Re: Air Traffic Control (ATC)
Posted: 2012-09-27 23:02
by Rhino
damn you Redamare editing your post after I posted
Redamare wrote:With runways that have long corridor fencing you should give at least one parallel taxi way beside the runway for incoming traffic to taxi to the end and turn off then taxi back to parking/reload station ..
http://i.imgur.com/PqVau.jpg
So with this you extend the fencing (facing the "camera" out) insert a taxi way beside the runway giving enough room for wing tips of the largest aircraft to avoid collisions and have it connect to the main taxi way area..
Yep, there are two reasons I didn't do that here.
The first being this airbase is based on a real airport used by the Argentinians during the Falklands War (BAM Rio Grande), can find it here:
https://maps.google.co.uk/maps?q=Rio+Gr ... ntina&z=15
Note it doesn't have this taxiway, in fact it hardly has any of the markings on the runway/taxiway it should, not even basic taxiway markers hence why my one doesn't have them either
The second reason for this is because as seen on Qinling, players use the taxiway for taking off which just sucks... As such I've been limiting the taxiway so it can't be used as a runway and players must use the runway for taking off / landing.
Also since ingame there is no need to take-off / land towards the wind players only land/take off in the most convenient direct and as such, don't use the taxiway to get ot the other end to take off.
But ye generally speaking most airbases/airports do have a side taxiway like you've got there.
Re: Air Traffic Control (ATC)
Posted: 2012-09-27 23:10
by Q2M100
I swear I suggested this to [R-DEV]Rhino during the beta test. So glad it has been implemented!
Did you get any inspiration from my flight line marshaling on the carrier? I became pretty good at using the surrender action to direct the harriers. Maybe give paddles in surrender mode to the alternative pilot kit?
Re: Air Traffic Control (ATC)
Posted: 2012-09-27 23:13
by Rhino
Q2M100 wrote:I swear I suggested this to [R-DEV]Rhino during the beta test. So glad it has been implemented!
Did you get any inspiration from my flight line marshaling on the carrier? I became pretty good at using the surrender action to direct the harriers. Maybe give paddles in surrender mode to the alternative pilot kit?
hehe, I'm afraid if you did it wasn't to do with that, had the idea to do this for many years now just haven't had the opportunity/time to do it

Re: Air Traffic Control (ATC)
Posted: 2012-09-28 04:54
by Jolly
But it will cause base attack...
Once all the fighters are down, the main will be the HELL, all kinds of rockets and bombs fly...
This is about Falkland std mode...
Re: Air Traffic Control (ATC)
Posted: 2012-09-28 04:58
by Jafar Ironclad
1. most jets spawn on a five minute timer. seven fixed-wing aircraft per faction on standard layer.
2. Each primary airbase (Argentina, the HMS Invincible) has invulnerable anti-aircraft defenses. All the Falklands spawn areas also have air defenses, though those can be destroyed.
Re: Air Traffic Control (ATC)
Posted: 2012-09-28 05:07
by =HCM= Shwedor
Cool, now there is a place to send the noobs to! Every terrible player I see, I will tell them to go help in the ATC tower.
48 jets... I can see it now. 12 lost to noobs running them into the runway fence, 10 lost to people with fk'd up joysticks, 12 more lost to players who think they are l33t but fly 100m off the ground and eat AA, 6 lost to CTD/Punkbuster Keypackets/lag. Leaving 8 good pilots in the air at any given time to cover a super large map while 40 people have to decide whether or not to jerk off on the runway or actually help the team.
^ pessimistic view
OR, badass dogfighting and CAS support for a few infantry on a tiny island == pissed off infantrymen who have been bombed WAY too much.
^ optimistic view
Re: Air Traffic Control (ATC)
Posted: 2012-09-28 05:27
by Nugiman
[R-DEV]Rhino wrote:Mumble is most likely the best way, no new way to communicate if that's what your asking.
But wont this be a problem of communication?
I mean, the squadleader of the jet squad is the only chance for the pilots to communicate with the commander. If one pilot want to request a landing, he has to tell the squadleader, SL has to ask CO, and then again SL has to tell pilot if he is allowed to land or not.
Furthermore, wont the SL be too busy communicating with commander for his pilots all the time?
I mean in real-life the pilots have a direct way to communicate with their CO/tower/HQ. They dont have to ask the SL first for asking the CO then. This is a bit unrealistic and especially circumstantial, isnt it?
Not sure if there is a way to be found which could let the pilots talk to CO directly, so SL doesnt have to talk the whole match long for requests/recieve orders of his squadmembers.
Just thought about it and came to this case, just wondering; tell me if I'm wrong.
Re: Air Traffic Control (ATC)
Posted: 2012-09-28 05:45
by Jafar Ironclad
=HCM= Shwedor wrote:Cool, now there is a place to send the noobs to! Every terrible player I see, I will tell them to go help in the ATC tower.
48 jets... I can see it now. 12 lost to noobs running them into the runway fence, 10 lost to people with fk'd up joysticks, 12 more lost to players who think they are l33t but fly 100m off the ground and eat AA, 6 lost to CTD/Punkbuster Keypackets/lag. Leaving 8 good pilots in the air at any given time to cover a super large map while 40 people have to decide whether or not to jerk off on the runway or actually help the team.
^ pessimistic view
OR, badass dogfighting and CAS support for a few infantry on a tiny island == pissed off infantrymen who have been bombed WAY too much.
^ optimistic view
Only the vehicle warfare layer will have that many jets. The Standard/Alternate layers will have seven per side. With the 3 km viewdistance, ground AA is pretty brutal.
Re: Air Traffic Control (ATC)
Posted: 2012-09-28 07:42
by maarit
Re: Air Traffic Control (ATC)
Posted: 2012-09-28 07:59
by ComradeHX
Very awesome assets to make Commander seat more fun/useful!
Re: Air Traffic Control (ATC)
Posted: 2012-09-28 08:07
by Vista
'[R-DEV wrote:Rhino;1819300']

I fucking love you.
Re: Air Traffic Control (ATC)
Posted: 2012-09-28 10:04
by Hokunin
ATC would be very useful only in CO-OP servers where there are too many pilots flying and collisions are not a rare thing. For normal: player vs player maps, ATC is useless, since there are no more than 2 planes and pilots are in one squad talking to each other.
AA weapons would be usefull in maps like silent eagle where airstrips are a cap objective. But on other normal maps "mains" are usually forbidden to attack and are in dome of death area, so AA has no jobs.