Jets + Carrier?
Posted: 2009-03-06 05:26
I looked around for any suggestions similar to this and couldn't find any in the forums recent history so here goes...
I think it is very realistic and sensible to say that every aircraft carrier out there has planes on board it...
I think it would be neat if the devs could figure out a way to make carriers on the aircraft carrier work.
Here's how I think it could work.
Takeoff (2 possibilities)
1. The aircraft is a Harrier or an f35... just hover and takeoff nuff said.
2. (much more common to real life and therefor a lot more realistic)
Player x enters plane parked neatly on the side of the carrier.
Player x taxis the plane to the take off section of the carrier at the bow.
When Player x is within a reasonable distance (say 2 meters) of that takeoff point and the in aircraft is oriented in the correct direction (within say 5-10 degrees of accuracy) the player pushes a set button at which point the controls for the plane are reverted to the state they were in when the vehicle was first entered (movement is impossible).
Once the aircraft is in this special "takeoff state" pushing the forward throttle will result in the usual short pause for the engines to warm up and then a short 4-5 second godlike forward acceleration to boost the aircraft above rotation speed as it crosses the bow, at which point the acceleration is cutoff and the aircraft functions as it normally would.
Although that may be a wall of text i'm sure a bit of creative programming could make it happen. (And it would make a full reload of the aircraft take a lot longer and realistic.)
Now for the fun part... landing.
I'm not really an expert on coding so I'll try and describe this in the way I think it would be able to work. Obviously applying the method used in real life (with a cable across the flight deck) would be difficult to implement so I am going to assume it wont happen, but heres an idea.
Somehow the location of the object (the aircraft) would be tracked so that the game would know whether the aircraft is within the x-y coordinate boundaries of the carrier (ie within a giant box created by extending the edges of the flight deck up and down to the top and bottom of the map). If the plane is within these boundaries, and further the wheels are within say half a meter of the flight deck, then pushing the reverse engine button would result in the engine going into UBER reverse and exerting a force proportional to the forward velocity of the aircraft such that the plane would slow down fairly quick. I don't know how feasible this is but basically I'm wondering if its possible to change the properties of the aircraft's engine based on the location of the aircraft within the 3d space of the map.
In addition if there is friction in the game (not sure if there is or not) another possible solution might be to jack up the friction values for objects touching the surface of the flight deck.
One thing I think would need to be changed to make this work is that helo and player spawn locations would have to be moved to the other side of the carrier where takeoffs would occur, as takeoffs would require a lot less room and landings (at the stern) would require a lot more.
Pros and cons...
PROS:
Realistic (don't see too many aircraft carriers w/o aircraft)
Teamwork based (aircraft require much more teamwork and cooperation to be effective)
Add more depth to the game by making more maps feasible for aircraft in more maps.
Cons:
Difficult to get working I'm sure.
Not very noob proof.
Requires a lot of practice to master (which is realistic)
More input on this issue would be cool / DEV input on how reasonable the suggestions are.
Lets get some nice friendly discussion
(please lets not rush to NO DON'T LET TEH NOOBS HAVE JETS ON THE CARRIER)
I think it is very realistic and sensible to say that every aircraft carrier out there has planes on board it...
I think it would be neat if the devs could figure out a way to make carriers on the aircraft carrier work.
Here's how I think it could work.
Takeoff (2 possibilities)
1. The aircraft is a Harrier or an f35... just hover and takeoff nuff said.
2. (much more common to real life and therefor a lot more realistic)
Player x enters plane parked neatly on the side of the carrier.
Player x taxis the plane to the take off section of the carrier at the bow.
When Player x is within a reasonable distance (say 2 meters) of that takeoff point and the in aircraft is oriented in the correct direction (within say 5-10 degrees of accuracy) the player pushes a set button at which point the controls for the plane are reverted to the state they were in when the vehicle was first entered (movement is impossible).
Once the aircraft is in this special "takeoff state" pushing the forward throttle will result in the usual short pause for the engines to warm up and then a short 4-5 second godlike forward acceleration to boost the aircraft above rotation speed as it crosses the bow, at which point the acceleration is cutoff and the aircraft functions as it normally would.
Although that may be a wall of text i'm sure a bit of creative programming could make it happen. (And it would make a full reload of the aircraft take a lot longer and realistic.)
Now for the fun part... landing.
I'm not really an expert on coding so I'll try and describe this in the way I think it would be able to work. Obviously applying the method used in real life (with a cable across the flight deck) would be difficult to implement so I am going to assume it wont happen, but heres an idea.
Somehow the location of the object (the aircraft) would be tracked so that the game would know whether the aircraft is within the x-y coordinate boundaries of the carrier (ie within a giant box created by extending the edges of the flight deck up and down to the top and bottom of the map). If the plane is within these boundaries, and further the wheels are within say half a meter of the flight deck, then pushing the reverse engine button would result in the engine going into UBER reverse and exerting a force proportional to the forward velocity of the aircraft such that the plane would slow down fairly quick. I don't know how feasible this is but basically I'm wondering if its possible to change the properties of the aircraft's engine based on the location of the aircraft within the 3d space of the map.
In addition if there is friction in the game (not sure if there is or not) another possible solution might be to jack up the friction values for objects touching the surface of the flight deck.
One thing I think would need to be changed to make this work is that helo and player spawn locations would have to be moved to the other side of the carrier where takeoffs would occur, as takeoffs would require a lot less room and landings (at the stern) would require a lot more.
Pros and cons...
PROS:
Realistic (don't see too many aircraft carriers w/o aircraft)
Teamwork based (aircraft require much more teamwork and cooperation to be effective)
Add more depth to the game by making more maps feasible for aircraft in more maps.
Cons:
Difficult to get working I'm sure.
Not very noob proof.
Requires a lot of practice to master (which is realistic)
More input on this issue would be cool / DEV input on how reasonable the suggestions are.
Lets get some nice friendly discussion