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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Loader
![]() Join Date: Oct 2005
Posts: 83
Downloads: 24
Uploads: 0
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Hey everyone,
Not sure if this is possible to mod or if it would have to come from SCS, but i'd like to see the ability to conduct a SAR. Example: Incoming hostile fighter is engaged by say the Perry's SM-2 at a resonable range, the fighter is unable to avoid the missle and is hit, the pilot ejects over the water and in the game this turns into an inflatable rubber raft (IRR). Through international maritime law doctrine this downed pilot is to be rescued even in times of conflict. Now when you navigate through the in-game map, you can right click over a hostile target and select which weapons you wish to engage that target with, i'd like the ability to right click over the IRR and choose pick-up which would be directed through the on-board helo. I'm not saying ropes and divers jump in the water thats going too far, but for the helo to hover at about 30ft over the IRR for a couple of seconds then a removal of the IRR platform from the game as to simulate a successful SAR recovery. Any Thoughts? Captcav |
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#2 |
The Old Man
![]() Join Date: May 2005
Location: Czech Republic
Posts: 1,458
Downloads: 6
Uploads: 0
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Sounds like it could be done using mission editor. Downed pilot exists as object (IIRC), and extraction is simple distance trigger. Spawning the pilot when the plane crashes could be tricky however. :hmm:
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#3 |
Loader
![]() Join Date: Oct 2005
Posts: 83
Downloads: 24
Uploads: 0
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Well that's my problem, i've tried to work this into an advanced trigger, but it is too random to calculate when the SAM will engage the target, to say nothing of the fact the fighter may avoid the first to fly out of range for a matter of time only to return at a later stage in the mission.
It's tricky, I think it would have to be developed into the game, just like launching the SAS from a sub is only available at a certain range, depth and speed to a targert, so would a SAR recovery. Captcav |
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#4 |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
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You would need discrete spawns for the raft, there is no way around that. Depending on how much time you want to sink into the project, you could put a whole ton of possible spawns, though.
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