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View Full Version : Flight deck, traffic control for DF server



karost
05-26-2004, 11:29 AM
I just wonder for DF online server what kind of traffic control on flight deck for avoid accident crash as:

if I going to landing on the carrier at final approach but at same time someone join server and click refly and appear on the runway ... then I will crash that new friend on the deck.


so I would like to know how there fix this problem ?

S!

ps. if this topic is duplicate to previous then I sorry.

karost
05-26-2004, 11:29 AM
I just wonder for DF online server what kind of traffic control on flight deck for avoid accident crash as:

if I going to landing on the carrier at final approach but at same time someone join server and click refly and appear on the runway ... then I will crash that new friend on the deck.


so I would like to know how there fix this problem ?

S!

ps. if this topic is duplicate to previous then I sorry.

mseraser
05-26-2004, 12:13 PM
Perhaps we chould have two carriers, one for take off, the other for landing..... http://ubbxforums.ubi.com/infopop/emoticons/icon_wink.gif

F19_Orheim
05-26-2004, 12:59 PM
hmm yeah , would love an answer http://ubbxforums.ubi.com/infopop/emoticons/icon_biggrin.gif


http://216.12.202.106/~f19vs/F19bannerA.jpg
http://216.12.202.106/~f19vs/F19banner.jpg

IV_JG51_Razor
05-26-2004, 01:19 PM
This is going to be very problematic for the "public" DF servers I fear, unless Luthier or Oleg can figure out a way to control the number of people Spawning onto a carrier deck. I think that on the larger CVs, there is enough deck space that you could spawn ahead of the barriers without interferring with landing traffic, but only maybe two, or three at a time. Even then, you would be trusting the guy in the pattern behind you to make a good trap, staying out of the barrier. But you would need a way of knowing that the deck was full to keep you from spawning on top of somebody sitting there waiting to take off.

In a DF server, I would think that the barriers (if modeled) would always stay up, so that when you land, you'd have to exit (hit refly) while still in the gear. In RL, about the only time they carried out simultaneous launches and recoveries, was during carrier quals.

In a coop, I would expect to see the barriers down for the launch, with the airgroup all spotted aft. Upon return to the ship, I would expect to see the barriers up until the landing plane has come to a stop, then fold down to allow the plane to taxi forward, then stand back up again as soon as the plane has cleared them. I'm not sure how Luthier could trigger the barriers to come up in the first place, maybe a key command from any a/c within a certain distance of the ship, or maybe they would come up after the last plane has taken off? Maybe they just won't get modeled at all due to the complexity of it all???

It's definitely going to be one his major challanges in this sim, to figure this one out. http://ubbxforums.ubi.com/images/smiley/35.gif

Razor
IV/JG51 Intelligence Officer
www.jg51.net (http://www.jg51.net)

"Good judgement comes from experience, and experience comes from poor judgement"

Jake_1
05-26-2004, 01:34 PM
A very good question....
I would guess they should spawn on the front of the deck and you will be landing hopefully on the back of the deck you unless you fluf your landing you shouldnt come into contact..
But i would like to know if you will spawn in line with the deck(pointing forwards) or if u will have to taxi to a take off point (not clever on a small space)
I think that two or multiple carriers is a good idea Afaik carriers worked in a lauch aircraft or recover aircraft mode and did not have the room to conduct both operations

http://www.chinfo.navy.mil/navpalib/ships/carriers/cv20benn.jpg
a bit crowded?....

http://www.skyknights.pwp.blueyonder.co.uk/corsair1.jpg

[This message was edited by Jake_1 on Wed May 26 2004 at 12:48 PM.]

karost
05-26-2004, 01:44 PM
I think that is a big problem in public DF server same as you said IV_JG51_Razor http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

let see my idea
1) after you landing complete then host will automatic re-fly keep your plane stay out of landing.
2) then when you click fly but same time your friend will make a final approach server should delay your action with message "your frineds are going to landing please wait..." and keep you in a slot same like HL slot

3)after your friends complete landing and the deck is clear then you will automatic appear in take off postion stack with other friends behind you.

..... but problem still exist if some guy try to landing on the deck while you not taking off ...well... we will see BooM! and that guy will get -1000 point for his action... :P

that is just my stupid idea

S!

[This message was edited by karost on Thu May 27 2004 at 09:30 AM.]

IV_JG51_Razor
05-26-2004, 01:47 PM
If it remains as it is now in FB, we will all have to learn how to cooperate a little better LOL!!

Razor
IV/JG51 Intelligence Officer
www.jg51.net (http://www.jg51.net)

"Good judgement comes from experience, and experience comes from poor judgement"

BSS_Vidar
05-26-2004, 02:56 PM
This isn't a problem, we'll show you how to do it. http://ubbxforums.ubi.com/infopop/emoticons/icon_cool.gif
For refly aircraft, you'll just have to take a wave-off or go to the Spin pattern above the landing pattern till the deck is clear. People WILL have to pay more attention to their surroundings. Being up on a comms sytem i.e. Teamspeak will help out. Comms will be a must during any Blacksheep game flying off of carriers. Our T/S server will prevent bogging down the game.

S!

BSS_Vidar

heywooood
05-26-2004, 06:03 PM
Vidar - you are relentless. http://ubbxforums.ubi.com/images/smiley/16x16_smiley-very-happy.gif

I'm not kidding - let me up already http://ubbxforums.ubi.com/images/smiley/35.gif

I'll get the darn teamspeak deal and sign up as soon as I can but let me up already !hahaha

I picture you and your gang at the theater - going to see a movie and you're all walking in formation - break left to the ticket window ready... break now now now... and then taking your seats one at a time from an orbit at the foot of the steps... breaking out the popcorn one two three... oh, my sides ow.. oh http://ubbxforums.ubi.com/images/smiley/88.gif

BSS_Vidar
05-26-2004, 07:21 PM
Not 'till you're dirtied up and on speed in the downwind! http://ubbxforums.ubi.com/images/smiley/16x16_smiley-very-happy.gif

BSS_Vidar

IV_JG51_Razor
05-27-2004, 09:15 AM
I am truely looking forward to witnessing the Black Sheep in action once PF is out! However, I believe that Vidar has missed the point of the original post. That is, the problems that we will encounter in a DF server where carrier ops are enabled. For a private (passworded) server, where a single squad on comms is operating off of a carrier this will be sweet, but just think for a moment, about the kinds of people you've encountered in a public DF server lately. There is no regard for anyone else, no concern about whether someone else might be taxiing on a taxi way as they are blasting off in the opposite direction, taking off, etc, etc, etc. That is the extreme on the bad side. Take another example of those who do concern themselves with others on the field, or in the pattern. There will be unavoidable accidents where a guy might ba able to spawn right on top of you just as you've gotten your wings unfolded and are beginning to taxi into takeoff position. Normally that would just be a minor irritant, but now, with FBD2 out, you're likely to be in a server with a death kick. So you might find yourself out of the game for quite some time for a very frustrating accident.

I'm hoping that Luthier will come up with some sort of solution for this, other than an admonishment for us to "play nice!" LOL!! It will be very interesting to see how this turns out. http://ubbxforums.ubi.com/images/smiley/35.gif

Razor
IV/JG51 Intelligence Officer
www.jg51.net (http://www.jg51.net)

"Good judgement comes from experience, and experience comes from poor judgement"

karost
05-27-2004, 10:25 AM
well IV_JG51_Razor , thx for help us direct to the point of this post again.

Maney friends here need the response from Luthier or development team in PF that this problem will be in-list of concerning.

I know that for the development team have maney thing to concern like number of plane to fly or a beatiful ship to implement. so if you (development team) have some free time please let us know that you acknowledge about this problem.

IV_JG51_Razor , let me tell you some basic problem in DF server like war_clound server in HL, every time when the mission start I alway see admin of server keep talking with all his freinds who join host to use taxi way for taxi plane and use runway to take off ... just a less people follow his request but alot of them still use taxi way for taking off and taking off with difference direction http://ubbxforums.ubi.com/infopop/emoticons/icon_biggrin.gif

well.. I can see a lot of funy picture that will happend in future for public DF Server in PF like some one crash on the sea some landing over other friend head , someone hit the dect control alot of them get dead kick ....etc etc which we know that is not a funny it is not clever.

and it would be nice if someone have information about the real standard operation in Flight deck for traffic control works in WWII for USA and JAPAN ,how to manage traffic control , I think this information will be a good material for development team to learn and help them for a quality of their work, also that will be a good history knowledge for alot of friends here too.

S!

[This message was edited by karost on Thu May 27 2004 at 10:01 AM.]

BSS_Vidar
05-27-2004, 10:43 AM
Yeah, I understood the problem, and there are quite a few of those that will be rude, or just plain clueless to their surroundings. It was a great idea to bring up. Hopefully developers will take notice and come up with a solution.

Thought... (Uh oh, he's thinkin' again) http://ubbxforums.ubi.com/images/smiley/88.gif

Encode Two types of flight deck spot positions...
1st type: Pre-mission start. All aircraft spotted all the way aft.

2nd type: After the mission starts. All refly/newcommer aircraft spotted forward of the barracade wires. If no brracade wires are in the game, position abeam the island superstructure forward of the recovery area.

With this second deck spot type, the first refly/newcommer takes the first take-off possition, the second, the next and so on till their is no room left in front of the landing area aft of the island. I expect that up to 8 deck spots could fit tightly in between the take-off possition and the forward reaches of the recovery area. To keep from overcrowding, allow the host of the server to select max team players.

S!

BSS_Vidar

P.S. Hey Jake_1. If you like that Avitar so much, why don't you submit a request for membership and put a "BSS" in front of your name. http://ubbxforums.ubi.com/images/smiley/16x16_smiley-wink.gif Be glad to have'ya!

[This message was edited by BSS_Vidar on Thu May 27 2004 at 10:17 AM.]

IV_JG51_Razor
05-27-2004, 12:18 PM
Interesting concept Vidar - having two different spawn points. Maybe they could make them a choice of the host prior to mission launch, or better yet, give them a command line so that the host could change it in-game!

I'm still concerned about the barriers though. It seems like such a difficult obstacle to overcome for multiplay (DF servers), I'm afraid we won't see them at all. It seems to me that they would be fairly easy to impliment in a coop, but I'm worried that we will end up not seeing them at all. I sure hope not.

Like I said before, it will be very interesting to see how Luthier and Co. solves these issues.

If we get spawn points up forward abeam the island, the runout of the arresting gear had better get shortened up quite a bit too! hehe

Razor
IV/JG51 Intelligence Officer
www.jg51.net (http://www.jg51.net)

"Good judgement comes from experience, and experience comes from poor judgement"

james8325
05-27-2004, 03:57 PM
i say just make spawning planes comletely out of the way of the landing planes, and if they taxi and get hit, it's their own fault.

Baco-ECV56
05-28-2004, 03:44 PM
I say Vidars idea is the simplest of all.

Have respawn spots (like we now have in FB) fordward from the Island.

And the barrier should not be that hard to implement, since we now have trap wires right? so make a giant trap wire taht stops the planes befor they reach the spawning areas. Then either animate an elevator that takes the plane below, or just un-spawn it.

If there was time it would be cool to have an elevator that takes you down to the hangar, and places your first person view inside the island to watch your buddys land, or whatever until you esc and click refly http://ubbxforums.ubi.com/infopop/emoticons/icon_wink.gif. Also you can see if the spawns slots are full or not.

MEGILE
05-28-2004, 04:33 PM
I for one will definatly be the n00b who takes on an assumed identity, and enters dog fights simply to kamikazee friendlys on deck http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

hehe j/k

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