I've started this thread for discussion about mission planning, as it seems to be something everyone's got their teeth into. As I've said in another post, I'm highly impressed by the detail going into these flights. So I thought a thread for talking about ideas and resources might be useful, for those who are already running our flight nights or who would maybe like to.
I'm browsing Flightgear's model directory now looking for inspiration, either for AI scenarios or multiplayer possibilities similar to T-Drone. What do people thing of a secret scenario, whereby, for example, you don't learn your target or mission profile until you're in the air? Or are under rolling orders?
I'm not thinking of complicated, necessarily, but perhaps unpredictable. A Combat Air Patrol, for instance, which would be directed onto a target to intercept an airspace intruder at short notice. If I was running it, for instance, I'd control the scenario, enemy aircraft etc. and one of the more experienced flight leaders would lead the squadron. Not difficult, just a bit different.
Anyway, that was really just a conversation starter. My main point was, a sticky thread about mission planning would be a good place for existing flight planners, and people who might like to give it a try, can talk about scenario building, model resources, that sort of thing.
I have long wanted to have AI scenarios available over MP. I have designed several Bombable Scenarios specifically for the day when we can all see the same group of fighters transgressing out airspace in real time.
Which reminds me that I need to get Bombable reloaded and tested on FGFS 2.8 and get back in touch with it's inventor.
I think a forum section relegated towards improving mission planning, flight planners and the like would be a great idea.
05 Oct 2012 14:53 - 05 Oct 2012 14:56#4096by Algernon
There are obviously inherent problems with models which move being used in scenarios at present. Whilst a stationary ship, such as in Dave's plan, is fine, if you have a moving model, its position will differ depending on when you started the scenario, ending up with everyone seeing the model in different positions. To do something like a sub hunt would require a different approach, using multiplayer with some tweaks. That's not to say it can't be done!
I've got an idea how it could work, using a 'control' instance of FG a bit like with an MP tanker. It's a really interesting possibility, allowing us to plan missions with unknown factors (such as the location of a sub, or a crippled boat in a SAR situation) - obviously, if you used plain old MP, you'd be able to see the location on the multiplayer map and pilot lists, which would kind of spoil the fun!! I'll see if I can formulate my thoughts into a coherent post in a little while...
AI scenarios using Bombable and multiple aircraft would be very sophisticated and a job for someone with much more Nasal and MP knowledge (i.e. probably not us right now). But something more basic might not be too challenging...
The idea I had was to have a multiplayer 'mothership' instance running, possibly invisible, i.e. without a model, in a fixed location and then use connected models remotely controlled by some Nasal, following very basic patterns. If these models are part of the FG base package, you wouldn't need the participants to download anything and thus give the game away, and they would be visible as models but their location would not be given away by the MP map or pilot list. It's would only really work for things like a drifting life raft, or a submarine or ship, as an aircraft would probably be quite difficult to program.