While I love asymmetric/unusual designs the BV 141 lost the Luftwaffe design competition to the Fw-198 & I too would also chose the Fw-198 over the BV 141.
The Wellington is already in D-day as a bomber & transport, a DWI version while very cool would be difficult add due to the limitations of the engine regarding mines.
The Airacuda has been on the D-day todo list since the early stages of development, going from being a main unit, to stolen tech & then a random bonus. As such it's buried under other priories but I do plan to add it at some point.
The V-173 was built as a testbed aircraft for a new lifting body design. Once proved successful, work moved on to the larger & more advanced Vought F5U, which I added to D-day last year.
This revolutionary aircraft deserves more recognition, however as a civilian testbed aircraft it would only really fit into D-day as a map decoration.
The idea of adding the A-40 as well as the similar Japanese Ku-Ro has come up several times in the past, at those times it wasn't possible to implement it tho. Since then Ares has added new logics that make it possible to add glider tanks as a reinforcement superweapon. Their addition isn't a priority tho but both will be added to D-day in the future. _________________
Wellington DWI implemented as a low flying weak tesla coil? Could fit imo and would give the mod some more weapon diversity among all the cannons and mg's _________________ SHP Artist of Twisted Insurrection: Nod buildings
@LKO: The DWI use an invisible magnetic field to detonate naval mines so no tesla weapon effects.
@GD: Can anims in the sky damage objects on the ground?
Some of the problems are that aircraft/jumpjets cant detect clocked mines/units, so any weapon/effect would have to be constantly damaging the ground beneath the unit to consistently detonate the mines. This may cause some problems with overlays & AI targeting/pathfinding. With the need for constant firing an aircraft would also need a infinite amount of ammo to make them usable. This negates the use of a standard aircraft as without the limited ammunition they dont need to return to the airfield to reload & will thus have movement problems & brake the PadAircraft logic.
Of course all of this is really academic because D-day doesn't even have naval mines! D-day has land mines tho which are pressure/proximity based & wouldn't be effected by the DWI's magnetic field. I would like to add naval mines in the future but the current system of units laying a few land mines at a time requires a lot of micro managing & wouldn't work well on a large open body of water. I'm considering replacing it with a super weapon that can lay a large field of mines instead. This method has it's own problems that would need to be solved too tho. _________________
Joined: 22 Nov 2010 Location: Iszkaszentgyörgy, Hungary
Posted: Wed Jul 13, 2016 2:21 pm Post subject:
Yes, with enough huge CellSpreads, they can. They need to be really big for the default flying height though. Had a jumpjet with a healring which I had to ultimately shift down to a flying height of 250 to make the anim and the effect synced.
This all happened before Ares got the CellSpread alterations so it might be better since but back then it worked like that.
TBH detonating mines blindly with aircraft sounds like a feature and not a bug/limitation, pretty sure the actual plane also just assumed where are the mines and not directly target them... _________________
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