Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Feature Request: Bombing Run, CAS for placed units #90

Open
IZSparkle opened this issue Jul 31, 2019 · 4 comments
Open

Feature Request: Bombing Run, CAS for placed units #90

IZSparkle opened this issue Jul 31, 2019 · 4 comments
Assignees
Labels
feature Adds a new feature

Comments

@IZSparkle
Copy link

IZSparkle commented Jul 31, 2019

Great mod! I enjoy running it. However, I do have some suggestions on features that could be added. There are 2 main features I would love to see implemented. (1) is Bombing Run and (2) is CAS module for placed units so that you don't have to use modules that spawn and despawn and control when AI air assets will engage and what they will do.

Bombing Run:

  1. Spawns a plane of choice from drop down menu with desired altitude chosen on the menu.
  2. Plane flies to the designated target and drops 3-5 bombs depending on the vehicle's capacity.
  3. Despawn the plane after getting out of view.

This module, in my opinion, can enhance Zeus' ability to provide AI based CAS or present threat to the player base at a wider range. Or, it could be used to provide some cinematic experience for both Zeus and players. I was surprised that vanilla game didn't include this ability while the base game's campaigns utilizes this feature quite often in scripted instances such as in Adapt part of the East Wind campaign where the mission is to basically help pinned down squad, find the mortar observer and extract. Or, in the most recent application, just like in Contact DLC's mission.

CAS module for Zeus/Editor placed aerial assets:

  1. Select the module, and drop on a desired aerial asset (both grounded and in the air unlike Achilles).
  2. Menu opens to choose altitude, which weapon is to be used for the CAS strike, number of ammo on selected weapon it will expend on the run. and the targeting method which can be provided by 'Create Target' marker for artillery fire mission module or just like in ACE's 'Suppressive Fire' module's drag and drop system. Ideally, the system would make the units keep their distance based on weapon systems they are using, (i.e., guided missile used from further away compared to main gun on helicopter or unguided rockets).
  3. AI unit will perform strike by moving to the designated target and move away from the strike area (to a certain distance where it is less likely to be shot down) for another strike run or for another CAS mission.

This module, if implemented, will allow Zeuses to have greater control/option over what role air assets in the mission will play and what sort of threat those air assets possess to player base. This, in theory, should give the air assets more diverse roles (such as anti-air, then anti-ground) and relieves Zeus user from having to rely on spawn-despawn CAS modules or AI's chance to attack the desired area or target. And Zeuses can use this module to keep the players moving, inflict limited casualty as opposed to 0 casualty to mass casualty when relying on AI attacking them, and allow Zeuses to give more immersive CAS for players.

@mharis001 mharis001 added the feature Adds a new feature label Jul 31, 2019
@Kexanone
Copy link
Member

Kexanone commented Aug 1, 2019

Regarding (2): I definitely intent to create an updated version for the Advanced CAS module for ZEN, hence I'm glad to get some feedback. However, some concrete parameters for the new trajectory would be appreciated (e.g. what distance for which weapon system, attack angle, default altitude).
I don't know if it is even possible to force the AI to lock onto a target logic with guided missiles. In Achilles they are just treated like unguided rockets as a consequence.

@Kexanone Kexanone self-assigned this Aug 1, 2019
@IZSparkle
Copy link
Author

Ah, I think weapons system like ACE's AGM and Kh-25 semi-active guidance versions can have the range of 2km-4km. But then, as you said, I am not sure if you can force AI though it seems, from my experience with Achilles' target module and VLS (which launches missile to no end when they find a target module with tracking for the side to lock), it may be possible, but then, it could just be AIs doing their own thing. If you guys CAN get it to work, then those would be 2-4km from the target, I think as far as altitude go, it would be good to have adjustable one as different terrain calls for different altitude. Hope this is helpful! Good work out there!

@BloodSoakedBandit
Copy link

If this module could also have the direction of attack to be selectable/assignable.
For example either attack direction South or attack direction 180°. Actual compass heading would give more flexibility, but cardinals and subcardinals would be enough too.

Even though I assume this next point is dependent on AI, it would be cool if along with the attack heading the zeus could select/assign a weapon employment/flight altitude.

@NikkoJT
Copy link

NikkoJT commented Sep 9, 2024

A replacement Advanced CAS module would be really welcome, I hope it's still in the plans. The vanilla modules are very limited and the potential alternative mods are all lacking in certain ways (Air Support Plus has the world's worst interface, IR0NSIGHT's Ambient Modules doesn't support guns/missiles/helos).

About the guided missile stuff, it might be possible to force something using the setMissileTarget command, especially once it gets its alt syntax in 2.18. I'd settle for them still being treated as unguided if it means getting all the other Advanced CAS features back, though.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
feature Adds a new feature
Projects
None yet
Development

No branches or pull requests

5 participants