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It's not dead yet!

probably beyond the scope of this addon but a series of missions or mini-campaign that depended on players success would really add something.
 
I've wished for it before, in some other threads though, but to have the QC to be basically a mission without any fixed enemy activity. The frontline (customizable perhaps) would be there, with randomly appearing air activity from both sides, active AA batteries, road traffic firing back if enemy, searchlights working, you get the idea. The entire thing alive so to speak.
I think that should be completely possible. I need to do some experimenting with how QC sets up free flight, since it uses different rules than missions. The challenge is for flights that start behind enemy lines, since normally CFS3 doesn't allow this. But some flavor of your idea (whatever I can get CFS3 to roll with) is definitely on the cards.
 
probably beyond the scope of this addon but a series of missions or mini-campaign that depended on players success would really add something.
This will depend on how much outcome information I can capture at the end of a CFS3 flight and pass to the interface. If I can, that sounds like a great idea. Something kind of like the old CFS2 campaigns.
 
Wow!

Anything that is a step closer to more realism or variety of options in QC would be great.
I second that! I'd like to be able to change the initial QC setup in more detail, like altitude and relative position of the player to enemy aircraft
In general, not only QC, I'd like to see better tactical flying by E/A: not every fighter is boom-and-zoom etc. Essentially this is what I think the OFF etc. developers did.
 
Yep, more detailed QC setup including exactly the options you mention is definitely planned.

Regarding AI flying, I'd love to figure out how to do that. At present I have no idea, though as you mention, WOFF has managed to do wonders for the AI there.
 
I second that! I'd like to be able to change the initial QC setup in more detail, like altitude and relative position of the player to enemy aircraft
In general, not only QC, I'd like to see better tactical flying by E/A: not every fighter is boom-and-zoom etc. Essentially this is what I think the OFF etc. developers did.

I third it!

The stock QC is pretty dire, CFS3 only comes to life in Missions and Campaigns, so a new QC interface utilising mission builder type options would be great!

Having said that... QC is great for testing, so still having a quick way of getting into the game would be good.
 
I third it!

The stock QC is pretty dire, CFS3 only comes to life in Missions and Campaigns, so a new QC interface utilising mission builder type options would be great!

Having said that... QC is great for testing, so still having a quick way of getting into the game would be good.
This QC will still be in the spirit of the existing one to some extent. If you add too many options, it is no longer "quick." I'm still thinking through getting that balance right. QC will still be geared toward a shorter flight with a shorter set up time. Some of the suggestions here may not fit into QC, but can still be implemented in other modes. More on those in due time, but there will be more ways to fly besides Quick Combat, Single Mission, and Campaign.
 
This QC will still be in the spirit of the existing one to some extent. If you add too many options, it is no longer "quick." I'm still thinking through getting that balance right. QC will still be geared toward a shorter flight with a shorter set up time. Some of the suggestions here may not fit into QC, but can still be implemented in other modes. More on those in due time, but there will be more ways to fly besides Quick Combat, Single Mission, and Campaign.
To my mind, it's that when you fly in missions and the campaign you see so much more going on than you do in QC. It's hard to describe, but observing scenes like a sky full of parachutes, or a flight of friendly fighters coming to your aid just doesn't seem to happen in QC.
 
Yeah, QC mode is quite limited in scale, and changes some of the game dynamics in a way that limits what it makes sense to do, particularly the way it handles friendly and enemy territory. I will be doing away with those things and moving towards the ability to have more airplanes in the sky, and a more open, believable world. The extent of that is still TBD, but that's the direction I'm heading, and it seems a lot of people want similar things.
 
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