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Old 03-26-2020, 04:56 AM   #21
cailean_556
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This is something I could get behind. If a pilot successfully ejects and lands in water, the model changes to that of a pilot in a life raft. For the purpose of the sim, the life raft/pilot object could be sling loadable (or a winch system will need to be developed/added - but sling loading as an interim measure would be great). A SAR chopper has to hover over the raft, sling load/winch it up and then they can fly back to base.

As for pilot penalties, it would have to be an optional setting, but perhaps they do indeed sit there in external view waiting to a SAR bird to come get them and they can only respawn once their pilot/life raft makes it back to the base.

This could be really effective in a Dynamic Campaign (dynamic SAR) whereby if a pilot is forced to eject, an AI (or human) SAR mission is generated. For AI pilots that are saved, that's another plane that can be flown. For every pilot not saved, AI planes take longer to become available or some such. For the player, if they don't get saved (or they die), campaign over. If they do get saved, they can continue within the same campaign.

Not overly sure about sharks though... Could be interesting.
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Old 03-26-2020, 06:42 AM   #22
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I take it that the current "self generating" SAR missions are a work of custom scripting, however; it works well and having additional SAR mission over water would be great. Moreover, in the upcoming Marianas map I think we can expect the increased popularity of rafting among pilots
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Old 03-26-2020, 12:25 PM   #23
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Setting an incentive for people to *not* get shot down is definitely a good idea!
We tried setting up something similar in an old squadron of mine, where we had server triggers for people ejecting, and a timer starting until they "would be captured by enemy forces". We'd have SAR helos on standby, who had to find that ejected player (we had a trigger for smokescreen signals at the spot where the pilot touched the ground - sadly it indeed doesn't work over water), and the helo was to get that player out before the timer expired.
Only after the helo reached its home base, said player would be allowed to jump into a new aircraft.

I have always loved that idea!
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Old 03-26-2020, 01:09 PM   #24
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Quote:
Originally Posted by deadpool View Post
If I read the inofficial update notes correctly, there are now more events one can use and influence after ejecting and landing on the ground as parachuter ..

so those missions can be now potentially written using LUA and events.

as for life rafts, I am not sure if all planes carry them in the seat pan at all times.
Like NAVY would, but what about the air force? only if portions were flown over the water?

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Everything (military) I've ever flown, or flown in, had a dinghy in the seat. Fixed and rotary wing...
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Old 03-26-2020, 05:42 PM   #25
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Quote:
Originally Posted by Elysian Angel View Post
Setting an incentive for people to *not* get shot down is definitely a good idea!
We tried setting up something similar in an old squadron of mine, where we had server triggers for people ejecting, and a timer starting until they "would be captured by enemy forces". We'd have SAR helos on standby, who had to find that ejected player (we had a trigger for smokescreen signals at the spot where the pilot touched the ground - sadly it indeed doesn't work over water), and the helo was to get that player out before the timer expired.
Only after the helo reached its home base, said player would be allowed to jump into a new aircraft.

I have always loved that idea!
That's a fun idea, but in your experience there: doesn't it get rather frustrating to be sitting there doing nothing for an hour, especially if you just got unlucky?
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Old 03-27-2020, 01:21 AM   #26
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Doing a cool emergency water landing in The Channel would be epic.
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