Should Vintage Mission go "Mods on"?

A place to talk about our main Rise of Flight server. This server includes our weekly "Sunday Vintage Mission".

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Should Vintage Mission go "Mods on"?

Postby SYN_Vander » Sat May 31, 2014 10:37 am

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Re: Should Vintage Mission go "Mods on"?

Postby SYN_Bandy » Sat May 31, 2014 11:08 am

Have voted and replied. :cool:
Lest we forget...
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Re: Should Vintage Mission go "Mods on"?

Postby SYN_Mugue » Sat May 31, 2014 12:53 pm

Done.
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Re: Should Vintage Mission go "Mods on"?

Postby SYN_Per » Sat May 31, 2014 1:47 pm

The idea with a "Syndicate Vintage Mods Pack" is really good. A SYNVIMOP? If we can do that, then yes.
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Re: Should Vintage Mission go "Mods on"?

Postby SYN_Vander » Sat May 31, 2014 2:34 pm

Yes, we need to decide what stuff we will put in. My list would be:

-Fubar's new landscape mod, includes Ankor's bumpmap mod
-All our objects of course: Drifters, Tirpitz artillery battery, infantry...
-The new static planes by Lefuneste
-AI pilots and AI gunners
-Reduce Flak Lethality
-Reduce Water Blueness (Channel map)
-Remove Ambient Flak
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Re: Should Vintage Mission go "Mods on"?

Postby SYN_Jedders » Sat May 31, 2014 10:29 pm

I reckon yes :)
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Re: Should Vintage Mission go "Mods on"?

Postby SYN_Mars » Sun Jun 01, 2014 7:42 am

Bucksnorts Rate of Fire by historic date range Mod would be good - would allow historical rate of fire for each mission:

http://riseofflight.com/Forum/viewtopic ... 6&start=60

If used, it may be best to create a mod archive for each VM?

Gav's alacarte mod would be a useful starting point too:

http://www.rofmods.com/en/ROF_Refined_Alacarte/
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Re: Should Vintage Mission go "Mods on"?

Postby SYN_Jedders » Sun Jun 01, 2014 8:15 am

When are we trying this?..too soon this weekend?..
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Re: Should Vintage Mission go "Mods on"?

Postby SYN_Vander » Sun Jun 01, 2014 9:10 am

Not this weekend...poll is still running. Maybe next weekend? If we go mods on, we can also host Waxworks Channel missions with the extra objects on Sundays every now and then.
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Re: Should Vintage Mission go "Mods on"?

Postby SYN_Matthias » Mon Jun 02, 2014 3:51 pm

Well, seeing as we just ran mods on for Bloody April, figured I'd offer some feedback on some mods you're considering.

Bucksnort's ROF (rate of fire) mod is excellent. It's an adaption of Gavagis ROF mod which we used for Bloody April this year. (We obviously didn't need the full weapon availability timeline that Bucksnort created so we just went with Gavagi's mod)

Removal of ambient flak - awesome. The mod I'd recommend to replace it is another one by Bucksnort - More Active Front with no Ambient Flak.

Additionally, if you do use the AI Gunner mod by Gavagi, keep in mind it does have an effect on human rear gunners as well - it changes the traverse area of the guns so that they literally cannot be trained anymore with the gunsight near the fuselage or in the case of some aircraft such as the DFW - between the wings of the aircraft.

While I think this was an improvement to the AI gunners (hurray no shooting through the tail), it definitely takes some getting used to for a human because it prevents taking certain risky shots and leaves the plane vulnerable at those additional angles of attack. There may be a newer/alternate mod which removes this issue?

And finally if by chance you're considering Gavagi's lethality mod... mixed feelings. All aircraft are much harder to outright kill unless the pilot is sniped. That seems "right" to me in the sense that it's much harder to saw an entire wing off, however it will undoubtably cause hard feelings for many kills will be lost as "forced downs" and "ditches" when it comes to the parser. Just look at the parser stats from Bloody April this year and note how few actually "shoot downs" occured over 12 hours compared to a typical Sunday Vintage Mission. So this might be one where what is most "realistic" setting may not be the best option to encourage participation in your VMs.

So that's my thoughts, take them or leave them. ll make sure to vote in your offical poll.

S!

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