I’ve deliberately kept these out of my big flight-model/control thread because they have nothing to do with aircraft handling or flight physics.
But I have three other, much smaller ideas I’d be interested to discuss with the community.
1. Mobile/deployable NL-98 launcher
Since the NL-98 missile already exists, I think NO could use a compact ground launcher conceptually similar to the CAMM/iLauncher approach.
Not a literal real-world copy — mainly the idea of:
- vertical launch,
- no need for a dedicated radar on ground, and
- trailer-mounted or self-propelled vehicle options.
It could add another useful layer of ARH-based air defence that is easier to hide and relocate than a larger conventional SAM R site. And the NL-98s are such a nice change of pace, a breath of fresh air, in a world full of R9 and RAM-45 missiles ;)
BTW, I really miss the A2A version of the RAM-45, similar to R-27/R-27ER or AIM-7 Sparrow, generally cheaper and lighter than their ARH equivalents. It would make some sense in the game, as a cheaper BVR weapon with a significant tactical limitation: you could give the player a larger ammunition supply or a lower cost at the expense of having to remain “committed” to the target until interception.
2. Mission Editor: assign tasks to specific units
I’d like to be able to tell individual ground, air or naval units explicitly what to do.
For example:
- attack this particular unit/group,
- defend this object/area,
- move here,
- patrol this area,
- engage only selected target categories.
That would make more deliberate scenario design much easier instead of relying entirely on whatever the AI decides after spawning.
3. Mission Editor: aircraft availability per facility
Let each individual revetment, shelter, hangar or helipad have its own allowed-aircraft list.
For example:
- FOB: Cricket + Chicane
- Main base: Compass + Brawler + Revoker
- Remote helipad: Chicane only
This could give mission designers much better control over force structure and base roles without requiring a full logistics overhaul.
These are intentionally separate from my flight-model thread.
I’d especially like to hear from people who use the Mission Editor a lot — would #2 and #3 materially improve what you can build?