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KG26_Alpha
12-07-2011, 07:07 PM
Welcome

This theme is designed to gather your questions and requests. I will regularly review it, compile lists and send them to the project manager. Feedback on your wishes will most likely not. If something is implemented - we will notify in the readme for the new patch. We'll publish the answer to your question with a definite period.

Please don't write here about the bugs,errors, FM, DM, etc. in the game. I can not gather and process this data.



Recommended form for registration requests is as follows:

Type of improvement:
Explanation of proposals:
Benefits:

How to make a post?

Think, is whether the offer is reasonable and whether its implementation is possible in principle, and whether it is for other users.
Copy of the above highlighted text in new message window.
Describe your proposal.
If you want to add someone offer simply quote him and describe the addition of the form given above

Type of improvement might be:

Interface
Full editor
Quick Editor
Scripts
AI
etc.

Examples of submissions >> http://translate.google.co.uk/translate?hl=en&ie=UTF8&twu=1&u=http://www.sukhoi.ru/forum/showthread.php%3Ft%3D72637%26p%3D1719908%26viewful l%3D1%23post1719908



The format used there should be adopted at these forums for the sake of continuity and ease of submitting information and requesting it.

Any posts not following the above format will be deleted to avoid clutter and help to stay focused.

You have a few days to prepare and get used to the submission/request format as used at Sukhoi so it becomes easy to communicate.

Many thanks.

BlackSix


PS:
I'm sure BlackSix will accommodate you all, but please remember His time is split between two forums and communities.
So please show some appreciation and respect with regard to the language barrier and time restrictions when he's replying to us here.

Alpha

PPS: Please don't use this thread for general discussion of questions and proposals >>>>> http://forum.1cpublishing.eu/showpost.php?p=375344&postcount=96

This link is for all discussion of posts made in this thread >>> http://forum.1cpublishing.eu/showthread.php?t=28979






.

Peril
12-08-2011, 07:44 PM
To clarify?

eg. you don't want changes to FM performance specs of aircraft suggested here, only changes to software format/style?

Correct?

BlackSix
12-08-2011, 08:15 PM
To clarify?
eg. you don't want changes to FM performance specs of aircraft suggested here, only changes to software format/style?
Correct?

I showed your proposal to Ilya.
http://forum.1cpublishing.eu/showpost.php?p=368198&postcount=178
If he is interested in this - it would be better to work directly and not through this topic.

JG52Krupi
12-08-2011, 08:52 PM
Type of improvement:

Mulitplayer Skin Voting System

Explanation of proposals:

A voted for "Historical" and "Fictional" Skin set that is downloaded on this site, like the system used in Rise Of Flight.

Benefits:

Skins are not downloaded during a flight, this alleviates some of the problems that players with slow internet connections experience.

Also the server admins do not have to police skins (AKA Fictional Skins).

Removes potential to "cheat" with custom skins.

Thank you.

nakedsquirrel
12-09-2011, 04:00 PM
Type of improvement: Full Mission Editor (Copy and Paste ability)

Explanation of proposals: Add the ability to copy and paste AI units with waypoints. Currently, we can copy and paste static objects or static AI (like AAA), but we can not copy and paste a tank or plane.

Benefits: This would make mission building much easier and faster.

Insuber
12-09-2011, 04:23 PM
Type of improvement: correct the "sound radar"
Explanation of proposals: the sound of engine of other planes is very audible from your cockpit. This allows one to hear an assailant when closing in from one's 6 o'clock. The phenomenon is totally unrealistic and ruining the best surprise attacks
Benefits: oblige people to look behind, as it was in real life. Have a more realistic sound management. Reduce cursing, frustration, and aggressiveness towards moderators and developers.

adonys
12-09-2011, 06:09 PM
15. Can you make it so that airstart aircraft start with the radiator fully open?
Can’t see why this should be a feature.


Type of improvement: Gameplay
Explanation of proposals: Just spawn the aircraft with the radiators on half/fully opened / cruising flight positions
Benefits: Starting with your aircraft in air is done be the game by spawning the aircraft in flight with engine working fully (max/cruising throttle/porp pitch positions). Yet, all the radiators are fully closed. Which means sensible engines will be broken in seconds, forcing the player opening the radiators a mandatory first thing to do while spawned. This is hard, specially for a newcomer to a flight sim, which might find his aircraft's engine broken in a matter of seconds, without having any clue why that happened.

6BL Bird-Dog
12-09-2011, 10:25 PM
Type of improvement:Full Mission Editor
Explanation of proposals:To be able to make groups of objects such as an 88 AAA with gun crew, ammo ,supply boxes,sandbags etc or a row of stationary Aircraft & save as a group template that then could accessed to be pasted into any further mission you write in the future & also to be able to rotate the whole group to suit different locations.
Benefits:Templates could be made and shared across the comunity with the benefit of vastly reduceing build times & therefore encouraging more mission building.:cool:

Flanker35M
12-10-2011, 08:47 AM
S!

Type of improvement: De-cluttering of online play

Explanation of proposals: Clean up the log/messages of online play. There is no need to show everything what happens(murdered, crapping pants etc.) or add option what to show. Also clearing the AI messages getting killed when player actually exits his plane after landing and respawns.

Benefits: Less cluttered display, less generated messages by the game, propably slightly better performance.

Liz Lemon
12-10-2011, 09:55 AM
Type of improvement: SDK
Explanation of proposals: Release it without any documentation, or whatever it is that you have now
Benefits: COD is similar enough to Il2 that some of the better modders in the community can figure out how to use the tool set. So instead of waiting ages for your programmers to have enough free time to write out documentation, you can start to have the community work on the bulk of documentation. Thus the community can have access to mod features sooner and you wont have to spend as many resources getting said SDK working.

Hot_Dog
12-10-2011, 02:44 PM
Type of improvement: Changing FOV using FreeTrack or TrackIr

Explanation of proposals: Possibility in control setings to set Z-Axis translation as changing FOV instead of actually move your head backward and forward. Maybe also with possibility of some adjustment like maximal and minimal angle of FOV, or simultaneously changing FOV and head position with Z-Axis movement.

Benefits: Try using it this way in 6DOF mod for Il-2 1946 and you will see:-) For me, it's much more close to the reality, cause in reality you have wide FOV combinated with great resolution of objects, which is imposible in game. With that possibility, you can at least easily change between these two important parametres only with slight movement of head and your hands are still free for plane control. Personally, i don't need move my head backward and forward in cockpit almost any time, but if someone does, or does not like this idea, he still will have possibillity to leave it as it's now.

SIDWULF
12-10-2011, 05:42 PM
S!

Type of improvement: De-cluttering of online play

Explanation of proposals: Clean up the log/messages of online play. There is no need to show everything what happens(murdered, crapping pants etc.) or add option what to show. Also clearing the AI messages getting killed when player actually exits his plane after landing and respawns.

Benefits: Less cluttered display, less generated messages by the game, propably slightly better performance.

You can completely customize the in game GUI like you would in windows. hold alt while clicking on the message boxes to resize, change contents, remove box, even make your own custom message boxes.

So why would they remove anything?

slm
12-10-2011, 07:51 PM
This is another idea to partly fix the problem that Flanker35 mentioned earlier, UI clutter

Type of improvement: support a 2 display configuration: 1 monitor for 3d gfx, 1 monitor for 2d gfx: logs, maps etc

Explanation of proposals: Now maps, event logs, chat messages etc are displayed in separate windows over the rendered 3 dimensional game graphics. Most display adapters support 2 monitors. Maybe this 2nd monitor could be used for displaying these overlay windows *only* - ie. the 3 dimensional world would NOT show on this second monitor. The main display would still show cockpit etc, but having map etc. open wouldn't hide what you see while flying.

EDIT: another way to fix this problem could be a keypress command that would toggle the visibility of map and all infowindows etc shown on top of 3d world, so it would be QUICK to get them all out of the way while flying.

Benefits: overlay windows wouldn't interfere with flying

nakedsquirrel
12-10-2011, 09:33 PM
Type of improvement: Realism Setting
Explanation of proposals: Weathering/reliability for Weapons


I saw this posted earlier, and it sounds like a really cool realism setting.



9. Can we have a Spitfire with Hispano Suiza 20mm cannon?

We discussed this with some members of the community a while ago and decided that it makes no sense. If we make the guns realistically crappy and unreliable no one will fly it. And if we make the weapons unrealistically reliable it will completely shift the balance and give the Allies a huge advantage. We do not need to add another questionable feature to the project and give the fans another thing no one can agree upon, except to say that we suck.


Seriously? Adding realistically unreliable weapons sounds awesome!

If you want to make it easier for the more 'casual fliers,' make it a realism setting or a slider when adding the plane in the FMB. (Like weathering)

Benefits:
Cannon misfire that plop out of the end of the gun like a dull potato, overheat the gun, explode in the barrel, or cause the gun to jam would all be very cool to see in this sim!

And if you make it an optional setting in realism settings or under the plane settings, it is a win, win. People who want realism get it, people who don't can either uncheck the box or not add it to their missions.

I really hope to see this kind of feature implimented. Especially when rockets are finally added to the sim.

http://www.youtube.com/watch?v=xZUUuujR9UY&feature=related

The more realism, the better off this sim will be. There is a reason we are playing IL2 Cliffs of Dover over other arcade like flight sims.

Sokol1
12-11-2011, 04:30 AM
Type of improvement:Full Mission Editor
Explanation of proposals:To be able to make groups of objects such as an 88 AAA with gun crew, ammo ,supply boxes,sandbags etc or a row of stationary Aircraft & save as a group template that then could accessed to be pasted into any further mission you write in the future & also to be able to rotate the whole group to suit different locations.
Benefits:Templates could be made and shared across the comunity with the benefit of vastly reduceing build times & therefore encouraging more mission building.:cool:

This already exist. http://jimeez.weebly.com/flak.html

Sokol1

6BL Bird-Dog
12-11-2011, 11:52 AM
Thanks for the heads up.

Gourmand
12-11-2011, 12:44 PM
Type of improvement:
cosmetic upgrade prior to top priority
Explanation of proposals:
add wing light for night flight
add possibility to leave your plane when you are landed or see-landed
Benefits:
avoid to be killed by fire in cockpit or by drowning
see your friend when the land or nav in the night ;)
the community see the work and the change... ( for the time being, we can only see new color for ground and new sound ... :/ )

mugen
12-11-2011, 01:07 PM
Type of improvement: Rearm, Refuel, Repair functions.

Explanation of proposals: Release script functions to rearm, refuel and repair objects during mission. Bind functions to objects.
An object stationary/chief can repair/refuel/rearm another stationary/chief object. Give the possibility to start an action (refuel,repair,rearm) by trigger (waypoint,distance,time,tab menu,...).

Benefits: These functions would be very usefull for a ext. resource system for longtime missions and campaigns.
I'm thinkin of fueltrucks driving empty to the station where a fueltrain just arrived and then loaded, back to the airports fueldepot. Not to speak of the possibillity, after you spit out your last bullet in a fight, to be able to get back to your airfield, taxi to the hangars and rearm, refuel and maybe repair your crate and get up again.

David198502
12-11-2011, 01:54 PM
Type of improvement::in built voice recognition software

Explanation of proposals: once all the AI commands work to give orders to your flight, it would be awesome to be able to to that with your speech instead of typing on the keyboard several times.(i saw in a vid that this is already possible with external speech recognition software to give the ai commands with your own voice).

Benefits:
this would be a feature, which would make single player mode much more realistic and
it would be much more immersive to give orders that way.
besides it would be a feature which no other flight sim has yet, so possibly this would make the competitors squirming.

Gourmand
12-11-2011, 02:03 PM
Type of improvement: Rearm, Refuel, Repair functions.

Explanation of proposals: Release script functions to rearm, refuel and repair objects during mission. Bind functions to objects.
An object stationary/chief can repair/refuel/rearm another stationary/chief object. Give the possibility to start an action (refuel,repair,rearm) by trigger (waypoint,distance,time,tab menu,...).

Benefits: These functions would be very usefull for a ext. resource system for longtime missions and campaigns.
I'm thinkin of fueltrucks driving empty to the station where a fueltrain just arrived and then loaded, back to the airports fueldepot. Not to speak of the possibillity, after you spit out your last bullet in a fight, to be able to get back to your airfield, taxi to the hangars and rearm, refuel and maybe repair your crate and get up again.

+1 ;)

335th_GRAthos
12-11-2011, 05:11 PM
I am sorry if this is a double posting, I thought I had posted this already but somehow I do not see it in this thread:


Type of improvement: Graphics

Explanation of proposals:
possible to run the game on 3 monitors view like with original IL2FB use3renders=1 option?
related to your question:
5. Will it be possible to run the game on 3 monitors?
Personally, I'm flying on three monitors. If it’s not working for you, we need a more specific description of the problem.
The IL2FB conf.ini had the option use3renders=1 for users of Matrox Parfelia (and later users of TrippleHead2Go and later to everybody as most High level ATI/NV cards allow connection of three monitors) which would increase the field of view from the initial Center view by adding the left side vie and the right side view.
This would tripple the amount of view: When you are looking for excample front at 90° FOV view you can see 90° on the left side and 90° on the right side as well.
A screenshot (IL2FB, anno2007):
http://grathos.de/temp/TripleHead2Go_01.jpg


Benefits: Improved view, near to real-life "field of vision" view. Bring the game at the same level as other advanced flight sims and other games which already offer this option for players with high end PCs.


~S~

BlackSix
12-12-2011, 08:12 AM
Question:

Are there any plans to flesh out the FMB ships? A few destroyers (either side) and a larger choice of merchant vessels, including some merchant vessels, would really help creating early BoB/Kanalkampf type missions. If not (since these probably won't be used in BoMoscow, lol), can we expect tools with which to let the community fill in the gaps in the current theater?

Yes, the problem with the ships in CloD situation is as bad as in Pacific Fighters. I am afraid that the new ships, we will not be able to add. All hope to SDK, but work on it is moving very slowly.

JVM
12-12-2011, 01:02 PM
Yes, the problem with the ships in CloD situation is as bad as in Pacific Fighters. I am afraid that the new ships, we will not be able to add. All hope to SDK, but work on it is moving very slowly.
Hello BlackSix!

Question:

I guess you mean you have resources issues, not intellectual property issues, haven't you?

Cordially,

JVM

BlackSix
12-12-2011, 01:45 PM
Hello BlackSix!

I guess you mean you have resources issues, not intellectual property issues, haven't you?

Cordially,

JVM

Yes, we don't have now resources to make the new ships.

Continu0
12-12-2011, 06:05 PM
Type of improvement: Gameplay-World


Explanation of proposals: Correct the Sunrise/Sunset time. Sunrisetime INGAME is about 4.00 at the moment. Earliest Sunrise time in Egland is 4.43, according to this site: http://www.timeanddate.com

Benefits:
makes the game more realistic
__________________

6BL Bird-Dog
12-13-2011, 02:06 PM
Type of improvement:Greatly improve online gameplay
Explanation of proposals:New Coop Launcher like the old 1946 one
Benefits:One of the top selling points of the last game series and always been used as much as the dogfight option in the original game for online play,
see the poll here :http://forum.1cpublishing.eu/showthread.php?t=28429
These guys pretty well sum up generaly the Coop comunitys feelings on the matter. Please get this sorted as it will benefit any future releases too.

Quote:
Originally Posted by addman
Stop talking about the FMB! This is about the coop gui or rather lack of in the case of CloD. "edit name" ,have you even played a coop in IL-2 1946? Then you know how the coop gui looks and works and if you have played CLoD then you should know that it doesn't even exist!

beepee
EXACTLY!-thats why there are only 62 votes in the poll -nobody is interested in the game-nobody can play co-ops-who the hell just wants to fly on dogfight maps all the time -boring!-you cant even fly with your buddies on-line like in IL2 in co-ops.?

OBSERVATION ,2100 hrs uk time 13-12-2011 .Of 466 players in Hyperlobby 193 in Coop ,212 In or running Dogfight servers & 61 in Chat.
Showing Co-ops are importantant to the community.

Sven
12-13-2011, 02:53 PM
Type of improvement: Sound correction inside BR20 bomber.
Explanation of proposals: Inside the Italian BR20 bomber you can hear the sound of the wind, as if the side panels are open. The sound does not change when you open or close those windows.
Benefits: More realistic, more comfort in flight :)

SEE
12-13-2011, 05:09 PM
Type of improvement: Controls Interface - Flightstick Axis Sensitivity


Explanation of proposals: Greater degree of sensitivity control, maybe similar to IL1946 that used sliders to set the sensitivity over the full range of movement. Rudder on twist action flightsticks is still too sensitive using the current sensitivity option.


Benefits: Axis sensitivity can be user optimised to suit a wider range of Flightgear accessories/equipment.

TUCKIE_JG52
12-14-2011, 11:03 AM
Type of improvement: Ground Behaviour Tuning (add propwash)

Explanation of proposals: propwash is missing or its very weak. Where a real propeller plane is taxiing and/or flying, part of the airflow in the tail surfaces comes from the propeller, even if the plane is stopped on the ground. This airflow is proportional on propeller rpm in fixed propellers.

Benefits: more realistic ground control and behaviour on flight. It gives more control over the plane specially on the ground by applying gas and rudder for turns, making differential brakes less necessary. It also helps avoid nose flipping when applying brakes, by the usual procedure to taxi with stick in full back position to make that propwash atuate over stabilizer downwards and the tail of the plane "glues" to the ground.


PS: I've read that taxiing behaviour is being tuned, but did not read anywhere that propwash was scheduled to be taken into account.

David198502
12-14-2011, 11:22 AM
Type of improvement: damage model of buildings

Explanation: when buildings get bombed, they get destroyed, and have a pretty good damage model.
but in 1946, buildings also got destroyed, when a plane crashed into it.
this is absent in clod yet and would be nice to have.it would also be nice, that some buildings after they get bombed/or a plane crashed into it,
would catch fire.this should not be the case for every destroyed building,
but chosen randomly, whether the building catches fire or not, with a chance of maybe 20-30 percent.
not important but nice to have.

Benefits:

sorak
12-14-2011, 11:41 AM
Type of improvement: Multiplayer Control Config Profiles

Explanation of proposals: On the Multiplayer Client screen where you pick a server to join, add the ability to pick a 'Profile' of mapped control configs to use on a specific server. A drop down box next to the server with the ability to also remember the server and use the last profile you used on that server.

Benefits: If you play on different type of servers you might want to have your keys mapped differently on a perticular server. 1 Example could be; A realism server vs a server with External views.. On the External view servers I like to have the different External Camera keys mapped to my joystick when on a realism server i want those buttons on the joystick mapped to other things.

GOZR
12-14-2011, 04:49 PM
Type of improvement:
Sounds: Buffets wind and prop sounds wind..
Pilot views Need to be more forward

Explanation of proposals:
Sounds: this need to be much louder, While flying even if you cut or lower your engine throttle the aircraft should be very noisy inside the cockpit for sure. ( in RL )
Pilot View: The F1 position is a good pilot position while flying but it is locked at it is now. pilot eyes should be re-positioned OR unlock the axis limits F1 position .
( Pilot head should be more forward )

Benefits:
More realism. Please see work samples by me done on RoF Here.. (http://gozr.net/iocl/viewtopic.php?f=57&t=1069)

Jugdriver
12-14-2011, 10:50 PM
Type of improvement: Make the “Direct Connect” feature in multiplayer function correctly.

Explanation of proposals: At the moment the Direct Connect feature in Multiplayer does not work if Steam (the service) is not working, what is the point of having a direct connect if it is tied to Steam? Make the Direct Connect function where you can connect directly to a server even if Steam is not functioning or is disabled.

Benefits: This allows online players to continue to join and play on servers if Steam is not working.

JD
AKA_MattE

sorak
12-15-2011, 01:50 AM
You can do this currently, albiet without a pull down menu in the server screen. Set up your single player controls, and choose Save As..., name it something, then set up your Multiplayer controls, again Save As..., and name it something else. Now, when you change plane types or whatever, you just go to Controls, Load, pick the one you want, and after it opens, hit Apply.

Yes i know.. which why it would be more plausible to add this feature to make switching your controls easier

ordway
12-15-2011, 05:11 AM
Type of improvement: Gameplay (Campaign)

Explanation: of proposals: Add the campaign format of the original Red Baron simulator (the best flight simulator campaign I have ever played). For COD, this would mean in offline campaign mode, being able to first lead a flight, then lead a section then a squadron. Also it would mean getting the ability to get the best new planes' features first (metal ailerons, semi-no negative g cutout, pick of the best aircraft in the squadron (it performs a little bit better than others, climbs a little faster than others, has tighter controls, etc.). Thirdly, you would be able to choose a personal airplane marking as well as choose the pilots who fly with you.

Benefits: This would add more fun to COD, get higher magazine reviews and get more customers to buy the product so you can make more money.

Gourmand
12-15-2011, 09:12 AM
hi, just one question :
Luthier said : the 08-30-2011 (http://forum.1cpublishing.eu/showthread.php?t=25747&highlight=map-making+SDK)
Following that, we have other things in the works. We are finally ready to start knocking out SDKs, with the map making SDK being the first one you’ll see – quite soon, too! We’ll release more details on that, and on the plane-making SDK, after the upcoming beta patch is fully tested and goes live.

and the 10-17-2011 : (http://forum.1cpublishing.eu/showthread.php?t=27146&highlight=making+sdk)
5. SDK. As promised earlier, still planning to release a map-making SDK in the near future. More details will be released when we are ready for them.

My question :
how about the SDK ;) have you more details to give us ? :grin:

JG52Krupi
12-15-2011, 10:12 AM
Type of improvement:

1st person bailout view and realistic bailouts with ability to look around when descending in a parachute.

Explanation of proposals:

Rather than popping out of the aircraft you see the whole jumping sequence.

Bailouts have to be done by the book or risk having a tail strike etc.

The ability to look around while descending in a parachute.

Benefits:

All three will add to a persons immersion in the game.

David198502
12-15-2011, 10:14 AM
Type of improvement:

1st person bailout view and realistic bailouts with ability to look around when descending in a parachute.

Explanation of proposals:

Rather than popping out of the aircraft you see the whole jumping sequence.

Bailouts have to be done by the book or risk having a tail strike etc.

The ability to look around while descending in a parachute.

Benefits:

All three will add to a persons immersion in the game.

+1 good one

zakkandrachoff
12-15-2011, 11:40 AM
Type of improvement:

mission editor

Explanation of proposals:

Put enemy or friends aircraft on-standby in the airfields for take-off for a condition.

Benefits:

Some examples: i have a hurricane, and if i can't shot down some bombers, when they are close to a determinated city (a circle in the mission editor around the city), a condition makes hurricanes take off for intercept this bombers.

this tool can implement for a very dinamic mission, when you have to bomb a objetive, and in every enemy airfields have stand by in GAI mode. So, you try not to pass close of an airfield.

KG26_Alpha
12-15-2011, 01:41 PM
Type of improvement:

mission editor

Explanation of proposals:

Put enemy or friends aircraft on-standby in the airfields for take-off for a condition.

Benefits:

Some examples: i have a hurricane, and if i can't shot down some bombers, when they are close to a determinated city (a circle in the mission editor around the city), a condition makes hurricanes take off for intercept this bombers.

this tool can implement for a very dinamic mission, when you have to bomb a objetive, and in every enemy airfields have stand by in GAI mode. So, you try not to pass close of an airfield.

Try this > http://forum.1cpublishing.eu/showthread.php?t=28487

Hurricanes take off/scrambling to intercept Do17's when triggered by Do17 flying into Target Pass Trigger




.

Guitar
12-15-2011, 01:49 PM
Type of improvement: Ground Behaviour Tuning (add propwash)

Explanation of proposals: propwash is missing or its very weak. Where a real propeller plane is taxiing and/or flying, part of the airflow in the tail surfaces comes from the propeller, even if the plane is stopped on the ground. This airflow is proportional on propeller rpm in fixed propellers.

Benefits: more realistic ground control and behaviour on flight. It gives more control over the plane specially on the ground by applying gas and rudder for turns, making differential brakes less necessary. It also helps avoid nose flipping when applying brakes, by the usual procedure to taxi with stick in full back position to make that propwash atuate over stabilizer downwards and the tail of the plane "glues" to the ground.


PS: I've read that taxiing behaviour is being tuned, but did not read anywhere that propwash was scheduled to be taken into account.

+1 i think that it can make much more realistic the control of the plane in the ground

hc_wolf
12-17-2011, 02:57 AM
Type of improvement:
Your scriptier to add in ability to land,
Refuel (in vacinity of fuel truck),
Re-arm (in vicinity of ammo vehicle),
Repair (in vicinity of Repair vehicle),

Explanation of proposals:

Provide the ability for mission scripts to have this in for online or continuous play. Also could then have true ongoing mission campaigns and fly the same plane.

Benefits:

This would give everyone on the Online server much greater ongoing war realisim. It would stop people ditching their planes in the oceans and re-spawning quickly as scriptis can be added to delay them restarting or punnish them on server. Much more realism this way. The times can be short but I am sure everyone would love these 3 abilities.

Richie
12-17-2011, 01:00 PM
Type of improvement:

1st person bailout view and realistic bailouts with ability to look around when descending in a parachute.

Explanation of proposals:

Rather than popping out of the aircraft you see the whole jumping sequence.

Bailouts have to be done by the book or risk having a tail strike etc.

The ability to look around while descending in a parachute.

Benefits:

All three will add to a persons immersion in the game.


+1

I love this

smokincrater
12-17-2011, 01:13 PM
Type of improvement:
FMB

Explanation of proposals:
Make the follow command be able to create large flights of aircraft formations. Guppe`s of heinkels number in a full fguppe of 36. Also they were in a 5 aircraft arrow formation.

Also a return of the primary, secondary and hidden mission goals.

Also as the modeling has become more advanced, we need some documantion to stop buring out engines on the different models of aircraft.

Benefits:

Real raids could be reproduced in the game.

The sucess of a mission can be gauaged

Less frustration over having an engine fail and then crashing.

VO101_Tom
12-17-2011, 04:36 PM
Type of improvement:
Downed plane pilot list

Explanation of proposals:
When AI plane crash, all former pilots also lists out.

Benefits:
It clarifies the air kills. You will know who teleported out of the plane before impact.

VO101_Tom
12-17-2011, 04:47 PM
Type of improvement:
Disable teleporting.

Explanation of proposals:
Be an option in realism settings, to allow only the following cases to create new aircraft: landing, crash landing, destroyed plane, pilot bailed out.

Benefits:
Disable teleporting from plane.

Foo'bar
12-17-2011, 04:56 PM
Type of improvement:
Destroyed ground/see target in netstats list

Explanation of proposals:
The netstats list should contain the amount of destroyed ground targets and sunken ships.

Benefits:
Many pilots are using bombers and ground strike planes. Their successes should be displayed in netstats as well as the fighter pilot's are beeing done.

Foo'bar
12-17-2011, 04:58 PM
Type of improvement:
Tactical sign in netstats list

Explanation of proposals:
The netstats list should contain the plane's tactical sign.

Benefits:
Like in the old Il2 days it would be much easier to identify pilots of other planes with full real settings.

VO101_Tom
12-17-2011, 05:15 PM
Type of improvement:
Aircraft create delay

Explanation of proposals:
Optional refly ban for a while, if someone does not landing at the airport or leave the plane away from the AFB.
Optional additions: that apply to the airports one-by-one, it takes time to pass from one to another, unless you aren't landed there. This could be the strategic importance of the huge maps only.

Benefits:
To prevent teleportation. Reward the pilot who takes home the aircraft, even if it is damaged.

VO101_Tom
12-17-2011, 06:53 PM
Type of improvement:
Ground moving

Explanation of proposals:
When the engine is turned off, the aircraft can move (slowly) with the cursor keys. As the ground crew to move the aircraft.

Benefits:
In many object-equipped airports, spawn mistakes, tight spaces easier and safer handling of the aircraft on the ground.

Osprey
12-18-2011, 11:46 AM
Type of improvement:
FMB layered and tied escort by multiple groups. BUG.

Explanation of proposals:
Presently if you set more than one group (fighter) to escort another (bomber) then all escorts will level out to a common escort altitude and position behind the bomber group REGARDLESS of the waypoint altitude. They will weave and crash into each other.

Benefits:
Allow mission builders to set altitudes for escort and escort types, eg, sweep ahead, close escort, top cover, low cover.

moxy
12-18-2011, 01:15 PM
Type of improvement: Resizing/reconfigure GUI screens in some fashion.

Explanation of proposal: ATI Eyefinity, w/bezel compensation.
can not read GUI menu's. (3/4 behind bezels)

Benefits: Ease of playability, Quality of product.

PS. Ive posted of this before, and, am a daily reader. If I missed the solution/answer...My apologies.

Moxy

Kakashi
12-19-2011, 03:42 AM
Type of improvement:
Get the promised Su 26/explanations on why we never got it for those who bought the game only for this one craft.
Explanation of proposal:
Yes I realize it is useless for combat and WWII... but Lots of people would most likely enjoy this other aspect of aviation, a pacific one, one where only flying counts.
Benefits:
Also judging how good the FM are in this serie this would be a plus for every virtual aerobatics players out there/virtual aerobatic teams. FS X just doesn't cut it at all. I'm sure people (Like me) would buy it just because its there.

Continu0
12-19-2011, 10:05 PM
Type of improvement:
If you fly trough Fuel or Smoke that is lost by another plane in front of you, you get hit by that Fuel/Smoke, meaning that it hits your canopy.
Explanation of proposal:
Maybe some research is needed to find out what happens if you hit fuel in the air. Does it freeze on your canopy like you are flying trough a cloud? Or does it enter the coolant and causes damage to the motor?

The whole thing is probably easier to realise when rain is implemented in the game as you have a liquid hitting the plane....
Benefits:
WOW-Effect!

335th_GRAthos
12-20-2011, 10:06 AM
Type of improvement:
Increase the level of upward lift of the wings and make the difference of "loss of airlift" from one side (e.g. when a wing is missing) more severe.

Explanation of proposals:
If you lose a tip of the wing, the plane is easily controllable with the remaining aileron.
In reality this should be much more difficult.
Picture #1. Wingtip+aileron is missing, no problem to control the airplane and land it. This is too easy.
http://grathos.de/temp/CoD/Bf109_Bad_Wing2.jpg

Picture #2 & #3
Half of the wing neatly sawn off. Airplane is at the limit and difficult to control. But it should be impossible to controll this damage at all as the good wing would produce so much lift that it would cause the plane to enter an uncontrollable roll which could not be recovered by the compensation from the remaining aileron.
http://grathos.de/temp/CoD/Bf109_Bad_Wing1.jpg
http://grathos.de/temp/CoD/Bf109_Bad_Wing3.jpg

Benefits:
Increase realistic response of the plane.

335th_GRAthos
12-20-2011, 10:13 AM
Type of improvement:
Fix the "sound radar" of the Spitfires and Huricanes

Explanation of proposals:
Flying in a Spitfire/Huricane you can hear an approaching Bf109 coming from the behind and low (impossible to see it in the mirror) and you can take evasive action.
You can hear it from 200meters (min) and some from 300meters (max I have witnessed)

I have not experienced the same inside a Bf109.

Benefits:
Improve the realism of the game

335th_GRAthos
12-20-2011, 10:26 AM
Type of improvement:
Make a "cockpit view" with the gunsight of the Bf109 centered on the screen (and free movement of the view) just as we had in the original IL2FB.

Explanation of proposals:
In the original IL2FB you could have the gunsight in the centre of the screen and still move your head freely around.
Now this is not possible, you only have one of two alternatives:
1. You are inside the cockpit, can move your head freely in all directions to scan the sky but, the gunsight is not centered.
2. You have the gunsight centered but your head movement is limited to approx 45° to the left and to the right.

I believe in reality the Bf109 gunsight was centered to the right eye so there was no need for complicated movements for the German pilots.
Because your simulation cannot show the difference between the left and the right eye view (at least as long as no 3D is available), you have penalised all German Bf109 pilots with your solution.
Unless if we buy TrackIR with 6DOF or Freetrack, in order to be able to make the adjustment through the extra hardware
Just fix this!

Benefits:
It is back to historic reality and it saves our money (no need ot buy 6DOF TrackIR or a camera+freetrack (freetrack is not working with TrackIR).

335th_GRAthos
12-20-2011, 12:15 PM
Type of improvement:
Correct the Pitot-Heater indicator of the Bf109

Explanation of proposals:
The pitot-heater (Staurohr) lamp does not indicate when the heater is ON

Benefits:
minimal, just some improvent of the realist cockpit instrumentation

klem
12-21-2011, 08:16 AM
Type of improvement: Automatic disconnect or aircraft destruction/pilot kill if on-line ping fluctuates above 1000 more than 3 times within 3 minutes.

Explanation of Proposals: Some players will use the PrtScr or other method to 'warp'. i.e. suddenly shift position dramatically, when they are about to be shot down, preventing the attacker from taking his shot. The proposal will also affect fair players but that is unfortunately the penalty of a bad connection which other players cannot help with. The ping levels and timings could be a server side setting so that mission builders can experiment with the best settings.

Benefits: Fair online play and the removal of players that cheat.

Bonkin
12-21-2011, 10:45 AM
Type of improvement:
Allow markings to be applied to static aircraft in the FMB.

Explanation of proposals:
Currently all static aircraft have no markings. For mission builders creating realistic airfields it is desirable to show parked up aircraft (or aircraft undergoing maintenance) with the correct historic markings for greater realism.

Benefits:
Improve the realism of the game.

Flanker35M
12-21-2011, 11:55 AM
S!

Question :
To dev team regarding the SpeedTree technology. We all know the problems with them: shimmering,LOD changes and what not. I scoured thru SpeedTree forums and saw similar issues with trees and also solutions. Add that there are new versions of it etc. So my question is that has dev team worked with SpeedTree Inc and using newer version and tools? Can anything be done with trees?

Thank you in advance..

Richie
12-21-2011, 10:22 PM
Type of improvement: Ju-88 fuel cock levers.

Explanation of proposals: It's so hard to find these behind the Ju-88's seat. Could the hidden icons be made larger so you don't have to hunt around for ages trying to find them.

Benefits: Makes things a little less frustrating.

jimbop
12-21-2011, 10:32 PM
Type of improvement:
Compass and gyro view improvement

Explanation of proposals:
Provide a compass and gyro view OR remove the control stick from the Glance at Dash view. It is difficult to see the compass and directional gyro, especially in allied planes.

Benefits:
Easier to navigate and I'm certain it wouldn't have been that difficult to view compass IRL.

JG53_Valantine
12-22-2011, 12:02 AM
Type of improvement:
AI

Explanation of proposals:
Improve the AI so that it reacts much more regularly and to the situation it finds itself in. If a fighter formation that is returning home or disengaging is engaged by an enemy fighter it frequently flies away in a straight line in formation rather than defend themselves.
The AI needs to be much more happy to defend itself and fight rather than ignore the cannon fire hitting it and continue flying straight and level.

Benefits:
Increased realism of offliners and Co-op onliners as well as online dogfights with AI formations present.

klem
12-22-2011, 12:08 AM
Type of improvement:
Compass and gyro view

Explanation of proposals:
It is difficult to see the compass and directional gyro, especially in allied planes.

Benefits:
Easier to navigate and I'm certain it wouldn't have been that difficult IRL.

+1

The Gyro isn't so bad but the Compass is hard to see if the player doesn't have TrackIR or other means of looking around the stick at it. Could the 'Glance at Dashboard' have the Stick removed?

jimbop
12-22-2011, 12:16 AM
+1

The Gyro isn't so bad but the Compass is hard to see if the player doesn't have TrackIR or other means of looking around the stick at it. Could the 'Glance at Dashboard' have the Stick removed?

Now that's a good suggestion! I've edited my suggestion above. Agree that gyro is not so bad.

Stealth_Eagle
12-22-2011, 02:48 AM
Type of improvement: Train mission builder overhaul.
Explaination of proposal: Instead of searching the map for railroad tracks, have them appear on the map. Also smoothen out the "rough edges" of the train track in existing maps so we don't have unrealistic train behavior such as climbing steep cliffs (go to Dover and follow the train tracks away towards the west along the coast and then you'll see what I mean). Also make it possible for trains to stop to simulate train stops and make the sidings able to take on trains. Also add a collision model for trains vs trains since they currently pass right through each other.
Benifits: Mission builders in general as well as scripting train deliveries for online war were supply matters (hint hint) and can turn the tide of war.

Acid
12-27-2011, 03:20 AM
Type of improvement: Gameplay (Campaign)

Explanation: of proposals: Add the campaign format of the original Red Baron simulator (the best flight simulator campaign I have ever played). For COD, this would mean in offline campaign mode, being able to first lead a flight, then lead a section then a squadron. Also it would mean getting the ability to get the best new planes' features first (metal ailerons, semi-no negative g cutout, pick of the best aircraft in the squadron (it performs a little bit better than others, climbs a little faster than others, has tighter controls, etc.). Thirdly, you would be able to choose a personal airplane marking as well as choose the pilots who fly with you.

Benefits: This would add more fun to COD, get higher magazine reviews and get more customers to buy the product so you can make more money.

Agree with this, make it like rise of flight with a dynamic career mode :)

JG26_EZ
12-27-2011, 11:52 AM
Type of improvement:

Ground Personnel - (the lack of)
Vehicle Crew - (the ability to "populate/unpopulate" a vehicle)

Explanation of proposals:

Many people enjoy the ability to populate the airfields for missions so that when a pilot enters the mission and is sitting in his cockpit, he sees an airfield that is busy with trucks being unloaded, a pilot inspecting his aircraft, or whatever the scenario might be. The static personnel, like in "1946" is what I'm asking for (not asking for moving dudes or dudettes, I figure that might be too much to ask). These really need to be added to the FMB, though they're already there (kinda) with troops manning a AT gun or standing around a field kitchen for example.

Currently, with a slight edit, we have the ability to see a vehicle we've added, have a crew inside it.. (ie. A static truck appears with a driver inside it.)

It would be nice if we could somehow be able to check or un-check a box that decides wether or not the vehicle will be populated or not, ie.. I want a truck to be parked on the side of the road with no crew in it, yet in a truck down the road that is stopped at a checkpoint, I DO want a driver/crew in it, or a parked (static) field kitchen that isn't feeding people every time it appears in the mission.

Benefits:

Visual stimulants that raise the immersion levels.

Acknowledgements:

I DO realize some things are more important than others, but it would just be nice, that's all. ;-)

6BL Bird-Dog
12-28-2011, 12:19 AM
Type of improvement: Level Stabaliser

Explanation of proposals: Add Level Stabaliser key for Bombadier position in bombsight mode with the ability to trim left or right.

Benefits: Players can concentrate on setting the Bombsight without the need to pilot the aircraft at the same time .
Players are requesting this on other parts of the forum & it worked well in the iL2 series when it was added.
This would also benefit further sequels .

jayrc
12-28-2011, 08:30 AM
Type of improvement: Pilots goggles

Explanation of proposals: Add option to toggle pilot goggles where the whole screen would tint kinda like when the pilot gets wounded

Benefits: Increase realism

BlackSix
12-28-2011, 09:10 AM
Hi!

The following list of your suggestions was given to Ilya Shevchenko today. Those suggestions that are not included in the list - is already in development or already in the game. All new requests fall into the list of number 3.

Thank you for your work!

1. FMB



1.1 Type of improvement: Full Mission Editor (Copy and Paste ability)

Explanation of proposals: Add the ability to copy and paste AI units with waypoints. Currently, we can copy and paste static objects or static AI (like AAA), but we can not copy and paste a tank or plane.

Benefits: This would make mission building much easier and faster.
http://forum.1cpublishing.eu/showpost.php?p=368544&postcount=6


1.2 Type of improvement: Your scriptier to add in ability to land,
Refuel (in vacinity of fuel truck),
Re-arm (in vicinity of ammo vehicle),
Repair (in vicinity of Repair vehicle),

Explanation of proposals: Provide the ability for mission scripts to have this in for online or continuous play. Also could then have true ongoing mission campaigns and fly the same plane.

Benefits: This would give everyone on the Online server much greater ongoing war realisim. It would stop people ditching their planes in the oceans and re-spawning quickly as scriptis can be added to delay them restarting or punnish them on server. Much more realism this way. The times can be short but I am sure everyone would love these 3 abilities.
http://forum.1cpublishing.eu/showpost.php?p=370821&postcount=46


1.3 Type of improvement: FMB

Explanation of proposals: Make the follow command be able to create large flights of aircraft formations. Guppe`s of heinkels number in a full fguppe of 36. Also they were in a 5 aircraft arrow formation.
Also a return of the primary, secondary and hidden mission goals.
Also as the modeling has become more advanced, we need some documantion to stop buring out engines on the different models of aircraft.

Benefits: Real raids could be reproduced in the game. The success of a mission can be gauaged. Less frustration over having an engine fail and then crashing.
http://forum.1cpublishing.eu/showpost.php?p=370879&postcount=48


1.4 Type of improvement: damage model of buildings

Explanation: when buildings get bombed, they get destroyed, and have a pretty good damage model. But in 1946, buildings also got destroyed, when a plane crashed into it.
this is absent in clod yet and would be nice to have. It would also be nice, that some buildings after they get bombed/or a plane crashed into it, would catch fire. This should not be the case for every destroyed building, but chosen randomly, whether the building catches fire or not, with a chance of maybe 20-30 percent.
Not important but nice to have.

Benefits:
http://forum.1cpublishing.eu/showpost.php?p=370032&postcount=33


1.5 Type of improvement: FMB layered and tied escort by multiple groups. BUG.

Explanation of proposals: Presently if you set more than one group (fighter) to escort another (bomber) then all escorts will level out to a common escort altitude and position behind the bomber group REGARDLESS of the waypoint altitude. They will weave and crash into each other.

Benefits: Allow mission builders to set altitudes for escort and escort types, eg, sweep ahead, close escort, top cover, low cover.
http://forum.1cpublishing.eu/showpost.php?p=371069&postcount=56


1.6 Type of improvement: Train mission builder overhaul.

Explanation of proposal: Instead of searching the map for railroad tracks, have them appear on the map. Also smoothen out the "rough edges" of the train track in existing maps so we don't have unrealistic train behavior such as climbing steep cliffs (go to Dover and follow the train tracks away towards the west along the coast and then you'll see what I mean). Also make it possible for trains to stop to simulate train stops and make the sidings able to take on trains. Also add a collision model for trains vs trains since they currently pass right through each other.

Benefits: Mission builders in general as well as scripting train deliveries for online war were supply matters (hint hint) and can turn the tide of war.
http://forum.1cpublishing.eu/showpost.php?p=372088&postcount=72


1.7 Type of improvement: Ground Personnel - (the lack of)
Vehicle Crew - (the ability to "populate/unpopulate" a vehicle)

Explanation of proposals: Many people enjoy the ability to populate the airfields for missions so that when a pilot enters the mission and is sitting in his cockpit, he sees an airfield that is busy with trucks being unloaded, a pilot inspecting his aircraft, or whatever the scenario might be. The static personnel, like in "1946" is what I'm asking for (not asking for moving dudes or dudettes, I figure that might be too much to ask). These really need to be added to the FMB, though they're already there (kinda) with troops manning a AT gun or standing around a field kitchen for example.

Currently, with a slight edit, we have the ability to see a vehicle we've added, have a crew inside it. (ie. A static truck appears with a driver inside it.)

It would be nice if we could somehow be able to check or un-check a box that decides wether or not the vehicle will be populated or not, ie.. I want a truck to be parked on the side of the road with no crew in it, yet in a truck down the road that is stopped at a checkpoint, I DO want a driver/crew in it, or a parked (static) field kitchen that isn't feeding people every time it appears in the mission.

Benefits: Visual stimulants that raise the immersion levels.

Acknowledgements: I DO realize some things are more important than others, but it would just be nice, that's all.
http://forum.1cpublishing.eu/showpost.php?p=373779&postcount=74


1.8 Type of improvement: Allow markings to be applied to static aircraft in the FMB.

Explanation of proposals: Currently all static aircraft have no markings. For mission builders creating realistic airfields it is desirable to show parked up aircraft (or aircraft undergoing maintenance) with the correct historic markings for greater realism.

Benefits: Improve the realism of the game.
http://forum.1cpublishing.eu/showpost.php?p=371908&postcount=65


2. Multiplayer


2.1 Type of improvement: Multiplayer Skin Voting System

Explanation of proposals: A voted for "Historical" and "Fictional" Skin set that is downloaded on this site, like the system used in Rise Of Flight.

Benefits: Skins are not downloaded during a flight, this alleviates some of the problems that players with slow internet connections experience.
Also the server admins do not have to police skins (AKA Fictional Skins).
Removes potential to "cheat" with custom skins.
http://forum.1cpublishing.eu/showpost.php?p=368361&postcount=5


2.2 Type of improvement: Make the “Direct Connect” feature in multiplayer function correctly.

Explanation of proposals: At the moment the Direct Connect feature in Multiplayer does not work if Steam (the service) is not working, what is the point of having a direct connect if it is tied to Steam? Make the Direct Connect function where you can connect directly to a server even if Steam is not functioning or is disabled.

Benefits: This allows online players to continue to join and play on servers if Steam is not working.
http://forum.1cpublishing.eu/showpost.php?p=370213&postcount=37


2.3 Type of improvement: De-cluttering of online play

Explanation of proposals: Clean up the log/messages of online play. There is no need to show everything what happens (murdered, crapping pants etc.) or add option what to show. Also clearing the AI messages getting killed when player actually exits his plane after landing and respawns.

Benefits: Less cluttered display, less generated messages by the game, propably slightly better performance.
http://forum.1cpublishing.eu/showpost.php?p=368792&postcount=10


2.4 Type of improvement: Greatly improve online gameplay

Explanation of proposals: New Coop Launcher like the old 1946 one

Benefits: One of the top selling points of the last game series and always been used as much as the dogfight option in the original game for online play,
see the poll here: http://forum.1cpublishing.eu/showthread.php?t=28429
These guys pretty well sum up generaly the Coop comunitys feelings on the matter. Please get this sorted as it will benefit any future releases too.
http://forum.1cpublishing.eu/showpost.php?p=369752&postcount=28


2.5 Type of improvement: Automatic disconnect or aircraft destruction/pilot kill if on-line ping fluctuates above 1000 more than 3 times within 3 minutes.

Explanation of Proposals: Some players will use the PrtScr or other method to 'warp'. i.e. suddenly shift position dramatically, when they are about to be shot down, preventing the attacker from taking his shot. The proposal will also affect fair players but that is unfortunately the penalty of a bad connection which other players cannot help with. The ping levels and timings could be a server side setting so that mission builders can experiment with the best settings.

Benefits: Fair online play and the removal of players that cheat.
http://forum.1cpublishing.eu/showpost.php?p=371875&postcount=64


2.6 Type of improvement: Aircraft create delay

Explanation of proposals: Optional refly ban for a while, if someone does not landing at the airport or leave the plane away from the AFB.
Optional additions: that apply to the airports one-by-one, it takes time to pass from one to another, unless you aren't landed there. This could be the strategic importance of the huge maps only.

Benefits: To prevent teleportation. Reward the pilot who takes home the aircraft, even if it is damaged.
http://forum.1cpublishing.eu/showpost.php?p=370922&postcount=53


2.7 Type of improvement: Destroyed ground/see target in netstats list

Explanation of proposals: The netstats list should contain the amount of destroyed ground targets and sunken ships.

Benefits: Many pilots are using bombers and ground strike planes. Their successes should be displayed in netstats as well as the fighter pilot's are beeing done.
http://forum.1cpublishing.eu/showpost.php?p=370916&postcount=51


2.8 Type of improvement: Tactical sign in netstats list

Explanation of proposals: The netstats list should contain the plane's tactical sign.

Benefits: Like in the old Il2 days it would be much easier to identify pilots of other planes with full real settings.
http://forum.1cpublishing.eu/showpost.php?p=370917&postcount=52


2.9 Type of improvement: Downed plane pilot list

Explanation of proposals: When AI plane crash, all former pilots also lists out.

Benefits: It clarifies the air kills. You will know who teleported out of the plane before impact.
http://forum.1cpublishing.eu/showpost.php?p=370908&postcount=49


3. Plans


3.1 Type of improvement: Ground moving

Explanation of proposals: When the engine is turned off, the aircraft can move (slowly) with the cursor keys. As the ground crew to move the aircraft.

Benefits: In many object-equipped airports, spawn mistakes, tight spaces easier and safer handling of the aircraft on the ground.
http://forum.1cpublishing.eu/showpost.php?p=370937&postcount=54


3.2 Type of improvement: If you fly trough Fuel or Smoke that is lost by another plane in front of you, you get hit by that Fuel/Smoke, meaning that it hits your canopy.

Explanation of proposal: Maybe some research is needed to find out what happens if you hit fuel in the air. Does it freeze on your canopy like you are flying trough a cloud? Or does it enter the coolant and causes damage to the motor?
The whole thing is probably easier to realise when rain is implemented in the game as you have a liquid hitting the plane....

Benefits: WOW-Effect!
http://forum.1cpublishing.eu/showpost.php?p=371475&postcount=59


3.3 Type of improvement: Make a "cockpit view" with the gunsight of the Bf109 centered on the screen (and free movement of the view) just as we had in the original IL2FB.

Explanation of proposals: In the original IL2FB you could have the gunsight in the centre of the screen and still move your head freely around.
Now this is not possible, you only have one of two alternatives:
1. You are inside the cockpit, can move your head freely in all directions to scan the sky but, the gunsight is not centered.
2. You have the gunsight centered but your head movement is limited to approx 45° to the left and to the right.

I believe in reality the Bf109 gunsight was centered to the right eye so there was no need for complicated movements for the German pilots.
Because your simulation cannot show the difference between the left and the right eye view (at least as long as no 3D is available), you have penalised all German Bf109 pilots with your solution.
Unless if we buy TrackIR with 6DOF or Freetrack, in order to be able to make the adjustment through the extra hardware
Just fix this!

Benefits: It is back to historic reality and it saves our money (no need ot buy 6DOF TrackIR or a camera+freetrack (freetrack is not working with TrackIR).
http://forum.1cpublishing.eu/showpost.php?p=371609&postcount=62


3.4 Type of improvement: Correct the Pitot-Heater indicator of the Bf109

Explanation of proposals: The pitot-heater (Staurohr) lamp does not indicate when the heater is ON

Benefits: minimal, just some improvent of the realist cockpit instrumentation
http://forum.1cpublishing.eu/showpost.php?p=371626&postcount=63


3.5 Type of improvement: Ju-88 fuel cock levers.

Explanation of proposals: It's so hard to find these behind the Ju-88's seat. Could the hidden icons be made larger so you don't have to hunt around for ages trying to find them.

Benefits: Makes things a little less frustrating.
http://forum.1cpublishing.eu/showpost.php?p=372043&postcount=67


3.6 Type of improvement: Compass and gyro view improvement

Explanation of proposals: Provide a compass and gyro view OR remove the control stick from the Glance at Dash view. It is difficult to see the compass and directional gyro, especially in allied planes.

Benefits: Easier to navigate and I'm certain it wouldn't have been that difficult to view compass IRL.
http://forum.1cpublishing.eu/showpost.php?p=372047&postcount=68


3.7Type of improvement: Level Stabaliser

Explanation of proposals: Add Level Stabaliser key for Bombadier position in bombsight mode with the ability to trim left or right.

Benefits: Players can concentrate on setting the Bombsight without the need to pilot the aircraft at the same time.
Players are requesting this on other parts of the forum & it worked well in the iL2 series when it was added. This would also benefit further sequels.
http://forum.1cpublishing.eu/showpost.php?p=373949&postcount=75



4. Realism


4.1 Type of improvement: Disable teleporting.

Explanation of proposals: Be an option in realism settings, to allow only the following cases to create new aircraft: landing, crash landing, destroyed plane, pilot bailed out.

Benefits: Disable teleporting from plane.
http://forum.1cpublishing.eu/showpost.php?p=370913&postcount=50


4.2 Type of improvement: Gameplay-World

Explanation of proposals: Correct the Sunrise/Sunset time. Sunrisetime INGAME is about 4.00 at the moment. Earliest Sunrise time in England is 4.43, according to this site: http://www.timeanddate.com (http://www.timeanddate.com/)

Benefits: makes the game more realistic
http://forum.1cpublishing.eu/showpost.php?p=369536&postcount=27



4.3 Type of improvement: Ground Behaviour Tuning (add propwash)

Explanation of proposals: propwash is missing or its very weak. Where a real propeller plane is taxiing and/or flying, part of the airflow in the tail surfaces comes from the propeller, even if the plane is stopped on the ground. This airflow is proportional on propeller rpm in fixed propellers.

Benefits: more realistic ground control and behaviour on flight. It gives more control over the plane specially on the ground by applying gas and rudder for turns, making differential brakes less necessary. It also helps avoid nose flipping when applying brakes, by the usual procedure to taxi with stick in full back position to make that propwash atuate over stabilizer downwards and the tail of the plane "glues" to the ground.
http://forum.1cpublishing.eu/showpost.php?p=370029&postcount=32


4.4 Type of improvement: Realism Setting

Explanation of proposals: Weathering/reliability for Weapons
I saw this posted earlier, and it sounds like a really cool realism setting.

9. Can we have a Spitfire with Hispano Suiza 20mm cannon?

We discussed this with some members of the community a while ago and decided that it makes no sense. If we make the guns realistically crappy and unreliable no one will fly it. And if we make the weapons unrealistically reliable it will completely shift the balance and give the Allies a huge advantage. We do not need to add another questionable feature to the project and give the fans another thing no one can agree upon, except to say that we suck.

Seriously? Adding realistically unreliable weapons sounds awesome!
If you want to make it easier for the more 'casual fliers,' make it a realism setting or a slider when adding the plane in the FMB. (Like weathering)

Benefits: Cannon misfire that plop out of the end of the gun like a dull potato, overheat the gun, explode in the barrel, or cause the gun to jam would all be very cool to see in this sim!
And if you make it an optional setting in realism settings or under the plane settings, it is a win, win. People who want realism get it, people who don't can either uncheck the box or not add it to their missions.
I really hope to see this kind of feature implimented. Especially when rockets are finally added to the sim.
http://forum.1cpublishing.eu/showpost.php?p=369000&postcount=15


4.5 Type of improvement: Increase the level of upward lift of the wings and make the difference of "loss of airlift" from one side (e.g. when a wing is missing) more severe.

Explanation of proposals: If you lose a tip of the wing, the plane is easily controllable with the remaining aileron. In reality this should be much more difficult.
Picture #1. Wingtip+aileron is missing, no problem to control the airplane and land it. This is too easy.
http://grathos.de/temp/CoD/Bf109_Bad_Wing2.jpg

Picture #2 & #3
Half of the wing neatly sawn off. Airplane is at the limit and difficult to control. But it should be impossible to controll this damage at all as the good wing would produce so much lift that it would cause the plane to enter an uncontrollable roll which could not be recovered by the compensation from the remaining aileron.
http://grathos.de/temp/CoD/Bf109_Bad_Wing1.jpg
http://grathos.de/temp/CoD/Bf109_Bad_Wing3.jpg

Benefits: Increase realistic response of the plane.
http://forum.1cpublishing.eu/showpost.php?p=371600&postcount=60


5. Sound


5.1 Type of improvement: correct the "sound radar"

Explanation of proposals: the sound of engine of other planes is very audible from your cockpit. This allows one to hear an assailant when closing in from one's 6 o'clock. The phenomenon is totally unrealistic and ruining the best surprise attacks

Benefits: oblige people to look behind, as it was in real life. Have a more realistic sound management. Reduce cursing, frustration, and aggressiveness towards moderators and developers.
http://forum.1cpublishing.eu/showpost.php?p=368550&postcount=7


5.2 Type of improvement: Sound correction inside BR20 bomber.

Explanation of proposals: Inside the Italian BR20 bomber you can hear the sound of the wind, as if the side panels are open. The sound does not change when you open or close those windows.

Benefits: More realistic, more comfort in flight
http://forum.1cpublishing.eu/showpost.php?p=369760&postcount=29


5.3 Type of improvement: Fix the "sound radar" of the Spitfires and Hurricanes

Explanation of proposals: Flying in a Spitfire/Hurricane you can hear an approaching Bf109 coming from the behind and low (impossible to see it in the mirror) and you can take evasive action. You can hear it from 200meters (min) and some from 300meters (max I have witnessed).
I have not experienced the same inside a Bf109.

Benefits: Improve the realism of the game
http://forum.1cpublishing.eu/showpost.php?p=371602&postcount=61


5.4 Type of improvement:
Sounds: Buffets wind and prop sounds wind..
Pilot views Need to be more forward

Explanation of proposals: Sounds: this need to be much louder, while flying even if you cut or lower your engine throttle the aircraft should be very noisy inside the cockpit for sure (in RL).
Pilot View: The F1 position is a good pilot position while flying but it is locked at it is now. Pilot eyes should be re-positioned OR unlock the axis limits F1 position.
(Pilot head should be more forward)

Benefits: More realism. Please see work samples by me done on RoF Here.. (http://gozr.net/iocl/viewtopic.php?f=57&t=1069)
http://forum.1cpublishing.eu/showpost.php?p=370100&postcount=36


6. Other



6.1 Type of improvement: 1st person bailout view and realistic bailouts with ability to look around when descending in a parachute.

Explanation of proposals: Rather than popping out of the aircraft you see the whole jumping sequence. Bailouts have to be done by the book or risk having a tail strike etc. The ability to look around while descending in a parachute.

Benefits: All three will add to a persons immersion in the game.
http://forum.1cpublishing.eu/showpost.php?p=370344&postcount=41


6.2 Type of improvement: AI

Explanation of proposals: Improve the AI so that it reacts much more regularly and to the situation it finds itself in. If a fighter formation that is returning home or disengaging is engaged by an enemy fighter it frequently flies away in a straight line in formation rather than defend themselves. The AI needs to be much more happy to defend itself and fight rather than ignore the cannon fire hitting it and continue flying straight and level.

Benefits: Increased realism of offliners and Co-op onliners as well as online dogfights with AI formations present.
http://forum.1cpublishing.eu/showpost.php?p=372063&postcount=69


6.3 Type of improvement: Resizing/reconfigure GUI screens in some fashion.

Explanation of proposal: ATI Eyefinity, w/bezel compensation.
Can not read GUI menu's. (3/4 behind bezels)

Benefits: Ease of playability, Quality of product.
http://forum.1cpublishing.eu/showpost.php?p=371082&postcount=57


6.4 Type of improvement: Gameplay

Explanation of proposals: Just spawn the aircraft with the radiators on half/fully opened / cruising flight positions

Benefits: Starting with your aircraft in air is done be the game by spawning the aircraft in flight with engine working fully (max/cruising throttle/porp pitch positions). Yet, all the radiators are fully closed. Which means sensible engines will be broken in seconds, forcing the player opening the radiators a mandatory first thing to do while spawned. This is hard, specially for a newcomer to a flight sim, which might find his aircraft's engine broken in a matter of seconds, without having any clue why that happened.
http://forum.1cpublishing.eu/showpost.php?p=368586&postcount=8


6.5 Type of improvement: SDK

Explanation of proposals: Release it without any documentation, or whatever it is that you have now

Benefits: COD is similar enough to Il2 that some of the better modders in the community can figure out how to use the tool set. So instead of waiting ages for your programmers to have enough free time to write out documentation, you can start to have the community work on the bulk of documentation. Thus the community can have access to mod features sooner and you wont have to spend as many resources getting said SDK working.
http://forum.1cpublishing.eu/showpost.php?p=368806&postcount=11


6.6 Type of improvement: Changing FOV using FreeTrack or TrackIr

Explanation of proposals: Possibility in control settings to set Z-Axis translation as changing FOV instead of actually move your head backward and forward. Maybe also with possibility of some adjustment like maximal and minimal angle of FOV, or simultaneously changing FOV and head position with Z-Axis movement.

Benefits: Try using it this way in 6DOF mod for Il-2 1946 and you will seefile:///C:/Users/MARTIN%7E1/AppData/Local/Temp/msohtml1/01/clip_image001.gif For me, it's much more close to the reality, cause in reality you have wide FOV combinated with great resolution of objects, which is imposible in game. With that possibility, you can at least easily change between these two important parametres only with slight movement of head and your hands are still free for plane control. Personally, i don't need move my head backward and forward in cockpit almost any time, but if someone does, or does not like this idea, he still will have possibillity to leave it as it's now.
http://forum.1cpublishing.eu/showpost.php?p=368879&postcount=12


6.7 Type of improvement: support a 2 display configuration: 1 monitor for 3d gfx, 1 monitor for 2d gfx: logs, maps etc

Explanation of proposals: Now maps, event logs, chat messages etc are displayed in separate windows over the rendered 3 dimensional game graphics. Most display adapters support 2 monitors. Maybe this 2nd monitor could be used for displaying these overlay windows *only* - ie. The 3 dimensional world would NOT show on this second monitor. The main display would still show cockpit etc, but having map etc. open wouldn't hide what you see while flying.

EDIT: another way to fix this problem could be a keypress command that would toggle the visibility of map and all infowindows etc shown on top of 3d world, so it would be QUICK to get them all out of the way while flying.

Benefits: overlay windows wouldn't interfere with flying
http://forum.1cpublishing.eu/showpost.php?p=368975&postcount=14


6.8 Type of improvement: Rearm, Refuel, Repair functions.

Explanation of proposals: Release script functions to rearm, refuel and repair objects during mission. Bind functions to objects.
An object stationary/chief can repair/refuel/rearm another stationary/chief object. Give the possibility to start an action (refuel, repair, rearm) by trigger (waypoint, distance, time, tab menu...).

Benefits: These functions would be very usefull for a ext. resource system for longtime missions and campaigns.
I'm thinkin of fueltrucks driving empty to the station where a fueltrain just arrived and then loaded, back to the airports fueldepot. Not to speak of the possibillity, after you spit out your last bullet in a fight, to be able to get back to your airfield, taxi to the hangars and rearm, refuel and maybe repair your crate and get up again.
http://forum.1cpublishing.eu/showpost.php?p=369154&postcount=19


6.9 Type of improvement:: in built voice recognition software

Explanation of proposals: once all the AI commands work to give orders to your flight, it would be awesome to be able to to that with your speech instead of typing on the keyboard several times.(i saw in a vid that this is already possible with external speech recognition software to give the ai commands with your own voice).

Benefits: this would be a feature, which would make single player mode much more realistic and
it would be much more immersive to give orders that way.
besides it would be a feature which no other flight sim has yet, so possibly this would make the competitors squirming.
http://forum.1cpublishing.eu/showpost.php?p=369161&postcount=20


6.10 Type of improvement: Gameplay (Campaign)

Explanation: of proposals: Add the campaign format of the original Red Baron simulator (the best flight simulator campaign I have ever played). For COD, this would mean in offline campaign mode, being able to first lead a flight, then lead a section then a squadron. Also it would mean getting the ability to get the best new planes' features first (metal ailerons, semi-no negative g cutout, pick of the best aircraft in the squadron (it performs a little bit better than others, climbs a little faster than others, has tighter controls, etc.). Thirdly, you would be able to choose a personal airplane marking as well as choose the pilots who fly with you.

Benefits: This would add more fun to COD, get higher magazine reviews and get more customers to buy the product so you can make more money.
http://forum.1cpublishing.eu/showpost.php?p=370283&postcount=39


6.11 Type of improvement: Controls Interface - Flightstick Axis Sensitivity

Explanation of proposals: Greater degree of sensitivity control, maybe similar to IL1946 that used sliders to set the sensitivity over the full range of movement. Rudder on twist action flightsticks is still too sensitive using the current sensitivity option.

Benefits: Axis sensitivity can be user optimised to suit a wider range of Flightgear accessories/equipment.
http://forum.1cpublishing.eu/showpost.php?p=369792&postcount=30

150GCT_Veltro
12-28-2011, 09:22 AM
Shake when we start the engine is not included in the list, would be possible add it for Luthier in the next one? There is not feeling at all now when we are going to start the engine if not the sound.

BlackSix
12-28-2011, 10:09 AM
Shake when we start the engine is not included in the list, would be possible add it for Luthier in the next one? There is not feeling at all now when we are going to start the engine if not the sound.

Yes. Give me a link to this request, please.

150GCT_Veltro
12-28-2011, 10:13 AM
Thank you very much!

http://forum.1cpublishing.eu/showthread.php?p=347177

BlackSix
12-28-2011, 10:51 AM
Thank you very much!

http://forum.1cpublishing.eu/showthread.php?p=347177

Ok

BlackSix
12-29-2011, 06:43 AM
Your suggestions have been studied. We found many interesting and useful things, some of them are can be implemented in the future.

All new requests fall into the list of number 3.

Thanks again for your work!

Verhängnis
12-29-2011, 07:14 AM
Thank you very much, this is great news! :grin:

FG28_Kodiak
12-29-2011, 07:27 AM
Type of improvement: Full Mission Editor

Explanation of proposals:
Add a Only Ai command to Airgroup Option.

Benefits:
Usefull for CooP Game, so Missionbuilder can better manage the planes that can select by players.

---
Type of improvement: Full Mission Editor

Explanation of proposals:
Add a speed parameter to ground actors.

Benefits:
At the moment the speed of ground actor differs, which is nice but if you build for example a german "Panzer Keil" the medium and light tanks are faster than the heavy tanks. So building of a historic correct "Panzer Keil" is impossible at the moment.

---
Type of improvement: Full Mission Editor

Explanation of proposals:
Add a wait-Waipoint to ground actors (maybe AiAircrafts also).

Benefits:
So it would possible to let a train wait at a trainstation. Maybe it would possible to add a idle command to AiGroundActors, for better Mission-Timing. Ok i can use gpPostMissionLoad, but i get Spawn Lags if using.

---
Type of improvement: Full Mission Editor

Explanation of proposals:
Add a Despawn Waipoint.

Benefits:
So a Missionbuilder can easily clean up his mission to avoid slow down. Ok i can use OnActorTaskComplete but it would easier without scripting. :rolleyes:


---
Type of improvement: Script

Explanation of proposals:
A command or Parameter to avoid generation of "server" chat messages

Benefits:
I would like to use my own messages, at the moment i get both.

---
Type of improvement: Script

Explanation of proposals:
A command or Parameter to get player statistics generated by the game

Benefits:
Maybe its possible but i didn't find a way to get them, .

Damixu
12-30-2011, 11:18 AM
Type of improvement: User Interface

Explanation of proposals:

The mouse pointer should disappear automatically when ever mouse is been inactive for 3 seconds and reappear upon moving the mouse.

Benefits:

Less clutter on the screen. The mouse pointer typically distracts the view by hanging front of something more important.

jimbop
12-30-2011, 11:48 AM
Type of improvement: User Interface

Explanation of proposals:

The mouse pointer should disappear automatically when ever mouse is been inactive for 3 seconds and reappear upon moving the mouse.

Benefits:

Less clutter on the screen. The mouse pointer typically distracts the view by hanging front of something more important.

If implemented please make this optional. I like to leave the pointer over where the directional gyro sits at level flight for easy readout!

Damixu
12-30-2011, 11:52 AM
If implemented please make this optional. I like to leave the pointer over where the directional gyro sits at level flight for easy readout!

Oh no! The directional gyro bearing should be readable without resorting to mouse "tooltip" workaround. This should be entirely another development request on this thread. All gauges should be readable without any gamey tricks.

klem
12-30-2011, 12:23 PM
Oh no! The directional gyro bearing should be readable without resorting to mouse "tooltip" workaround. This should be entirely another development request on this thread. All gauges should be readable without any gamey tricks.

See 3.6 in the second list of requests to BlackSix in this post:

http://forum.1cpublishing.eu/showpost.php?p=374016&postcount=77

In RL the Spifire and Hurricane compasses weren't so easy to see, I guess the head position seems to be hard to set up on flat screens in CoD without affecting other aspects of the view especially if you don't have TrackIR/other head tracker.

csThor
12-30-2011, 01:39 PM
Type of improvement: Full Mission Editor

Explanation of proposals:
Add a speed parameter to ground actors.

Benefits:
At the moment the speed of ground actor differs, which is nice but if you build for example a german "Panzer Keil" the medium and light tanks are faster than the heavy tanks. So building of a historic correct "Panzer Keil" is impossible at the moment.

---
Type of improvement: Full Mission Editor

Explanation of proposals:
Add a wait-Waipoint to ground actors (maybe AiAircrafts also).

Benefits:
So it would possible to let a train wait at a trainstation. Maybe it would possible to add a idle command to AiGroundActors, for better Mission-Timing. Ok i can use gpPostMissionLoad, but i get Spawn Lags if using.

This. Very very much, in fact. In 1946 coordinating ground columns of different vehicles was a pain in the rear and without a speed setting it will be one in Clod and beyond, too.

JG52Krupi
12-30-2011, 02:13 PM
Type of improvement:

Performance

Explanation of proposals:

Extra Shadow options, i.e. Cockpit Shadows, Aircraft Shadows, Ground Shadows.

Benefits:

Useful for all players as it allows players to improve performance without losing all shadows.

klem
12-31-2011, 05:45 PM
Type of Improvement: Swap the Tiger Moth Student and instructor seating on Training mode.

Explanation of Proposal: According to a former Air Force pilot friend of mine who learned to fly in the TM the Student sits in the rear and the Instructor in the front. In the Training Mission these are apparently the wrong way round.

btw, he's also not impressed with the landing which runs on too long for a tail dragger with a tailskid.

Benefits: Realism

bongodriver
12-31-2011, 08:33 PM
Type of Improvement: Swap the Tiger Moth Student and instructor seating.

Explanation of Proposal: I am an experienced Tiger Moth pilot (270 hours) all as an instructor, the only time the instructor is required to sit in the rear seat is when the student is brand new to flying or is just a passenger as the full range of controls are not reproduced in the front cockpit so a new student will not know their operation, this is also the reason students 'did' sit in the back seat (whats the point of trying to learn functions of controls that are in the other cockpit, the other controls I am refering to are the slat controls, also the student is expected to solo the aircraft at some point and the aircraft is soloed from the rear, and it is a commonly known fact so I am surprised that 1C don't have this right.

Benefits: Realism

pilots sit in the back when the other guy is just a passenger.....

VO101_Tom
01-01-2012, 03:04 PM
Type of Improvement: Enable skins folder when the skin download is disabled.

Explanation of Proposal:
If the skin download is not allowed, the program allow to load the skins from the main folder (C:\Program Files (x86)\Steam\steamapps\common\il-2 sturmovik cliffs of dover\PaintSchemes\Skins\...). (I'm not talking about the netcache folder, just the default skins folder). If you flying together with teammates, it is important to see the other aircraft painting, even if everyone else is disabled.
We send each other these skins in e-mail, copy all to my default folder, it will solve. If the file names start with the pilot's name, the skin is much easier to handle.

Other options these feature: allowed skin selection to server. Download skins from the server's webpage, copy them to the main skin folder. So you'll know what people see and what not.
If you do not copy anything, you see only the default skins, as now. And of course, that does not affect, if the skin download is enabled, then everyone can see everything.

Benefits:
- It makes it easier to identify team members when flying online.
- Plus, you can filtering the allowed skins on your own server.

ATAG_Bliss
01-01-2012, 05:52 PM
#1

Type of Improvement: Introduce the re-fly button similar to old IL2

Explanation of Proposal: Currently, in online play the server has to use a script to destroy landed/abandoned planes or they will pile up over time and clutter up the airfields. We need a refly button option that will stop people from A.) hopping out of their planes before landing, crashing, dieing and B.) one that despawns the plane after being pressed and C.) one that doesn't mess with stats upon doing this. Currently with the despawn scripts, once an abandoned plane has been despawned the stats will show up as "AI has been killed by X player (when X player has put at least one bullet in that plane) thus giving that player a complete kill, which is wrong.

Benefits: The old IL2 method was perfect as explained above

#2

Type of Improvement: Server settings for clients

Explanation of Proposal: Currently a dedicated server only has the ability set netspeed and turn VAC on/off through the [Net] code, but there is no options to control the clients connected. This leaves exploitation wide open in the online environment. For instance, you could unplug your modem, go fix yourself a whiskey, come back and plug your modem back in and never be kicked from the server. Only being allowed to set server netspeed doesn't exactly cut the mustard.

For comparison here's just a few of the commands in the old IL2 confs.ini to help with this:

[Net]
checkServerTimeSpeed=1
checkClientTimeSpeed=1
socksHost=
checkTimeSpeedDifferense=0.3
checkTimeSpeedInterval=10

[MaxLag]
farMaxLagTime=10
nearMaxLagTime=2
cheaterWarningDelay=10
cheaterWarningNum=3

Benefits: To make MP a much more enjoyable and stable atmosphere.

#3

Type of Improvement: Allowing all the default skins to show when custom skins have been disabled.

Explanation of Proposal: Currently in the dedi server environment it's a must to disable custom skins online by adding the command "SkinDownload=0" to the [Net] section of the confs.ini. If these aren't disabled, MP is a terrible stuttery mess every time a custom skin has been loaded in. But with custom skins turned off, only 1 default skin will appear in game. Everyone's game comes with several different default skins based on unit, plane type, squadron etc, yet only 1 skin (the default's default I guess?) is visible to all players online. Since these default skins all come with everyone's game, they should all be able to be displayed online with out any sort of download (aka - stutter)

Benefits: Immersion / Bug fix perhaps?

#4

Type of Improvement: Custom skins online

Explanation of Proposal: Currently custom skins online cause huge stutters when loading in. Even with the 10gbps connection we have there is no stopping this problem for a dedicated server. Many of these custom skins deserve to be seen and used online.

I suggest creating another folder somewhere in the game install where the server could use that folder as an allowed skins folder. This would allow a hoster to create a downloadable skin pack that would match the allowed skins folder for the dedicated server, thus making a custom skin act like a default skin as the server would have them as well. All users without the skin pack will get default skins appearing online. While those with the custom skins should not get the bandwidth "stutter" that is cursing custom skins online atm.

Benefits: To allow all those wonderful skinners to have their work shown online.

And finally #5

Type of Improvement: Dedicated Server Files

Explanation of Proposal: We need true dedicated server files like every other Steam MP game. Currently the server connects to steam like a client (steam actually has to be running). Steam has a problem with both disconnecting at random and also people failing auth at random. Because of this we have had to create and code a few programs to A.) just keep the server running and B.) make the server restart after a certain amount of time. If the server was left running 24 hours a day, these (null) entries can not be removed from the server and that leaves players not being able to join until the server is completely restarted again as these (null) players don't show up in the player listing and therefore can't be removed. Players are essentially stuck in limbo land when this happens.

Benefits: Allowing for a real dedicated server to run that could rotate missions and actually stay up without the use of 3rd party tools to attempt to make it work.

KG26_Alpha
01-01-2012, 07:48 PM
Hi

Please use the correct format for asking questions and requests.

See the first post in this thread.

Also please don't use this thread for discussions of requests and questions,
simply make a new thread in the main forum and link it to the relevant thread here, or use the PM system, to keep this thread clear uncluttered and easy to read.

Many thanks.

Sven
01-02-2012, 12:17 AM
Type of improvement: Static damaged air-plane objects

Explanation of proposals: Right now there doesn't seem to be a way to spawn static aircraft in a (visible) damaged condition.

Benefits: I can think of many ways how this can aid in building immersive and exciting missions/campaigns as well as creating a more life like airfield.

Foo'bar
01-03-2012, 12:50 PM
Type of improvement:
Map Tool Protractor

Explanation of proposals:
The map tool protractor does only display any angle from 0° to 180° and from 180° back to 0°. The protractor should display any angle from 0° up to 360° instead.

Benefits:
To get the vector e.g. from Marck to Wissant there's no way to display the right value 245°. Calculating a course vector and set it to the compass (Peilzeiger) gauge would be much easier (see image).

Excuse my bad english ;)

acare84
01-03-2012, 12:55 PM
Type of improvement: Usable Steam Overlay in game menus.

Explanation of proposals: We can't use Steam Overlay in game menus right now, it would be good to use it in the game menus.

Benefits: We can chat with our friends with our Steam friends in Steam Overlay and prepare multiplayer matches quickly. It would be really good. I hope it will be happen.

VO101_Tom
01-05-2012, 07:48 AM
Type of improvement:
Chat refresh

Explanation of proposals:
When I want to see the chat history, very bad, that the new message immediately jumps back to the bottom line, making it impossible for longer rewind. This should be improved. The only solution now is to quickly pull the window border, which uncomfortable, and cumbersome.

Benefits:
Readable chat history

csThor
01-05-2012, 08:08 AM
# 1

Type of improvement: Enhance custom vehicle columns & export them to a new txt file

Explanation of proposals:
Currently custom vehicle columns are limited to 8 vehicles. This doesn't allow for more than a battery of guns (with towing vehicles), a platoon of tanks or a small supply column. That greatly limits the ability to merge different vehicle types into road traffic that brings the world around the player alive.
My suggestion is to remove the 8-vehicle limit completely (it can be circumvented by using an external txt editor anyway) and save user created columns in specific txt-based files in a new folder in the missions folder (i.e. PRESETS).

Benefits:
This way custom columns could be saved for later use & shared via the internet. More and longer columns can be created easily to ease the workload of mission designers. Additionally a "library" for real-life columns can be created to give other mission designes access to such information.

# 2

Type of improvement: Create definable "target zones" for artillery

Explanation of proposals:
Currently (again) artillery objects such as the german 10,5cm leFH 18 acts as if it were an AT gun. That means it will fire only on directly visible enemy objects within a rather short range (under 1000m). This is totally incorrect for what artillery really is, it's an indirect-fire weapon used over greater distances.
I propose to create a "target zone" category which can be placed by the mission designer on the map and assigned to objects of this type (meaning mid- and long-range howitzers and artillery guns) for shelling. If the target box is within the gun's range (i.e. the 10,5cm leFH 18 had a range of about 10000m) the gun will shell the assigned area. Add values for timing (i.e. "start shelling at [GAMETIME]" and "cease shelling at [GAMETIME]") and intensity of fire (i.e. harrassing fire [= 1 or 2 shells per minute] to annihilation fire [= as fast as the gunners can manage]) to further enhance the control of the mission designer)

Benefits:
With this method the mission designer can finally have the amount of control over the artillery objects that he should have. And, of course, give the artillery the role it had in reality. ;)

Sutts
01-05-2012, 11:32 AM
Type of improvement:
Implement floating camera mount to give a more natural appearance to aircraft views - like watching your aircraft from another aircraft.

Explanation of proposals:
I believe the current (non-flyby) external views are implemented as if the camera is fixed to the aircraft with a long pole and moves with the aircraft as it rises and falls in flight. This view to me looks quite unnatural, as if you're viewing a model on a turntable.

My proposal is that this fixed mount is replaced with a floating mount (as if attached to another aircraft in formation). The camera would roughly follow the aircraft movement (perhaps smoothing the camera movement out using a moving average of the altitude). In this way the movement of the aircraft within the air mass will be much more obvious and natural in appearance - floating up and down as if filmed from another aircraft alongside.

Benefits:
Aircraft movement will look more believable and better for film makers too.

NSU
01-07-2012, 07:48 AM
Type of improvement:
Briefing Map

Explanation of proposals:
we need the same tools like in the ingame Map

Benefits:
so we can read the Briefing commands and we can plan our flight with the Tools in the Briefing room, befor we start the game.

Torian
01-09-2012, 09:29 AM
#1

Type of Improvement: Introduce the re-fly button similar to old IL2

Explanation of Proposal: Currently, in online play the server has to use a script to destroy landed/abandoned planes or they will pile up over time and clutter up the airfields. We need a refly button option that will stop people from A.) hopping out of their planes before landing, crashing, dieing and B.) one that despawns the plane after being pressed and C.) one that doesn't mess with stats upon doing this. Currently with the despawn scripts, once an abandoned plane has been despawned the stats will show up as "AI has been killed by X player (when X player has put at least one bullet in that plane) thus giving that player a complete kill, which is wrong.

Benefits: The old IL2 method was perfect as explained above

#2

Type of Improvement: Server settings for clients

Explanation of Proposal: Currently a dedicated server only has the ability set netspeed and turn VAC on/off through the [Net] code, but there is no options to control the clients connected. This leaves exploitation wide open in the online environment. For instance, you could unplug your modem, go fix yourself a whiskey, come back and plug your modem back in and never be kicked from the server. Only being allowed to set server netspeed doesn't exactly cut the mustard.

Benefits: To make MP a much more enjoyable and stable atmosphere.

#3

Type of Improvement: Allowing all the default skins to show when custom skins have been disabled.

Explanation of Proposal: Currently in the dedi server environment it's a must to disable custom skins online by adding the command "SkinDownload=0" to the [Net] section of the confs.ini. If these aren't disabled, MP is a terrible stuttery mess every time a custom skin has been loaded in. But with custom skins turned off, only 1 default skin will appear in game. Everyone's game comes with several different default skins based on unit, plane type, squadron etc, yet only 1 skin (the default's default I guess?) is visible to all players online. Since these default skins all come with everyone's game, they should all be able to be displayed online with out any sort of download (aka - stutter)

Benefits: Immersion / Bug fix perhaps?

#4

Type of Improvement: Custom skins online

Explanation of Proposal: Currently custom skins online cause huge stutters when loading in. Even with the 10gbps connection we have there is no stopping this problem for a dedicated server. Many of these custom skins deserve to be seen and used online.

I suggest creating another folder somewhere in the game install where the server could use that folder as an allowed skins folder. This would allow a hoster to create a downloadable skin pack that would match the allowed skins folder for the dedicated server, thus making a custom skin act like a default skin as the server would have them as well. All users without the skin pack will get default skins appearing online. While those with the custom skins should not get the bandwidth "stutter" that is cursing custom skins online atm.

Benefits: To allow all those wonderful skinners to have their work shown online.

And finally #5

Type of Improvement: Dedicated Server Files

Explanation of Proposal: We need true dedicated server files like every other Steam MP game. Currently the server connects to steam like a client (steam actually has to be running). Steam has a problem with both disconnecting at random and also people failing auth at random. Because of this we have had to create and code a few programs to A.) just keep the server running and B.) make the server restart after a certain amount of time. If the server was left running 24 hours a day, these (null) entries can not be removed from the server and that leaves players not being able to join until the server is completely restarted again as these (null) players don't show up in the player listing and therefore can't be removed. Players are essentially stuck in limbo land when this happens.

Benefits: Allowing for a real dedicated server to run that could rotate missions and actually stay up without the use of 3rd party tools to attempt to make it work.

JG52Krupi
01-09-2012, 10:54 AM
Type of improvement:

Fairness/Historical accuracy.

Explanation of proposals:

Historically accurate ammo load outs on server settings.

Benefits:

With the ability to set your own ammo belts players can make lethal setups that have no basis to ones used during ww2. This can be seen as an exploit and realistic servers need to have a preset ammo belt set to stop potential exploits.

Buchon
01-10-2012, 12:12 AM
I did not read all request so not sure if is already posted but here is :

Type of improvement:

FOV customization

Explanation of proposals:

Allow the player to set the FOV used by the FOV keys (Del, End, PageDown)

Benefits:

A option to allow the player to redefine the FOV used in this keys provides better support for the now days wide range of screen´s sizes and the possibility of set a default wide FOV for multi-screen setups.

Jaws2002
01-10-2012, 12:20 AM
Type of improvement:

Bring back the "golden hour". Bring back the original beautiful sun sets and sun rises.

Explanation of proposals:

In photography, the golden hour (sometimes known as magic hour) is the first and last hour of sunlight during the day,[1] when a specific photographic effect is achieved due to the quality of the light.

Typically, lighting is softer (more diffuse) and warmer in hue, and shadows are longer. When the sun is near the horizon, sunlight travels through more of the atmosphere, reducing the intensity of the direct light, so that more of the illumination comes from indirect light from the sky, reducing the lighting ratio. More blue light is scattered, so that light from the sun appears more reddish. In addition, the sun's small angle with the horizon produces longer shadows.


Since you are working on a new graphics engine please bring back the beautiful natural colors of the sunset and sunrise present when the game was released.

Benefits:

The game would look a lot more natural and beautiful and would make the flying during that time of day a beautiful experience again.

Few examples:

http://img.photobucket.com/albums/v258/%3CFA%3EJaws/Screenshot237639.jpg

http://img.photobucket.com/albums/v258/%3CFA%3EJaws/Screenshot112634.jpg

http://img.photobucket.com/albums/v258/%3CFA%3EJaws/Screenshot134464.jpg

Thank you.

Skoshi Tiger
01-10-2012, 01:54 AM
Type of improvement:

GAME PLAY- Positive Feed back on bomb release

Explanation of proposals:

Upon the release of the bombs play a sound of the bomb releasing (mechanical clunk ) to give pilot feed back that the weapon has been released from the plane

Benefits:
In aircraft like the blenheim there is no feedback to tell you that the the ordinance has left the aircraft.

klem
01-11-2012, 08:45 AM
Type of improvement:
Add 100 octane fuel modelling for all Spitfires and Hurricanes.

Explanation of Proposals:
100 octane fuel was in use by all of the Fighter Commans stations by the time of the BoB. Geoffrey Lloyd, British Minister of Fuel and Power said; “I think that without 100 octane we should not have won the Battle of Britain. But we had 100 octane.”
http://www.flightglobal.com/pdfarchive/view/1944/1944%20-%200044.html
http://www.nceastmgtf.com/modules/evolvecms/upload/America's%20Achilles%20Heel_Imported%20Oil.pdf
http://www.lago-colony.com/STORIES_REFINERY/LAGO_HISTORY_DJ.htm

A list of reports on another forum which I link to to save space (especially read "Appendix IV" for performance figures and the BATTLE OF BRITAIN section under "A. R. Ogston, excerpt from History of Aircraft Lubricants (Society of Automotive Engineers, Inc. Warrendale, PA USA), p. 12." for confirmation that "March 1940 Fighter Command converted all its Spitfire and Hurricane Rolls-Royce Merlin powered fighters to 100 octane"):-
http://www.ww2aircraft.net/forum/aviation/use-100-octane-fuel-raf-pt-2-a-20108-2.html#post542367
and another listing combat reports mentioning 100 octane or +12lbs boost all from as early as May 1940
http://www.ww2aircraft.net/forum/aviation/use-100-octane-fuel-raf-pt-2-a-20108-3.html#post542707

Benefits:
Historical accuracy/Realism.

MoGas
01-11-2012, 11:55 AM
Type of improvement:
Proper black and redout simulation..

Explanation of Proposals:
Some gamer pilots, using heavy negative G`s, with a following hard positive G as a exploit, to evade British fighters to force them in the negative cutout. There is no G warm up needed in CloD, and I believe the -G`s are too relaxed done. In Lockon FC2, you need to warm up the pilot, to hold and fly max G`s.


Benefits:
More realistic pilot behaving, in case of, flying on the G limits of a human person.

robtek
01-11-2012, 01:14 PM
Type of improvement:
A key to switch AI on/off for crew-manned aircraft.
Keys for the bombardier to give commands to the AI pilot

Explanation of Proposals:
Actual, if a pilot switches to a gunner position and goes back, the AI for that station is off and can't be activated again.

In a bomber the player should be able to man any station and leave the other stations to AI control.

In the bombardier station, the player should be able to command the AI pilot to make course corrections or to hold steady, a extra gimmick would be sound files for those commands.

Benefits:
Improved playability, realism and immersion

Tte. Costa
01-11-2012, 06:31 PM
type of improvement:
a key to switch ai on/off for crew-manned aircraft.
Keys for the bombardier to give commands to the ai pilot

explanation of proposals:
actual if a pilot switches to a gunner position and goes back the ai for that station is off and can't be activated again.

In a bomber the player should be able to man any station and leave the other stations to ai control.

In the bombardier station the player should be able to command the ai pilot to make course corrections or to hold steady, a extra gimmick would be sound files for those commands.

benefits:
improved playability, realism and immersion

+100

adonys
01-14-2012, 07:25 PM
Type of improvement: Weekly Friday Update

Explanation of proposals: The development team should post a weekly friday update, with some short resume/pictures of the work done over the week

Benefits: improvement of relations with the community/potential future customers, advertisement for the future addons and team's support, increased sales, new customers, etc

VO101_Tom
01-15-2012, 11:03 AM
Type of improvement:
gunner control.

Explanation of proposals:
The vertical motion should be possible to invert mouse option, as it possible in most shooting games. Very unusual for me to move opposite direction of the mouse to aim.
The other problem is that the horizontal motion of the Br-20 top gunner is completely opposite behavior compared of any other gunner control. There is inverse the horizontal moving too.

Benefits:
Less chaotic gunner control

David198502
01-15-2012, 11:52 AM
type of improvement:
prop pitch

explanation:
through various sources there seems to be the common knowledge that the prop pitch of the 109 needed exactly 4 seconds to increase or decrease as much, that the relevant gauge made a change of 360° or 1hour.
now its 6seconds.
furthermore, the pp position to glide, should be 6 o'clock,a position which isn't available anymore.during one of the patches you changed the realistic behaviour for some dubious reason i don't know anymore.

benefits:
realism (cliffs of dover is supposed to be a simulator)

Ataros
01-21-2012, 10:01 PM
Type of improvement: Particles optimization

Explanation of proposals:
Some particles instantly cause FPS to drop from 40-50 to 2-3 FPS:
- ground particles produced by wheels touching a runway during takeoff and landing
- debris particle produced by 20 mm AAA gun shells hitting a ship side (e.g. tanker)

Benefits: consistent FPS, perceived performance increase

Sutts
01-22-2012, 02:08 PM
Type of improvement:
Engine and prop sound improvements

Explanation of proposals:
At the same RPM, an engine under load will sound quite different to an engine under less strain. Listen to the change in pitch of your car engine when starting to climb a hill while maintaining the same RPM. You can hear that the engine is having to work harder. The same is true of aircraft. This effect is obvious when exercising the prop on an aircraft on the ground - as the pitch becomes more coarse, biting more air, the engine has to work harder and the engine note changes. The RPM reduces because the engine can no longer deliver enough power to maintain the new pitch.

At the moment, when coarsening the pitch, it sounds like the throttle is just being pulled back to reduce the RPM. It should sound like the RPM is being forced down due to increased engine load caused by the coarser pitch.

I think to summarise:
1. an engine should sound different under higher loads than when under lower loads, given the same RPM.
2. an engine should sound different at higher power settings (boost) than at a lower power, given the same RPM.

At the moment in CloD I can add +5 of boost while maintaining a constant RPM and the engine sounds exactly the same. The sound only changes when I allow RPM to change.

Also, the sound of the props biting the air should be more obvious. I live close to an airfield and can hear the props being exercised from several miles away. They make a very distinctive beating noise as they are forced to bite into more air. Hard to explain I know but adding such an effect would give a real sense that the prop is biting real air and not just spinning in a vaccum. It does sound rather impressive too when running up on the ground.

Benefits:
More realistic sound experience, greater variety in engine tone and the player gets a greater awareness of the energy state of the engine.

Sutts
01-22-2012, 02:51 PM
Type of improvement:
Improved CEM

Explanation of proposals:
CloD is so close to full real startup that it is a real shame we can't use the primer and parking brake. Please consider implementing these to make the package complete.

Benefits:
Increased immersion and the feeling of having a real engine up front that can be temperamental if flooded etc.

Would be great if number of primes was dependent on outside air temp, temp of engine etc. Too many priming strokes for the conditions and you risk failing to start or having a stack fire. Too few strokes and the engine catches but fails to continue and must be restarted. I really hope you can add this when things become more stable - I know others feel the same. As this is pre-start code I don't feel it would have a performance hit.

Having a parking brake would really help when warming up the engine and testing the prop. At the moment I need to keep my finger on the brakes as the aircraft turns slowly otherwise.

III/JG53_Don
01-22-2012, 04:38 PM
Type of improvement:
Improved CEM

Explanation of proposals:
CloD is so close to full real startup that it is a real shame we can't use the primer and parking brake. Please consider implementing these to make the package complete.

Benefits:
Increased immersion and the feeling of having a real engine up front that can be temperamental if flooded etc.

Would be great if number of primes was dependent on outside air temp, temp of engine etc. Too many priming strokes for the conditions and you risk failing to start or having a stack fire. Too few strokes and the engine catches but fails to continue and must be restarted. I really hope you can add this when things become more stable - I know others feel the same. As this is pre-start code I don't feel it would have a performance hit.

Having a parking brake would really help when warming up the engine and testing the prop. At the moment I need to keep my finger on the brakes as the aircraft turns slowly otherwise.

I want to add sth. to this idea: Is it possible to doubleset the brakes for the planes which dont have a differential left/right toe brake in the axis menue? In german planes its just great that you can handle the brakes left and right with my rudder pedals. For Hurricane/Blenheim etc I had to assign a new button for it. Would be great if you can response the "general brake" for british planes through the pedals as well :-)

robtek
01-22-2012, 10:46 PM
Type of improvement:
Improved CEM

Explanation of proposals:
CloD is so close to full real startup that it is a real shame we can't use the oil pressure to know the max. rpm's during warm-up.
The oil-pressure must change with the oil-temperature

Benefits:
Increased immersion and the feeling of having a real engine up front that can be damaged by too high rpm's during warm-up etc.


I.e. in the manual for the DB601A, a and B the warm-up rpm limits are described as follows:
keep the rpm so low that 6 bar oil pressure are not exceeded.
Something similar will excist for the merlin engines, i assume.

Octocat
01-24-2012, 07:09 AM
Type of improvement:
API Method to send radio commands.

Explanation of proposals:
Add API method for sending radio commands from the script.
Like SendRadioCommand(AiActor actor, RadioCommand command), where:
actor - AiAirGroup or AiAircraft;
command - enumeration of radio command types;

Benefits:
Mission designers can use this feature to build more interesting and live environment.

EDIT: *** This post about controlling AI behavior through radio commands API ***

Sutts
01-24-2012, 02:24 PM
Type of improvement:
More realistic/dynamic engine temperature model

Explanation of proposals:

For full realism I'd also like to see the following factors affect engine operating temperature please:

altitude (colder air at altitude = cooler)
airspeed (more air through radiator = cooler)
radiator obstructions (like lowered landing gear leg on spit)
mixture (richer mixture = cooler)
boost (lower boost = cooler)
rpm (lower rpm = cooler) WE HAVE THIS ONE

Also radiator flap setting should affect speed and yaw.

In addition, the early marks of Spitfire had a single radiator that was partially obscured by a landing gear leg. This made in necessary to takeoff reasonably quickly and avoid lengthy taxying.
It would be nice to feel the same urgency to avoid overheating on the ground as the real pilots did in the battle. Currently, I can run at high throttle on the ground for long periods without any overheating problems.

Some interesting notes from Spit II manual:

The coolant temperature is controlled by a thermostatic control (automatic) and a radiator flap which regulates the flow of air through the radiator, but which cannot be fully closed. The position of the radiator flap affects the lateral trim of the aircraft (the radiator being under the starboard wing) and can usually be kept in the closed position during cruising flight.

ACTIONS AFTER TAKE-OFF
Close the radiator shutter (unless a high power climb is done, when the lever should be a little forward).


Benefits:
Greater need to watch gauges and manage engine. Improved immersion - you feel you have a real engine up front.
User experiences the same problems that pilots of the day had to face. Increased tension before takeoff.

droz
01-28-2012, 04:28 PM
Type of improvement: Aircraft SDK
Explanation of proposals: The ability to create and use aircraft from the community, with a multiplayer option with the server allowing what aircraft can be used.
Benefits: This allows for the continued longevity of the series, much in the way the original IL2 is going with it's unofficial mods.

Some time ago, it was said we will have the ability to do this, back when Oleg was in charge. The question is, is this still the plan? It should be. Allow the community to grow the same way IL2 has, but with some sort of actual in game support to make it easier to implement.

Sutts
01-30-2012, 11:01 PM
Type of improvement: Spit II Mixture Operation

Key points:
1. Currently impossible to use +2.5 boost on lean mixture at 2650 RPM (maximum cruising value specified in manual for 87 octane). Maximum possible is currently +1.1 boost.

2. Mixture should have a direct effect on the temperature of the oil and coolant - at present it has no effect.

3. Smooth engine operation is possible at extreme boost levels +5 upwards. These are way above the maximum permissable on a weak mixture and from what I've read should result in severe detonation - rough running and eventual engine damage.

Explanation of proposals: I've been experimenting with the auto-rich / auto-lean mixture settings on the Spit II. My original Mark II manual states that auto-lean cruising should be possible at 2650 RPM up to +2.5 boost on 87 octane and up to +4 boost on 100 octane fuel.

I'm not sure which fuel is being modelled for the Spit II but I guess 87 octane since boost only registers up to +8 and not +12 as mentioned in the manual.

I'm finding that I can't use more than +1.1 boost without the engine starting to miss. This is at sea level. As you climb the boost must be backed off to keep the engine running smoothly - I'm no pilot but this seems logical enough - higher altitudes = less air so mixture becomes richer and starts choking the engine.

I'd like to request that mixture is tweaked to allow me to operate according to the manual please.

I'd also like to see an effect on oil and coolant temperatures when switching between rich and lean mixtures.

It is also possible to operate very high boost settings on lean mixture (way above the maximums in the manual) without any signs of detonation or engine trouble.

Benefits: More accurate mixture behaviour allowing user to fly by the manual and obtain higher boost settings in a lean cruise. Introducing effects of mixture on engine temps would make engine management more interesting and varied.

Thanks:grin:

Sutts
02-01-2012, 09:20 AM
Type of improvement: Boost cutout mechanism

Explanation of proposals: The boost cutout switch/knob in the game simply allows the throttle to be moved further forward to higher boost levels. In the real aircraft this was not the case. The real switch immediately removed the restriction on boost for the current throttle setting - allowing boost to surge without having to adjust the throttle at all.

This means that even if the throttle isn't at it's fully forward position, a surge in boost is still likely when the switch is flicked - as any current restrictions on boost will be removed.

Benefits: More accurate boost behaviour. This is also better for the player since at the moment if the throttle is fully open when the switch is operated, the lever must be moved back and then forwards again to achieve the higher boost.

Thanks

robtek
02-02-2012, 04:38 PM
I don't know if this was posted already, but here we go:

Type of improvement:
Gameplay /Handling

Explanation of proposals:
Gunners at all and the Ju87 rear gunner especially are too difficult to handle.
The vertical mouse axis is inverted and can't be changed.
The "lens-mount" moves definitely too slow, compare with the same mount shown in this video:
http://www.youtube.com/watch?v=RlJlOQcDAhE
As a improvement i'd recommend to use a qualifier key with the mouse-movement to steer the mount (lafette).

Benefits:
Added realism through easier, more realistic handling

Continu0
02-02-2012, 07:37 PM
Type of improvement:
AI

Explanation of proposals:
So far, AI (if you shoot at them) reacts as soon as you pull the tringer, even if AI didn´t see you before. (See Video 1.00). http://www.youtube.com/watch?v=DacyvAuAgbk
So AI should hold back the Reaction until Bullets have crossed the AI-Plane plus maybe 0.5 seconds (Reaction time).

Benefits:
Realism

zakkandrachoff
02-03-2012, 12:27 PM
Type of improvement:
graphic details

Explanation of proposals:
will be an improvement in the glass of the canopy, that can see shinning marks details when we see to the sun, like is in DCS?. example photo.

Benefits:
more realism
http://forums.eagle.ru/attachment.php?attachmentid=61786&d=1327155684

zakkandrachoff
02-03-2012, 01:11 PM
trees.
Type of improvement:graphic, realism. better online playing

Explanation of proposals:this is not only a theme of graphics, is an important thing that i read in almost the COD forums. The problem is more big when is online. Is about the Trees, and the setting for kick away them.
instead of take away the trees putting low setting, for me, is better and more real, put 2D trees.
and In almost the videos, there are not trees, and are not nice to see, and this is not so good for someone that see this searching for the newest sim and sink, "no trees": this is prehistoric simulators.
so, my little advice is to change setting "NO TREES" for "2D VERY BASICS TREES", like trees of DCS or IL2 old series.
dont all have in our machines 2GB videocard DDR5 and I7. :-P

and like always, sry my bad english

Benefits: better realism playing in offliners and online dogfights in low hadware machines. don't get like old sim.

il_corleone
02-03-2012, 10:09 PM
Type of improvement:
Graphics

Explanation
Bring back the old Colors for the first versions of the game,without any bad performance, they looked more realistic and immersion in the canopy, for sure

Good Things
The game it will be more immersion

6BL Bird-Dog
02-05-2012, 10:54 AM
Type of improvement:
Optional Chocks In/Out toggle

Explanation of proposals:Speaks for itself realy:roll:

Benefits:In for engine warm up eliminates need for parking break or holding breaks & stops movement of aircraft until the chocks are released.;)

Sutts
02-06-2012, 11:39 AM
Type of improvement: Fuel cock switching behaviour

Explanation of proposals: Currently, when you switch off the fuel cock the engine quits immediately. In reality, there was enough fuel left in the lines to keep the engine running for a while before fuel starvation kicked in. It would be good if the devs could implement this more realistic behaviour.

Benefits: Greater realism. The Spit II manual states that the fuel cock should be switched off before killing the engine using the slow running cut-out. We can't do this currently as the fuel cock kills the engine before we have a chance to use the cut-out switch.

xpupx
02-08-2012, 07:15 AM
A few
Questions
• Radio Commands (to AI or to Ground/ Radar control)
• Will we ever see any more Allied Bombers in this game?
• Will the UK map ever be fixed (water in places it should not be, long grass the catapults aircraft 20' in the air, Hangers that are too small to get the aircraft out of, Water that ships or float planes cannot sit on)
• Will we ever get the rear vision mirror fixed in the British fighters? (badly pixalated an magnafied)
• will we ever get launcher exe has stoper working fixed?
• Aircraft navigation and landing lights?
• AAA spotlights that are bright enough to be visible from a distance?
• Acoustic directional finders working and linkable to AAA?
• Simple triggers in FMB instead of having to use complex scripts?
• Map expansion to incorporate the rest of Europe?(Not just Russia)
• AI that works? (inferior fighter group will still not attack superior bomber group)
• Splined roads that show up in multi player?
• Sirens that will go off when a base is under attack?
• Win Lose Triggers?
• A way to use the unhooked buildings in FMB?
• A comprehensive FMB user manual?
• Working weather?(including rain and heavy cloud)
• Maybe an SDK?(with user manual)
• A British fighter quick look button to see you compass?
• Frame rate issues on takeoff on grass runways and over cities?
These are a few of the issues off the top of my head I would like to see address before any talk of expansions or add-on's!

VO101_Tom
02-08-2012, 05:34 PM
Type of improvement: Failed Chute Deploy

Explanation of proposals: The death rate due to bad parachutes should be less. Our experiences is very often killed the pilot because of this. Especially if the pilot is injured, it is almost certain death. Currently the "bail out" does not mean escaping, or giving up a fight, but the greatest chance of KIA. Sadly, most of the pilots rather teleports from the aircraft, than to jump out. It also would be good if such injury, which makes it impossible to open the parachute, indicate somewhere. :rolleyes: Then I would not jump out, I try to emerg. land somewhere...
(Any info, what percentage calculate the program of the successful / failed chute opening?)

Benefits: Dunno... the chute save lives... or something like that...

Red Dragon-DK
02-09-2012, 11:15 AM
Type of improvement:
playing tracks

Explanation of proposals:
When playing track, recorded from a full real server, it is not possible to review it for outside view. + and option for rewind the track. + a quick track option, when in flight.

Benefits:
Analyse your flight from a real dogfight against other humans, flying in full real settings and learn from your mistakes. Making great videos from the same and be able to use it as a training tool in your squat or public on the net.

~S~

Osprey
02-09-2012, 04:49 PM
Type of improvement:
AI

Explanation of proposals:
So far, AI (if you shoot at them) reacts as soon as you pull the tringer, even if AI didn´t see you before. (See Video 1.00). http://www.youtube.com/watch?v=DacyvAuAgbk
So AI should hold back the Reaction until Bullets have crossed the AI-Plane plus maybe 0.5 seconds (Reaction time).

Benefits:
Realism

Furthermore they all break together and in formation. IRL the formation would have scattered.

VO101_Tom
02-11-2012, 12:02 AM
Type of improvement: Pause Chat Window
Explanation of proposals: Difficult to read the chat history, because the chat window jump back to the last row if a new line comes in. Should be solved to stop the chat for this time.
Benefits: Easy to read history

Sternjaeger II
02-11-2012, 01:14 AM
type of improvement: programmable/random fault or malfunction
explanation: a scalable and editable option for faults within the aircraft engine, cooling, propeller gearing, armament, fuel system etc.. to train for emergencies and to learn how to recognise faults with the machine
Benefits: it can help for testing purposes and to train pilots

nic727
02-11-2012, 06:07 PM
Type of improvement: Collision with trees
Explanation: It's very annoying in multiplayers and in singleplayer, when the enemies went in the trees to be invisible.
Benefits: More realistic game

Skoshi Tiger
02-12-2012, 12:37 AM
Type of improvement:
Include a Observation post object

Explanation of proposals:
Create a Observation post object that can be placed by the mission designer. When enemy aircraft come within a set distance to OP it will trigger a message stating an approximate Number, speed, heading, type and altitude of the enemy flight similar to current radar messages, though in a much more limited area and incorporate a realistic ammount of error and delay into these observations

Benefits:
Added realism. One of the reasons an Outnumbered RAF was so effective in the Battle of Britain was that they had better situational awareness of their airspace.

Stealth_Eagle
02-12-2012, 02:25 PM
Type of improvement: Modified Spawn system for human pilots and an option for AI pilots in the Full Mission Builder.

Explaination of Proposals: Rather than spawning people in aircraft, have them spawn near or inside (If possible) an airfields barracks. You would then control your aviator and be able to walk a static aircraft that you spawned on the spawn preselection screen (Location, loadout, paint scheme, etcetera) and you would be able to hop into the aircraft or any other static aircraft already (Like if a mission builder had put some static aircraft that would get default loadout except bombers which would get a historical loadout and respawn after a set amount of time) be able to take the position of another crew member. This would also allow people to go to flak guns as they please and leave if they want. Also, if a pilot bailed out overground, that person could either respawn upon contact with the ground or find something else to do (like stealing an enemy fighter ;) ). This barracks would also be a moveable spawn point such that if we ever get drivable vehiciles, we can spawn in the front lines.

Benefits: A totally new layer of immersion that can be opted out if you don't want to but I would find this quite interesting to have if possible and thanks for your commitment to the game.

Red Dragon-DK
02-12-2012, 04:20 PM
Type of improvement:
Recon patrols with camera.

Explaination of Proposals:
I have an idea for online gameplay. Recon patrols. Without any ammunition, but only equipment with a camera. The pilot flies out on his recon mission and mocks a target on the ground. He looks down at the target and take a picture, which is now stored in his camera. After the mission, he flies back to base and land.
Subsequently, the pilots, who now takes off from base, have new facilitates. They can now go into their map and see a small icon on the map where the picture was taken. They click on it, and a small image pop up and display the image. For example, the size of 250KB allso show position and time, it was taken. When the target is destroyed, both the image and icon disappear.
Only if the pilot land with photo, this will happen. If he gets shot down, the image will be lost, since it could not be produced and shown to others. As in real life.

You could do something similar with radio communication to home base, if you spot enemy aircraft. Today we get a message on the screen, but an icon of the mad that holds 2 to 5 minutes after the message is sent, might be an idea. Then it disappears and you have to communicate again if you still in contact with the group.

Nb: Its not meant to be like the mod in IL2 1946 with a lot of blinking icons. ;) but in a balanced and realistic way.

Benefits:
Dynamic gameplay, there could be close to reality - although it would take longer in real life to get induced photo and send them out. But more realism and dynamism that makes that more people can plan their missions after the targets are given.

nic727
02-12-2012, 07:01 PM
Type of improvement : FPS body
Explanation: It can be a cool feature when you reaload when you are gunner and you can see your feet push the rudder, etc.
Benefit: Realistic feature

http://gaijin.ru/upload/image/warthunder_february10_9_G_50.jpg

Friendly_flyer
02-13-2012, 12:27 AM
Type of improvement: More natural placement of buildings
Explanation: The extremely lined-up feeling if villages in much of CoD is very artificial. Buildings do not normally line up perfectly, particularly not in less built up areas. (see some pictures below). Recent development shots shows some extremely nice Russian farmland buildings, again with the mathematical (and quite unnatural) precise line-up.
Benefits: Environment, navigational (buildings/quarters as landmarks easier to spot)


Small village (the size that's all over the place in IL2 maps), England. Notice the houses align to the roads, not to an overall line-up:
http://i8.photobucket.com/albums/a37/Friendly_flyer/Maps/Englishvillage.jpg

Small scale industry, London. Notice even adjacent houses don't allways line up:
http://i8.photobucket.com/albums/a37/Friendly_flyer/Maps/SmallscaleindustryLondon.jpg

Large scale industry, Hungary. Notice several lines of line-up:
http://i8.photobucket.com/albums/a37/Friendly_flyer/Maps/OldindustryBudapest.jpg

PhilHL
02-13-2012, 11:57 PM
Type of improvement: better effects and animations

Explanation of proposals: some visual effects in COD cause dramatic fps reduction, e.g. clouds, dust, etc. why? Its not the complexitiy of the game when i have stable 60 fps with 30 planes around but i lose 25 fps instantly when i look at bad looking clouds!!!

battlefield 3 is a good example of good effects, maybe the best. it has always good fps even if a lot big explosions are going on.

so please have a deeper look or even a talk with the bf3 developer dice and change the effects in COD then.

Benefits: much smoother game and visual more attractive = more sells of the game for sure!

hc_wolf
02-16-2012, 03:33 PM
Type of improvement: Please put 1 bridge on the Fields Online Map (Land$Online_Map2) in the next patch.

Explanation of proposals: Currently all the AI tanks & Vehicles re-route around the bottom of the map to get around the river.

Benefits: Great online games can be plaid with ai vehicles and This mission would then be great for both sides to jump into tanks and AAA guns to defend and capture the front lines.

Ailantd
02-16-2012, 04:35 PM
Type of improvement: wingtip smoke trails

Explanation of proposals: Return optional red/green wingtip smoke trails from original il2. Include it as realism option.

Benefits: smoke trails were very usefull for new virtual pilots training pourposes and for improving capabilies or more advancd pilots testing how well they perform in the fly.

Ataros
02-17-2012, 03:22 PM
Type of improvement:
Basic tank gameplay / tank AI

Explanation of proposals:
The most cost efficient and easy way to introduce tank gameplay into CloD could be programming tank AI to follow a human player if he spawns in or switches to one of tanks in a group.
E.g.:
1) Mission designer or generator creates an online war missions similar to original Il-2 online wars.
2) If no player is present in any tank of a tank-group tanks follow the route programmed by the mission designer/programmer.
3) If one player is spawning in a tank, the tank group will follow the player that would allow flanking manoeuvres, say around artillery positions. If 2 or more players spawn or switch to a tank group AI should be programmed to split the group into 2 or more parts and each part of a group would follow a human player.

Applicable mostly for online wars but can be adopted for offline.

Benefits:
Will motivate players to use tanks. Will motivate players to invite their friends who are not flight-simmers to buy the game and play tanks for starters. Sales and salary increase, huge bonuses.

Ailantd
02-17-2012, 06:35 PM
Type of improvement: Dinamic aifield AI and populated maps as opton in quick missions.

Explanation of proposals: It would be really nice if when you set a offline instant play ( quick mission ) you have the option to automatically fill all territory with targets, AA, and enemy airfields that lauch planes to intercept you when detected as it would happen in real life.

Benefits: This would bring the land to life and improve the feeling of being in a populated world. Actually all quick missions have life in the target but you can freely fly anywhere over enemy territory with no enemy presence with fells very dull and boring at the least. We need something more dinamic by default.

pupo162
02-19-2012, 08:16 PM
Type of improvement:
delete the conf.ini from 1c softclub folder

Explanation of proposals:
currently there are 2 conf.inis in the game, on in the apps folder on in 1c softclub folder. both this inis have effect on the game and it gets really hard to track wish line does what like this. get rid of one of the confini and make just one document that controls everything.

Benefits:
Easier configuration of the game


Type of improvement:
Controls

Explanation of proposals:
ADD the option to have zoom in a axis.


Benefits:
makes the game easier to play.

Ailantd
02-20-2012, 12:16 AM
Type of improvement: glass ice and oil in exterior views

Explanation of proposals: Ice and oil splahes should be visible also from the exterior view.

Benefits: Improved realism ( when watching others ) and inmersion. It would be nice.

Yvetette
02-20-2012, 08:25 AM
Type of improvement: A detailed damage debriefing.

Explanation of proposals: The debriefing gives a detailed description of the damage(s) and how and why the damage(s) happened and the percentage of damage or if the plane is a write out.

Benefits: The pilots notices easier his mistakes and learns faster how to fly without breaking his plane.

Type of improvement: Possibility to turn on/off differnet kinds of shadows.

Explanation of proposals: The player can select which shadows he keeps on and which off. E.g. cockpit shadows, cloud shadows, building shadows, tree shadows, plane shadows, vehicle shadows etc.

Benefits: Better FPS with the game.

ATAG_Doc
02-20-2012, 02:16 PM
Type of improvement:
Historical / Immersion

Explanation of proposals:
An airfield under attack should have a hand-crank siren going and a city or town with enemy planes over it should have air raid sirens on. Same event that triggers AA should also trigger this.

Benefits:
Completely historical and Immersion.

III/JG53_Don
02-22-2012, 11:58 AM
Type of improvement: Simplification of Noseart/Bow painting through the plane selection menu

Explanation of proposal: As there is allready a section for Noseart in the pane menu it would be really helpful to just apply your squadron/individual emblem through this drop down list

Benefits: You don't have to apply your emblem onto every single skin on every single aircraft via some Photo editing programm. You can just apply your painting onto every aircraft on a specific place. Great way to individualize your plane with ease

E.F.Hartmann
02-22-2012, 01:58 PM
Type of improvement:
realism driver and its shadow in the internal and external view.

Explanation of proposal:
ca would be more real to see customized template for the pilot and cockpit are shadows in the cockpit and on the wings when the sun is on one side or the other and see the impacts of bullets outside view.

Benefits:
just more realistic.

Flanker35M
02-22-2012, 04:10 PM
S!

Type of Improvement: Easier use of in-game chat. A single button to bring it up instead of mouse + ALT.

Explanation of proposal: As of now using the ingame chat is cumbersome and has caused some WTF moments when canopy opened etc. when chat was not active even visible.

Benefits: Quicker and easier access to chat.

Ailantd
02-22-2012, 07:44 PM
Type of improvement: Small white smoke plume to FMB

Explanation of proposals: Small white smoke plume in FMB could be used to depict a more lifelike landscape with stubble burning that could look very cool from air. Just playing with FMB and missing that a lot.

Another option could be a generic smoke plume with parameters like size, color diameter etc, so we can build any smoke plume we need from countryside, burning cities to battlefields.

Benefits: Inmersion

Vonte
02-23-2012, 11:15 AM
Welcome

This theme is designed to gather your questions and requests. I will regularly review it, compile lists and send them to the project manager. Feedback on your wishes will most likely not. If something is implemented - we will notify in the readme for the new patch. We'll publish the answer to your question with a definite period.

Please don't write here about the bugs,errors, FM, DM, etc. in the game. I can not gather and process this data.



Recommended form for registration requests is as follows:

Type of improvement:
Explanation of proposals:
Benefits:

How to make a post?

Think, is whether the offer is reasonable and whether its implementation is possible in principle, and whether it is for other users.
Copy of the above highlighted text in new message window.
Describe your proposal.
If you want to add someone offer simply quote him and describe the addition of the form given above

Type of improvement might be:

Interface
Full editor
Quick Editor
Scripts
AI
etc.

Examples of submissions >> http://translate.google.co.uk/translate?hl=en&ie=UTF8&twu=1&u=http://www.sukhoi.ru/forum/showthread.php%3Ft%3D72637%26p%3D1719908%26viewful l%3D1%23post1719908



The format used there should be adopted at these forums for the sake of continuity and ease of submitting information and requesting it.

Any posts not following the above format will be deleted to avoid clutter and help to stay focused.

You have a few days to prepare and get used to the submission/request format as used at Sukhoi so it becomes easy to communicate.

Many thanks.

BlackSix


PS:
I'm sure BlackSix will accommodate you all, but please remember His time is split between two forums and communities.
So please show some appreciation and respect with regard to the language barrier and time restrictions when he's replying to us here.

Alpha

PPS: Please don't use this thread for general discussion of questions and proposals >>>>> http://forum.1cpublishing.eu/showpost.php?p=375344&postcount=96

This link is for all discussion of posts made in this thread >>> http://forum.1cpublishing.eu/showthread.php?t=28979






.
Type of improvement: Colour blind facility.
Explanation of proposal: Facilitate in "set-up" a "tick box" for users with colour blind problems, especially in the red green spectrum.
Benefits: Colour blind users would be more able to identify "friend or foe" when flying for the Axis forces. IE: Not trying to sight red icons against a green back drop. Also make AC colour icons more visually apparent at a distance.

Kwiatek
02-24-2012, 11:16 AM
Type of improvement: Smoth FOV change - Zoom IN & Zoom OUT

Explanation: It's very annoying to use only 3 FOV settings ( wide, normal, gunsight) like it was in old IL2. Most nowadays simulators use smoth ZOOM settings.

Benefits: More practical and better immersion

Buster_Dee
02-24-2012, 10:56 PM
Type of improvement: Convoy Commander Role

Explanation of proposals: As playable role, a single player selects a mission, then determines make-up of convoy and route. Commander controls departure/stops/route changes, coordinates crossing open spaces, bridges, or other higher-threat areas. Commands to unclude setting up/striking organic AA, requesting intel, requesting air support, ordering stop/cover/camoflage, including repositioning errant AI vehicles, sending detached recon ahead and recalling, making minor vehicle repairs. Penalty to include forced rest/maintenace stops, increased for heavily-equipped units, and inability to cross certain areas for those heavier units. Completion of mission gives side an advantage (temporary increase/availability of higher-octane A/C fuel, uprated A/C engines, more effective airfield defenses, continued progress of combatant units). Aifields, train depots, combatant units in the field (especially if their ammo/fuel has limits), or factories would be destination. Latter suggests mixed civilian/military units, which again determines terrain limits/alternate routes. Mixed could also allow second player role, where Military commander concentrates on protection, while civilian leader herds the sheep.

Benefits: More useful/welcome to flying units. Greater challenge to pilots with less impact on player seats and possibility for more widespread/realistic impact on battlefield (e.g., 5 players could field as many convoys/complimentary missions). Rewards pilots who assist even when not their primary mission. Overall, a more constructive/cooperative "meeting" of ground and air units.

Ace Cheese
02-26-2012, 09:22 AM
Type of improvement:Graphics

Explanation of proposal: The low grass looks rather bad; it's better not to have it unless it's about a foot tall. The ground textures are nice and should be seen. Tall grass and wheat look great.

benifits: Added FPS and it looks better.

Ace Cheese
02-26-2012, 09:30 AM
Type of improvement: Interface

Explanation of proposal: Make the user-face look better and more user-friendly, get rid of the aircraft icons; replace with list form, enable easy quick missons like 1946.
Il-2 1946 functionality crossed with the presentation of ROF. Some film clips of gun-cam and appropriate theatre footage in the background of the menus would look fantastic.

Benefits: I will buy the entire series. :grin:

klem
02-26-2012, 10:00 AM
Type of improvement:Graphics

Explanation of proposal: Far too much long grass on areas of airfields where it would have been mown. These are not rough Landing Grounds rushed into action in France during 'Overlord' they are properly maintained airfields. Unnecessary graphics loading. Please reduce height and general size (its grass not wheat) and reduce the cartoon waving effect.

benifits: Improved FPS and more realistic appearance.

Faucon
02-26-2012, 02:05 PM
Type of improvement:
1. Su26
2. Software's stability

Explanation of proposals:
1. Make it flyable, as fragged few days before the release.
2. No more launcher.exe issue.

Benefits:
1. Being able to enjoy FMs, waited by all aerobatics users from IL2.
2. Being able to JUST play this game...


Yes, that's all :rolleyes: :rolleyes:

jimbop
02-26-2012, 02:54 PM
Not long I hope... B6 replied to the earlier version of the thread and said the suggestions had been looked through and found useful. Good enough for me.

Blackdog_kt
02-27-2012, 12:23 AM
The funniest thing about users inserting small jabs that break the rules here and there and then deleting their own posts to prevent banning, is that they think we can't see them.

And while deleting a rule breaking post makes it acceptable (since the majority of users can't see anything breaking the rules) it doesn't help with the moderating team's perception of who is inciting trouble, which means it's even easier for us to make decisions regarding the access privileges of certain members here. In other words, in the event that a "should we give him another chance?" question pops up, shenanigans like these tend to influence the outcome in favor of a negative decision.

Mind your manners, state your opinion and let others have theirs, nobody has to share yours if they don't want to. Most of all, in threads like these that serve a specific purpose and are not discussion threads, stick to the topic and the specified format. Furbs i'm looking at you. :-P

hiro
02-27-2012, 07:26 AM
Type of improvement: Ground control (vehicles, guns, girls etc) for any player joining the server while sitting in the waiting queue.


Explanation of proposals: For servers that have a waiting queue (for whatever reason, specific game started / no free for all etc), players can use ground vehicles while they wait.

A player can joins server while a current game is in progress (and cannot allow newly joined players) and has the option to participate in ground action. When his / her place in the queue finally allows entry as a pilot, they are given the option to join in the list of pilots.


Benefits: Immersion; gives players something to do while waiting in the queue. Also players wanting to join a specific / favorite server or wait on their favorite side can do so.

Cons: possible lag if tons of players are in the queue using ground equipment, players will be given less chance to be "forced" into playing a side they normally would not play, team balancing harder due to players not forced into a side.

Damixu
02-27-2012, 01:56 PM
Type of improvement:
Search lights focusing to AA gunners target sector on the sky.

Explanation of proposals:
At 1st we need functioning search lights.
At nighttime any (man controllable) AA gun directing gun to the sky causes automated search lights start scanning the same part of the sky.

Benefits:
More immersion.
Ability to defend against night raids more effectively.

Ernst
02-28-2012, 05:13 AM
Type of improvement: Manually config the joystick output sensitiviness.

Explanation of proposals: Allow the player to build its own control response curves like in IL2 using a tool like IL2 Joy Config.

Benefits: Great for the user of low end joysticks and more precision handling the aircrafts.

von Brühl
02-29-2012, 06:04 PM
Type of Improvement: Adjustment of the AI skill sliders

Explanation of proposal: Introduce a new slider, for ground attack/bombing

Benefits: Separate bombing accuracy from turret gunner accuracy, currently, the only way to get consistent hits on target from an AI bomber vs. a smaller, moving target is to have their AI Gunnery set to Veteran or above. This produces nice ground attack results, but also increases the gunners' accuracy to the point of getting 100% kills within 2 seconds of enemy aircraft entering their arc of fire, regardless of approach angle or speed.

badfinger
02-29-2012, 06:35 PM
Type of Improvement: Add in Options/Aircraft "Engine Start" assignment

Explanation of proposal: Allow user to map a key to start aircraft engine(s)

Benefits: Allows user to designate key to start engine since the "Starter" button on the panel is not clickable and no assignment in Options exists.

robtek
02-29-2012, 08:50 PM
Type of Improvement: Add in Options/Aircraft "Engine Start" assignment

Explanation of proposal: Allow user to map a key to start aircraft engine(s)

Benefits: Allows user to designate key to start engine since the "Starter" button on the panel is not clickable and no assignment in Options exists.

There is the option "Toggle engine...." which does exactly that!

badfinger
02-29-2012, 08:58 PM
There is the option "Toggle engine...." which does exactly that!

I tried that, and select engine last night, and they don't work.

binky9

jimbop
02-29-2012, 10:54 PM
I tried that, and select engine last night, and they don't work.

binky9

Did you have complex engine management turned on? This definitely works.

badfinger
03-01-2012, 02:51 AM
Did you have complex engine management turned on? This definitely works.

Which of the select/toggle engine options did you use and what key(s) did you assign?

binky9

jimbop
03-01-2012, 06:45 AM
Which of the select/toggle engine options did you use and what key(s) did you assign?

binky9

'Toggle selected engine(s)' in the Aircraft keys menu.

GOA_Potenz
03-01-2012, 12:25 PM
Type of Improvement:
Sound hit FX
Explanation of Proposal
I know the sound engine is not final yet, but at least we need sounds for bullet and cannon hits in our AC, to actually know when we are hit by enemy fire, now all sound like passing by bullets around your plane with almost no hit sound.
Benefits
Pilots can know when they are hit by AAA or other planes and how hard the were hit


Type of Improvement:
DM, CEM
Explanation of Proposal:
Will be great for imersion to have randon damage on the plane and instruments like in RL was, sudenly a gauge stop working or just give a miss reading or jumping around, same for engine and guns. For CEM a few day ago i had a hard crash and when i hit the ground all the lights in the cockpit died, the batteries are modelled??? if it so can be enabled to be switch on/off in cockpit and this device can be damage by enemy fire???
Benefits:
Pilots will also have to check not only fuel, oil, and temps but amper gauges too, and it will give more realism to start up and flight in general

Ploughman
03-01-2012, 12:46 PM
Type of Improvement:
Visible pilot in cockpit view.
Explanation of Proposal
A switchable pilot figure in the pilot's seatt of fighters and bombers that is visible in the 'in cockpit' view.
Benefits:
Chiefly for making movies, this feature would enhance the ability of movie makers to produce believable film using CloD. As it is pilots have to be inserted using third party software.

Slayer
03-01-2012, 04:27 PM
Type of improvement:
game executable(rename)

Explanation of proposals:
Launcher.exe is too generic, Nvidia game profiles conflict because several other games also use launcher.exe . Rename the game to something like IL2COD.exe to remove the conflict with other titles that use launcher.exe as an executable.

Benefits:
Prevent profile conflicts / undesired game profile driver settings

Sutts
03-03-2012, 11:04 AM
Type of improvement:
More realistic/dynamic engine temperature model

Explanation of proposals:

For full realism I'd also like to see the following factors affect engine operating temperature please:

altitude (colder air at altitude = cooler)
airspeed (more air through radiator = cooler)
radiator obstructions (like lowered landing gear leg on spit)
mixture (richer mixture = cooler)
boost (lower boost = cooler)
rpm (lower rpm = cooler) WE HAVE THIS ONE

Also radiator flap setting should affect speed and yaw.

In addition, the early marks of Spitfire had a single radiator that was partially obscured by a landing gear leg. This made in necessary to takeoff reasonably quickly and avoid lengthy taxying.
It would be nice to feel the same urgency to avoid overheating on the ground as the real pilots did in the battle. Currently, I can run at high throttle on the ground for long periods without any overheating problems.

Some interesting notes from Spit II manual:

The coolant temperature is controlled by a thermostatic control (automatic) and a radiator flap which regulates the flow of air through the radiator, but which cannot be fully closed. The position of the radiator flap affects the lateral trim of the aircraft (the radiator being under the starboard wing) and can usually be kept in the closed position during cruising flight.

ACTIONS AFTER TAKE-OFF
Close the radiator shutter (unless a high power climb is done, when the lever should be a little forward).


Benefits:
Greater need to watch gauges and manage engine. Improved immersion - you feel you have a real engine up front.
User experiences the same problems that pilots of the day had to face. Increased tension before takeoff.

Thank you devs

Untamo
03-08-2012, 11:37 AM
Type of improvement:
User interface

Explanation of proposals:
Changeable player name in-game. As in, have an in-game menu to change player name so that you don't have to change Steam name to have the desired name in CloD.

Benefits:
Many Steam users play in first-person-shooter clans as well as in flight sim squads, or so I would guess. Have one squad mate that qualifies for this. So if I use Steam name "Clan_MyName" or just "MyName", I could still use "Squad_MyName" in CloD.

furbs
03-08-2012, 05:50 PM
Questions...

1) Will i be able to join a Sqd and enter a pilots name?

2) Will there be a dynamic single player campagin?

3) Has the AI been improved upon for BOM?

4) Will BOM have new radio commands?

5) Has BOM been programed to handle the new types of FSAA?

6) Has the DM been worked on?

7) Is the ground handling better than CLOD?

8 ) The FMs i bet will be much more accurate than CLOD, can you tell me how?

9) Will BOM ship with the server docs and SDKs so the community can get to work creating new and exciting content for BOM straight way?

klem
03-09-2012, 10:53 AM
Type of improvement: Separate Ground and Air kills and Deaths
Explanation: Ground kill stats should be available separately and it would be good if ground-attack deaths could be recorded separately from air-combat deaths to get separate K/Ds but I'm not sure how that would be done - perhaps "last target damaged" identification would classify the Death, perhaps for Ground Targets there might be a time window like 'death occurring within 10 minutes of last ground-target damaged'. The kills would come from the object type.
Benefit: More relevant Stats. Not much point in having them if they aren't relevant.

6S.Tamat
03-09-2012, 11:48 AM
Type of modification: User Interface


Modification: Change color in the map for the active ariports. When in map about to enter in the game choosing an airport to take off would be better to change the active airports with the colour of the faction because the great amount of airports needs that the usable airports have a colour with much more contrast respect to the not usable ones.

BlackSix
03-14-2012, 01:44 PM
Hi!

The following list of your suggestions will be passed to Ilya Shevchenko. Some of the suggestions is taken from Russian forum. Those suggestions that are not included in the list - is already in development or already in the game. All new requests fall into the list of number 5.

Thank you for your work!

P.S.
List 3 (in Russian) - http://www.sukhoi.ru/forum/showthread.php?t=73930&p=1769386&viewfull=1#post1769386

1. FMB


1.1 Type of improvement: Full Mission Editor

Explanation of proposals: Add a Only Ai command to Airgroup Option.


Benefits: Usefull for CooP Game, so Missionbuilder can better manage the planes that can select by players.
http://forum.1cpublishing.eu/showpost.php?p=374307&postcount=79


1.2 Type of improvement: Full Mission Editor

Explanation of proposals: Add a speed parameter to ground actors.

Benefits: At the moment the speed of ground actor differs, which is nice but if you build for example a german "Panzer Keil" the medium and light tanks are faster than the heavy tanks. So building of a historic correct "Panzer Keil" is impossible at the moment.
http://forum.1cpublishing.eu/showpost.php?p=374307&postcount=79


1.3 Type of improvement: Full Mission Editor

Explanation of proposals: Add a wait-Waipoint to ground actors (maybe AiAircrafts also).

Benefits: So it would possible to let a train wait at a trainstation. Maybe it would possible to add a idle command to AiGroundActors, for better Mission-Timing. Ok i can use gpPostMissionLoad, but i get Spawn Lags if using.
http://forum.1cpublishing.eu/showpost.php?p=374307&postcount=79


1.4 Type of improvement: Full Mission Editor

Explanation of proposals: Add a Despawn Waipoint.

Benefits: So a Missionbuilder can easily clean up his mission to avoid slow down. Ok i can use OnActorTaskComplete but it would easier without scripting.
http://forum.1cpublishing.eu/showpost.php?p=374307&postcount=79


1.5 Type of improvement: Script

Explanation of proposals: A command or Parameter to avoid generation of "server" chat messages

Benefits: I would like to use my own messages, at the moment i get both.
http://forum.1cpublishing.eu/showpost.php?p=374307&postcount=79


1.6 Type of improvement: Script

Explanation of proposals: A command or Parameter to get player statistics generated by the game

Benefits: Maybe its possible but i didn't find a way to get them.
http://forum.1cpublishing.eu/showpost.php?p=374307&postcount=79


1.7 Type of improvement: Include a Observation post object

Explanation of proposals:
Create a Observation post object that can be placed by the mission designer. When enemy aircraft come within a set distance to OP it will trigger a message stating an approximate Number, speed, heading, type and altitude of the enemy flight similar to current radar messages, though in a much more limited area and incorporate a realistic ammount of error and delay into these observations

Benefits: Added realism. One of the reasons an Outnumbered RAF was so effective in the Battle of Britain was that they had better situational awareness of their airspace.
http://forum.1cpublishing.eu/showpost.php?p=389985&postcount=134


1.8 Type of improvement: Modified Spawn system for human pilots and an option for AI pilots in the Full Mission Builder.

Explaination of Proposals: Rather than spawning people in aircraft, have them spawn near or inside (If possible) an airfields barracks. You would then control your aviator and be able to walk a static aircraft that you spawned on the spawn preselection screen (Location, loadout, paint scheme, etcetera) and you would be able to hop into the aircraft or any other static aircraft already (Like if a mission builder had put some static aircraft that would get default loadout except bombers which would get a historical loadout and respawn after a set amount of time) be able to take the position of another crew member. This would also allow people to go to flak guns as they please and leave if they want. Also, if a pilot bailed out overground, that person could either respawn upon contact with the ground or find something else to do (like stealing an enemy fighter). This barracks would also be a moveable spawn point such that if we ever get drivable vehiciles, we can spawn in the front lines.

Benefits: A totally new layer of immersion that can be opted out if you don't want to but I would find this quite interesting to have if possible and thanks for your commitment to the game.
http://forum.1cpublishing.eu/showpost.php?p=390092&postcount=135


1.9 Type of improvement: Map Tool Protractor

Explanation of proposals: The map tool protractor does only display any angle from 0° to 180° and from 180° back to 0°. The protractor should display any angle from 0° up to 360° instead.

Benefits: To get the vector e.g. from Marck to Wissant there's no way to display the right value 245°. Calculating a course vector and set it to the compass (Peilzeiger) gauge would be much easier (see image (http://forum.1cpublishing.eu/attachment.php?attachmentid=8187&d=1325594848)).
http://forum.1cpublishing.eu/showpost.php?p=375846&postcount=92


1.10 Type of improvement: Static damaged air-plane objects

Explanation of proposals: Right now there doesn't seem to be a way to spawn static aircraft in a (visible) damaged condition.

Benefits: I can think of many ways how this can aid in building immersive and exciting missions/campaigns as well as creating a more life like airfield.
http://forum.1cpublishing.eu/showpost.php?p=375419&postcount=91


1.11 Type of improvement: Please put 1 bridge on the Fields Online Map (Land$Online_Map2) in the next patch.

Explanation of proposals: Currently all the AI tanks & Vehicles re-route around the bottom of the map to get around the river.

Benefits: Great online games can be plaid with ai vehicles and This mission would then be great for both sides to jump into tanks and AAA guns to defend and capture the front lines.
http://forum.1cpublishing.eu/showpost.php?p=391196&postcount=140


1.12 Type of improvement: Enhance custom vehicle columns & export them to a new txt file

Explanation of proposals: Currently custom vehicle columns are limited to 8 vehicles. This doesn't allow for more than a battery of guns (with towing vehicles), a platoon of tanks or a small supply column. That greatly limits the ability to merge different vehicle types into road traffic that brings the world around the player alive.
My suggestion is to remove the 8-vehicle limit completely (it can be circumvented by using an external txt editor anyway) and save user created columns in specific txt-based files in a new folder in the missions folder (i.e. PRESETS).

Benefits: This way custom columns could be saved for later use & shared via the internet. More and longer columns can be created easily to ease the workload of mission designers. Additionally a "library" for real-life columns can be created to give other mission designes access to such information.
http://forum.1cpublishing.eu/showpost.php?p=376435&postcount=95


1.13 Type of improvement: Small white smoke plume to FMB

Explanation of proposals: Small white smoke plume in FMB could be used to depict a more lifelike landscape with stubble burning that could look very cool from air. Just playing with FMB and missing that a lot.

Another option could be a generic smoke plume with parameters like size, color diameter etc, so we can build any smoke plume we need from countryside, burning cities to battlefields.

Benefits: Inmersion
http://forum.1cpublishing.eu/showpost.php?p=393117&postcount=151


1.14 Type of Improvement: Adjustment of the AI skill sliders

Explanation of proposal: Introduce a new slider, for ground attack/bombing

Benefits: Separate bombing accuracy from turret gunner accuracy, currently, the only way to get consistent hits on target from an AI bomber vs. a smaller, moving target is to have their AI Gunnery set to Veteran or above. This produces nice ground attack results, but also increases the gunners' accuracy to the point of getting 100% kills within 2 seconds of enemy aircraft entering their arc of fire, regardless of approach angle or speed.
http://forum.1cpublishing.eu/showpost.php?p=395358&postcount=164


1.15 Type of improvement: Create definable "target zones" for artillery

Explanation of proposals: Currently (again) artillery objects such as the german 10,5cm leFH 18 acts as if it were an AT gun. That means it will fire only on directly visible enemy objects within a rather short range (under 1000m). This is totally incorrect for what artillery really is, it's an indirect-fire weapon used over greater distances.
I propose to create a "target zone" category which can be placed by the mission designer on the map and assigned to objects of this type (meaning mid- and long-range howitzers and artillery guns) for shelling. If the target box is within the gun's range (i.e. the 10,5cm leFH 18 had a range of about 10000m) the gun will shell the assigned area. Add values for timing (i.e. "start shelling at [GAMETIME]" and "cease shelling at [GAMETIME]") and intensity of fire (i.e. harrassing fire [= 1 or 2 shells per minute] to annihilation fire [= as fast as the gunners can manage]) to further enhance the control of the mission designer)

Benefits: With this method the mission designer can finally have the amount of control over the artillery objects that he should have. And, of course, give the artillery the role it had in reality.
http://forum.1cpublishing.eu/showpost.php?p=376435&postcount=95


1.16 Вид улучшения: Редактор, артиллерия

Пояснение предложения: Просьба добавить возможность задать артиллерии, танкам и т.п. площадь для обстрела.

Преимущества: Расширяет возможности по созданию миссий, что привлечет новых пользователей
http://www.sukhoi.ru/forum/showthread.php?t=72637&p=1772349&viewfull=1#post1772349


1.17 Вид улучшения: Редактор, Объекты


Пояснение предложения:
1. Проблема со зданиями.
Сейчас здания НЕ ЗАГРУЖАЮТСЯ из подмиссий. Это заводы-фабрики, окопы и другие очень нужные объекты. Ставить все объекты в подмиссиях часто просто невозможно, т.к. может быть неизвестно какие из подмиссий будут загружены. Просьба сделать так, чтобы ВСЕ объекты из подмиссий могли загружаться на карту, это очень важно для создания красивых,интересных и динамических миссий. Чтобы имитировать цель завод, склад и т.п. приходится прибегать к способу из ЗС - ставить машинку внутрь здания. Но машинка эта не статическая и должна иметь вэйпоинты, отсюда большая нагрузка на сервер - значит меньше объектов на карте, нереалистичность, проблемы и лишняя трата времени дизайнера миссии. К тому же все автомобили уничтожаются с трех пуль винтовочного калибра выпущенных в любое место.
Просьба добавить зданиям возможность учета в скриптах(аналогично артиллерии) и загрузку их через подмиссии

2. Проблема со статиками.
Этот вопрос еще более важный. Сейчас нельзя определить, что статик (объект "Статический" из редактора) уничтожен, т.к. метод OnActorDead() для них не работает. Следовательно мы имеем такую проблемы:
-миссию со статиками можно загрузить только один раз, так как мы не знаем были ли уничтожены объекты текущей миссии. Сами из скрипта мы их тоже не сможем убрать. Есть возможность отслеживать уничтожение статика через триггер, но триггеры работают некорректно - не всегда срабатывают, что делает их невозможным использование на серверах.
Просьба добавить статикам возможность учета в скриптах(аналогично артиллерии)

3. Просьба добавить возможность объединять корабли в конвои с возможностью задать строй аналогично самолетам

4. Просьба добавить технике в колоннах возможность задать строй аналогично самолетам. Сейчас они идут в атаку стройной колонной, затем друг в друга упираются и расстреливаются артиллерией. Нереалистично и совершенно не подходит для создания миссии (за исключением движения колонн по дорогам...)

Преимущества: Очевидны, больше хороших миссий, больше пользователей
http://www.sukhoi.ru/forum/showthread.php?t=72637&p=1772152&viewfull=1#post1772152


1.18 Вид улучшения: Полный редактор

Пояснение предложения: Добавление объекта. Добавление объекта "Мина", в настоящее время есть объект "Взрыв бомбы", очень красиво выполненный, эффектный, но, к сожалению, совершенно не эффективный. Не наносит поражения самому незащищенному объекту. Хотелось бы добавить объект "Мина" с помощью которого можно было бы минировать дороги. Либо, изменить свойства объекта "Взрыв бомбы" добавлением к нему двух свойств, прозрачность, и поражение, при возможности регулируемые. Прозрачность позволит размещать объект там, где он необходим по замыслу автора, а поражающий эффект позволит получить желаемое. Прозрачность может быть "триггерной", "видно - не видно", а поражение регулироваться по радиусу. Возможно изготовить несколько объектов с различными радиусами поражения. И привести их характеристики к тротиловому эквиваленту, конечно же его игровой инкарнации.

Преимущества: Дополнит и разнообразит действия наземки.
http://www.sukhoi.ru/forum/showthread.php?t=72637&p=1772340&viewfull=1#post1772340


1.19 Вид улучшения: Полный редактор

Пояснение предложения: Фиксирование сортировки. В настоящее время при переходе из раздела в раздел в "Браузере Объектов" есть два варианта строки "Упорядочить" "По умолчанию" и по "Стране" Хотелось бы настройку фиксации выбора сортировки. При подготовке шаблона приходится переключаться между разделами и настройка сортирования по "Стране" весьма удобна.


Преимущества: Удобство
http://www.sukhoi.ru/forum/showthread.php?t=72637&p=1772429&viewfull=1#post1772429


1.20 Вид улучшения: Полный редактор

Пояснение предложения: Просьба добавить опознавательные знаки на немецкие и английские стационарные самолёты.
http://www.sukhoi.ru/forum/showthread.php?t=72637&p=1773444&viewfull=1#post1773444



2. Multiplayer


2.1 Type of Improvement: Allowing all the default skins to show when custom skins have been disabled.

Explanation of Proposal: Currently in the dedi server environment it's a must to disable custom skins online by adding the command "SkinDownload=0" to the [Net] section of the confs.ini. If these aren't disabled, MP is a terrible stuttery mess every time a custom skin has been loaded in. But with custom skins turned off, only 1 default skin will appear in game. Everyone's game comes with several different default skins based on unit, plane type, squadron etc, yet only 1 skin (the default's default I guess?) is visible to all players online. Since these default skins all come with everyone's game, they should all be able to be displayed online with out any sort of download (aka - stutter)

Benefits: Immersion / Bug fix perhaps?
http://forum.1cpublishing.eu/showpost.php?p=375306&postcount=89


2.2 Type of Improvement: Custom skins online

Explanation of Proposal: Currently custom skins online cause huge stutters when loading in. Even with the 10gbps connection we have there is no stopping this problem for a dedicated server. Many of these custom skins deserve to be seen and used online.

I suggest creating another folder somewhere in the game install where the server could use that folder as an allowed skins folder. This would allow a hoster to create a downloadable skin pack that would match the allowed skins folder for the dedicated server, thus making a custom skin act like a default skin as the server would have them as well. All users without the skin pack will get default skins appearing online. While those with the custom skins should not get the bandwidth "stutter" that is cursing custom skins online atm.

Benefits: To allow all those wonderful skinners to have their work shown online.
http://forum.1cpublishing.eu/showpost.php?p=375306&postcount=89


2.3 Type of Improvement: Dedicated Server Files

Explanation of Proposal: We need true dedicated server files like every other Steam MP game. Currently the server connects to steam like a client (steam actually has to be running). Steam has a problem with both disconnecting at random and also people failing auth at random. Because of this we have had to create and code a few programs to A.) just keep the server running and B.) make the server restart after a certain amount of time. If the server was left running 24 hours a day, these (null) entries can not be removed from the server and that leaves players not being able to join until the server is completely restarted again as these (null) players don't show up in the player listing and therefore can't be removed. Players are essentially stuck in limbo land when this happens.

Benefits: Allowing for a real dedicated server to run that could rotate missions and actually stay up without the use of 3rd party tools to attempt to make it work.
http://forum.1cpublishing.eu/showpost.php?p=375306&postcount=89


2.4 Type of Improvement: Easier use of in-game chat. A single button to bring it up instead of mouse + ALT.

Explanation of proposal: As of now using the ingame chat is cumbersome and has caused some WTF moments when canopy opened etc. when chat was not active even visible.

Benefits: Quicker and easier access to chat.
http://forum.1cpublishing.eu/showpost.php?p=393049&postcount=150


2.5 Type of improvement: Chat refresh

Explanation of proposals: When I want to see the chat history, very bad, that the new message immediately jumps back to the bottom line, making it impossible for longer rewind. This should be improved. The only solution now is to quickly pull the window border, which uncomfortable, and cumbersome.

Benefits: Readable chat history
http://forum.1cpublishing.eu/showpost.php?p=376430&postcount=94


2.6 Type of improvement: Pause Chat Window

Explanation of proposals: Difficult to read the chat history, because the chat window jump back to the last row if a new line comes in. Should be solved to stop the chat for this time.

Benefits: Easy to read history
http://forum.1cpublishing.eu/showpost.php?p=389657&postcount=131


2.7 Type of Improvement: Server settings for clients

Explanation of Proposal: Currently a dedicated server only has the ability set netspeed and turn VAC on/off through the [Net] code, but there is no options to control the clients connected. This leaves exploitation wide open in the online environment. For instance, you could unplug your modem, go fix yourself a whiskey, come back and plug your modem back in and never be kicked from the server. Only being allowed to set server netspeed doesn't exactly cut the mustard.

For comparison here's just a few of the commands in the old IL2 confs.ini to help with this:
Quote:
[Net]
checkServerTimeSpeed=1
checkClientTimeSpeed=1
socksHost=
checkTimeSpeedDifferense=0.3
checkTimeSpeedInterval=10

[MaxLag]
farMaxLagTime=10
nearMaxLagTime=2
cheaterWarningDelay=10
cheaterWarningNum=3

Benefits: To make MP a much more enjoyable and stable atmosphere.
http://forum.1cpublishing.eu/showpost.php?p=375306&postcount=89


2.8 Type of improvement: Recon patrols with camera.

Explaination of Proposals: I have an idea for online gameplay. Recon patrols. Without any ammunition, but only equipment with a camera. The pilot flies out on his recon mission and mocks a target on the ground. He looks down at the target and take a picture, which is now stored in his camera. After the mission, he flies back to base and land.
Subsequently, the pilots, who now takes off from base, have new facilitates. They can now go into their map and see a small icon on the map where the picture was taken. They click on it, and a small image pop up and display the image. For example, the size of 250KB allso show position and time, it was taken. When the target is destroyed, both the image and icon disappear.
Only if the pilot land with photo, this will happen. If he gets shot down, the image will be lost, since it could not be produced and shown to others. As in real life.

You could do something similar with radio communication to home base, if you spot enemy aircraft. Today we get a message on the screen, but an icon of the mad that holds 2 to 5 minutes after the message is sent, might be an idea. Then it disappears and you have to communicate again if you still in contact with the group.

Nb: Its not meant to be like the mod in IL2 1946 with a lot of blinking icons. but in a balanced and realistic way.

Benefits: Dynamic gameplay, there could be close to reality - although it would take longer in real life to get induced photo and send them out. But more realism and dynamism that makes that more people can plan their missions after the targets are given.
http://forum.1cpublishing.eu/showpost.php?p=390109&postcount=136


2.9 Type of improvement: Usable Steam Overlay in game menus.

Explanation of proposals: We can't use Steam Overlay in game menus right now, it would be good to use it in the game menus.

Benefits: We can chat with our friends with our Steam friends in Steam Overlay and prepare multiplayer matches quickly. It would be really good. I hope it will be happen.
http://forum.1cpublishing.eu/showpost.php?p=375848&postcount=93


Type of improvement: Fairness/Historical accuracy.

Explanation of proposals: Historically accurate ammo load outs on server settings.

Benefits: With the ability to set your own ammo belts players can make lethal setups that have no basis to ones used during ww2. This can be seen as an exploit and realistic servers need to have a preset ammo belt set to stop potential exploits.
http://forum.1cpublishing.eu/showpost.php?p=377617&postcount=99


2.10 Type of improvement: Playing tracks

Explanation of proposals: When playing track, recorded from a full real server, it is not possible to review it for outside view. + and option for rewind the track. + a quick track option, when in flight.

Benefits: Analyse your flight from a real dogfight against other humans, flying in full real settings and learn from your mistakes. Making great videos from the same and be able to use it as a training tool in your squat or public on the net.
http://forum.1cpublishing.eu/showpost.php?p=389073&postcount=129



3. Plans


3.1 Type of improvement: Add 100 octane fuel modelling for all Spitfires and Hurricanes.

Explanation of Proposals: 100 octane fuel was in use by all of the Fighter Commans stations by the time of the BoB. Geoffrey Lloyd, British Minister of Fuel and Power said; “I think that without 100 octane we should not have won the Battle of Britain. But we had 100 octane.”
http://www.flightglobal.com/pdfarchi...0-%200044.html (http://www.flightglobal.com/pdfarchive/view/1944/1944%20-%200044.html)
http://www.nceastmgtf.com/modules/ev...rted%20Oil.pdf (http://www.nceastmgtf.com/modules/evolvecms/upload/America%27s%20Achilles%20Heel_Imported%20Oil.pdf)
http://www.lago-colony.com/STORIES_R...HISTORY_DJ.htm (http://www.lago-colony.com/STORIES_REFINERY/LAGO_HISTORY_DJ.htm)

A list of reports on another forum which I link to to save space (especially read "Appendix IV" for performance figures and the BATTLE OF BRITAIN section under "A. R. Ogston, excerpt from History of Aircraft Lubricants (Society of Automotive Engineers, Inc. Warrendale, PA USA), p. 12." for confirmation that "March 1940 Fighter Command converted all its Spitfire and Hurricane Rolls-Royce Merlin powered fighters to 100 octane"):-
http://www.ww2aircraft.net/forum/avi...tml#post542367 (http://www.ww2aircraft.net/forum/aviation/use-100-octane-fuel-raf-pt-2-a-20108-2.html#post542367)
and another listing combat reports mentioning 100 octane or +12lbs boost all from as early as May 1940
http://www.ww2aircraft.net/forum/avi...tml#post542707 (http://www.ww2aircraft.net/forum/aviation/use-100-octane-fuel-raf-pt-2-a-20108-3.html#post542707)

Benefits: Historical accuracy/Realism.
http://forum.1cpublishing.eu/showpost.php?p=378274&postcount=103


3.2 Type of improvement: Proper black and redout simulation..

Explanation of Proposals: Some gamer pilots, using heavy negative G`s, with a following hard positive G as a exploit, to evade British fighters to force them in the negative cutout. There is no G warm up needed in CloD, and I believe the -G`s are too relaxed done. In Lockon FC2, you need to warm up the pilot, to hold and fly max G`s.

Benefits: More realistic pilot behaving, in case of, flying on the G limits of a human person.
http://forum.1cpublishing.eu/showpost.php?p=378304&postcount=104


3.3 Type of improvement: Prop pitch

Explanation: through various sources there seems to be the common knowledge that the prop pitch of the 109 needed exactly 4 seconds to increase or decrease as much, that the relevant gauge made a change of 360° or 1hour.
now its 6seconds.
furthermore, the pp position to glide, should be 6 o'clock,a position which isn't available anymore.during one of the patches you changed the realistic behaviour for some dubious reason i don't know anymore.

Benefits: Realism (cliffs of dover is supposed to be a simulator)
http://forum.1cpublishing.eu/showpost.php?p=380099&postcount=109


3.4 Type of improvement: Engine and prop sound improvements

Explanation of proposals: At the same RPM, an engine under load will sound quite different to an engine under less strain. Listen to the change in pitch of your car engine when starting to climb a hill while maintaining the same RPM. You can hear that the engine is having to work harder. The same is true of aircraft. This effect is obvious when exercising the prop on an aircraft on the ground - as the pitch becomes more coarse, biting more air, the engine has to work harder and the engine note changes. The RPM reduces because the engine can no longer deliver enough power to maintain the new pitch.

At the moment, when coarsening the pitch, it sounds like the throttle is just being pulled back to reduce the RPM. It should sound like the RPM is being forced down due to increased engine load caused by the coarser pitch.

I think to summarise:
1. an engine should sound different under higher loads than when under lower loads, given the same RPM.
2. an engine should sound different at higher power settings (boost) than at a lower power, given the same RPM.

At the moment in CloD I can add +5 of boost while maintaining a constant RPM and the engine sounds exactly the same. The sound only changes when I allow RPM to change.

Also, the sound of the props biting the air should be more obvious. I live close to an airfield and can hear the props being exercised from several miles away. They make a very distinctive beating noise as they are forced to bite into more air. Hard to explain I know but adding such an effect would give a real sense that the prop is biting real air and not just spinning in a vaccum. It does sound rather impressive too when running up on the ground.

Benefits: More realistic sound experience, greater variety in engine tone and the player gets a greater awareness of the energy state of the engine.
http://forum.1cpublishing.eu/showpost.php?p=383107&postcount=111


3.5 Type of improvement: Improved CEM

Explanation of proposals: CloD is so close to full real startup that it is a real shame we can't use the primer and parking brake. Please consider implementing these to make the package complete.

Benefits: Increased immersion and the feeling of having a real engine up front that can be temperamental if flooded etc.

Would be great if number of primes was dependent on outside air temp, temp of engine etc. Too many priming strokes for the conditions and you risk failing to start or having a stack fire. Too few strokes and the engine catches but fails to continue and must be restarted. I really hope you can add this when things become more stable - I know others feel the same. As this is pre-start code I don't feel it would have a performance hit.

Having a parking brake would really help when warming up the engine and testing the prop. At the moment I need to keep my finger on the brakes as the aircraft turns slowly otherwise.
http://forum.1cpublishing.eu/showpost.php?p=383113&postcount=112


3.6 Type of improvement: Improved CEM

Explanation of proposals: CloD is so close to full real startup that it is a real shame we can't use the oil pressure to know the max. rpm's during warm-up. The oil-pressure must change with the oil-temperature

Benefits: Increased immersion and the feeling of having a real engine up front that can be damaged by too high rpm's during warm-up etc.
http://forum.1cpublishing.eu/showpost.php?p=383260&postcount=114


3.7 Type of improvement: More realistic/dynamic engine temperature model

Explanation of proposals: For full realism I'd also like to see the following factors affect engine operating temperature please:

altitude (colder air at altitude = cooler)
airspeed (more air through radiator = cooler)
radiator obstructions (like lowered landing gear leg on spit)
mixture (richer mixture = cooler)
boost (lower boost = cooler)
rpm (lower rpm = cooler) WE HAVE THIS ONE

Also radiator flap setting should affect speed and yaw.

In addition, the early marks of Spitfire had a single radiator that was partially obscured by a landing gear leg. This made in necessary to takeoff reasonably quickly and avoid lengthy taxying.
It would be nice to feel the same urgency to avoid overheating on the ground as the real pilots did in the battle. Currently, I can run at high throttle on the ground for long periods without any overheating problems.

Some interesting notes from Spit II manual:

The coolant temperature is controlled by a thermostatic control (automatic) and a radiator flap which regulates the flow of air through the radiator, but which cannot be fully closed. The position of the radiator flap affects the lateral trim of the aircraft (the radiator being under the starboard wing) and can usually be kept in the closed position during cruising flight.

ACTIONS AFTER TAKE-OFF
Close the radiator shutter (unless a high power climb is done, when the lever should be a little forward).

Benefits: Greater need to watch gauges and manage engine. Improved immersion - you feel you have a real engine up front.
User experiences the same problems that pilots of the day had to face. Increased tension before takeoff.
http://forum.1cpublishing.eu/showpost.php?p=383873&postcount=116


3.8 Type of improvement: Spit II Mixture Operation

Key points:
1. Currently impossible to use +2.5 boost on lean mixture at 2650 RPM (maximum cruising value specified in manual for 87 octane). Maximum possible is currently +1.1 boost.

2. Mixture should have a direct effect on the temperature of the oil and coolant - at present it has no effect.

3. Smooth engine operation is possible at extreme boost levels +5 upwards. These are way above the maximum permissable on a weak mixture and from what I've read should result in severe detonation - rough running and eventual engine damage.

Explanation of proposals: I've been experimenting with the auto-rich / auto-lean mixture settings on the Spit II. My original Mark II manual states that auto-lean cruising should be possible at 2650 RPM up to +2.5 boost on 87 octane and up to +4 boost on 100 octane fuel.

I'm not sure which fuel is being modelled for the Spit II but I guess 87 octane since boost only registers up to +8 and not +12 as mentioned in the manual.

I'm finding that I can't use more than +1.1 boost without the engine starting to miss. This is at sea level. As you climb the boost must be backed off to keep the engine running smoothly - I'm no pilot but this seems logical enough - higher altitudes = less air so mixture becomes richer and starts choking the engine.

I'd like to request that mixture is tweaked to allow me to operate according to the manual please.

I'd also like to see an effect on oil and coolant temperatures when switching between rich and lean mixtures.

It is also possible to operate very high boost settings on lean mixture (way above the maximums in the manual) without any signs of detonation or engine trouble.

Benefits: More accurate mixture behaviour allowing user to fly by the manual and obtain higher boost settings in a lean cruise. Introducing effects of mixture on engine temps would make engine management more interesting and varied.
http://forum.1cpublishing.eu/showpost.php?p=386453&postcount=118


3.9 Type of improvement: Boost cutout mechanism

Explanation of proposals: The boost cutout switch/knob in the game simply allows the throttle to be moved further forward to higher boost levels. In the real aircraft this was not the case. The real switch immediately removed the restriction on boost for the current throttle setting - allowing boost to surge without having to adjust the throttle at all.

This means that even if the throttle isn't at it's fully forward position, a surge in boost is still likely when the switch is flicked - as any current restrictions on boost will be removed.

Benefits: More accurate boost behaviour. This is also better for the player since at the moment if the throttle is fully open when the switch is operated, the lever must be moved back and then forwards again to achieve the higher boo
http://forum.1cpublishing.eu/showpost.php?p=386883&postcount=119


3.10 Type of improvement: Fuel cock switching behaviour

Explanation of proposals: Currently, when you switch off the fuel cock the engine quits immediately. In reality, there was enough fuel left in the lines to keep the engine running for a while before fuel starvation kicked in. It would be good if the devs could implement this more realistic behaviour.

Benefits: Greater realism. The Spit II manual states that the fuel cock should be switched off before killing the engine using the slow running cut-out. We can't do this currently as the fuel cock kills the engine before we have a chance to use the cut-out switch.
http://forum.1cpublishing.eu/showpost.php?p=388310&postcount=126


3.11Type of Improvement: DM, CEM

Explanation of Proposal: Will be great for imersion to have randon damage on the plane and instruments like in RL was, sudenly a gauge stop working or just give a miss reading or jumping around, same for engine and guns. For CEM a few day ago i had a hard crash and when i hit the ground all the lights in the cockpit died, the batteries are modelled??? if it so can be enabled to be switch on/off in cockpit and this device can be damage by enemy fire???


Benefits: Pilots will also have to check not only fuel, oil, and temps but amper gauges too, and it will give more realism to start up and flight in general
http://forum.1cpublishing.eu/showpost.php?p=395549&postcount=171


3.12 Type of improvement: Optional Chocks In/Out toggle

Explanation of proposals: Speaks for itself realy

Benefits: In for engine warm up eliminates need for parking break or holding breaks & stops movement of aircraft until the chocks are released
http://forum.1cpublishing.eu/showpost.php?p=388031&postcount=125


3.13 Вид улучшения: Тахометр

Пояснение предложения: Вернуть опционально механический тахометр на те машины, где он был.

Преимущества: Изменяются подходы к пилотированию и сбережению двигателя.
http://www.sukhoi.ru/forum/showthread.php?t=72637&p=1774772&viewfull=1#post1774772

BlackSix
03-14-2012, 01:45 PM
Part II

4. Graphic


4.1 Type of improvement: Performance

Explanation of proposals: Extra Shadow options, i.e. Cockpit Shadows, Aircraft Shadows, Ground Shadows.

Benefits: Useful for all players as it allows players to improve performance without losing all shadows.
http://forum.1cpublishing.eu/showpost.php?p=374738&postcount=85


4.2 Type of improvement: Bring back the "golden hour". Bring back the original beautiful sun sets and sun rises.

Explanation of proposals: In photography, the golden hour (sometimes known as magic hour) is the first and last hour of sunlight during the day,[1] when a specific photographic effect is achieved due to the quality of the light.

Typically, lighting is softer (more diffuse) and warmer in hue, and shadows are longer. When the sun is near the horizon, sunlight travels through more of the atmosphere, reducing the intensity of the direct light, so that more of the illumination comes from indirect light from the sky, reducing the lighting ratio. More blue light is scattered, so that light from the sun appears more reddish. In addition, the sun's small angle with the horizon produces longer shadows.

Since you are working on a new graphics engine please bring back the beautiful natural colors of the sunset and sunrise present when the game was released.

Benefits: The game would look a lot more natural and beautiful and would make the flying during that time of day a beautiful experience again.
Картинки - http://forum.1cpublishing.eu/showpost.php?p=377907&postcount=101


4.3 Type of improvement: Particles optimization

Explanation of proposals: Some particles instantly cause FPS to drop from 40-50 to 2-3 FPS:
- ground particles produced by wheels touching a runway during takeoff and landing
- debris particle produced by 20 mm AAA gun shells hitting a ship side (e.g. tanker)

Benefits: Consistent FPS, perceived performance increase
http://forum.1cpublishing.eu/showpost.php?p=382899&postcount=110


4.4 Type of improvement: Graphic, realism. better online playing

Explanation of proposals: This is not only a theme of graphics, is an important thing that i read in almost the COD forums. The problem is more big when is online. Is about the Trees, and the setting for kick away them.
instead of take away the trees putting low setting, for me, is better and more real, put 2D trees.
and In almost the videos, there are not trees, and are not nice to see, and this is not so good for someone that see this searching for the newest sim and sink, "no trees": this is prehistoric simulators.
so, my little advice is to change setting "NO TREES" for "2D VERY BASICS TREES", like trees of DCS or IL2 old series.
dont all have in our machines 2GB videocard DDR5 and I7.

Benefits: Better realism playing in offliners and online dogfights in low hadware machines. don't get like old sim.
http://forum.1cpublishing.eu/showpost.php?p=387457&postcount=123


4.5 Type of improvement: Glass ice and oil in exterior views

Explanation of proposals: Ice and oil splahes should be visible also from the exterior view.

Benefits: Improved realism (when watching others) and inmersion. It would be nice.
http://forum.1cpublishing.eu/showpost.php?p=392237&postcount=145


4.6 Type of improvement: Possibility to turn on/off differnet kinds of shadows.

Explanation of proposals: The player can select which shadows he keeps on and which off. E.g. cockpit shadows, cloud shadows, building shadows, tree shadows, plane shadows, vehicle shadows etc.

Benefits: Better FPS with the game.
http://forum.1cpublishing.eu/showpost.php?p=392292&postcount=146


4.7 Type of improvement: Realism driver and its shadow in the internal and external view.

Explanation of proposal: ca would be more real to see customized template for the pilot and cockpit are shadows in the cockpit and on the wings when the sun is on one side or the other and see the impacts of bullets outside view.

Benefits: just more realistic.
http://forum.1cpublishing.eu/showpost.php?p=393010&postcount=149


4.8 Type of improvement: Colour blind facility.

Explanation of proposal: Facilitate in "set-up" a "tick box" for users with colour blind problems, especially in the red green spectrum.

Benefits: Colour blind users would be more able to identify "friend or foe" when flying for the Axis forces. IE: Not trying to sight red icons against a green back drop. Also make AC colour icons more visually apparent at a distance.
http://forum.1cpublishing.eu/showpost.php?p=393251&postcount=152


4.9 Type of improvement: Graphics

Explanation of proposal: Far too much long grass on areas of airfields where it would have been mown. These are not rough Landing Grounds rushed into action in France during 'Overlord' they are properly maintained airfields. Unnecessary graphics loading. Please reduce height and general size (its grass not wheat) and reduce the cartoon waving effect.

Benifits: Improved FPS and more realistic appearance.
http://forum.1cpublishing.eu/showpost.php?p=394453&postcount=157



5. Interface


5.1 Type of improvement: User Interface

Explanation of proposals: The mouse pointer should disappear automatically when ever mouse is been inactive for 3 seconds and reappear upon moving the mouse.

Benefits: Less clutter on the screen. The mouse pointer typically distracts the view by hanging front of something more important.
http://forum.1cpublishing.eu/showpost.php?p=374674&postcount=80


5.2 Type of Improvement: Introduce the re-fly button similar to old IL2

Explanation of Proposal: Currently, in online play the server has to use a script to destroy landed/abandoned planes or they will pile up over time and clutter up the airfields. We need a refly button option that will stop people from A.) hopping out of their planes before landing, crashing, dieing and B.) one that despawns the plane after being pressed and C.) one that doesn't mess with stats upon doing this. Currently with the despawn scripts, once an abandoned plane has been despawned the stats will show up as "AI has been killed by X player (when X player has put at least one bullet in that plane) thus giving that player a complete kill, which is wrong.

Benefits: The old IL2 method was perfect as explained above
http://forum.1cpublishing.eu/showpost.php?p=375306&postcount=89


5.3 Type of improvement: Briefing Map

Explanation of proposals: We need the same tools like in the ingame Map

Benefits: So we can read the Briefing commands and we can plan our flight with the Tools in the Briefing room, befor we start the game.
http://forum.1cpublishing.eu/showpost.php?p=377034&postcount=97


5.4 Type of improvement: A detailed damage debriefing.

Explanation of proposals: The debriefing gives a detailed description of the damage(s) and how and why the damage(s) happened and the percentage of damage or if the plane is a write out.

Benefits: The pilots notices easier his mistakes and learns faster how to fly without breaking his plane.
http://forum.1cpublishing.eu/showpost.php?p=392292&postcount=146


5.5 Type of improvement: User interface

Explanation of proposals: Changeable player name in-game. As in, have an in-game menu to change player name so that you don't have to change Steam name to have the desired name in CloD.

Benefits: Many Steam users play in first-person-shooter clans as well as in flight sim squads, or so I would guess. Have one squad mate that qualifies for this. So if I use Steam name "Clan_MyName" or just "MyName", I could still use "Squad_MyName" in CloD.
http://forum.1cpublishing.eu/showpost.php?p=397372&postcount=175


5.6 Type of modification: User Interface

Modification: Change color in the map for the active ariports. When in map about to enter in the game choosing an airport to take off would be better to change the active airports with the colour of the faction because the great amount of airports needs that the usable airports have a colour with much more contrast respect to the not usable ones
http://forum.1cpublishing.eu/showpost.php?p=397561&postcount=178


5.7 Вид улучшения: Интерфейс. Информационные окна.

Пояснение предложения: Вынести "слой" радиокоманд, вызываемых по кнопке Tab (по умолчанию), на передний план, поверх всех информационных окон и карты. В текущем состоянии, при наличии инфо-окна на месте вывода радиокоманд, и множественных сообщениях о событиях в игре, меню радиокоманд не видно под слоем букв инфо-окна.

Преимущества: Очевидны. Без этого временами очень сложно понять что находится в списке радиокоманд.
http://www.sukhoi.ru/forum/showthread.php?t=72637&p=1778571&viewfull=1#post1778571



6. Other


6.1 Type of Improvement: Swap the Tiger Moth Student and instructor seating on Training mode.

Explanation of Proposal: According to a former Air Force pilot friend of mine who learned to fly in the TM the Student sits in the rear and the Instructor in the front. In the Training Mission these are apparently the wrong way round.
btw, he's also not impressed with the landing which runs on too long for a tail dragger with a tailskid.

Benefits: Realism
http://forum.1cpublishing.eu/showpost.php?p=375089&postcount=86


6.2 Type of Improvement: Swap the Tiger Moth Student and instructor seating.

Explanation of Proposal: I am an experienced Tiger Moth pilot (270 hours) all as an instructor, the only time the instructor is required to sit in the rear seat is when the student is brand new to flying or is just a passenger as the full range of controls are not reproduced in the front cockpit so a new student will not know their operation, this is also the reason students 'did' sit in the back seat (whats the point of trying to learn functions of controls that are in the other cockpit, the other controls I am refering to are the slat controls, also the student is expected to solo the aircraft at some point and the aircraft is soloed from the rear, and it is a commonly known fact so I am surprised that 1C don't have this right.

Benefits: Realism
http://forum.1cpublishing.eu/showpost.php?p=375147&postcount=87


6.3 Type of Improvement: Enable skins folder when the skin download is disabled.

Explanation of Proposal: If the skin download is not allowed, the program allow to load the skins from the main folder (C:\Program Files (x86)\Steam\steamapps\common\il-2 sturmovik cliffs of dover\PaintSchemes\Skins\...). (I'm not talking about the netcache folder, just the default skins folder). If you flying together with teammates, it is important to see the other aircraft painting, even if everyone else is disabled.
We send each other these skins in e-mail, copy all to my default folder, it will solve. If the file names start with the pilot's name, the skin is much easier to handle.

Other options these feature: allowed skin selection to server. Download skins from the server's webpage, copy them to the main skin folder. So you'll know what people see and what not.
If you do not copy anything, you see only the default skins, as now. And of course, that does not affect, if the skin download is enabled, then everyone can see everything.

Benefits:
- It makes it easier to identify team members when flying online.
- Plus, you can filtering the allowed skins on your own server.
http://forum.1cpublishing.eu/showpost.php?p=375272&postcount=88


6.4 Type of improvement: Implement floating camera mount to give a more natural appearance to aircraft views - like watching your aircraft from another aircraft.

Explanation of proposals: I believe the current (non-flyby) external views are implemented as if the camera is fixed to the aircraft with a long pole and moves with the aircraft as it rises and falls in flight. This view to me looks quite unnatural, as if you're viewing a model on a turntable.

My proposal is that this fixed mount is replaced with a floating mount (as if attached to another aircraft in formation). The camera would roughly follow the aircraft movement (perhaps smoothing the camera movement out using a moving average of the altitude). In this way the movement of the aircraft within the air mass will be much more obvious and natural in appearance - floating up and down as if filmed from another aircraft alongside.

Benefits: Aircraft movement will look more believable and better for film makers too.
http://forum.1cpublishing.eu/showpost.php?p=376478&postcount=96


6.5 Type of improvement: GAME PLAY- Positive Feed back on bomb release

Explanation of proposals: Upon the release of the bombs play a sound of the bomb releasing (mechanical clunk ) to give pilot feed back that the weapon has been released from the plane

Benefits: In aircraft like the blenheim there is no feedback to tell you that the the ordinance has left the aircraft.
http://forum.1cpublishing.eu/showpost.php?p=377930&postcount=102


6.6 Type of improvement: A key to switch AI on/off for crew-manned aircraft.
Keys for the bombardier to give commands to the AI pilot

Explanation of Proposals: Actual, if a pilot switches to a gunner position and goes back, the AI for that station is off and can't be activated again.
In a bomber the player should be able to man any station and leave the other stations to AI control.
In the bombardier station, the player should be able to command the AI pilot to make course corrections or to hold steady, a extra gimmick would be sound files for those commands.

Benefits: Improved playability, realism and immersion
http://forum.1cpublishing.eu/showpost.php?p=378322&postcount=105


6.7 Type of improvement: Gunner control.

Explanation of proposals: The vertical motion should be possible to invert mouse option, as it possible in most shooting games. Very unusual for me to move opposite direction of the mouse to aim. The other problem is that the horizontal motion of the Br-20 top gunner is completely opposite behavior compared of any other gunner control. There is inverse the horizontal moving too.

Benefits: Less chaotic gunner control
http://forum.1cpublishing.eu/showpost.php?p=380084&postcount=108


6.8 Type of improvement: API Method to send radio commands.

Explanation of proposals: Add API method for sending radio commands from the script.
Like SendRadioCommand(AiActor actor, RadioCommand command), where:
actor - AiAirGroup or AiAircraft;
command - enumeration of radio command types;

Benefits: Mission designers can use this feature to build more interesting and live environment.
http://forum.1cpublishing.eu/showpost.php?p=383806&postcount=115


6.9 Type of improvement: Gameplay/Handling

Explanation of proposals: Gunners at all and the Ju87 rear gunner especially are too difficult to handle. The vertical mouse axis is inverted and can't be changed. The "lens-mount" moves definitely too slow, compare with the same mount shown in this video:
http://www.youtube.com/watch?v=RlJlOQcDAhE
As a improvement i'd recommend to use a qualifier key with the mouse-movement to steer the mount (lafette).

Benefits: Added realism through easier, more realistic handling
http://forum.1cpublishing.eu/showpost.php?p=387227&postcount=120


6.10 Type of improvement: AI

Explanation of proposals: So far, AI (if you shoot at them) reacts as soon as you pull the tringer, even if AI didn´t see you before. (See Video 1.00). http://www.youtube.com/watch?v=DacyvAuAgbk
So AI should hold back the Reaction until Bullets have crossed the AI-Plane plus maybe 0.5 seconds (Reaction time).

Benefits: Realism
http://forum.1cpublishing.eu/showpost.php?p=387273&postcount=121


6.11 Type of improvement: Failed Chute Deploy

Explanation of proposals: The death rate due to bad parachutes should be less. Our experiences is very often killed the pilot because of this. Especially if the pilot is injured, it is almost certain death. Currently the "bail out" does not mean escaping, or giving up a fight, but the greatest chance of KIA. Sadly, most of the pilots rather teleports from the aircraft, than to jump out. It also would be good if such injury, which makes it impossible to open the parachute, indicate somewhere. Then I would not jump out, I try to emerg. land somewhere...
(Any info, what percentage calculate the program of the successful / failed chute opening?)

Benefits: Dunno... the chute save lives... or something like that..
http://forum.1cpublishing.eu/showpost.php?p=388915&postcount=128


6.12 Type of improvement: Programmable/random fault or malfunction

Explanation: A scalable and editable option for faults within the aircraft engine, cooling, propeller gearing, armament, fuel system etc.. to train for emergencies and to learn how to recognise faults with the machine

Benefits: it can help for testing purposes and to train pilots
http://forum.1cpublishing.eu/showpost.php?p=389672&postcount=132


6.13 Type of improvement: More natural placement of buildings

Explanation: The extremely lined-up feeling if villages in much of CoD is very artificial. Buildings do not normally line up perfectly, particularly not in less built up areas. (see some pictures below). Recent development shots shows some extremely nice Russian farmland buildings, again with the mathematical (and quite unnatural) precise line-up.

Benefits: Environment, navigational (buildings/quarters as landmarks easier to spot)
http://forum.1cpublishing.eu/showpost.php?p=390211&postcount=138


6.14 Type of improvement: Wingtip smoke trails

Explanation of proposals: Return optional red/green wingtip smoke trails from original il2. Include it as realism option.

Benefits: Smoke trails were very usefull for new virtual pilots training pourposes and for improving capabilies or more advancd pilots testing how well they perform in the fly.
http://forum.1cpublishing.eu/showpost.php?p=391210&postcount=141


6.15 Type of improvement: Basic tank gameplay / tank AI

Explanation of proposals: The most cost efficient and easy way to introduce tank gameplay into CloD could be programming tank AI to follow a human player if he spawns in or switches to one of tanks in a group.
E.g.:
1) Mission designer or generator creates an online war missions similar to original Il-2 online wars.
2) If no player is present in any tank of a tank-group tanks follow the route programmed by the mission designer/programmer.
3) If one player is spawning in a tank, the tank group will follow the player that would allow flanking manoeuvres, say around artillery positions. If 2 or more players spawn or switch to a tank group AI should be programmed to split the group into 2 or more parts and each part of a group would follow a human player.

Applicable mostly for online wars but can be adopted for offline.

Benefits: Will motivate players to use tanks. Will motivate players to invite their friends who are not flight-simmers to buy the game and play tanks for starters. Sales and salary increase, huge bonuses.
http://forum.1cpublishing.eu/showpost.php?p=391520&postcount=142


6.16 Type of improvement: Dinamic aifield AI and populated maps as opton in quick missions.

Explanation of proposals: It would be really nice if when you set a offline instant play ( quick mission ) you have the option to automatically fill all territory with targets, AA, and enemy airfields that lauch planes to intercept you when detected as it would happen in real life.

Benefits: This would bring the land to life and improve the feeling of being in a populated world. Actually all quick missions have life in the target but you can freely fly anywhere over enemy territory with no enemy presence with fells very dull and boring at the least. We need something more dinamic by default.
http://forum.1cpublishing.eu/showpost.php?p=391605&postcount=143



6.17 Type of improvement: Historical / Immersion

Explanation of proposals: An airfield under attack should have a hand-crank siren going and a city or town with enemy planes over it should have air raid sirens on. Same event that triggers AA should also trigger this.

Benefits: Completely historical and Immersion.
http://forum.1cpublishing.eu/showpost.php?p=392366&postcount=147


6.18 Type of improvement: Simplification of Noseart/Bow painting through the plane selection menu

Explanation of proposal: As there is allready a section for Noseart in the pane menu it would be really helpful to just apply your squadron/individual emblem through this drop down list

Benefits: You don't have to apply your emblem onto every single skin on every single aircraft via some Photo editing programm. You can just apply your painting onto every aircraft on a specific place. Great way to individualize your plane with ease
http://forum.1cpublishing.eu/showpost.php?p=392975&postcount=148


6.19 Type of improvement: Convoy Commander Role

Explanation of proposals: As playable role, a single player selects a mission, then determines make-up of convoy and route. Commander controls departure/stops/route changes, coordinates crossing open spaces, bridges, or other higher-threat areas. Commands to unclude setting up/striking organic AA, requesting intel, requesting air support, ordering stop/cover/camoflage, including repositioning errant AI vehicles, sending detached recon ahead and recalling, making minor vehicle repairs. Penalty to include forced rest/maintenace stops, increased for heavily-equipped units, and inability to cross certain areas for those heavier units. Completion of mission gives side an advantage (temporary increase/availability of higher-octane A/C fuel, uprated A/C engines, more effective airfield defenses, continued progress of combatant units). Aifields, train depots, combatant units in the field (especially if their ammo/fuel has limits), or factories would be destination. Latter suggests mixed civilian/military units, which again determines terrain limits/alternate routes. Mixed could also allow second player role, where Military commander concentrates on protection, while civilian leader herds the sheep.

Benefits: More useful/welcome to flying units. Greater challenge to pilots with less impact on player seats and possibility for more widespread/realistic impact on battlefield (e.g., 5 players could field as many convoys/complimentary missions). Rewards pilots who assist even when not their primary mission. Overall, a more constructive/cooperative "meeting" of ground and air units.
http://forum.1cpublishing.eu/showpost.php?p=394003&postcount=154


6.20 Type of improvement: Search lights focusing to AA gunners target sector on the sky.

Explanation of proposals: At 1st we need functioning search lights.
At nighttime any (man controllable) AA gun directing gun to the sky causes automated search lights start scanning the same part of the sky.

Benefits: More immersion. Ability to defend against night raids more effectively.
http://forum.1cpublishing.eu/showpost.php?p=394790&postcount=162


6.21 Type of improvement: Manually config the joystick output sensitiviness.

Explanation of proposals: Allow the player to build its own control response curves like in IL2 using a tool like IL2 Joy Config.

Benefits: Great for the user of low end joysticks and more precision handling the aircrafts.
http://forum.1cpublishing.eu/showpost.php?p=394977&postcount=163


6.22 Type of Improvement: Sound hit FX


Explanation of Proposal: I know the sound engine is not final yet, but at least we need sounds for bullet and cannon hits in our AC, to actually know when we are hit by enemy fire, now all sound like passing by bullets around your plane with almost no hit sound.


Benefits: Pilots can know when they are hit by AAA or other planes and how hard the were hit.
http://forum.1cpublishing.eu/showpost.php?p=395549&postcount=171


6.23 Type of improvement: Game executable (rename)

Explanation of proposals: Launcher.exe is too generic, Nvidia game profiles conflict because several other games also use launcher.exe . Rename the game to something like IL2COD.exe to remove the conflict with other titles that use launcher.exe as an executable.

Benefits: Prevent profile conflicts / undesired game profile driver settings
http://forum.1cpublishing.eu/showpost.php?p=395618&postcount=173


6.24 Вид улучшения: Игра


Пояснение предложения: Расчет артиллерии
Вот мой тест расчета ПТ пушки - http://www.sukhoi.ru/forum/showthrea...=1#post1736712 (http://www.sukhoi.ru/forum/showthread.php?t=68592&p=1736712&viewfull=1#post1736712). Независимо от количества людей в расчета она стреляет с постоянной скорострельностью.
Просьба сделать так, чтобы скорострельность пушек менялась в зависимости от состава расчета или оставшиеся в расчете вообще не могли стрелять, если они этого не должны уметь делать.

Преимущества: Реализм
http://www.sukhoi.ru/forum/showthread.php?t=72637&p=1772152&viewfull=1#post1772152


6.25 Вид улучшения: Треки

Пояснение предложения: При записи трека с отключенной функцией "маркировка", в самом треке маркировка всё равно накладывается на скин. Жутко портит исторические скины. Нужно поправить этот недочёт.

Преимущества: Необходимо для создания роликов с уклоном на историю.
http://www.sukhoi.ru/forum/showthread.php?t=72637&p=1772208&viewfull=1#post1772208


6.26 Вид улучшения: Обзор.

Пояснение предложения: Штурману на любом самолёте нехватает углов поворота головы по горизонтали и вертикали, смешения в стороны. Сейчас сидя в кабине любого бомбардировщика с места штурмана нельзя нормально осматриваться и искать ориентиры на земле, неудобно смотреть вперёд-вниз при заходе на цель. Особенно плохо с обзором штурмана на Ju-88.

Преимущества: При полётах в сети штурман не будет летать мёртвым грузом в самолете, сможет указывать пилоту направление полёта, сверять карту с местностью.
http://www.sukhoi.ru/forum/showthread.php?t=72637&p=1773905&viewfull=1#post1773905


6.27 Вид улучшения: Физика. Баллистика (Рикошет пуль и снарядов от земли/воды).

Пояснение предложения: После последнего патча пропал рикошет пуль от земли. Хотелось бы вернуть его в первоначальном виде.

Преимущества: Реалистичность.
http://www.sukhoi.ru/forum/showthread.php?t=72637&p=1777969&viewfull=1#post1777969


6.28 Вид улучшения: Физика. Баллистика (Рикошет пуль и снарядов от земли/воды).

Пояснение предложения: Хотелось бы видеть рикошет не в первоначальном виде, а в реалистичном. Ганкамы (и не только) четко показывают, что после столкновения с землей снаряд теряет бОльшую часть энергии, поэтому трассер зачастую превращается в точку, движущуюся гораздо медленнее скорости до столкновения и имеющую непредсказуемую (ненаправленную, рассеяную) траекторию рикошета.


Преимущества: Реалистичность. Такого нет ни у кого. Не сложно реализовать (учитывая механику и визуализацию трассеров в игре изначально в виде точки).
http://www.sukhoi.ru/forum/showthread.php?t=72637&p=1778230&viewfull=1#post1778230


6.29 Вид улучшения: Расширение возможностей офф/онлайна, повышение зрелищности, играбельности.

Пояснение предложения:
1. Возможность подачи сигнальных ракет с филда по направленю взлета в ночное время по требованию через панель радиокоманд. Аналогично и при посадке ночью.
2. Осветительные парашютные бомбы для линейщиков.


Преимущества: Безопасность при взлете, посадке ночью. Повышение игровой составляющей. Повышение интереса к ночным рейдам.
http://www.sukhoi.ru/forum/showthread.php?t=72637&p=1779261&viewfull=1#post1779261


6.30 Вид улучшения: Управление

Пояснение предложения: все оси должны иметь регулировку мертвых зон ,сглаживания и т д, пользователь сам поставит значение ноль если ему не нужны эти параметры.

Преимущества: Удобство и разнообразие вариантов использования осей управления.
http://www.sukhoi.ru/forum/showthread.php?t=72637&p=1790566&viewfull=1#post1790566


6.31 Вид улучшения: Настройка управления.

Пояснение предложения: В настройках управления необходимо реализовать возможность обрабатывать: 1) двойное нажатие клавиши, 2) удержание клавиши. Как пример так реализовано в АрмА.

Преимущества: Это позволит с помощью одной клавиши управлять сразу тремя функциями. Очень практично.
http://www.sukhoi.ru/forum/showthread.php?t=72637&p=1790841&viewfull=1#post1790841


6.32 Вид улучшения:
1. минимальная идея - к внешним видам добавить вид из кабины другого самолета, глазами другого пилота или управляемо - особо нет разницы.
2 идея фикс - реально летать вдвоем, и не только пилотом, но и стрелком или штурманом, типа в меню все садятся в один самолет (кто первый сел то и инструктор), а потом передавать управление по горячей клавише, наблюдать, забирать управление.

Пояснение предложения: Все это нужно для обучения. Инструктор на земле включил внешние виды и смотрит на полет - и СРАЗУ дает указания, советы и т.д.


Преимущества: Просмотр треков штука хорошая - но вот стрелять по запоздалым советам фиг научишься, а так будет все реально, как будто инструктор сзади сидит.
Ну и соответствующие настройки сложности по обоим пунктам (типа полет с инструктором) особенно будет полезно для тренировочных серверов.
Это все с целью обучения. Если ЭТО сделаете - Вам все сквады в ноги кланяться будут.
Как еще проще учить молодняк (по внешнему только асы могут - а их на всех не хватает).
http://www.sukhoi.ru/forum/showthread.php?t=72637&p=1794183&viewfull=1#post1794183


6.33 Вид улучшения: Настройка управления оружием.

Пояснение предложения: В настройках управления оружием Bf 109E добавить возможность вести огонь из крыльевых пушек MG-FF раздельно, как и было в реальности. Для этого в настройках нужно добавить пункты: "переключить левую пушку (выкл/вкл)" и "переключить правую пушку (выкл/вкл)". По умолчанию включены обе пушки (залп). В кабине продублировать эти операции на панели оружия (в настоящее время неактивна) путём включения/выключения кнопок пушек.

Преимущества: Существенная экономия боекомплекта и максимальное соответствие реализму.
http://www.sukhoi.ru/forum/showthread.php?t=72637&p=1799526&viewfull=1#post1799526


6.34 Вид улучшения: Настройки управления

Пояснение предложения: В окне настроек управления где-нибудь в углу показывать нажатую в данный момент клавишу и забитую на неё функцию (или же "пусто", если ничего не забито), так же и с осями.

Преимущества: Чтобы не искать в куче функций и клавиш достаточно нажать на кнопку и узнать, занята ли она и чем. Значительно облегчит настройку управления.
http://www.sukhoi.ru/forum/showthread.php?t=72637&p=1807155&viewfull=1#post1807155

fruitbat
03-14-2012, 02:41 PM
wow, thats a great list B6, some great improvements listed there:cool:

shall continue waiting patiently.

klem
03-14-2012, 04:45 PM
Thanks BlackSix.

Looking at that list you'd better add:

Type of improvement: Send Ilya a crate of Vodka.
Explanation: Has numbing effect on the brain and creates a feeling of well being.
Benefit: Temporary escape from 'those guys'.

Untamo
03-15-2012, 09:22 AM
Type of improvement:
Controls

Explanation of proposals:
Gradually increasing braking power with braking button. As in old IL-2, when you pressed the brakes, they would not got directly to 100% power. Instead, they started from some low power, and gradually increased to 100% when the button was kept pressed.

Benefits:
Helps people with no pedals with toe-brakes or other means of analogue braking. Currently, pressing the button causes the brakes to go to 100% power directly and using it while taxiing/landing/etc. causes an immediate face plant and a ruined propeller.

jayrc
03-15-2012, 06:19 PM
Type of improvement:
Controls

Explanation of proposals:
Give flaps and rads axis assignments like elevator trim is in the game

Benefits:
support 9-turn saitek trim wheel as bf 109 flap, rad control

salmo
03-16-2012, 01:13 AM
Type of improvement: FMB Object

Explanation of proposals:
Provide a FMB object that can:
(a) have sound (wav) file attached to it (something like a dropbox with sound options for seagulls, waves on the beach, factory noises, forest birds chirping, people chatting, air-raid siren etc).
(b) have an effect radius set (the sound becomes active when a player comes within the set radius of the object).
(c) and a pickbox to set the sound for red, blue or both armies.

The sounds would have to either be included with COD updates or downloadable from the mission host at mission-load/runtime. Could consider making a static object & an 'invisible' mobile object.

Benefits:
Provides a flexible means for mission builders to include ambient environmental sounds in their missions adding to game immersion.

salmo
03-16-2012, 01:33 AM
Type of improvement: FMB Object (airfield-airodrome runways)

Explanation of proposals:
Currently there is no method to customise hard-coded airbase runways/spawn points. Change the behaviour of the airfield-airdrome runways object so that all hard-coded spawn points & runways within the object radius are removed on mission startup. The mission builder would then be free to place an airfield-airdrome runways object over a hard-coded airfield & create new runways & spawn points as desired.

Benefits:
Provides a flexible means for reconfiguring hard-coded existing airfields on maps.

zxwings
03-16-2012, 05:43 AM
- Type of Improvement:

Gun Statistics for Each Type of Machine Gun or Cannon on the Player's Aircraft

- Explanation of Proposals:

For example, for the P-39 (although it has not been made yet), it looks roughly like this:

37mm M4: 10 rounds fired, 2 air hits, hit-rate air 20%;
Browning .50: 278 rounds fired, 22 air hits, hit-rate air 8%;

- Benefits:

The cannon rounds and the machine gun rounds of a fighter are so different with regard to size, weight and, above all, damage power, that it does not make sense to count them as the same type of bullet in the guns statistics.

---

Yvetette
03-16-2012, 12:08 PM
Type of improvement:

FM/Messerschmitt 109 rudder trim

Explanation of proposals:

Messerschmitt 109 fighters did have a rudder trim. But it had to be adjusted on the airfield by the ground crew before take off and the pilot could not change it during the flight. It would be nice that it could be done also in the sim.

Benefits:

Added realism and better handling of the plane

badfinger
03-20-2012, 12:43 AM
Type of improvement:

Airfield environment (off-line)

Explanation of proposals:

When in a British fighter, over a German airfield, I never see any flak. In addition, I can attack any plane in the pattern, without the others attacking me.

Same for German plane over a British airfield.

Benefits:

Added realism

binky9

jayrc
03-20-2012, 01:37 AM
Type of improvement:

Pilot briefing room

Explanation of proposals:

Have a movie play that gives you the mission description with a big map and pilots sitting in chairs. Also a way to skip it if you've already seen it or not interested. Maybe your buddy next to you is trying to show you a pic of his girl (hopefully pretty) or using his hands to show you how he shot down that plane

Benefits:

Added realism and better understanding of what your suppose to do so you can plan according

P.S voices should be in your native language with russian, german, british, italian, etc. accents

zapatista
03-21-2012, 02:38 AM
Black6, can you please include this one in your current list, its a rather important one that needs to be urgently fixed :)

Type of improvement:
- we need to be able to set a specific FoV (field of View) for our different monitor sizes (eg, be able to select a FoV between 35 and 90 degrees), and then be able to assign our own chosen values for the FoV (between 35 and 90 degrees) to the 3 preset buttons for view changes that currently exist (narrow, normal, wide)
- this feature existed in the il2 series, but has not been included in CoD

Explanation of proposals:
- for whatever distance you sit from the "monitor size" you have in front of you, that monitor occupies a certain % of your field of view (FoV). the "normal" FoV setting should be the correct FoV setting for the monitor size you are using, and as a result allowing you to see all ingame object on your monitor in their right "true to life" sizes (eg a 109 with a 10 meter wide wingspan that is 400 meters away from the player in the game, should be seen on your monitor at exactly the same size as if you were viewing it with the naked eye from the same distance in real life)
- for a 19' or 30' monitor this "normal FoV" is very different, but the default value right now in CoD is 70 which is only approximately correct for somebody using a 30' screen (eg, for the 19' screen user having that same current default 70 FoV setting all ingame objects have suddenly become miniature toy size). this was easy to alter in the setup options in il2-1946, and you could assign any value between 35 and 90 FoV to all 3 kb keys zoom/normal/wide) but is currently NOT possible in the CoD program
- we need to be able to set our own specific FoV sizes for all 3 preset buttons (narrow, normal, wide),
- if possible we also need this "default FoV" (saved to "normal" button) saved ingame as the default setting so each time the game starts all objects are immediately seen in their correct sizes.

note: please also consider how this can be correctly used in a multiple monitor setting, so people with for ex 3 monitors side by side can still set their correct FoV's

Benefits: Greater realism, providing SIMULATION of correct "in-game object sizes" (and scenery) a player can see from the virtual cockpit.

Flanker35M
03-25-2012, 11:54 AM
S!

Type of improvement: Documentation of game settings that can be changed outside the game, like conf.ini or adding these options to the GUI.

Explanation of proposal: If possible devs could publish information on these settings to allow users to tweak the game more than just via the GUI. Or settings that have an effect could be added to the GUI for example as Advanced Graphics Options.

Benfits: More options for users to tweak to achieve personal preference. Less problems as all applicable tweak options are available.

salmo
03-29-2012, 03:54 PM
Type of improvement:
Provide a means for mission builders to link to pdf documents, html web pages, jpg images & sound files (mp3, wav, ogg) for use from the mission briefing screens. Alternatively, show these document types from the briefing screen in in-game windows.

Explanation of proposals:
Currently mission briefings are limited to text descriptions only. The power of multi-media document content & use is lost. There is no easy method to include recon. photo's, verbal mission briefing voice-overs for mission backgrounds, or other types of multi-media documents appropriate to the mission.

Benefits: Improved game imersion & mission briefing information.

Gourmand
03-31-2012, 12:20 PM
A question:
why screen of friday update are ugly?
the game actually for us is better and look like more realistic and less aliasing
screen of community are beatifull...

flyingblind
03-31-2012, 04:16 PM
A question.
On the picture of the IL2 with its guns firing whilst flying over the autumn landscape (30 March update) there is what appears to be a couple of tracer rounds. Have tracers been changed from the star wars lasers to something more like a round spot of light?

salmo
04-01-2012, 06:55 AM
Type of improvement:
Provide a means for mission builders to 'tie' flak units (rangefinders, radar, guns etc) together into an AA battery & to specify the type of flak method a group of flak units will use.

Explanation of proposals:
Historically, anti-aircraft batteries operated as a set of coordinated units. AAA batteries used rangefinder units, radar units & optical sight units to measure aircraft speed, height & direction, this information was sent to a director unit which calcualted the aircraft's future postion. The director unit then sent information to the AA guns directing them to fire at this predicted position.

AA batteries used three different firing methods: continiously pointed fire, predicted concentration fire, barrage fire.

http://www.youtube.com/watch?v=PIYVwqHM488&feature=player_embedded

AA in the game, seem to use a kind of 'barrage fire' where they just put a number of rounds into a volume of space around the aircraft. You can see from the video above, that this is the least effective flak method, and that evasive procedures by pilots do not improve chances of avoiding flak. It would be useful to be able to tie the AA battery units together (maybe with the 'set' button, and be able to select the firing methodology (3 types) from a 'director unit'.

Benefits: Improved realism to flak operations. Encouraging pilots to adopt historically used evasive manouvers. Attackers could target specific 'critical units' in an AA battery thus reducing the battery's effectiveness.

KG26_Alpha
04-27-2012, 02:58 PM
A Question

With the release of BoM in the new Cliffs of Dover series from 1C Team, will they release the restriction of including an official BoB/Chanel map France/England for IL2 1946.

I understand there's an agreement that Daidalos Team don't use any such map for IL2 1946 at present due to Cliffs of Dover being currently in the market place.

I think after a year and seeing the present situation it would be fair to allow DT to be allowed to include a Channel map in IL2 1946.

Assuming they agree to it of course.

Thanks.




:)

Stealth_Eagle
05-02-2012, 01:46 AM
Type of Improvement: How the control of ground vehiciles will be applied in-game for both single player and muiltiplayer missions.

Explaination of Proposals: I would like to see that the ground forces are put in a similar manner to aircraft. In the FMB (Full Mission Builder), I suggest adding a ground vehicile "spawner." It would be invisible so it could be put on a building without it being known and under the secondary tabs you can put in "branches" where the ground vehiciles will actually spawn (similar to how airfields work but much more customizable with where to spawn and orientation). This would also restrict the vehiciles able to spawn at that point similar to airfields as well. This way, they can be easily incorparted into dogfight mission scenerios with base capturing controlled by ground vehiciles. I also believe some basic missions should be included, possibly built by the community during the open beta test if need be including quick missions. For people who use the FMB a lot, ground vehiciles can selected in a similar manner to aircraft with something like a driver checkbox.

Benefits: Easier interface for integrated vehiciles and allowing mission builders to create wars on the ground with much greater ease over learning a new system and should be simple enough for new people to get use to the interface.

Stealth_Eagle
05-02-2012, 01:59 AM
Sorry if this is a repeat post. Mods can delete this if it is one or integrate it with my post above if it is improper to sperate different requests (It also applies to my next posting regarding controls as well as others posted in the near future from me in the next couple of days). Thanks

Type of Improvement: Easier "secondary" vehicile skinning ease.

Explaination of Proposals: Right now, it is relatively easy to make a new skin for an aircraft but not really for other things like ships, boats, tanks, trains, etcetera. I propose that all vehiciles that can be skinned get a directory just like aircraft do for making skins so that mission builders can make custom schemes like desert skins for tanks if they wanted to.

Benefits: New unparreled flexibility in skinning and map making with more variety for ground vehiciles in addition to the other skins in game.

SG1_Mino
05-02-2012, 01:04 PM
Question

Do you have think put some for setup 3d convergence?
i cant use stereomode becausethe 3d convergence its wrong. I learn this using the 3d nvidia.


Thanks

Spinfx
05-02-2012, 01:24 PM
Type of improvement: Gameplay cooperative

Explanation of proposals: In a multiplayer environment, allow one player to be a admin. This admin can oversee all aircraft, ships and vehicles on the map and see all aircraft in external view. This admin player who is managing the server can then introduce missions on the fly and act as air controller directing the flights to AI targets. This admin player can be considered a gamemaster of sorts. i.e. introduces a mission to sink a ship that just left calaise for boulogne or destroy a Hitlers train just leaving dunkirk for calais etc. This player can also move front lines depending on the success of missions. Ideally, the admin player should have a mini editor allowing home to place flights and vehicles etc in the game, but just even introducing prepared missions as can be now will do.

Benefits: The game could be more dynamic in a sense depending on the number of players and flight arrangements. Just more fun to add to this already incredible game.


ATAG-Spinfx

Mysticpuma
05-02-2012, 08:11 PM
Type of improvement:

Allow the player to have the choice (even if by a switch marked on/off) to see the pilot model in cockpit.

Explanation of Proposal:

Flight simulation movies have been and still are very much enjoyed by the community. Not all have to be 'instructional' and where possible it would be great to see a pilot model actually holding the control stick and throttle. There is no-need for the pilot model to push buttons or touch dials, just a simple model of the body, arms and legs for use in replays only (if that's the compromise that needs to be made?)

Benefits:
Much better realism in Flight Sim movies made using this software and with more people watching the movies, much more publicity (people will want to use it to make their own movies) and therefore revenue could be brought in to the company coffers?

Please give us a Pilot model, viewable by the player in cockpit view. It would be a great addition and is already being used in War Thunder: World of Planes and I am sure you could do it so much better?

6BL Bird-Dog
05-11-2012, 02:50 PM
Type of Improvement
Selectable CPU Multicore optimization.

Explanation of Proposal:
Either through an addition to the game setup GUI or the conf ini the ability for the user to set the cores for various selected parts that the game uses.

Benefits
As an Example Windows 7 64 o/s runs on core 0 on an AMD CORE6 CPU.
The Game could be then devided across the other cores dependant on which are the most demanding elements.
possible setup:0 system 1+2 Game engine 3+4 Textures 5 Particles.
Or in configerations the user finds what works best for the operation of their system sharing higher demands ocross two or more cores while easier parts run on one.

Future proofing
A brief conf or gui setup guide could be packed into the game folder showing what aspects of the game can be assigned and spread across the CPU cores allowing the user to optimise the game to their setup.Information from community members would quickly cover various CPU`s and further hardware releases could be added on later game updates as an increase in core numbers in the future seems highly likely.

I have requested this as a future feature and posted on http://www.il2bugtracker.com/projects/cod/issues?set_filter=1&tracker_id=3

skycapsn
05-15-2012, 04:38 PM
Type of Improvement
Graphics

Explanation of Proposal:
The graphical quality of the water needs to be able to be manipulated until it can look either...

This Good: (with 3-D waves, transparency, ripple/distortion and reflections from everything near the water)
http://download.softclub.ru/pub/il2pict/ship06.jpg

-or-

This simple:
http://ghostlysubstance.swgbex.com/Blog/blogpics/June/2011-06-07_00001.jpg

Benefits
To satisfy all of the disappointed IL-2 pilots who like to see realism as well as feel it in the performance of the aircraft and other objects. My first exposure to the IL-2 series was with pacific fighters and that simulator was the first I'd seen with that good of a rendering of water:
http://www.france-simulation.com/fichiers/il2/imgpreview/navires_05.jpg

It doesn't make sense how steps have only been taken back from that quality since then. You had it done very well, no need to regress or make it worse. It just needs to be a lot more manageable by the pilot depending on the capability of his/her computer. Thank you for your time.

Very Respectfully,

SkyCapSn

hc_wolf
08-17-2012, 02:26 AM
Type of improvement:
Dedicated Server

Explanation of proposals:
Would it be possible for a Dedicated server to be released (maybe for at least Repka and ATAG for testing) to see if that provides improvements to online play.

Ghosting of planes is a big issue online. Can you provide any information as to limits we should have in missions online of AI? and limits of Static objects?

Is there someone working on the ONLINE Multiplayer scripting to improve online play.

Currenlty if you have over about 1700 static objects in game you begin to get FPS drop when 16+ players join

Benefits:

Better Online game play where most people interact and support the game.

JG52Uther
08-19-2012, 09:45 PM
Please note the first post in this thread:

Welcome

This theme is designed to gather your questions and requests. I will regularly review it, compile lists and send them to the project manager. Feedback on your wishes will most likely not. If something is implemented - we will notify in the readme for the new patch. We'll publish the answer to your question with a definite period.

Please don't write here about the bugs,errors, FM, DM, etc. in the game. I can not gather and process this data.



Recommended form for registration requests is as follows:

Type of improvement:
Explanation of proposals:
Benefits:

How to make a post?

Think, is whether the offer is reasonable and whether its implementation is possible in principle, and whether it is for other users.
Copy of the above highlighted text in new message window.
Describe your proposal.
If you want to add someone offer simply quote him and describe the addition of the form given above

Type of improvement might be:

Interface
Full editor
Quick Editor
Scripts
AI
etc.

Examples of submissions >> http://translate.google.co.uk/translate?hl=en&ie=UTF8&twu=1&u=http://www.sukhoi.ru/forum/showthread.php%3Ft%3D72637%26p%3D1719908%26viewful l%3D1%23post1719908



The format used there should be adopted at these forums for the sake of continuity and ease of submitting information and requesting it.

Any posts not following the above format will be deleted to avoid clutter and help to stay focused.

You have a few days to prepare and get used to the submission/request format as used at Sukhoi so it becomes easy to communicate.

Many thanks.

BlackSix


PS:
I'm sure BlackSix will accommodate you all, but please remember His time is split between two forums and communities.
So please show some appreciation and respect with regard to the language barrier and time restrictions when he's replying to us here.

Alpha

PPS: Please don't use this thread for general discussion of questions and proposals >>>>> http://forum.1cpublishing.eu/showpost.php?p=375344&postcount=96

This link is for all discussion of posts made in this thread >>> http://forum.1cpublishing.eu/showthread.php?t=28979






.

BlackSix
08-23-2012, 10:41 AM
I moved last 3 posts in the this thread:
http://forum.1cpublishing.eu/showthread.php?t=34018

Mysticpuma
08-23-2012, 09:11 PM
Type of improvement:

Revert to the old method of track recording where the track was recorded whether the player wanted it to or not BUT at the end of the mission the player could choose whether to save the track or discard it. Currently if you forget to start the track recording, you have no-way of saving it

Explanation of Proposal:

Currently the player has to start a mission and then remember to start recording. Many times I have played a mission, got some excellent strafing attacks or kills and then realised I hadn't started recording.

Benefits:

no more frustration at ending a mission only to realise that there is no way of reviewing your mistakes or enjoying your moments of skill just because you forgot that the track needs to be manually started recording. This would also mean that many tracks showing the glory of the game could be shared and turned into short films without the frustration of forgetting to record.

Toni74
08-23-2012, 10:10 PM
Type of improvement:
Main Menu

Explanation of proposals:
Please allow menu music playing in each menu section

Benefits:
at the moment music is only playing in the two upper meny levels. when navigating backwards to main manu the music is changing. this is a ugly interruption. For those who use more and different music it would be nice if music could be played without interruption as long one navigates through all menu pages.

Modiglian
08-24-2012, 07:42 AM
Type of improvement:
Better co-op multiplayer

Explanation of proposals:
Currently you can get in the same plane with your buddy with using a bug. (greate two different planes and then other one goes back to the lobby and can suddenly join the other one in hes plane.)I would like to see that made more easy. Maybe a question for the bomber pilot when creating the bomber to allow or not to allow other players to join in hes plane.

Benefits:
I would suppose many people would like to fly in co-op at the bombers.

Type of improvement:
Finnish the planes

Explanation of proposals:
Many of the planes. (expecially bombers) are not ready at all. Please make the current planes ready and other in game planes flyable (forexample vickers wellington). I would rather fly with a working plane in a grafically glitched world than to fly a bugfilled plane in a perfect world. (Forexample BR 20 randomly takes bombs in multiplayer or doesn't, Gyros started to work in JU88 only in the latest beta patch , klickable cockpits in all of them (pitot heater putton does not work in JU88 and so on and so on))

Benefits:
Planes would be flyable

Vylsain
08-25-2012, 01:40 AM
Most of these proposals comes from RoF.

Type of improvement : Views

Explanation of proposals :
- add a free view controllable with mouse and keyboard
- add a bomb view that follows the bombs
- disable TIR in external view or at least give the possibility to do it. Shift+Mouse moves the rotation center of the camera.

Benefits :
2 first proposals : give more possibilities to explore world and see what happens everywhere at any moment. And of course allow to make better screen and video
last proposal : better screen and video. ATM, controlling the external view is boring and not precise at all and it has no benefits.

================================================== =======

Type of improvement : GUI

Explanation of proposals :
create a shortcut to hide HUD

Benefits :
better screen and video

================================================== =======

Type of improvement : animations

Explanation of proposals :
create an interpolation system for animation frames to avoid that laggy thing we have for every moving pieces of the game

Benefits : better looking animations

GraveyardJimmy
08-30-2012, 04:03 PM
Type of improvement : Post processing

Explanation of proposals :
- Add filters for people to adjust post-processing to their liking, to preset options
This could perhaps include colour tones so you could have 'washed out' or 'war film' and 'high saturation' RO2 does something similar allowing large or less amounts of processing to make the video look different and have different colour tones.


Benefits :
-Allow film makers to use different effects in game
-Stop people whining about how the colours aren't to their liking- they can change between saturation levels.

Possible Problems:
Making sure visibility is equal on multiplayer level. Fix- Server forcing certain mode?

Untamo
09-05-2012, 06:51 AM
Type of improvement:
Interface

Explanation of proposals:
Enable touchscreen solutions to work with Cliffs of Dover. The Wiimote Touchscreen solution:
http://forum.1cpublishing.eu/showthread.php?t=29178
Easy to setup, works great in Windows, and in CloD menus, but not in flight as the cursor bounces around randomly. Problem explained in more detail here:
http://forum.1cpublishing.eu/showthread.php?t=33644

Benefits:
To have a truly "clickable cockpit". As you can see in the Black Shark vid in the first thread above, the interface is really intuitive and easy to use.

F19_Klunk
09-18-2012, 11:01 AM
Question:

Will the final patch support dirextx9?
We were told that the betapathches would not.

Jaws2002
09-18-2012, 11:14 AM
Type of improvement:

Bring back the "golden hour". Bring back the original beautiful sun sets and sun rises.

Explanation of proposals:

In photography, the golden hour (sometimes known as magic hour) is the first and last hour of sunlight during the day,[1] when a specific photographic effect is achieved due to the quality of the light.

Typically, lighting is softer (more diffuse) and warmer in hue, and shadows are longer. When the sun is near the horizon, sunlight travels through more of the atmosphere, reducing the intensity of the direct light, so that more of the illumination comes from indirect light from the sky, reducing the lighting ratio. More blue light is scattered, so that light from the sun appears more reddish. In addition, the sun's small angle with the horizon produces longer shadows.


Since you are working on a new graphics engine please bring back the beautiful natural colors of the sunset and sunrise present when the game was released.

Benefits:

The game would look a lot more natural and beautiful and would make the flying during that time of day a beautiful experience again.

Few examples:

http://img.photobucket.com/albums/v258/%3CFA%3EJaws/Screenshot237639.jpg

http://img.photobucket.com/albums/v258/%3CFA%3EJaws/Screenshot112634.jpg

http://img.photobucket.com/albums/v258/%3CFA%3EJaws/Screenshot134464.jpg

Thank you.

NaBkin
09-18-2012, 12:36 PM
Q: Are you aware of the fact that the Speed Gauges in almost every planes indicate 5% - 15% too slow speed?

I´ve been doing some tests for navigation. Basically I wanted to figure out the time I have to fly for a certain distance.

So I did this test in FMB (no wind, 100 meters hight):

Time: 3 minutes (0.05h)
Speed: 250 Km/h IAS
(on this low alt and speed TAS/IAS shouldn´t make a big difference on a regular day I suppose)

So after the math is done (250km/h x 0.05h) the flown distance should be exactely 12.5 Km

I did the test several times with several axis planes and everytime the actual flown distance is 14,5 Km (that indicates a speed of somewhere around 285 Km/h).

Tests from other players had been done and the result is that speed gauge from Spit indicates even 15% too slow speed and Me109 about 5% too slow speed.

-> If a Spit and a Me109 fly at the exact same (indicated!) speed, say 250Km/h, they don't fly the same distance in the same time!!


See full thread here:
http://forum.1cpublishing.eu/showthread.php?t=34449

Averel
09-20-2012, 09:09 AM
Type of improvement:
Explanation of proposals:
Benefits:



Please use the format above to ask/request 1C Team, I have helped you a little please fill out the rest.



My English is very poor, so, I will be short:

I would like in order of priority:
Type of improvement:
-real GB meteo with rain, overcast of clouds, smog.....without low fps

-slipstream of planes like in Condor Sim

-cinecamera with on/off button

-orographic's turbulence (and the others) like in Condor Sim

-a most important engine effect (gyroscopic)
Explanation of proposals:
Benefits:
I think Cod is a very good sim which is fun to play when we have a good pc (personal pc: i5 760, gtx 460 1go, 4go ddr3, seven ultimate, medion 23', ffb2, saitek rudder and quadrant, FaceTrackNoIr).
I'm sure the next patch will correct all stability problems.
So, I hope the dealer of the sequel will offer a reduction to customers who bought the game the hight price.

RickRuski
09-20-2012, 09:11 PM
Type of improvement:

Quick mission Builder improvement.

Explanation of proposals:

I would like an improvement with the Quick Mission Builder, at the moment I don't find this very helpful to have a change of mission.

Benefits:

A lot of us are mainly off line users, could we have a similar QMB to what was availabe in the early IL-2 series so that we could change variables with the mission more quickly. (don't expect this in C.o.D. now but would like it to be considered for the next phase e.g. BoM).

Thee_oddball
09-21-2012, 02:51 AM
Type of improvement: rewrite game engine in C++ and 64bit
Explanation of proposals:C++ and 64bit will allow full utilization of current CPU and memory architecture and capacity .
Benefits:
performance,Stability,potability and expandable for future engine use

Skiiwa
09-22-2012, 07:39 AM
Type of improvement: Rearm, Refuel, Repair functions.

Explanation of proposals: Release script functions to rearm, refuel and repair objects during mission. Bind functions to objects.
An object stationary/chief can repair/refuel/rearm another stationary/chief object. Give the possibility to start an action (refuel,repair,rearm) by trigger (waypoint,distance,time,tab menu,...).

Benefits: These functions would be very usefull for a ext. resource system for longtime missions and campaigns.
I'm thinkin of fueltrucks driving empty to the station where a fueltrain just arrived and then loaded, back to the airports fueldepot. Not to speak of the possibillity, after you spit out your last bullet in a fight, to be able to get back to your airfield, taxi to the hangars and rearm, refuel and maybe repair your crate and get up again.

Pretty Please!:-P

Buffin
09-27-2012, 11:13 PM
Sorry for bad English, I use google translator.

Hello, I want to ask if it is planned for the future expansion of CoD addon over Western Europe, which would include other periods and with the new machines and AI Flyby and extension maps (Holland, Belgium, Germany, France, Norway, etc.)? concerns It mainly covers the period from late 1940 until August 1942 before joining the U.S. Air Force in England, but also some older machines and AI Flyby I missing here, which fought on the Western campaign Netherlands, Belgium, France, Norway and other ... e.g.
AI: Black Burn "Skua" Fairey Battle, Fairey Fulmar, Westland Lysander, A-20, Hawk 75A, MS406 (also Finnish, Polish Air Force used), Ar-196, CANT Z.1007, Fi-156, Fw-189, Ju-52 and other mainly British bombers. Regarding Flyby example:Bf-190E-7 (deployment in December 1940), Bf-109F-2 (April 1941), Bf-109F-4 (July 1941), Bf-190F-4 / B, Fw-190A-1 (September 1941), Fw -190A-2 (December 1941), Fw-190A-3 (May 1942), Bf-110C more than one version, the Bf-110D-3, 1940, Bf-110E-1, 1941, Bf-110F-2 1941, etc. But the most I missing here statistics in campaigns where they showed the number of kills, take-offs, etc. I'm sure there is a group of enthusiastic people who CoD vytořili for some modes, new aircraft, maps, sounds, effects, etc., is possible that the CoD developers team worked with these people and on this basis would generate addons, patches, etc., which of course would put out a CoD developers. She would arrange for this collaboration? I think it would be could be real ... even if it is at the beginning and just my top, thank you for reading and thinking about this proposal. I wish CoD developers many new addons and other works already looking forward to a great addon from Russia, mainly in the vicinity of Moscow. Addendum: I forgot the aircraft as allies Flyby (proposal): Hurricane Mk IIA (September 1940), MK IIB (April 1941), MK IIC (June 1941) and Spitfire MK VB, VC MK (both versions end of 1941) Buffin

Buffin
09-27-2012, 11:20 PM
repair, vytvořili = create, build ... sorry

Buffin
09-28-2012, 09:51 AM
Here it is in Czech language :

Dobrý den, chci se zeptat jestli se plánuje do budoucna rozšíření CoD addonem nad Západní Evropou,který by zahrnoval další období i s novými stroji AI i Flyby a prodloužení mapy (Holandsko,Belgie, Německo Francie,Norsko apod.)? Týká se to hlavně období od konce roku 1940 až do srpna 1942 než nastoupili americké letecké síly v Anglii,ale i některé starší stroje AI i Flyby mě tady chybí,které bojovali na západním tažení Holandsko,Belgie, Francie,Norsko a jiné ... např. AI : Black Burn "Skua", Fairey Battle, Fairey Fulmar, Westland Lysander, A-20,Hawk 75A, M.S.406 (i Finské, Polské letectvo používalo), Ar-196, CANT Z.1007, Fi-156, Fw-189, Ju-52 a jiné hlavně britské bombardéry. Co se týká Flyby např.: Bf-190E-7 (nasazení prosinec 1940), Bf-109F-2 (duben 1941), Bf-109F-4 (červenec 1941), Bf-190F-4/B, Fw-190A-1 (září 1941), Fw-190A-2 (prosinec 1941), Fw-190A-3 (květen 1942), Bf-110C více verzí, Bf-110D-3 1940 , Bf-110E-1 1941, Bf-110F-2 1941 apod. Ale nejvíce mi tady chybí statistika v kampaních , kde by se ukazovali počty sestřelů, vzletů apod. Určitě existuje skupina nadšených lidí, kteří by pro CoD vytořili nějaké Módy, nové letadla,mapy, zvuky , efekty apod. je možné, že by vývojáři týmu CoD spolupracovali s těmito lidmi a na základě toho by vznikaly addony, patchy apod. , které by vydali samozřejmě jen vývojáři CoD. Šla by tahle spolupráce zařídit? Myslím si, že by to bylo mohlo být reálné ... ikdyž je to na počátku a jen můj návrh, děkuji za přečtení a zamyslení se nad tímto návrhem. Přeji vývojářům CoD spousty nových addonů a další práce už teď se těším na velký addon z Ruska hlavně v okolí Moskvy. Dodatek : zapomněl jsem na Flyby letadla za spojence (návrh) : Hurricane MK IIA (září 1940), MK IIB (duben 1941), MK IIC (červen 1941) a Spitfire MK VB, MK VC (obě verze konec roku 1941) Buffin

Continu0
09-28-2012, 10:08 AM
Hi

There is a sequel planned, first screenshots you can see here:

http://airwarfare.com/sow/index.php/63-gamekeeper/photos/album?albumid=2

It will probably NOT Moscow, but Stalingrad. We alle are waiting for the official announcement on this forum.

Buffin
09-28-2012, 10:19 AM
Hi

There is a sequel planned, first screenshots you can see here:

http://airwarfare.com/sow/index.php/63-gamekeeper/photos/album?albumid=2

It will probably NOT Moscow, but Stalingrad. We alle are waiting for the official announcement on this forum.

I thought not Stalingrad addon for IL2 CoD, but a separate project with the cooperation of CoD team. Addon for IL2 CoD should be the project of Moscow. I just read it once in the CoD forum HUD.

Untamo
10-08-2012, 09:38 PM
Type of improvement:
Feedback from bomb release.

Explanation of proposals:
Currently we have no audible/visible feedback from bomb release in level bombers such as He111 or Ju88. Adding a simple "clunk" sound and maybe a small nudge of the airframe would enough to tell the bomber that the bomb was released.

Benefits:
Level bombers will know when their bombs are released by the bombsight automation and would know to shut it off and maybe prepare to aim for new target.

BlackSix
10-10-2012, 10:53 AM
Tomorrow I'll begin to collect final part your suggestions for CloD.
You have some time to add something)

Kwiatek
10-10-2012, 02:07 PM
Type of improvement: smothing FOV change ( Zoom In and Zoom Out) - in axis and for buttons ( actually there is 3 postion of FOV - wide View, normal View and Gunshight View)

Explanation of proposals: all modern sims have it ( ROF, DCS etc) and it work well in combat sims

Benefits: more userfriendly FOV working, better focus on detalis, world and planes

Jaws2002
10-10-2012, 02:33 PM
Type of improvement:

Bring back the "golden hour". Bring back the original beautiful sun sets and sun rises.

Explanation of proposals:

In photography, the golden hour (sometimes known as magic hour) is the first and last hour of sunlight during the day,[1] when a specific photographic effect is achieved due to the quality of the light.

Typically, lighting is softer (more diffuse) and warmer in hue, and shadows are longer. When the sun is near the horizon, sunlight travels through more of the atmosphere, reducing the intensity of the direct light, so that more of the illumination comes from indirect light from the sky, reducing the lighting ratio. More blue light is scattered, so that light from the sun appears more reddish. In addition, the sun's small angle with the horizon produces longer shadows.


Since you are working on a new graphics engine please bring back the beautiful natural colors of the sunset and sunrise present when the game was released.

Benefits:

The game would look a lot more natural and beautiful and would make the flying during that time of day a beautiful experience again.

Few examples:

http://img.photobucket.com/albums/v258/%3CFA%3EJaws/Screenshot237639.jpg

http://img.photobucket.com/albums/v258/%3CFA%3EJaws/Screenshot112634.jpg

http://img.photobucket.com/albums/v258/%3CFA%3EJaws/Screenshot134464.jpg

Thank you.

CaptainDoggles
10-10-2012, 06:21 PM
Please spend time to make sure that the flight models are in line with historical data.

*Buzzsaw*
10-10-2012, 07:05 PM
Salute

Please provide the correct weights and flight models for all combat aircraft.

At the moment the following errors exist:

Aircraft weights:

1) The Hurricanes are approx. 240 kgs overweight
2) The 109's are approx. 50-70 kgs underweight.

Aircraft speeds:

1) All Spitfire variants are between 50-60 kph slower than their actual historical speeds.
2) All Hurricane variants are between 40-50 kph slower than their actual historical speeds.
3) All 109 Variants are between 10-15 kph slower than their actual historical speeds.

Aircraft climbs:

1) Spitfire variants are at approx. 50-70% of their actual historical climb rates.
2) Hurricane variants are at approx. 60% of their actual historical climb rates.
3) 109 variants are at approx. 130% of their actual historical climb rates.

planespotter
10-10-2012, 07:50 PM
Improvement: Help non coders script mission events and create more better user content

Explanation of proposals: FMB GUI current allows users to create triggers, but only one action is possible: spawn. Add more actions possible in the drop down actions menu: including mission success, mission failure, show text XYZ, engine or mechanical failure, fuel leak...many actions are possible.

Benefits: many more people could create content other than just C++ genuises and this would keep the user and fan base alive until sequel more

ALSO: write a FMB manual!!!

Ataros
10-10-2012, 08:26 PM
The final suggestion: add any gameplay at last to your product:

1) Offline: radio comms, AI not crashing, attacking targets and not avoiding battle.

2) Online: working coop (like in old good IL-2)

3) Sample of online add-in to allow MP server programming.

Luthier mentioned in the recent Q&A discussion that there was no much time left for gemeplay issues because of priority of engine and technical problems. If there is only one final step left for CLOD, it has to be gameplay at last.

If there is no gameplay, there is no game. If there is no game, there is no 1C:MG studio by 2014.

Kurfürst
10-10-2012, 09:00 PM
Type of improvement: Set radiators for half open, gunsight light strenght to 100% by defeault
Explanation of proposals: It's annoying having to set these every time the mission starts.Different settings only make sense for rare night missions or when one wants to purposefully destroy engine ;)
Benefits: Smoother gameplay.

Qpassa
10-10-2012, 09:09 PM
Type of improvement: Stable version
Explanation of proposals: Next release could be a stable one
Benefits: More people will play when they see there is an update avaliable and please, update Steam news

He111
10-10-2012, 09:52 PM
ok, at this point in time my problems are few, game works great EXCEPT for ..

(1) AI isn't the best, maybe if the game had a hook to override current AI to read a user script file or something ? or better still, allow modding ? SCRIPTING MANUAL would help non-programmers.

(2) SLI isn't working on my computer, When an aircraft is taking off with lots of grass (2d sprites), fps can fall to single digits .. ???? :confused: i need my other card to be working.

(3) Popping clouds and terrain, i have a powerful computer so set my graphics to high. i would have hoped this would mean the LOD distance would be extented for a smoother transition of details .. but no, there's still alot of stuff popping into existence right before my eyes.

(4) SOUND - please bring back original engine sounds for all aircraft, current engine sounds are so alien.

(5) Bug - If you rearm a aircraft with a non-default gun, sometimes it doesn't work - ie rearm FW200 with 20mm nose cannon and AI refuses to fire it.

(6) Bug - Aircraft will show bullet holes when first shot but when you go back to look at that aircraft later, the bullet holes have vanished ?? like the skin absorbed them ?? I'm specially thinking of the Dornier here.

Other smaller points ..

(1) Mssion Recorder, would be nice if this was more like 1946 - default to ON so great missions can be saved AFTER it happens, not before.

(2) ability of a pilot to land and jump into another plane already armed and fueled to continue the fight.

OVerall a great game! :grin: .. Russian quality is peaking through ..:grin:

.

6BL Bird-Dog
10-10-2012, 10:14 PM
the final suggestion: Add any gameplay at last to your product:

1) offline: Radio comms, ai not crashing, attacking targets and not avoiding battle.

2) online: Working coop (like in old good il-2)

3) sample of online add-in to allow mp server programming.

Luthier mentioned in the recent q&a discussion that there was no much time left for gemeplay issues because of priority of engine and technical problems. If there is only one final step left for clod, it has to be gameplay at last.

If there is no gameplay, there is no game. If there is no game, there is no 1c:mg studio by 2014.


+100%

Longbone
10-10-2012, 10:14 PM
Type of improvement:
Sliders for viewdistance,aircraft visibility,higher zoom for bombsight,voicecommand for Ai,plugin for customcontrollers (e.g. motion platforms,extra display's)
Explanation of proposals:
Currently we didn't find enemy's,groundtarget's appear to late at higher altitude, Ai commands don't work smooth (almost absolutely useless).
Benefits:
Better adjustment for CPU,GPU. Enemy,Groundtarget visibility. Higher immersionfactor.
Better gameplay.

Winger
10-10-2012, 10:32 PM
Salute

Please provide the correct weights and flight models for all combat aircraft.

At the moment the following errors exist:

Aircraft weights:

1) The Hurricanes are approx. 240 kgs overweight
2) The 109's are approx. 50-70 kgs underweight.

Aircraft speeds:

1) All Spitfire variants are between 50-60 kph slower than their actual historical speeds.
2) All Hurricane variants are between 40-50 kph slower than their actual historical speeds.
3) All 109 Variants are between 10-15 kph slower than their actual historical speeds.

Aircraft climbs:

1) Spitfire variants are at approx. 50-70% of their actual historical climb rates.
2) Hurricane variants are at approx. 60% of their actual historical climb rates.
3) 109 variants are at approx. 130% of their actual historical climb rates.

Edited since this in no discussionthread. Only one thing: ROFL

Flanker15
10-10-2012, 11:58 PM
-Have a look at the glycol damage model, players say it doesn't overheat the engine.
-Open some or all of the game up to community tweaking and modding to give us something to do in the meantime.
-Make smoke trails visible out far if they aren't already (it's been a while since I played and they disappeared at close range before)

Good luck with the sequel!

salmo
10-11-2012, 02:55 AM
Type of improvement: Air raid sirens

Explanation of proposals: Implimentation of siren sounds for British & German air raid siren objects already existing in-game.

Benefits: Improved gameplay immersion.

salmo
10-11-2012, 02:58 AM
Type of improvement: Toggle view key binding

Explanation of proposals: At the moment pilot view is limited to 3 FOV's bound to individual keys. There is not way to toggle between (or cycle through) the views with a single key (like in Il2-1946).

Benefits: Easier changing of FOV for players.

salmo
10-11-2012, 03:06 AM
Type of improvement: Hot key binding for starting track recording in-game.

Explanation of proposals: Currrently players have to exit the game screen to start track recording. A key binding for starting track recoding in-game (like in IL2-1946) is needed.

Benefits: Starting track recording is currently time consuming & an immersion killer. Players should be able to start track recording with one keystroke without leaving the game screen.

salmo
10-11-2012, 03:13 AM
Type of Improvement: Animated oil blotches & blood splatter on plane windscreen.

Explanation of proposal: Current there is a static oil blotch on plane windscreen when oil radiator or hose is perforated. Static blotches were introduced because of concerns that animated blotches may affect fps. There is no blood splatter in-game at the moment. Now that fps has improved, animated blotches & blood splatter like in IL2-1946 mods may be a viable option.
http://www.youtube.com/watch?v=v6ypByQ7anQ#lq-lq2-hq-vhq

Benefits: Improved gameplay & immersion.

salmo
10-11-2012, 03:22 AM
Type of improvement: Show spline roads in on-line multiplayer (server) games.

Explanation of proposals: Currently spline roads are displayed in single player games, but do not appear in on-line multiplayer (server) missions. It is disappointing to develop detailed missions with custom spline roads, rails lines, embankments etc. and then not to be able to play them online bause these objects are not displayed.

Benefits: Improved gameplay & immersion.

salmo
10-11-2012, 03:29 AM
Type of improvement: Remove the server "murder" message when an actor is killed.

Explanation of proposals: Some people find the suggestion that they 'murdered' someone in the context of war objectionable. Very simple one-line edit of a server messages text file is all that's needed. This could easily be changed to something like X was killed in action by Y.

Benefits: Political correcttness ;)

MegOhm
10-11-2012, 04:58 AM
Type of improvement: A Simple Post Mission Scoring System

Explanation of proposals: Simply A post mission Summary of Kills Air and Ground for all players. Just a number... does not have to be a value assigned to type of target

Benefits: Players have a score they can see

ATAG has this and you can see this if you run a lobby but not after a normal server run mission i.e. the rest of us other than ATAG...

ATAG does great things...maybe they will share

David198502
10-11-2012, 08:02 AM
enable the killmarkings again please!

NSU
10-11-2012, 10:36 AM
Type of improvement: Map Tools

Explanation of proposals: all tools in the flight map you have it in the briefing room map too

Benefits: you can plan your flight in the briefing room, not only in flight

Kurfürst
10-11-2012, 12:59 PM
Type of improvement: Coolant water overpressure valves

Explanation of proposals: Implimentation of coolant water overpressure valves. VO101_Tom has entered a feature request at http://www.il2bugtracker.com/issues/30 for Bf 109E series, but this was present on many aircraft. Historically there was a valve that lead away coolant glycol steam when pressure become critical.

Benefits: Improved gameplay immersion, historical accuracy, preventing immidiate damage to engine, visual feedback (whitish steam over cowling) of critical water temperatures.