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-   -   Give me some "holy sh... did that just happen" ideas (http://forum.fulqrumpublishing.com/showthread.php?t=10993)

ECV56_Lancelot 07-01-2010 05:01 PM

Quote:

Originally Posted by robtek (Post 167644)
Read "throw up"! aka " to vomit"

Exactly!
I edited the post to write it right,....i hope!. Sorry, sometimes i dont know how to write something right in english.
And he would do that because of the stress of the combat, because he would be very nervous, and/or sick of all the maneuvering.

Splitter 07-01-2010 05:34 PM

Quote:

Originally Posted by briny_norman (Post 166574)
For me, the best way to make immersive missions is to make an immersive environment around those missions. I.e. create a detailed squadron environment with lots of things to do and see between missions:

<snip for brevity>

Hello All, new guy to these forums here. I am really looking forward to this release! I have been flying combat sims since top of the line displays were a whole 16 shades of gray....

I think the post I partially quoted was spot on. Many of those features have been in other sims, but did work so why re-invent the wheel? I am sure there will be some astounding developments in this release, but not everything has to be brand new.

Things that I have enjoyed from other sims or would like to see (most have been mentioned in some form):

Having the option to fly as one pilot for a career. As that pilot moves up in rank, he can gain more responsibility up to and including running the roster in the squadron and assigning pilots to missions.

Ability to sometimes be able to pick which of three missions to fly while most of the time being assigned missions.

Targets of opportunity. Trains, vehicles, troops that can be targeted after completion of the primary mission. These could add to the pilot's "score" and influence his career. This would be huge.

A dynamic battle map. Even back in the SWotL days, the battle line "moved". As the war progressed, Allied pilots could start flying from airfields in France, etc. while German pilots had to not only get back over the channel but make it over friendly territory before bailing or doing an emergency landing. A destroyed bridge remains destroyed until repaired.

Deteriorating aircraft systems after damage. Oil pressure dropping, fuel levels falling, oil on the windscreen, fire, etc.. Landing safely becomes a challenge.

Having to avoid debris either from disintegrating enemy aircraft or ground explosions. Kinda takes the fun out of blowing up a train at point blank range.

Special missions such as delivering a friendly agent or rescue. Recon. Assignments based on intel regarding important enemy personnel or targets.

Randomize encounters! This really adds to SP re-playability. Enemy fighters do not need to show up in the same place at the same time.

I want to have the option of having to manage my aircraft. Prop, fuel, and mixture settings for example.

SIM Killers:

Linear mission structure. No reason to replay and really shortens the lifespan of a game. You play it, you beat it, you put it away. Not good.

Impossible assignments. I should more accurately say, unrealistic assignments such as "You and your wingman must shoot down 17 enemy bombers on this mission". C'mon. Pair that with a linear mission structure and you end up re-playing (and failing) the same mission over and over until you either get lucky and win or give up.

Having to jump from one plane to another from mission to mission. I want to be a "pilot" on one side or the other and see how well I would do in that situation. Can I survive a tour of duty, or in the case of German pilots the war? At least give me a "realistic" career option. Please don't make me be a fighter pilot one day, a bomber pilot the next, and a test pilot the day after. Let me get to know one type of aircraft and then maybe move on to another as either I or my squadron is re-assigned. Hope that makes sense.

Poor flight models. It takes much more than jerking the stick hither and yon to be a pilot. Planes can stall at high speeds, be forced out of their flight envelope, and react differently at different speeds and altitudes. Different models are different and thus have their own advantages and disadvantages that should be faithfully modeled.

Time limits. I needn't say more.

Having followed this forum and the posts of Oleg and his staff, I am confident this game is going to be a blast. I highly doubt all of my "wish list" will be fulfilled let alone the others in this thread. In reading the history of IL-2 and how it progressed, I am equally confident this sim will be expanded for years to come. I love the eye candy that has been posted, I just really hope the structure of the game matches that level of sophistication.

Splitter

Zorin 07-01-2010 07:32 PM

Well trained pilots during BoB, who where in flight school for several years doing acrobatics and stuff sure wouldn't vomit. The anxiety might get the better part of them, granted, but I doubt that the flying would.

P.S.: I knew what you meant with "throw-up" ;)

ECV56_Lancelot 07-02-2010 12:48 PM

Quote:

Originally Posted by Zorin (Post 167722)
Well trained pilots during BoB, who where in flight school for several years doing acrobatics and stuff sure wouldn't vomit. The anxiety might get the better part of them, granted, but I doubt that the flying would.

P.S.: I knew what you meant with "throw-up" ;)

That´s why i said rookie pilots! :)

Blackdog_kt 07-03-2010 05:31 PM

I bet you guys are getting this idea from that film about Czech pilots in the RAF. It was a good movie and yes, having some indication that the occasional rookie breaks down under combat stress is a nice touch.

We have a ton of good ideas posted in this thread, i doubt we'll see most of them implemented upon release but since SoW will be moddable we'll probably be able to add some things like these. For example, you make a mission trigger that targets AI wingmen under a certain skill level, then it randomly chooses one and again, randomly applies debilitating effects on him (based on a % based formula). This trigger could be copy-pasted and the final effect of each copy changed, so that you could quickly create triggers for stuff like a rookie throwing up in combat, panicking and disengaging, doing something stupid, being reckless and so on. Then, you could copy these triggers into a special folder that the campaign missions would access, so that you could import them into your single player carreers.

Stafroty 07-08-2010 07:30 AM

something with damage model-

when gettin hit on engine, it might get fire real quick or not at all, all randomly.

same with hits on fuel tanks. sometimes its only a leak, sometimes it starts to smoke. when it smokes, random change to to light up on fire on random time scale. if it gets on fire, random change for exploding after that with randon time scale as well.

same with other areas when takin damage. if wing takes hit it would be nice if pilot would not know how bad hit it is, so it might crack easily with stick movement or all by itself. or not at all.

more randomness on damage model, as now you can observe how many "hitpoints" you still got left. and you can trust that plane takes you home for sure if wing is badly damaged and no more hits are gettin in.

there is no fear in this game on that part, as you learn what plane can take after what amount of damage and so on.

randomnes and alot so no one would ever anymore know how badly his plane is hit and will it stay air or ignite on fire so that pilots no more can trust but are filled with paranoia feelings.

that for sure would bring some immersion and feelings on flying.


like hit on right wing, graphical attributes for damage seems light on the surface. but pilot doenst know how bad it is from the inside.
so its then dice rolled by cpu that how much G can wing take and on which direction, as well how much speed it can resist as well.
every time different result when takin hits, like on critical parts especially.

wings or parts of them starts to flutter, giving signal/sounds/shakin on screen(=information to pilot) that something isnt right on this speed so it makes them worry and think. sometimes no warning at all. just snap like p51 on high speed high g turn :)

that kind of dm with much of variation would give some good vibes.

Blackdog_kt 07-08-2010 08:45 PM

Your ideas are very nice Stafroty and i'm glad you mentioned the most important part in the mechanics you describe: feedback to the pilot.

Just like you say, we want to be unsure how long a damaged aircraft will hold, but we also want to be able to tell when something is wrong. Otherwise it would be too frustrating and not so much fun.

Imagine for example taking a single cannon hit on the right wing. If the wing vibrates/flutters too much as you go faster or pull Gs, you hear buffeting sounds and metal stressing, then you have enough information to know that it's time to RTB. If there's no information however, you'll have to assume the worst in every single case, or even worse, get killed (virtually of course) without having a chance to react.

That's why having sources of information is equally important with randomized elements in the DM, it wouldn't work without it. A lot of people have talked about how cool it would be to have small randomized variations in the DM and difficulty options for random failures, but i think i haven't seen a lot of us mention the need for a way to understand when something is wrong, until your post. Excellent observation there ;)

Abulafia 07-10-2010 01:50 PM

Lets revise the time compression
 
For me the most boring part of the flight sessions is watching the black screen of compression or X8 unrealistic appearance.

I think during the time compression it would be great to watch our formation in different angles with some random cinematic angles ( fly pasts or zoomed up views ) and artistic camera filters. Funny & informative radio chatter between pilots or ground control will surely break the most monotonous side of the simulation.

AdMan 07-10-2010 10:34 PM

Quote:

Originally Posted by bf-110 (Post 166525)
For what I read on luftarchiv,Horrido is from a saint,patron of aviators.

VRIL,heh,nice.
Haunebu would be better.Fitted with a Flak 88 as it was originally intended.

Haunebu, RFZ, and Vril were essentially the same lineage of aircraft. Later RFZ's carried the name "Haunebu", starting with the RFZ-5 but those came later in the war, the RFZ-2 was flying in '39 and flew missions during the Battle of Britain. I think it was the only vril aircraft that flew actual missions and was caught on photo by outsiders. From what I've read other Haunebu only saw test flights and the only photos were those taken by the Germans

either way, there probably isn't enough photos to model each version accurately to where you could distinguish the difference, you would likely have to combine elements from different models based on the photos that exist then the rest would be mere speculation. I can imagine if it was in the game most players who saw it would think it was an alien craft, just like in real life :)

AndyJWest 07-10-2010 10:48 PM

Quote:

Haunebu, RFZ, and Vril were essentially the same lineage of aircraft.
Yes, the same lineage: hoaxes invented long after WW II. Mostly by people trying to sell books to the gullible.

Of no relevence whatsoever to a BoB simulation.


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