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Future feature requests
Please don't paste high priority fix requests or bug reports here, just your wishlist for future features. Who knows, maybe something will give the devs an idea! And maybe some of them are already in the game and you just don't know how to activate them ;) I know there have been scattered feature request threads but I guess it would be good to put all our wishes in one thread for easy reading.
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My feature wishlist:
1. Real-time damage reports for enemy planes similar to what you get for your own plane. I know this is hugely unrealistic but it could help people better understand why bombers (and some fighters) are so difficult to bring down with MG fire. It would also be nice to know exactly why that wing just exploded! 2. Option for joystick curve tweaking as in IL-2 for those that want it. I know there are sensitivity settings available but I would prefer finer control or at least a better idea of what the current settings are doing. Edit for #2: Thanks for below FZG, fix explained at http://forum.1cpublishing.eu/showthread.php?t=21695 [Edit: Suggested fix doesn't work for me...] |
Animated or even just static drivers/figures to sit in vehicles that are moving,from waypoint to waypoint,it's bloody weird seeing an RAF tractor drive across the airfield with no one at the controls!!
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Propper damage model for static planes - Yes, I know this will consume more computer resourses.
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1. Less popping and more fading of buildings.. or maybe another LOD or 3.. especially for the Buildings at and around the airport.
2. Voice Comms that uses frequencies.... IL2 had voice comms that just needed tweaking... yes we have Ts3 and ventrilo... but this saves ppl having to look around.. and typing sux in a dog fight. Oh and add a Mute User function to the voice... 3. A quick record that is mappable to a key.. just to catch the dog fight action.. 4. Option in Realistic mode for Outside view of your Aircraft ONLY when your Aircraft is ON the Ground. To allow for post action inspection of your aircraft... ie After Flight... 5. Soften the edges of the Trees.. They are way too sharp...not a bug just a feature request. 6. Dynamic MP campaign... I see mentioned earlier... 7. Some Script Templates tools in the editor... 8. Prop Wash that upsets the aircraft... 9. Dynamic Front line... ie as you capture airports they make the front line.. and you have to capture and re-capture to push each other off the map... 10. The rest of the switches clickable.. I see a lot that do nothing.,, There must be Battery switch/nav lights/canopy defog ... etc. thx |
Milky Way clearly seen at night. It is supposed to have been quite dark back than as there wasn't that permanent Christmas illumination that we have at present day on our streets.
Pilot throwing shadows when sitting in the plane. Also nice to see one's hand and legs (should be made switch off as possibility). For the future dynamic campaigns (for BoB pointless as there's no ground forces involved). A career mode starting out as rookie pilot and ending as wing leader / squadron leader where one can plan missions according to ordered mission targets. For online play: implement to make reconnaissance flights: Someone climbs in a recce aircraft, flies to target area, makes fotos which then become available for one's side. Meaning that other players of same side can click on photo section to consult the pictures (black and white obviously) but only if recce pilot makes it home. Also the recce pilot should be able to set marks on the briefing map where a location is and this mark is seen by everybody on the same side. For each successfully picture brought home there should be an abundance of points that makes this kind of flights interesting to do. Could be made like this for instance: A pilot brings home fotos of a target area and gets significant credit points for this. If now another player or he himself destroys objects within the fotographed object group the recce player also gets extra points. Of course if recce pilot makes mistakes and marks friendlies as enemy position and this gets consequently destroyed the recce pilot would get some negative points. |
Dynamic campaign.
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Force feedback.
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Have I been missing something ZaltysZ,please explain further,does this put human drivers with the vehicles that we set in FMB?.....sounds just what I'm after. Edit.....WOW,thanks ZaltysZ now I see what you mean,I did'nt realise you could do this,fantastic!!! |
A decent campaign system. That's all I've been asking since the original IL2.
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I think insects smashing on the windshield would be great - but not too much. :grin:
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need more ground crew , really feels loonely and unrealistic... ever try to park inside a hangar?...
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Other than that: Generally speaking, to bring CoD up to at least 1946 level in terms of immersion. Yes, 'up' to that years-old simulation. Proper briefing screens, proper debriefing screens, Dynamic Campaigns (!) and ranks and awards. The current 'Campaign' system sucks big time, imo... it's just single missions, played after each other. You won't win a Victoria Cross with that... sigh But I fear these won't come for a long time :rolleyes: |
A dynamic server mode such as IL-2 Free Host for IL-2'1946 see link : war-birds.com.
It's almost a "capture the flag" sense of team & dynamic server mod with of course different rules, but absolutely interesting type of dogfight, really fun. It'd be so interesting to implement in CoD. |
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Separate definable left and right rudder axis option. In the flight sim community there are lots of crossover folk who also like motor racing sims. Many of these people have car pedal sets which could be utilized using accelerator for right rudder and clutch/brake for left rudder. I use The Saitek combat rudder pedals at home but when am staying at the folks place on holidays only have the car racing pedals which currently cant be defined because both rudders are on a single axis. :)
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Option in full mission builder to change formation of AI groups at different waypoints. At the moment it appears you can only set for the entire mission. (unless I missed the setting,then please forgive me)
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More bindings for scripts. I want to be able to enable/disable icons/arrows for specific planes, dynamically create/destroy tutorial-style rings to fly through, and many other things.
Of course, if you already *can* do that, I'll settle for more documentation for the scripts and FMB. |
.. a brand new flayable aircraft with each patch .. :grin:
He111. |
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My list of flyable planes I'd pay for (1) Defiant, (2) Condor, (3) Stirling, (4) Hampden, (5) Hudson, (6) Anson, (7) He117 Grief .. hmmm will think of more later. He111. |
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I'll pay for complete expansions even if it means buying planes in the bundle that i don't use often, because expansions are a way for the developer to sell the "supporting actors" (AI, ground units, etc) along with the flyables.
Itemized, single aircraft DLC on the other hand i probably won't bother with. It's too disjointed for my taste, it fragments the online playing field because people end up having all sorts of different flyables (i mean, even mods for I2 came in packs/bundles so people can have a common base to start from) and it focuses the development effort on just getting the flyables done. Luckily enough, it seems they prefer the system they used in the previous series than itemized DLC (they've said as much a couple of times). |
Rremoval of mostly all the random trees which appear in fields and along their boundaries in favour of 3-D hedge rows.
If this improves FPS, then the addition of bushes and scrubland would be awesome to really bump the fields up and make the landscape look real. Saltmarshes would be nice to see as well. And the Battle of Britain would be awesome to see in the game, too. |
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Brilliant, I'd love to be able to dismount my plane, either after ditching or, parachuting to the ground or simply landing, to walk around my aircraft and do a simple post-flight inspection. If they could implement this.. (they already have 1st person bailouts and the animation for the pilot standing up again... So why not have an ability to dismount your burning wreck in the field and run for it! :D That would require a basic walking animation and the ability to steer a ground unit forwards, backwards and rotate the person. You could use track IR or POV hats etc to look around. @10 Yes, some of the functions modeled in the game don't have clickable switches, even though they are modeled in 3D. Can't complain though as the increase of clickable cockpit items since IL-2 FB are a 100% increase ;) |
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Also, in 1940, there were no digicams. The film had to be advanced (which takes a few seconds) and you didn't have capacity for thousands of photos - more on the order of 10-30. The time needed to stay in the hot zone would balance itself out, imo. But yeah, I'd love to zip around at treetop level and having an eye on the enemy! That would definately be one of my favourite jobs! |
Track-IR working in first-person view when you bail out would be nice.
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Searchlights
Not sure if searchlights are present - they dont show up in my game - for example bombing run over London. Searchlights would add great ambience and light up the flack / clouds and blind pilot briefly.
If they in the game it would be nice to see more of them or to add them in the editor. |
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4x M134 under each wing of the british planes with a freight container on each wing full of ammo with a tactical nuke warhead in each bullet... and arnold schwarzenegger`s face as a stock pilot face replacement
Or just a dynamic campaign generator.... |
Geolod to trees!!
Geolods to trees!!
Atm we can strafe each tree without any cause. Imho not acceptable for the future. Nevertheless atm not that high on prio. |
Ability to customise the map size (at map open),
so that you can press 'm' to open the map, (previously set to open at a decent size), look at the map, then just press 'm' again to close it - without having to fiddle with the corner of the map to stretch it. BobTuck. |
Could we have some other blokes as German pilots than Adolf Galant or fat Göring uh Meyer?
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Dynamic campaign
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Individual Realism Options in multi-player
In order to increase the number of players in full real servers and train the next generation of pilots enable an option to allow players to opt to turn on icons, off complex engine mgmt, or temp effects. Adjust scoring so that those that take those options score less points for each option taken. If they take these options halo them so other players know who they are.
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I recommend joining an online squad if you are serious about learning the ropes, plenty out there on both sides and you will be a much better pilot for it. Not to mention the immersion factor increases by a fair margin as well. |
1. Instructions how to operate different aircrafts (pilot notes, check lists etc)
2. Briefings with real information about weather/airport/route to target 3. Printable maps of different areas 4. A campaign (static or dynamic) |
Ability to set windows to be fade-able. Ie if there is no new info for 60 secs make the window fade out... ie Chat, Engine.. etc. Also Fade-able mouse pointer.. I keep leaving it in bad spots... thx.
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I already fly full real in IL-2. This is no decent intermediate training ground for players wanting to make the transition. I am talking about configuring servers so that individual pilots can toggle a subset of the realism options. Jumping from servers with Wonderwoman view to Full Real was a tough. It would have been nice to have had an option mid-way between the two.
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mouse wheel as a prop pitch slider
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Rear mirror disable as default(like Il-2), it is almost useless and cost FPS.
Sokol1 |
Default positions in general for each plane. I.e. if starting in the air then define default:
1. Radiator position at normal instead of closed 2. Propellor pitch = 80% 3. Clickable cockpit (F10) = Off 4. etc... |
A ground-controler who tells about wind direction and speed and which runway / landing-vector to use, with red flares when a somebody ignores directions and a mandatory grounding for ignoring orders.
(i.e. kicking from a server for cross-country starting without allowance from the ground controler) For some people it is fun if its as realistic as possible! |
Dynamic Campaign, and a career mode.
The 2 things i was hoping CoD would have..right back to when i first heard about BoB storm of war (now CoD). |
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Level stabilizer for bombers...
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Realistic ammo load-out constraints as a difficulty option for the time periods that it is applicable, so that we don't have Spits flying around with a full load of DeWilde's and 109's brandishing only minengeschoss shells when they are implemented. Something like a percentage-based limit, for example if date=X then limit loadouts to one of the "rare" rounds for every X number of the more numerous ones.
Non-CEM fix for two-speed props in RAF fighters. I fly with CEM enabled and i find the two-speed Hurri and Spit a joy to fly due to their simplicity, but only because i can change to fine pitch to help accelerate when my speed drops. Currently, with CEM disabled they use fine pitch/high RPM only during take-off. Something like "if RPM<X and IAS<Y then apply fine pitch" and "if RPM>A and IAS>B then apply coarse pitch" in the AI routines that manage CEM would be enough. As for the bombers now: A fix for the Ju88's gyrocompass. Currently it doesn't work and that prevents the autopilot from working as well, because the autopilot correlates the actual heading with the desired heading in the gyrocompass to decide which way to turn. An explanation or fix for the otherwise functioning gyrocompass in the He-111 and Me-110. This one works and the course autopilot is usable, but it seems that the actual and desired heading compass cards have a small amount of offset between them, between 5-10 degrees. For example, i'm reading my magnetic compass and it says i'm flying due East, so i calibrate my actual heading in the gyrocompass to read 90 degrees, then i set the desired heading to 90 degrees as well and finally engage the autopilot. By the look of things the aircraft should not turn since the actual and desired headings coincide. What actually happens is that it will make a few S-turns and stabilize about 7 degrees off the actual intended course. Is this a realistic limitation of the system used or a bug? Easier bomb fusing limits and level stabilizer for bombers under a new difficulty option. This way people who want to fly full switch can use the trim and autopilots like it was historically done and at the same time people who like the IL2:1946 method can still have fun. For all bombers, a workaround that is more realistic than level stabiliser that could be used for full switch settings and simulate a common practice of that era, namely the bombardier guiding the pilot through the bomb run. I'm thinking of it like a way to command the pilot when you are in the bombardier's seat. Usually the bombardier would call out corrections to the pilot "left, left, right, steady" etc, so we would need the following functions: start/end bomb run to toggle the AI pilot flying the aircraft in straight and level flight left/right with a corresponding HUD message indicating amount of degrees of turn that have been commanded...for example, i press the left key once and the AI pilot will turn 1 degree to the left, i press it 2 more times and he will turn a total of 3 degrees from the initial heading center/steady to cancel any on-going change of course and return the aircraft to level flight This would be useful for all bombers, the Luftwaffe ones to set up bomb runs in a faster manner than using the course autopilot, but especially for the Blenheim and BR.20 that don't even have an autopilot. Making the bomb release key work from the bombardier's seat. Currently we can either use the automatic bombsight (if the aircraft has one) to drop the bombs, or switch to the pilot's seat and press the bomb release key, which is like the pilot pressing his own bomb release key (if he has one, eg the Ju-88) or telling the bombardier to release the bombs via the intercom. The problem with this is that currently to release bombs in the Br.20 and Blenheim you need to either zoom out of the bombsight and click on the bomb release switch with the mouse, or switch to the the pilot's seat and press the bomb release key on your stick. Some kind of revised documentation in PDF form would be good. Currently there's too much confusion over certain issues because people can't be sure if it's a bug or a realistic feature. |
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