![]() |
Ideas for the next patches...
Just a few feed-backs, take it as it is: just ideas...
1) We could image a new game mode dedicated to air race: No weapon selectionable, fine fuel level tuning, air start or ground start implementation... 2) Use3Renders in conf.ini modified so that we can use up to date screens (not only old fashioned 4/3 screens) Regards, Gooney |
Quote:
to me on 16:9 il2 works fine... if i understand you correctly... but may be not) correct me if i wrong |
Today use3render lets you use 3 monitors (or projectors) to have a horizontal field of view of 270° but only if they are 4:3 monitors.
|
aaahhh... that is some kind news for me... i never try to use more than one)
|
Ideas for next patch eh.. ok.
1. GRASS. Real looking GRASS, with on/off option for the whiners with 20 year old computers running Win98 & 128mb video card. 2. Able to put real GLOSS on aircraft. The Germans spent a lot of time waxing up their mount so they'd be nice and shiny before getting shot down. 3. Overhauled lighting system, cause you know, it sucks. Drop tanks brighter than wing tops, that kinda alternate universe stuff. Thanks. |
Quote:
it's need a lot of work from code specialist ... |
Quote:
MErry CHristmas! |
Updates to some aircraft armaments
P-400 One 500 pound bomb Two 100 pound bombs PBY/PBN Torpedoes SBD3/5 One 500 pound bomb and two 100 pound bombs B5N2 One 800 kg bomb Two 250 Kg bombs One 250 kg bomb and six 60 kg bombs Six 60 kg bombs D3A1 Two 60 kg bombs (wings only) G4M1 one 250 kg bomb and six 60 kg bombs |
From testing some planes in 4.13.4 (still scared 4.14 will blow up my PC :grin: )
Bf109G-6/AS and Bf109G-10 seem to have swapped engines :rolleyes: The gauge engine pressures of the 109G-10 seem to be of DB605AS and low alt speed = 109G-6 and has great 9000m pressure ala 605AS. The 109G-6/AS has pressures similar to 109K (DB605D), and poorer 9000m pressure than AS. The Zero A6M5c 52c and A6M7 62 says they have Water-Injection, but this was certainly not standard for these models. Other wise performance is about right. The A6M7 63 (assume it is a il2:1946 hot plane) could have water injection but does not. Boost should also be slightly upped to simulate water injection power effect? or some other way? for 250-300mm. Weights of A6M5c, A6M7's probably too light. Ki-43-II kai tests with identical climb, top speed and acceleration as K-43-II, it should have ~30hp base hp added. Ki-43-I flying weight is too light by 200kg. Many data repeats over-light values of early Ki-43-I without full war equipment. P40E is incorrectly faster at 6000m than P40M! Ki84 shows 600mm boost on gauge! 500mm was actual max. boost. Would be happy to work with TD to fix these :) |
Just another thought.
While in mission, you can use the console command tod to change the time of day to whatever you want. Could a command be added to change the weather? |
Quote:
|
agree ... it's look interesting)
|
Quote:
For P-39Q One 500-pound bomb https://i.postimg.cc/76Ls3kR1/01-A-7...and-solomo.jpghttps://i.postimg.cc/W3Hd3Grm/82nd-T...9-42-19883.jpg P-39Q 75-gal droptank https://i.postimg.cc/4dQT2s4Y/P-39-a...na-Strip-2.jpg |
:grin::grin::grin:
I like the pictures. Don't know where you got them but very nice!! |
Changing the weather on a server would be a nice touch, but how would they animate the clouds accumulating, would they just get bigger? Or a front moves in.
I find the wind kind of excessive, even at the lowest presets. and the turbulence when going below 100m, i don't think the planes were buffeted around like that, it does not look like it in Gun Cam footage were you can see other planes. They seem to be floating pretty steady. Slow Motion Steady. Clouds as a object would be nice. It looks like they are in patches, like any other object. Stacking them would add too a cloudy sky, though they are only visible at a certain distance, like everything in il-2 1946, so fronts moving in, and mountains of clouds probably aren't going to happen. Stacking, the ability to do that to some of not all object would be great, just for sand_bags around AAA on buildings. But you could stack some of those complexes and make a more modern looking city with taller buildings (you can only see from less than 5 miles away), so that would not really be for bombing, more a low level furball dogfight amongst the sky scrapers, maybe make some tunnels with building set on top of the pavements, making a nice roof for the tunnel. (The houses have no bottom I don't think). (I also noticed you can twist object sideways, ie nose dive a battleship, and it will stay, (that is where it happened to me a few times, maybe a tank or two as well). Being able to do that with the hangers to build huge structures. Two wide four sides. and 8 high, you could fit a few of them in a 5-10 km radius. (Now that we have raisable artillery, we could set up a lot of no army AAA, (Do we have no army artillery, it's just blue or red right, add that to the list) if a plane rises above the level of the buildings, Please Hit Refly. (And you would need to be able to set the guns not to fire below it's level. That could make it interesting, drag a peruser just above the roofs and drop back in when the guns have figured out there is a target and have turned to fire. I think it was BF, you could resize objects in their FMB, that would be good as well. the usual speed adjustment for vehicles and armour, maybe some moving humans for airbases, just a few guys that walk around, stop, bend over, and then move on again. And assign ground crews to parked planes, use the same guys that the truck have, so when you go into staff, they all run out from under the plane and scatter. A guy that runs when the air raid siren is going, have him "land" at a AAA position or a cockpit of a plane that is just getting ready to start up. Guy in flight gear jumping from a jeep and running to a designated spot. Automatic ambulances, if a plane crashes at the air base stationary Ambulances and fire truck race to the point of impact. Train waypoints, so they can stop at the junction, and "unload", and leave in a time frame. Cranes with cargo, and that you can have turn, those big ones would be real slow. Attachable cameras for ground and sea objects. Fireable artillery positions at airfields, that would be great online when there are many @base low, and maybe a few vehicles/tanks to drive around in, fire the guns of. I personally don't need a photo realistic interior, which I would assume would be the biggest pile of work to do at TD level quality, a generic one for all will do, as long as i can see half decently from inside and have a turret position I can drive from. Better wings for the planes, (there is a scene in a RAF doc from the Solomons, "P-40's mission to Japanese base Pacific British" on uTube, buddy flew a plane back 200 miles with the wing split up the middle, whole 1/3 of back end to the guns was gone, the gun belts hanging out, bent panels, you could see the Wing Strut, and another was just as bad. The planes are more like honeycombs than parts. That main frame wing strut connection is the strongest part of the plane. If b-17's (or any bomber or fighter) were having their wings blown off like they do here they would have been scrapped. Pe-8 is the biggest disappointment as far as sturdiness, with the He-177 a very close second. (I had one of those actually break at every wing joint, inside out side the engines, and both sides of the body, it just crumbled from a 60-70m shot from a Spitfire. Pilot was pee'd, he just discoed, it was the second one that map for him that just broke apart from long shots. There was no satisfaction, and I apologized for the lame kill. And the P-47 has a reputation you know. ;) P-38's tail breaking seems unrealistic as well. And planes blowing up, maybe a bit too much of that, localized explosions would be cool, I have seen that white flame go out and re_ignight, that looked awesome. On a ki-84 too, so very realistic, and satisfying. Maybe having a gas tank go, or a drop tank. Has anyone tested to see if shooting the bombs in a bomber sets them off, that happened enough that there are several shots of it happening or just happened. Also in that p_40 vid, they dropped their tanks and went back to shoot them. They don't show the second part, but that is what the narrator is saying is happening. The skins, they can be actual photos stretched to fit the skins template, has anyone tried that, (using profiles from actual WarBirds so they are in colour), there must be hundreds of side and top shots of Mustangs Zeros and 109's. Not sure how that would look zoomed in from the cockpit view though. Should be alright, you are using high bit skins now anyways. ***One of those German AAA cars has a problem with height, seems like it is the most likely to be floating in the air when i re_open a mission in FMB. But i am not sure if they were left floating when I saved the mission, there are lots of objects in every mission, but when they are the only thing floating around a bunch of other tanks and artillery, I can't see how I missed them. Cheers Happy New Years! |
a good idea, would be to improve the cockpits of older aircraft, such as the cabins of the 109 or FW190, which look Horrible considering that it is one of the aircraft that is used the most.
|
Around new year I normally ask for some specific improvements.
This year I’m just thanking the Daidalos Team for giving us what they want to give us! After all, they are doing it for free aren't they? I would really like to see the team make more use of established community mods and contributions in the official supported game though. There seems to be a lot out there that is already near official standard or better, but for some reason is ignored. Oh ... and a flyable Beaufighter Mk. X would be nice ... I haven’t asked for that before! |
It would be very much preferable to be able to change the armaments without going back to the main menu. Currently, if the mission fails, if you refly it, you must use the same load that the first attempt used, if you want to use a different load (bombs, rockets, whatever), you have to go back to the main menu and reload that pilot career.
|
Quote:
|
How about controlling all objects height?
|
i'm afraid that it could bring a lot of issues ... even with artelery it's not always work correctly..
|
Quote:
How about female voice packs for the female soviet squadrons? And maybe more squadrons, too. Like more ANS units or Belgian squadrons. Or whatever. Thanks for reading and answering these post, BTW. |
I thought I'd add a mention of one of my most desired features (for the past 15 years): A difficulty option for 'realistic morale' - which if selected would increase the chance of enemies attempting to disengage.
Example: If an aircraft gets separated (e.g. no allied aircraft within 1000 metres) there would be a certain probability of the AI 'returning to base'. Feasibility: The AI already does a check for allied aircraft within 8000 metres before calling for help... so there is an ability to do this already programmed. One could get more elaborate of course - considering the AI level, conducting a comparison of the number of allied and enemy aircraft, considering the relative ranges. However, I think the basic check for whether there are any allied aircraft nearby would do a good job. An alternative (or additional) approach: One could also add a probability of retreating once the AI has expended a certain amount of ammunition (e.g. a probability of disengaging after 50% ammunition used, and a higher probability of disengaging after 75% ammunition is used). This would increase the chance of the AI making a single pass instead of remaining engaged (as frequently was the case - either to increase chances of survival when bouncing larger formations - or simply because the attacking fighter lost track of its target and couldn't find it again). There are many other minor features (e.g. incorporating gun jams for the Mk-108, MG-FF etc.) - however, this basic feature for making the AI be sometimes less aggressive is the thing I keep coming back to as the one feature that would most increase realism. |
i'm not a programmer ... and for me it's even hard to imagine how it's all work ... i mean how AI work in Il21946 ... and i'm afraid that today we didn't have qualify enough specs to work with AI in il2 ...
on the other hand ... on aviaskins we have person - Leader AI he make inreresting modifications to AI paterns... and i hope some day some how we can include his work ... |
Quote:
Anyway, on the AI note - if someone could track down ZloyPetrushkO - he made a good anti-aircraft gun suppression mod that was really neat. It doesn't work with the current version though. He still has a youtube account, an account on the DCS forums, and he has an e-mail address at gamedev.ru if you want to try talking him into updating it. :) |
Guys... may be some one seen that book but in full version..
with all chapters .. https://bulletpicker.com/pdf/Mine%20...20Part%203.pdf |
Quote:
This paper uses the 'Mine Disposal Handbook, part 3', as a reference. You may want to contact the authors so they can help you |
i copy adreses ... thanks) if i couldn't find pdf.. will try to write to them
|
This request may be a bit out there. But how about adding some new vehicle objects, used by the Aviation Engineer Battalions, and thus likely to be encountered on or near the airfields
2 1/2 ton, 6x6 truck dump truck variation -- https://en.wikipedia.org/wiki/2½-ton...2A2,3_dump.tif 6 ton, Prime Mover ---- https://en.wikipedia.org/wiki/6-ton_6x6_truck Caterpillar Road Grater --- http://usautoindustryworldwartwo.com/caterpillar.htm LeTourneau Road scrapper -- http://usautoindustryworldwartwo.com/letourneau.htm Asphalt Truck https://en.wikipedia.org/wiki/Diamon...asph._dist.jpg Crash and Firefighting Trucks!!!! (These are definitely needed!) Class 135 --- http://www.armyfiretrucks.com/135%20page.htm Class 150 --- http://www.armyfiretrucks.com/class%20150.htm As far as aircraft.... IMAM Ro 37 bis Breda Ba. 65 Fiat Cr. 32 Caproni Ca. 109/110 Type 0 Observation Plane F1M2 |
All times are GMT. The time now is 05:43 PM. |
Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.