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jf1981 01-09-2012 07:02 AM

1C Team Requests and Questions (discussions only)
 
Hi

I know other things are more important, but hopefully some ideas :

- the 3D player head seen from outside follows actual in-game first person view
- realism is pushed even further (might be unlocked with an option however) such as
- over rev or over boost for long period of times have consequences. Does running the motor constantly at 3000 rpm have any effect for the actual flight in real life ? Or only on engine lifetime ?
- over speed has adverse effects on some systems or aircraft structure
- the a/c systems are not perfect e.g. very seldom, a mechanical failure may occur
- the only informations remaining are those available by gauges and levers i.e. the windows showing pitch/power/rads position is disabled and the a/c system window is silent as well as the information window (the one confirming player actions, gear up, rad open etc ...)
- More systems available e.g. Carb heat, windshield de-icing, magnetos (not auto on). This is for now really too easy compared to reality. Much systems can't be used.

- More environmental interaction, e.g. windshear, stroms, turbulences (most of the time there should be at low layer in windy conditions), icing (even not in cloud particularly for carb, I guess this may happen as power is low e.g. descent as it occurs today for carb planes ? i.e. carb heator must be present for use)
- Near the ground in windy conditions, presence of wind gust and wind shear may be expected
- More typical english weather systems, as I read a test pilot story from Alex Henshaw, He describes the winter time as very bad weather, I think we'd like not things such as fog, stratus, cumulus, cumulonimbus, rain, hail, snow, icing conditions (not every cloud but depending on the type and temperature, eg more typically in cumulus & cunimb at sub zero).
- Cunmulus and especially cunimbe are very bad for the structure, the turb and preence of hail mail very well damage or destroy an airframe and aircraft in mid flight
- Stratus are friendly, small cumulus are not too bad, they are not icing the aircraft at plus zero temperature
- Weather complex layers like ovc low, cunimbe above, cirrus high
- Lower clouds or lower cloud layer may be as low as few hundreds of feet above ground, it may be even lower or touch the summit of some terrain elevations
- Weather does move and change
- There may be presence rain, hail, snow on the ground or in certain regions (inside and under certain clouds)

CoD is promizing, would sound good to push it forward.

Verhängnis 01-09-2012 08:03 AM

Wow, what Flightsim have you been flying?

Most if not all of the features mentioned are implemented or planned.

http://www.youtube.com/watch?v=z4Blu_Y1qtY

Some features were removed from the sim in a patch (Physical/Mechanical/System weathering like you say, including instrument failures etc.) Which was previously availible on a percentage/chance slider much like the visual weathering system.

jf1981 01-09-2012 10:48 AM

You can't de-ice, the right side hand pump does'nt work. Nor for carb heat.
I know icing works in clouds, but carb heat actually ice in some conditions which is not happening inside clouds e.g. reduced power during descent.
The only one being implemented is a laminar wind as of today.

Also you can permanently over boost provided you don't exceed 2650 rpm.

Skoshi Tiger 01-09-2012 11:23 AM

Quote:

Originally Posted by jf1981 (Post 377638)
You can't de-ice, the right side hand pump does'nt work. Nor for carb heat.
I know icing works in clouds, but carb heat actually ice in some conditions which is not happening inside clouds e.g. reduced power during descent.
The only one being implemented is a laminar wind as of today.

Also you can permanently over boost provided you don't exceed 2650 rpm.

What planes are you flying? Blenheim has a carby heat, Spit (as on the real plane) does not (AFAIK)

Also our community liason would be more likely to pass on your request in the stickied thead.

http://forum.1cpublishing.eu/showthread.php?t=28341


Cheers!

klem 01-09-2012 01:58 PM

Requests and Questions (discussions)
 
Quote:

Originally Posted by JG52Krupi (Post 377617)
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.

This reference may help
http://www.quarry.nildram.co.uk/BoB.htm

KG26_Alpha 01-09-2012 02:03 PM

Requests and Questions
 
Quote:

Originally Posted by BlackSix (Post 377615)
I thank everyone who responded to our request for help!
I will start to process the data and draw up a report tomorrow.
If you would like your suggestions and bug reports come in the first part, some time still is.


http://forum.1cpublishing.eu/showthread.php?t=28341

I have merged some loose threads here and moved some from the 1C Team Q&R

Please keep discussions in a separate thread.

Thanks

Red Dragon-DK 01-09-2012 03:15 PM

Quote:

Originally Posted by JG52Krupi (Post 377617)
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.

To be honnest I realy dont see a resomn for that.

Reson: I have several beltsetup depending what type of mission im going for. For eksamble in the ATAG server you can go protection your ships and then need ammo for shooting down aircraft. Then later I can take a bomb in a 109 E3 and bomb tanks and staff target on the ground. Then I choose a different type of amotion.


I think we should be careful not in our zeal to make it as realistic as possible doing so many restrictions
the fun goes by. Nor must we always be panicky fear that their neighbor is cheating.

But the types of restrictions, I can easily imagine that there will be ammontion to dogfights and one should be forced to it all the time, then the dynamics disappears.


~S~

JG52Krupi 01-09-2012 03:35 PM

Quote:

Originally Posted by Red Dragon-DK (Post 377726)
To be honnest I realy dont see a resomn for that.

Reson: I have several beltsetup depending what type of mission im going for. For eksamble in the ATAG server you can go protection your ships and then need ammo for shooting down aircraft. Then later I can take a bomb in a 109 E3 and bomb tanks and staff target on the ground. Then I choose a different type of amotion.


I think we should be careful not in our zeal to make it as realistic as possible doing so many restrictions
the fun goes by. Nor must we always be panicky fear that their neighbor is cheating.

But the types of restrictions, I can easily imagine that there will be ammontion to dogfights and one should be forced to it all the time, then the dynamics disappears.


~S~

Who said anything about limiting it to a single loadout??????!!!!

Just give the ability to enforce a few different ammo belts so that ppl can't use only one certain ammo that you wouldn't have found in real life.

Obviously a lot of research would have to be taken but I am not talking about MG setting them but the server runners.

If the server runners want to allow it then fine if they want to leave it you then that's fine.

winny 01-09-2012 03:54 PM

Quote:

Originally Posted by JG52Krupi (Post 377730)
Who said anything about limiting it to a single loadout??????!!!!

Just give the ability to enforce a few different ammo belts so that ppl can't use only one certain ammo that you wouldn't have found in real life.

Obviously a lot of research would have to be taken but I am not talking about MG setting them but the server runners.

If the server runners want to allow it then fine if they want to leave it you then that's fine.

I think a better solution would be limited ammo types, so you have 200 de wildes, 400 ball, 200 AP, 600 incendiary/tracer.. Just an example.

Then people can still customise, but you'll know that the guy facing you had exactly the same choice to make, that way you could still tweak your ammo belt but you couldn't just load up with 1 type of ammo.

Deciding what would be a fair amount across red and blue might lead to some arguments thou..

5./JG27.Farber 01-09-2012 04:06 PM

Quote:

Originally Posted by JG52Krupi (Post 377617)
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.


Dont make it fair, make it historical... If we start adding fairness its not a simulator. Quite frankly the fact your getting hit by rounds indicate you its not his ammo but your flying thats at fault :-P

JG52Krupi 01-09-2012 04:26 PM

Quote:

Originally Posted by winny (Post 377735)
I think a better solution would be limited ammo types, so you have 200 de wildes, 400 ball, 200 AP, 600 incendiary/tracer.. Just an example.

Then people can still customise, but you'll know that the guy facing you had exactly the same choice to make, that way you could still tweak your ammo belt but you couldn't just load up with 1 type of ammo.

Deciding what would be a fair amount across red and blue might lead to some arguments thou..

if its server set then online wars could use this to determine what ammo is available i.e. if a supply convoy is destroyed you have less of a certain ammo :D.

Continu0 01-10-2012 04:39 AM

Quote:

Originally Posted by Skoshi Tiger (Post 377930)
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.

Such feedback could also be that the aircraft "jumps" or "bumps" up a little because of the weight that is being released!
Good idea!

robtek 01-10-2012 09:40 AM

Without immediate retrimming every payload release should lead to a definite rise of the rate of climb, related to the weight of the released payload.

TomcatViP 01-11-2012 12:25 PM

Quote:

Originally Posted by robtek (Post 378322)
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

Not in fighters like the 110

Red Dragon-DK 01-11-2012 02:04 PM

Quote:

Originally Posted by TomcatViP (Post 378328)
Not in fighters like the 110

If Im not total uncorrect I would say the BF110 is a fighter bomber and not a bomber. Robtec is talking about bomber with bombercrew, if I understod his post correct? And I think he have a good point and like the idea.

TomcatViP 01-11-2012 03:23 PM

Quote:

Originally Posted by Red Dragon-DK (Post 378362)
If Im not total uncorrect I would say the BF110 is a fighter bomber and not a bomber. Robtec is talking about bomber with bombercrew, if I understod his post correct? And I think he have a good point and like the idea.

ouch ...nailed ! ;)

III/JG53_Don 01-11-2012 03:24 PM

The 110 has exactly the same problem actually.
If you switches to your Gunner, the AI is off till then. Happened to me yesterday on Atag. A Hurricane behind me at a clear six and my gunner did not even move his gun not to mention to shoot.

Ataros 01-11-2012 08:01 PM

There are some complains on DM. Could you please remind me what is wrong with it? To me it looks surprisingly detailed and as impressive as cockpit models.

robtek 01-11-2012 09:12 PM

The DM complaints are regarding to large missing parts on still flying planes, or fuel tank explosions, which are leaving the structure intact, i believe

von Pilsner 01-11-2012 09:32 PM

Quote:

Originally Posted by Ataros (Post 378471)
There are some complains on DM. Could you please remind me what is wrong with it? To me it looks surprisingly detailed and as impressive as cockpit models.

http://forum.1cpublishing.eu/showpos...&postcount=257
I don't know if problem is still in the game of if it has been fixed.
http://i34.photobucket.com/albums/d1...1-13_00016.jpg

Ataros 01-11-2012 09:53 PM

I see, thank you. I considered planes flying without parts to be rather FM bugs (or visual/physics de-sync bugs), but fuel tanks are a DM issue.

JG52Krupi 01-11-2012 10:02 PM

Quote:

Originally Posted by von Pilsner (Post 378496)
http://forum.1cpublishing.eu/showpos...&postcount=257
I don't know if problem is still in the game of if it has been fixed.
http://i34.photobucket.com/albums/d1...1-13_00016.jpg

I think that has been fixed, but the most annoying one for the reds is the damage less 109 fuel tank explosions....!!!

Ataros 01-12-2012 10:06 AM

Quote:

Originally Posted by JG52Krupi (Post 378501)
I think that has been fixed, but the most annoying one for the reds is the damage less 109 fuel tank explosions....!!!

Maybe Kodiak or Banks can fix it for ATAG if we kindly ask? :)

Continu0 01-12-2012 11:31 AM

Quote:

Originally Posted by Ataros (Post 378621)
Maybe Kodiak or Banks can fix it for ATAG if we kindly ask? :)

At least in offline-playing the AI is bailing out after a tank-explosion and the enemy is shot down....

robtek 01-12-2012 03:20 PM

Online, the player has to make a forced landing without fuel.

ATAG_Bliss 01-12-2012 09:52 PM

Quote:

Originally Posted by Ataros (Post 378621)
Maybe Kodiak or Banks can fix it for ATAG if we kindly ask? :)

Well, I don't know if the tank explosions don't do anything all the time. I've been killed in a 109 from a tank explosion (burned to death :) ) and ran out of fuel a few times immediately afterwards. But I do agree, sometimes it's just a nice explosion that doesn't do anything.

Verhängnis 01-13-2012 03:03 AM

Well I managed to fly my spitfire 1 at 140mph, all shot up, with the engine running at a near idle RPM of 1670 or less. :confused: Then I turned it off to land, but decided to restart it and suddenly I had over 2000 RPM. WTF!

ATAG_Bliss 01-14-2012 04:01 PM

Quote:

Originally Posted by cheesehawk (Post 379640)
Question:
Does the dev team/marketing have access to numbers of unit sold in the EU & US? It seems everyone is touting MP as being the godsend for this sim, but if online numbers are any indication, it seems only maybe 210 people are still playing the game... (70max online any given time x 3 shifts of population peaks, rough numbers I know, but probably still more than are actually playing).





Just checking our stats: There's almost 2000 unique names on our server in a little over 2 weeks time. I'd say most are waiting for the patch.

TomcatViP 01-14-2012 04:43 PM

Online play hasn't been always marginal ?

Dano 01-14-2012 09:09 PM

Quote:

Originally Posted by cheesehawk (Post 379852)
3 shifts of 70 was being cautious, and some people are probably in both those shifts.

So what you are intimating is that there are under 210 people who do nothing but fly for 8 hours a day every day of the week? I think you need to consider it a bit further.

Dano 01-15-2012 09:00 AM

Quote:

Originally Posted by cheesehawk (Post 379905)
No, but if I look in the morning (my time) there might be guys back on from a look the evening before. When I have more time, I fly both before and after work, sure I'm not the only one who comes on more than once per day. God forbid someone is actually flying 8-10 hours a day, this isn't WoW!

Oh dear...

Sven 01-15-2012 04:44 PM

RoF? Last time I fired up that game the players were around a 100. Might have logged on at a wrong time though.

ATAG_Bliss 01-15-2012 06:20 PM

Here's about 1.5 weeks worth: http://216.52.148.29:2012/ATAGStats/ATAGStatsV1.html
Almost 2000 people - not to bad me thinks.

And I've never seen ROF have 200 people. It's rare to have 50. Actually we usually have more on a single server in IL2COD than all of rof mp combined.

Dano 01-15-2012 09:37 PM

Quote:

Originally Posted by cheesehawk (Post 380248)
Do you have indications otherwise? There's less than 100 active players at any given time. Some probably roll over to multiple time zone's prime time. Certainly this does not have the numbers of RoF, DCS A-10, or even old IL-2. What's the numbers in the West? Can we reasonably expect another western allies expansion, or will this focus towards where the sales went from here on out?

Learn some maths and stop making ridiculous assumptions would be my recommendation...

NedLynch 01-25-2012 12:58 AM

Quote:

Originally Posted by ordway (Post 370283)
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.

+1

Not everybody here is an avid online player, in fact I believe a survey had shown it's about half and half.
A good DCG is sorley needed and would add infinite replayability to the game, right now I shelved the game due to the very meagre offline content.
No technical issues here whatsoever, I love the game but the lack of a DCG just makes for a very boring offline experience.

Ataros 01-25-2012 07:32 AM

Quote:

Originally Posted by NedLynch (Post 384130)
right now I shelved the game due to the very meagre offline content.

If you flew all offline campaigns hosted by airwarware.com linked to in my sig already (1), you may want to try a dynamic engine developed by Octocat.

The thread is in Russian but the addin/engine is in English. It is not final yet but looks fantastic. Is created based on ideas of ArmaII - Warfare и CTI.

http://www.sukhoi.ru/forum/showthread.php?t=73973

Settings screenshot http://www.sukhoi.ru/forum/attachmen...8&d=1326704528

Octocat speaks English and is present on this forum too.

NedLynch 01-26-2012 12:55 AM

Quote:

Originally Posted by Ataros (Post 384188)
If you flew all offline campaigns hosted by airwarware.com linked to in my sig already (1), you may want to try a dynamic engine developed by Octocat.

The thread is in Russian but the addin/engine is in English. It is not final yet but looks fantastic. Is created based on ideas of ArmaII - Warfare и CTI.

http://www.sukhoi.ru/forum/showthread.php?t=73973

Settings screenshot http://www.sukhoi.ru/forum/attachmen...8&d=1326704528

Octocat speaks English and is present on this forum too.

I will give the DCE by Octocat a try. The offline campaigns on airwarfare I did play to a good extent and I also tried the other DCG available there, but I am indeed looking for a really comprehensive DCG.
The community developed ones are great and I very much appreciate the effort and time that went into making them, however they are not quite of the comprehensive type, due to fully understandable restrictions either by the tools that are available to whoever tries to make a DCG or personal time restraints.
An official DCG would be obviously very nice, maybe we'll get one with the battle for moscow.....:grin:.

Megahurt 01-27-2012 05:14 PM

what a waste
 
It really sucks you cant take advantage of the french half of the map to design some good bombing missions. The stupid Blenhiem bombsight is screwed up and thats all we get?

Even a flyable mosquito or wellington or lancaster would be good. How could they make the game without a working allied bomber?

One thing that would be great... add guns to the bi planes on both sides and theres a whole new game. This scenery and trains etc. is so awesome at 90 mph.

A few simple fixes and this game would really rock.

csThor 01-27-2012 05:41 PM

Go buy some decent history books, Megahurt. They may tell you why the Blenheim was chosen ... :roll:

HR_Naglfar 01-27-2012 08:03 PM

Quote:

Originally Posted by Megahurt (Post 385284)
The stupid Blenhiem bombsight is screwed up and thats all we get?

:confused:

The Blenheim bombsight works perfectly in the current version of the game. The FM needs a rework but it's flyable anyway (hard and nothing to do with the real Blenheim, but flyable).

bongodriver 01-28-2012 03:31 PM

Quote:

Originally Posted by droz (Post 385597)
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.

I still believe this is the secret feature that will blow our socks off, a map sdk will be useless without that feature....whats the point of 3rd party maps without the aircraft for the theatre....

droz 01-28-2012 03:43 PM

Quote:

Originally Posted by bongodriver (Post 385598)
I still believe this is the secret feature that will blow our socks off, a map sdk will be useless without that feature....whats the point of 3rd party maps without the aircraft for the theatre....


agreed. We need it.

Liz Lemon 02-03-2012 12:57 PM

Quote:

Originally Posted by robtek (Post 387227)
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:
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

Totally agree with this.

Although I wonder if the slower movement of the gun mount is intentional - something that is being used by the devs to neuter the infamously accurate AI gunners the Il2 series is known for.

But at the very least there needs to be an option to invert aiming.

Blackdog_kt 02-03-2012 11:48 PM

Quote:

Originally Posted by Liz Lemon (Post 387472)
Totally agree with this.

Although I wonder if the slower movement of the gun mount is intentional - something that is being used by the devs to neuter the infamously accurate AI gunners the Il2 series is known for.

But at the very least there needs to be an option to invert aiming.

It's explained in the sim's pdf manual. In short, these guns mounts were locked into position to maintain a stable firing platform. To move them to another position you had to unlock, move and lock again. This is what the delay simulates.

I think the only case this delay currently applies when it shouldn't is the Blenheim's hydraulically powered turret. The Br.20 turret moves in all four directions without delays, although last time i checked it suffered from a reversed axis.

von Brühl 02-08-2012 06:44 PM

Quote:

Originally Posted by VO101_Tom (Post 388915)
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...





I've never had a chute fail to deploy, are you sure you have one on your pilot in the options?

Also, you shouldn't try to bail out under 1000m ~ 3000ft. If you are shot on the deck, you should expect to die.

III/JG53_Don 02-08-2012 08:30 PM

I experienced the same problem... my chute doesn't open quite often.... partly a 50:50 chance. And my pilots are definitely equipped with it!

robtek 02-08-2012 09:07 PM

Quote:

Originally Posted by Blackdog_kt (Post 387649)
It's explained in the sim's pdf manual. In short, these guns mounts were locked into position to maintain a stable firing platform. To move them to another position you had to unlock, move and lock again. This is what the delay simulates.

I think the only case this delay currently applies when it shouldn't is the Blenheim's hydraulically powered turret. The Br.20 turret moves in all four directions without delays, although last time i checked it suffered from a reversed axis.

But if you look at the lens-mount you can see that it is unlocked and moved with one hand, leaving the second hand to use the gun.

Don't forget that the gunmount in the video is 65, unmaintenanced, years old. New, it was very light to handle, one might assume.

The delay, if any, should be no more then 0.1 sec., then a fast movement to the next position, locking immediately when the grip is released.

A hindrance to the movement should only impede the gun itself, when it is moved against the slipstream.

VO101_Tom 02-08-2012 10:19 PM

Quote:

Originally Posted by von Brühl (Post 388948)
I've never had a chute fail to deploy, are you sure you have one on your pilot in the options?

Also, you shouldn't try to bail out under 1000m ~ 3000ft. If you are shot on the deck, you should expect to die.

Oh, you are a lucky man :D
If you fly on deck, the pilot won't bail. If you on low alt, the pilot open the chute almost immediatelly after you press the key. If you fly high, the pilot fall some time, then open the chute... if everything ok.

But sometimes (hmm...often) sxxx happens. Maybe only online, i dont know. But the "wrong parachute" really exist.

VO101_Tom 02-08-2012 10:34 PM

Quote:

Originally Posted by III/JG53_Don (Post 388964)
I experienced the same problem... my chute doesn't open quite often.... partly a 50:50 chance. And my pilots are definitely equipped with it!

I notice, if my pilot wounded, the bail out is much more risk than in normal case.

nic727 02-11-2012 12:28 AM

Collision with trees?
Grass will change when you land without gear. Grass will don't pass throught the wings and cockpit?

acred99 02-11-2012 06:12 AM

Unit Text Files
 
Hi
I'm a huge fan of your games. I purchased your game Cliffs of Dover through Steam
With Cliffs of Dover you have for example in the Bf 110C4 folder Luftwaffe Gruppe text file for several units.
I notice you can edit this text file but NOT in all cases as certain units have hidden files.
For example when you select the Zerstörer Stabstaffel Stab./ZG 2 or Stab./ZG 26 only two units are available.
You can edit only one text folder the Stab./ZG 26 but you can't edit the other Stab./ZG 2 because it's hidden.
I also believe you need to change the position of the Werk no for example:
http://www.asisbiz.com/COD/Bf-110C-W...e-right-01.jpg
DE_Serial_Number_Black 0.1178792 0.7962474 0.03481615 0.01022126 0 LOCKED
DE_Serial_Number_Black 0.1225715 0.9446984 0.03481615 0.01022126 3.141593 LOCKED
or here
DE_Serial_Number_Black 0.9357967 0.6386011 0.03481615 0.01022126 0 LOCKED
DE_Serial_Number_Black 0.8705343 0.6386011 0.03481615 0.01022126 0 LOCKED
Why I ask is that the markings are wrong in my opion.
http://www.asisbiz.com/COD/Bf-110C-w...-coding-01.jpg
I also have reduced text marking codes in your Ju-88 from 4 lines of code which don't match up to just two lines of code.
http://www.asisbiz.com/COD/Ju-8A-engine-code-fix.jpg
My edited Ju 88A code:
DE_Num_Tactical_ColourBand 0.03543311 0.1529113 0.06497502 0.011996653 0 LOCKED
DE_Num_Tactical_ColourBand 0.06877792 0.1529113 0.001846597 0.011267169 0 LOCKED

IL2 COD Ju 88A game code:
DE_Num_Tactical_ColourBand 0.03543311 0.1529113 0.06497502 0.017996653 0 LOCKED
DE_Num_Tactical_ColourBand 0.06885085 0.154686 0.002159096 0.017900499 0 LOCKED
DE_Num_Tactical_ColourBand 0.07077792 0.1563527 0.001846597 0.017967169 0 LOCKED
DE_Num_Tactical_ColourBand 0.2185754 0.09404826 0.08642578 0.017900499 0 LOCKED

I have also posted more comments on your forum here: http://forum.1cpublishing.eu/showthread.php?t=29376
I have also posted more comments on SAS forum here: http://www.sas1946.com/main/index.ph...c,20162.0.html
you also have set the under wing code incorrectly for example your code reads:
DE_Num_Tactical_LC_1 0.1009488 0.3597129 0.04036605 0.06054907 1.570796 LOCKED
DE_Num_Tactical_LC_3 0.5210637 0.3597129 0.04036605 0.06054907 -1.570796 LOCKED

It should be set to this:
http://www.asisbiz.com/COD/Bf-110C-u...ft-code-02.jpg
DE_Num_Tactical_LC_3 0.1009488 0.3597129 0.04036605 0.06054907 1.570796 LOCKED
DE_Num_Tactical_LC_3 0.5210637 0.3597129 0.04036605 0.06054907 -1.570796 LOCKED

I have a more detailed list of errors and await your reply.

Matthew
http://www.asisbiz.com/il2.html

csThor 02-11-2012 06:22 AM

Actually Stab/ZG 26 and Stab I./ZG 26 are known to have used fighter-style staff markings on the nose during the BoB. I provided photos to 1C to do that but apparently they didn't get it quite right. If it's not doable as it should be I recommend to remove it entirely.

acred99 02-11-2012 06:45 AM

When will you make all the unit text files available?
 
Hi
When will you make all the unit text files available?
Or will this open a Pandora's Box.
Also will you every add different versions of the Balkenkreuz ie the ones used by the Luftwaffe night units.
Also will you allow unit emblems to be added as many Luftwaffe units used various emblems.
I'm trying to use your text files as I believe this wont interfere in the game play or graphics.
Is there a code for the swass sticker.
It is an ancient symbol not only used by the Luftwaffe I do realize this is a sensitive issue but at least for historical film recreations this would help a lot.

Also what would be useful is a list of the text file codes showing the various emblems and marking so we can recreate complete Luftwaffe units.
The markings are quiet limited because for example the Luftwaffe in some instances used full code under the wing then some just use individual aircraft markings
Some also still had there Stammkennzeichen or Factory Codes and there is no way we can add this to fighters or bombers without having to do a skin.

Matthew

csThor 02-11-2012 07:15 AM

The swastika is not present due to russian legal situation.

acred99 02-11-2012 07:16 AM

Quote:

Originally Posted by csThor (Post 389717)
Actually Stab/ZG 26 and Stab I./ZG 26 are known to have used fighter-style staff markings on the nose during the BoB. I provided photos to 1C to do that but apparently they didn't get it quite right. If it's not doable as it should be I recommend to remove it entirely.

Yes thanks you are right but it wasn't wide spread but it would be nice if we could change the code. With having a lot of the text files hidden we can't edit things.
Also what would be nice if we could change the unit coding.
At the moment we have to go with what ever is being used.
ie say for example you have a full code of B3+IA we can't change the I to have a white outline.
We can't change the B3+-A and as you know a lot of units sometime changed there codes for example 1./ZG1 used (S9+DH) or (2N+IH).
So it would be nice if the text file gave us the option to set the squadron code or this could be done in the mission skin box although this would require too much programing.
Matthew

csThor 02-11-2012 07:20 AM

Actually the marking system is a lot more flexible than the 1946 one which was really set in stone. I guess such "cosmetic" issues are quite low priority for MG at the moment, especially considering they are writing a new GFX engine.

acred99 02-11-2012 07:26 AM

Quote:

Originally Posted by csThor (Post 389730)
Actually the marking system is a lot more flexible than the 1946 one which was really set in stone. I guess such "cosmetic" issues are quite low priority for MG at the moment, especially considering they are writing a new GFX engine.

I couldn't agree more it's a brilliant game no two ways about it. What will the new GFX engine do make the graphics even better or add more aircraft.

csThor 02-11-2012 07:34 AM

Neither ... it's more like replacing the engine that runs it. Just "under the hood" stuff.

acred99 02-11-2012 08:03 AM

Will they read these remarks though as the text file issue isn't that hard to fix.
Matthew

KG26_Alpha 02-11-2012 11:39 AM

Please dont use the Stickied questions/request thread for discussion.

I've moved the whole conversation into here.

jimbop 02-12-2012 01:20 AM

Quote:

Originally Posted by Skoshi Tiger (Post 389985)
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.







Nice suggestion skoshi. That would help overcome the ridiculous situation where we don't get informed of airfields under attack.

Artist 02-23-2012 11:29 AM

Quote:

Originally Posted by Vonte (Post 393251)
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.

+1

According to wikipedia, approximately 7-10% of the male population suffer from this in various degrees.

badfinger 03-01-2012 06:14 PM

Quote:

Originally Posted by jimbop (Post 395481)
'Toggle selected engine(s)' in the Aircraft keys menu.

What key do you assign to start the engine? After assigning a key, the engine started when you pushed that key?

binky9

jimbop 03-01-2012 08:16 PM

Quote:

Originally Posted by binky9 (Post 395662)
What key do you assign to start the engine? After assigning a key, the engine started when you pushed that key?

binky9

'I' and also a mapped button on my controller box. Of course it works - this is how everyone starts up on any full real server. Make sure you open the fuel cock first or the engine will just turn over once. Also turn the throttle down to about 10% and make sure the prop pitch is fine.

TomcatViP 03-04-2012 08:23 PM

I know tht some here hve said the same thing but rad flaps do affect speed (at least on Hurries, Emils, 110s and G50s). You might hve to fine tune your flight parameters (side slip (yaw), prop rpm, pitch trim...) to clearly see it.

Skoshi Tiger 03-04-2012 10:50 PM

Some good points.

Quote:

Originally Posted by Sutts (Post 396315)
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)

Also higher altitude means less dense air that is less efficient in removing the heat.


Quote:

Originally Posted by Sutts (Post 396315)
Type of improvement:

The coolant temperature is controlled by a thermostatic control (automatic) and a radiator flap which regulates the flow of air through the radiator.....
Thank you devs

Are you talking about automatic radiator flaps or the thermostat? Did the Spitfire MK1 have Automatic radiator flaps?

The thermostat determines the minimum running temperature. below a certain value it remains closed until the operatinging temperature is reached then it opens up to allow water to flow to the radiator. This should effect the time taken to 'warm the plane up' but is not adjustable by the pilot. The Thermostat will try to maintain the temperature by controlling the flow of coolant to the radiator.

I guess that there are a lot of variable in simulating 'realistic' temperature control! The Dev's have got their work cut out for them!

cheers!

Sutts 03-05-2012 09:56 AM

Quote:

Originally Posted by Skoshi Tiger (Post 396627)
Some good points.

Also higher altitude means less dense air that is less efficient in removing the heat.




Are you talking about automatic radiator flaps or the thermostat? Did the Spitfire MK1 have Automatic radiator flaps?

The thermostat determines the minimum running temperature. below a certain value it remains closed until the operatinging temperature is reached then it opens up to allow water to flow to the radiator. This should effect the time taken to 'warm the plane up' but is not adjustable by the pilot. The Thermostat will try to maintain the temperature by controlling the flow of coolant to the radiator.

I guess that there are a lot of variable in simulating 'realistic' temperature control! The Dev's have got their work cut out for them!

cheers!


Good point about the less dense air at altitude - I admit it's a complicated forumula.

The theromostat quote you refer to comes from a MKII manual which allows for automatic and manual control of the rad. flap. I assume it's referring to the thermostat that controls the flap on auto setting.

The main reason I quoted the manual was for the items in bold - the fact that the flap can't be completely closed and that the closed setting can be used for cruise and climb out under normal power settings - something we can't do yet in CloD.

Cheers

von Brühl 03-08-2012 05:33 PM

Quote:

Originally Posted by Damixu (Post 394790)
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.

Searchlights do function, although rather dim. Check posts, there are threads regarding this.

KG26_Alpha 03-08-2012 07:47 PM

Searchlights don't reach past @ 4000m 13000ft :confused:

Damixu 03-08-2012 08:15 PM

Quote:

Originally Posted by von Brühl (Post 397433)
Searchlights do function, although rather dim. Check posts, there are threads regarding this.

If you read carefully what I request, you'll see that I want searchlights react to human controlled AA gun tracking to some degree.

melasuda 03-09-2012 06:45 PM

Hi.

trigguers air human

Implemente air pass player blue or red
now only can activate pass air all player, or army blue or red(IA or player.
This is interesting to create a sector and only start flys if player blue or player red pass sector.

sorry for my englis :(

David198502 03-10-2012 08:08 AM

Quote:

Originally Posted by TomcatViP (Post 396614)
I know tht some here hve said the same thing but rad flaps do affect speed (at least on Hurries, Emils, 110s and G50s). You might hve to fine tune your flight parameters (side slip (yaw), prop rpm, pitch trim...) to clearly see it.

well i have to disagree on that one.at least on 109s it has no effect at all whether the rads are fully open or almost closed=>same speed in level flight

Verhängnis 03-10-2012 09:34 AM

Well even the old IL-2 has paremteres in place for drag with the radiator open. I would think that CoD does too... :confused:

palker4 03-15-2012 08:10 AM

Type of improvement:
A conf.ini or any setting that enables you to turn of exhhaust flames even for your own plane. This would realy help to people with slower GPU´s like mine cause right now i can play the game with decent settings and good framerate with few drops here and there. What is literaly killing the performance is the exhaust flame effect. For example if i fly 110 i have about 40 fps looking forward but if i look at the engine fps go to 20 sometimes even lower (I guess that it deppends on how the engine is running at the moment) also switching to external view cause the same drop and if i switch to another aircraft my fps will double or triple with only difference being the missing exhaust flame.

And no running the game on effects low is not an option since it removes all effects (bullet trails, hit effects, fire, smoke etc...)

Benefit: more enjoyable gameplay for people with slower graphics cards

Marco37 03-15-2012 06:47 PM

Quote:

Originally Posted by jayrc (Post 399190)
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

I thought it was already possible to assign axes to flaps and radiators although have not tried myself due to lack of available axes:

Controls > aircraft > axes tab

~S~

41Sqn_Banks 03-16-2012 01:21 PM

Quote:

Originally Posted by Yvetette (Post 399445)
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

So this control should only be enabled while on the ground with stopped engine, or maybe only available in the "armament" screen.

robtek 03-16-2012 01:35 PM

Quote:

Originally Posted by Yvetette (Post 399445)
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

Completely unnecessary, as the rudder trim is there and adjusted to the normal cruise speed of 300 to 350 km/h.

Yvetette 03-16-2012 02:18 PM

Quote:

Originally Posted by robtek (Post 399521)
Completely unnecessary, as the rudder trim is there and adjusted to the normal cruise speed of 300 to 350 km/h.

And what if some pilots want to adjust it for speeds 350-400 or more or for 250-300 or less? They can't have it because robtek is the guru who know what is the best for every pilot flying online or offline?;)

von Brühl 03-16-2012 04:54 PM

Which would have been accurate, the pilot did not determine what speed the ground crew adjusted the trims to. It was standardized to what speed, with the angle being tailored to the individual aircraft's needs.

6S.Manu 03-16-2012 05:27 PM

Quote:

Originally Posted by von Brühl (Post 399593)
Which would have been accurate, the pilot did not determine what speed the ground crew adjusted the trims to. It was standardized to what speed, with the angle being tailored to the individual aircraft's needs.

The same for the ammo belts, but we can change them. IMO it can be a good addon as option.

Red Dragon-DK 03-17-2012 10:08 AM

If it should be realistic, It cut an option in "options/plane/109=?model.
Like you setup your ammo belts and convergence, your pilots and so on.

Need or not a needed?. I belive we should let the devTeam decide. I think its a nice touch, to add more realism to our Sim.

5./JG27.Farber 03-17-2012 11:29 AM

Quote:

Originally Posted by Yvetette (Post 399533)
And what if some pilots want to adjust it for speeds 350-400 or more or for 250-300 or less? They can't have it because robtek is the guru who know what is the best for every pilot flying online or offline?;)

Yes thats right! :-P

Why would you want it trimmed for 250 - OR LESS? Its not nescesiary.

FG28_Kodiak 03-17-2012 12:07 PM

These Trimm-Tabs were only for compensation of manufacturing tolerances in mass production and not accessible by pilots.

Untamo 03-21-2012 05:15 AM

Quote:

Originally Posted by zapatista (Post 401137)
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 monitors between 35 and 90 degrees, and 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, allowing you to see 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 (for the 19' screen user all ingame objects have suddenly become miniature toy size). this was easy to alter in the setup options in il2-1946, but is 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.

Great idea, but why limit it to 90 degrees? .. The idea of having the objects on the screen in realistic scale is a point, but it gives (at least to me) a serious case of tunnel vision. Having head tracking helps of course, but still it would be nice to have wider FOV. I prefer to use something like 120 degrees with my 30" monitor, using Ctrl + left mouse button + drag mouse.. a horrible drag to use to use that combination... I'll go to pun hell for that :)

Ataros 03-25-2012 12:01 PM

Quote:

Originally Posted by Flanker35M (Post 402736)
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.

I am afraid this is the wrong thread. The suggestions thread is here http://forum.1cpublishing.eu/showthread.php?t=28341 A bit confusing titles.

Verhängnis 04-27-2012 02:51 PM

What's wrong with the Channel Map already availible?

klem 04-27-2012 03:17 PM

Quote:

Originally Posted by Verhängnis (Post 415811)
What's wrong with the Channel Map already availible?

Last time I used it - a year ago - it was only half scale. A bit of an immersion killer. It's why CoD was so important to me.

If DT were allowed to put up a full scale map and if the CoD FMs don't get fixed properly there'd be a terrible risk that many might walk away from CoD. Mind you that might suit MG.

KG26_Alpha 04-27-2012 03:37 PM

1 Attachment(s)
Quote:

Originally Posted by Verhängnis (Post 415811)
What's wrong with the Channel Map already availible?

There isn't one in IL2 1946 stock.

Quote:

Originally Posted by klem (Post 415830)
Last time I used it - a year ago - it was only half scale. A bit of an immersion killer. It's why CoD was so important to me.

If DT were allowed to put up a full scale map and if the CoD FMs don't get fixed properly there'd be a terrible risk that many might walk away from CoD. Mind you that might suit MG.

Well CoD's not delivering what a lot of us were expecting , so it might be an idea to allow us to have a official channel map in IL2 1946.

There's a full scale map available made by the 352nd squad (see attachment)

Here's a vid on the map turn off sound if the musics not your taste.

http://www.youtube.com/watch?v=_638ZOgmakE

5./JG27.Farber 04-27-2012 04:05 PM

Good luck hosting that map Alpha, Im afraid its broken, it causes crazy load times for clients and runs badly. I tried using it beofre for a Squad Vs Squad campaign.

KG26_Alpha 04-27-2012 04:06 PM

Never had any problems with it hosting CooP's for over a year now.

I can see it being a problem in DogFight server mode possibly if the server has a poor CPU & Ram config.

checkmysix 06-10-2012 04:02 AM

Hi Guys
Love CLoD but have a few gripes.

.In FMB recorded tracks the default Markings are Always applied
even when Un-Checked which is a problem when using Custom skins.
Is there a way of removing the Default markings from Trk files if not required?
http://forum.1cpublishing.eu/showthread.php?t=31393

.When selectings a custom skin in FMB the custom skin shows up fine in the Properties window but in-game it will show as Default and in a flight of 4 aircraft with custom skins there is always one that will show as default markings.

.I love to make custom skins but have noticed that the Hardcoded Lines and
Rivets Overlays are Pre-Weathered and in the case of the Spitfires the Chipping is overly applied.
It would be better if the Overlays were Clean so that the Weatheing can be applied using the in-Game weathering Sliders as intended.

Could you please address these problems.

Thanks
Keith

aus3620 08-31-2012 10:48 AM

Gunner Firing
 
Hi Guys,

A minor point but one I would like to see fixed in the game is firing from the bomber gunner positions. Currently intermittent at best. Surely this is not a revolutionary piece of code!

JG27_brook 09-08-2012 10:45 PM

Fw190 A3 !!

esmiol 09-09-2012 02:48 AM

Quote:

Originally Posted by JG27_brook (Post 459496)
Fw190 A3 !!


????? what the hell stop with the 190 it will come when it will come. try to fly with a 109 before :)

KG26_Alpha 10-14-2012 11:47 AM

Closeure of CoD requests and questions discussion.
 
The main request thread has closed.

This thread follows suit as its redundant till further notice.

:cool:


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