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#91
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Type of improvement: Static damaged air-plane objects
Explanation of proposals: Right now there doesn't seem to be a way to spawn static aircraft in a (visible) damaged condition. Benefits: I can think of many ways how this can aid in building immersive and exciting missions/campaigns as well as creating a more life like airfield. Last edited by Sven; 01-01-2012 at 11:21 PM. |
#92
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Type of improvement:
Map Tool Protractor Explanation of proposals: The map tool protractor does only display any angle from 0° to 180° and from 180° back to 0°. The protractor should display any angle from 0° up to 360° instead. Benefits: To get the vector e.g. from Marck to Wissant there's no way to display the right value 245°. Calculating a course vector and set it to the compass (Peilzeiger) gauge would be much easier (see image). Excuse my bad english ![]() |
#93
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Type of improvement: Usable Steam Overlay in game menus.
Explanation of proposals: We can't use Steam Overlay in game menus right now, it would be good to use it in the game menus. Benefits: We can chat with our friends with our Steam friends in Steam Overlay and prepare multiplayer matches quickly. It would be really good. I hope it will be happen. |
#94
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Type of improvement:
Chat refresh Explanation of proposals: When I want to see the chat history, very bad, that the new message immediately jumps back to the bottom line, making it impossible for longer rewind. This should be improved. The only solution now is to quickly pull the window border, which uncomfortable, and cumbersome. Benefits: Readable chat history
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#95
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# 1
Type of improvement: Enhance custom vehicle columns & export them to a new txt file Explanation of proposals: Currently custom vehicle columns are limited to 8 vehicles. This doesn't allow for more than a battery of guns (with towing vehicles), a platoon of tanks or a small supply column. That greatly limits the ability to merge different vehicle types into road traffic that brings the world around the player alive. My suggestion is to remove the 8-vehicle limit completely (it can be circumvented by using an external txt editor anyway) and save user created columns in specific txt-based files in a new folder in the missions folder (i.e. PRESETS). Benefits: This way custom columns could be saved for later use & shared via the internet. More and longer columns can be created easily to ease the workload of mission designers. Additionally a "library" for real-life columns can be created to give other mission designes access to such information. # 2 Type of improvement: Create definable "target zones" for artillery Explanation of proposals: Currently (again) artillery objects such as the german 10,5cm leFH 18 acts as if it were an AT gun. That means it will fire only on directly visible enemy objects within a rather short range (under 1000m). This is totally incorrect for what artillery really is, it's an indirect-fire weapon used over greater distances. I propose to create a "target zone" category which can be placed by the mission designer on the map and assigned to objects of this type (meaning mid- and long-range howitzers and artillery guns) for shelling. If the target box is within the gun's range (i.e. the 10,5cm leFH 18 had a range of about 10000m) the gun will shell the assigned area. Add values for timing (i.e. "start shelling at [GAMETIME]" and "cease shelling at [GAMETIME]") and intensity of fire (i.e. harrassing fire [= 1 or 2 shells per minute] to annihilation fire [= as fast as the gunners can manage]) to further enhance the control of the mission designer) Benefits: With this method the mission designer can finally have the amount of control over the artillery objects that he should have. And, of course, give the artillery the role it had in reality. ![]() |
#96
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Type of improvement:
Implement floating camera mount to give a more natural appearance to aircraft views - like watching your aircraft from another aircraft. Explanation of proposals: I believe the current (non-flyby) external views are implemented as if the camera is fixed to the aircraft with a long pole and moves with the aircraft as it rises and falls in flight. This view to me looks quite unnatural, as if you're viewing a model on a turntable. My proposal is that this fixed mount is replaced with a floating mount (as if attached to another aircraft in formation). The camera would roughly follow the aircraft movement (perhaps smoothing the camera movement out using a moving average of the altitude). In this way the movement of the aircraft within the air mass will be much more obvious and natural in appearance - floating up and down as if filmed from another aircraft alongside. Benefits: Aircraft movement will look more believable and better for film makers too. Last edited by KG26_Alpha; 01-05-2012 at 04:17 PM. |
#97
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Type of improvement:
Briefing Map Explanation of proposals: we need the same tools like in the ingame Map Benefits: so we can read the Briefing commands and we can plan our flight with the Tools in the Briefing room, befor we start the game. |
#98
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#1
Type of Improvement: Introduce the re-fly button similar to old IL2 Explanation of Proposal: Currently, in online play the server has to use a script to destroy landed/abandoned planes or they will pile up over time and clutter up the airfields. We need a refly button option that will stop people from A.) hopping out of their planes before landing, crashing, dieing and B.) one that despawns the plane after being pressed and C.) one that doesn't mess with stats upon doing this. Currently with the despawn scripts, once an abandoned plane has been despawned the stats will show up as "AI has been killed by X player (when X player has put at least one bullet in that plane) thus giving that player a complete kill, which is wrong. Benefits: The old IL2 method was perfect as explained above #2 Type of Improvement: Server settings for clients Explanation of Proposal: Currently a dedicated server only has the ability set netspeed and turn VAC on/off through the [Net] code, but there is no options to control the clients connected. This leaves exploitation wide open in the online environment. For instance, you could unplug your modem, go fix yourself a whiskey, come back and plug your modem back in and never be kicked from the server. Only being allowed to set server netspeed doesn't exactly cut the mustard. Benefits: To make MP a much more enjoyable and stable atmosphere. #3 Type of Improvement: Allowing all the default skins to show when custom skins have been disabled. Explanation of Proposal: Currently in the dedi server environment it's a must to disable custom skins online by adding the command "SkinDownload=0" to the [Net] section of the confs.ini. If these aren't disabled, MP is a terrible stuttery mess every time a custom skin has been loaded in. But with custom skins turned off, only 1 default skin will appear in game. Everyone's game comes with several different default skins based on unit, plane type, squadron etc, yet only 1 skin (the default's default I guess?) is visible to all players online. Since these default skins all come with everyone's game, they should all be able to be displayed online with out any sort of download (aka - stutter) Benefits: Immersion / Bug fix perhaps? #4 Type of Improvement: Custom skins online Explanation of Proposal: Currently custom skins online cause huge stutters when loading in. Even with the 10gbps connection we have there is no stopping this problem for a dedicated server. Many of these custom skins deserve to be seen and used online. I suggest creating another folder somewhere in the game install where the server could use that folder as an allowed skins folder. This would allow a hoster to create a downloadable skin pack that would match the allowed skins folder for the dedicated server, thus making a custom skin act like a default skin as the server would have them as well. All users without the skin pack will get default skins appearing online. While those with the custom skins should not get the bandwidth "stutter" that is cursing custom skins online atm. Benefits: To allow all those wonderful skinners to have their work shown online. And finally #5 Type of Improvement: Dedicated Server Files Explanation of Proposal: We need true dedicated server files like every other Steam MP game. Currently the server connects to steam like a client (steam actually has to be running). Steam has a problem with both disconnecting at random and also people failing auth at random. Because of this we have had to create and code a few programs to A.) just keep the server running and B.) make the server restart after a certain amount of time. If the server was left running 24 hours a day, these (null) entries can not be removed from the server and that leaves players not being able to join until the server is completely restarted again as these (null) players don't show up in the player listing and therefore can't be removed. Players are essentially stuck in limbo land when this happens. Benefits: Allowing for a real dedicated server to run that could rotate missions and actually stay up without the use of 3rd party tools to attempt to make it work.
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#99
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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.
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#100
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I did not read all request so not sure if is already posted but here is :
Type of improvement: FOV customization Explanation of proposals: Allow the player to set the FOV used by the FOV keys (Del, End, PageDown) Benefits: A option to allow the player to redefine the FOV used in this keys provides better support for the now days wide range of screen´s sizes and the possibility of set a default wide FOV for multi-screen setups. |
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