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IL-2 Sturmovik The famous combat flight simulator.

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  #1  
Old 11-12-2009, 09:44 AM
Ctrl E Ctrl E is offline
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Pierre Clostermann wrote a lot about how his squadron tried to avoid all known flak areas, not just the enemy's. the problem was the average soldier or sailor's aircraft recognition was so bad they'd shoot at anything, resulting in a lot of friendly fire incidents.

maybe you could model something similar? maybe even being accidentally bounced by friendly aircraft?
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  #2  
Old 11-12-2009, 09:59 AM
JVM JVM is offline
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One of the very first idea which comes to my mind is to use extensively the ability to change weather during the mission, notably degradation of weather on the home run. In many cases the most challenging issue during a mission is to find back your airfield, and sometimes any airfield.
This being said it may not be that much of an issue in BoB per se, but more at its end and during later times when the increasing number of forays on the continent and degradation of weather conditions with fall and winter would lead to many harrowing returns to base...
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  #3  
Old 11-12-2009, 10:12 AM
Codex Codex is offline
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I would like to have my mechanic yell and curse at me for not running my machine according to specs / his advice. I want him to give me tips on how to not over stress my plane.

It would also be great to have an interactive flight training school, you have to earn your wings before going into a campaign for example (of course this could be optional to the player). May be these training lessons could be user / custom made too by the community.

One idea I've often thought about is the player could be selected as a test pilot for new planes that are introduced in further add-ons. Why does a career always have to involve combat?
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  #4  
Old 11-12-2009, 11:13 AM
13th Hsqn Protos 13th Hsqn Protos is offline
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Quote:
Originally Posted by Codex View Post
I would like to have my mechanic yell and curse at me for not running my machine according to specs / his advice.
Along this line, a forced RTB because of mechanical failure based on actual maintenance data for specific birds. Realistic takeoff and landing malfunctions would also be nice ....

Rescues were always nice .... can we get some good animations ?
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  #5  
Old 11-12-2009, 12:46 PM
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Feathered_IV Feathered_IV is offline
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Thank God you asked. Just a few that I would suggest:

* AI that don't just have skill levels, but also levels of aggression. Aces that fight defensively/rookies that throw themselves in. Bloody minded types that will shoot you after you bail. AI on a slider. Or rather, AI on several sliders.

* Anti-aircraft box barrages as an object that can be positioned in FMB. Currently the Il-2 series has every single gun calculating the shot and eating up cpu cycles. Really dense flak is not practical. Better to have an extra option for a placeable barrage you can put down yourself. When hostile aircraft enter the area, it sparks and bangs and hurts you if you get too close.

* AI crewmen that give intelligent information and can see and report on the world around them.

* First-person bail outs. No more arcade jumps to third person view at the moment of greastest immersion.

* Oxygen on, gunsight and reflector on. Or off for that matter. Thrill your mates with stories of the perfect bounce - that would have succeeded if only you'd taken the guns off saftey...

* Bailing out. Ctrl-E key does everything for you? Meh. How about an difficulty option for complex bailouts. Different inputs required to disconnect radio, oxygen, straps, jettison the hood, get over the side and then pull the rip-chord. Try doing that when you are on fire.

* Hypoxia

* More than one effing radio frequency!

* After Mission Reports. Lately I've modified my install of Il-2 so that the enemy-destroyed messages are removed. It is surprising what you can and can't remember after an engagement. What if your campaign victory claims are granted or rejected based on how much information you can provide in a the debriefing screen? If you know the time and location of a kill, plus other particulars, you'd stand a much better chance of being awarded a destroyed, rather than a probable.
The lazy or disinterested player could have an option to bypass such a feature.


A few other choice rants from the darker days of the SoW news blackout:



"The Il-2 series is pretty. I have no doubt that SoW will be very pretty too. The weather will change. The AI will occaisionally sh*t their pants and the FM's will be great.

And we'll all go around, doing the same things as we are doing now. Just in a more detailed environment.

But really, don't you think there should be more to the future of air combat simulations than just cookie cutter dogfights and dropping a stick of bombs? Do you really just want to play the exact same pair of missions all over again for another five to ten years ?

What if other mission perameters were coded in? What other options could we get?

Maybe instead you'd like to pilot a Lysander for SOE. Fly over to France at zero altitude in the dead of night. Alone in the dark, you would struggle to find 'that little field' marked on your map and glide into it, engine off so as not to alert the Jerries.

Perhaps you'd rather fly a Storch, evacuating wounded from the combat area. Or maybe spotting for the artillery? What if you could give directions and targeting information to ground units?

What about unarmed photo recon? Take your Blenheim across to France to take photographs of the invasion barges. Photographs that the campaign generator can judge and pass you on.

Coastal Command perhaps? Why not have a crew that can actually call out the sightings of distant ships and other objects and give an intelligent description of their range, type and heading?

Or nightfighters with AI radar operators that can actually guide you to the kill?

Wouldn't you like to try to fly a danerously overloaded Ju-52 into the icy landing strips of Stalingrad one day? Or a C-47 over the Himalayas?


There has to be more to this genre than, fly to waypoint and shoot stuff down. Or fly to waypoint and drop some bombs. There has to be. "

Some more:

"It is heartening to see so many people feeling the same way about this. I just hope that Oleg and the team do too.

Taking the SOE Lysander mission type as an example, certain parameters would need to be coded in to make it work convincingly. Most particularly target waypointing and ground unit AI behaviour.

Imagine this:

Having crossed the Channel in the dead of night, you bank and circle "that little field" that you were directed to in the briefing. The target has a rendezvous time (get there too early and the enemy ground units will arrive before your friends do). At the appointed time you get a flashlight signal from the from the ground. (Hidden Target Complete). You cut the motor and sideslip in. The game engine is designed in such a way that it can recognise just how close the player is to the rendezvous point when their aircraft rolls to a stop. When you are on the ground, the clock is ticking. Land close to the friendlies and there is not long to wait. The further you are from the landing point the longer you have to sweat it out. If the friendly units make it to your aircraft, you get the Mission Complete and you can get the hell out of there.

While this is going on, you have AI enemy ground units that are smart enough to detect your presence and converge on your location. Maybe they will get there first....

Similar mission building parameters can be used for air-ambulance missions or supply drops, providing the builder can vary the duration of the stay on the ground. It is a simple enough idea, but versatile and effective. It just needs devs who care enough about it to put it into practice."


Between missions:

"Another aspect that would greatly benefit offline play is a kind of Renown System. Something like what is available in Silent Hunter 3, which btw gracefully managed to avoid the corny CFS3 roleplaying element.

At the moment in the Il-2 series, you fly missions and get kills and rise up the ranks. But it is meaningless in any broader sense, other than whether you get to fly at the back of a formation, or whether you fly at the front. Your success or failure has no other significance.

What if as a neophyte pilot in SoW your aircraft is the war-weary crate that no one else wants?

What if as you gain experience and become an asset to the unit you get entrusted with a better aircraft? How would that be?

What about if you rise to the rank of Flight, or even Squadron Leader? Higher rank means higher responsibility. Perhaps the amount of work you would be expected to do in between missions will become even greater. You would need to manage your pilots and personnel. Allocate your flights, request replacements, and give commendations. Instead of just gawping at the briefing screen before a mission, what if you could actually issue orders to your pilots before the mission begins? You could assign your pilots objectives, waypoints, altitude and strategies. How would that suit you?

And what if you became an ace? A real experten? You would have your pick of the ground personnel. Your aircraft would be top of the line. Your renown would ensure that new aircraft and equipment would flow in. Requests for reassignment or replacements would be looked on favourably by Command. Experienced pilots would request transfers to your unit....

Honestly, am I reaching for the effing stars here??? "

Still more:

"I guess being a Kanone of greater rank would have bestowed some perks that would translate nicely into a flight sim. Getting priority on equipment, aircraft and the like for the unit. A well serviced personal aircraft with less chance of mechanical failure than the latest sprog's. The chance to request a transfer (and maybe even have it granted). Or the chance to poach experienced pilots from other units. Your input on a tactical level would be respected and considered before a mission...

It's details like that that I support, certainly not cliched roleplaying"

"What happens if you rise in rank? Will you just get a warm fuzzy feeling and just fly at the front of the group? Would a rise in rank from Staffel Kaptain up to Kommodore be completely meaningless in your SoW? How should such a promotion effect your game? How would it effect, 'the role of a pilot in WW2'? "

Finally:

"Working Radar Control in Online Play:


You log on to an SoW server and join the game. A mission is already in progress. On the briefing map, you can see that there are plots all over the board.

You select RAF and choose a Spitfire flying out of Hornchurch. The server auto-generates you the callsign Baker, Blue Three.

Entering the game, you taxi out of your revetment and scramble immediately. Climbing hard, en-route for Dover you ask control for an intercept vector. You key in the commands for this (promising yourself you will get around to sorting out the voice activation system one day soon. Everybody says it's amazing).

You key in: Tab> 1> 3> 2. "Hello Control> This is Baker Blue three> Requesting vector."
Using voice samples similar to those in the old Il-2, the AI controller replies, "Hello Baker Blue three. Steer 160. Bandits inbound at angels zero. Range 40 miles. Over" The AI controller has appointed you a "channel" based on your location on the map. Not everybody hears the same control messages, thus avoiding clutter. A pair of Hurricanes nearby have heard this however, and change course to intercept.

"Hello Baker Blue Three. This is control. Are you recieving me? Over."

Ah whoops! Unlike the Il-2 series, this controller actually requires a response to communications. If you do not respond to calls he will keep calling you, before finally giving you up as lost.
You key in: Tab> 1> 3> 6. "This is Baker Blue Three. Received and understood."

Minutes later, speeding across the feilds of Kent, you key in a request for an update from control.
"Hello Baker Blue three. Steer 160. Contact faint. Bandits at angels zero. Range 20 miles. Over"
They are holding course then. Twenty miles would put them just north of New Romney...

Suddenly the AI control breaks in:
"Hello Baker Blue three. Bandits now heading two zero. Steer oh seven oh. Buster!"

You acknowledge and open the throttle wide, swinging onto the new heading. Your heart skips a beat as two Hurricanes flash across your nose.

"Hello Baker Blue three. This is control. You are right on top of them."
You dip your wing. Can't see a bloody thing. No, wait...there they are! Three fast moving shapes. Darting across the town of Ashford. Rooftop height. Me110's from Erpro-210, making a run for Biggin Hill. You key in the last call - a tallyho to Control. Saftey catches off. Gunsight on. As you half roll into the dive, the gunner of the rearmost 110 is already firing...... "


Well, you did ask.

Last edited by Feathered_IV; 11-12-2009 at 12:50 PM.
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  #6  
Old 11-12-2009, 12:57 PM
nearmiss nearmiss is offline
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What about navigation for the player flight that doesn't require following a waypoint path directly. The player flight follows a heading or ADF beacon and enters a waypoint area, which is set for size in mission builder. Allow for Aircraft scrambles with no briefings. Radio comms give directions, altitude, and expected enemy contact.

The player will have to maintain a better feel for where he is going by heading, landmarks and/or homing signals.

Radio comms for mission changes on the fly.

The AI follows waypoints, and has alternative waypoint options that can be changed by triggers.

It is so not for real following waypoints. I'd be willing to bet most players do just like I do. They 8x to action areas. Does it make any sense to just ride along for 30 minutes looking at a computer screen or however long it takes from waypoint to waypoint to arrive at the action area?

If the waypoint track has got to be followed in some cases then allow for both methods, for player only.

Last edited by nearmiss; 11-12-2009 at 01:07 PM.
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  #7  
Old 11-12-2009, 01:13 PM
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Feathered_IV Feathered_IV is offline
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Unusual but distinctly BoB AI behavior, such as a group of Me110's that adopt a defensive ring when attacked.

Blenheim formations that bunch together and drop down to wavetop height when engaged.

Crew members that can be seen to be struggling to escape or even stuck in the hatch of doomed aircraft.

Parachutes that don't open.

Friendly fire. Both on the ground and in the air.

Aircraft that will abort from a formation.

Radios or even oxygen that can be knocked out.

Bombers with one wheel dangling as the hydraulics are shot away

Very rare - Bombers that drop their wheels in surrender and can be guided back to your base.
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  #8  
Old 11-12-2009, 01:20 PM
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Feathered_IV Feathered_IV is offline
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Static aircraft avilable in FMB with extra visual options:

Skin selection

Cowlings on/ cowlings off

Ground crew in attendance

No ground crew

Being fueled

Being armed

Destroyed 1, 2, 3.

Cannibalised for parts/abandoned
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  #9  
Old 11-21-2009, 10:20 AM
6S.Manu 6S.Manu is offline
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I didn't read all the thread:

I would like the need to write a report after the mission, and in some mission I would like to have a ride searching for crash sites (friendly or enemy), to confirm kills or KIA/MIA
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A whole generation of pilots learned to treasure the Spitfire for its delightful response to aerobatic manoeuvres and its handiness as a dogfighter. Iit is odd that they had continued to esteem these qualities over those of other fighters in spite of the fact that they were of only secondary importance tactically.Thus it is doubly ironic that the Spitfire’s reputation would habitually be established by reference to archaic, non-tactical criteria.
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  #10  
Old 11-12-2009, 04:35 PM
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secretone secretone is offline
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Historically correct sounding voices in the recordings with attention to appropriate tones of voice, attitudes, accents and even RAF slang.

http://natureonline.com/37/56-ap4-glossary.html

Historically correct background music.

Pictures, recordings of historical figures (Churchill, Hitler etc.) and events taking place at the time so as to create the bigger picture. Newsreel or radio broadcast format simulated perhaps.

Last edited by secretone; 11-12-2009 at 09:38 PM. Reason: Add Link
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