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  #371  
Old 03-27-2011, 03:24 PM
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Gloomy_Aristocrat Gloomy_Aristocrat is offline
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I'd like to have more realistic controls and cockpit (open/close) animation of Bf 109s. All Messerscmitt fighters lack for it. Features like firing from both rear MG's of Bf 110 and change position between rear guns in Ju-88 (one of them is always free and unoperable ) would be nice, too.
  #372  
Old 03-27-2011, 07:07 PM
PatrickRus PatrickRus is offline
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Quote:
Originally Posted by Gloomy_Aristocrat View Post
. Features like firing from both rear MG's of Bf 110 and change position between rear guns in Ju-88 (one of them is always free and unoperable ) would be nice, too.
That is not supported by the game engine.



TD, I think, there should be a sticky post, where is stated what is not to ask.
  #373  
Old 03-28-2011, 02:43 AM
Bearcat Bearcat is offline
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At this point a simple.. "Yeah we can do that .. look for it in a few patches.." or a "It cant be done now...: would suffice. I dont know the details.. but I think a routine to make the pilot bail after whatever the routine that makes a plane catch fire is initiated would not be too hard to do.
  #374  
Old 03-28-2011, 06:07 AM
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Fergal69 Fergal69 is offline
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As in CoD version, can we have an mg in the upper nose glazing of the HE111?

Also maybe, forward firing 20mm in gondola for when the HE111 was used in the anti shipping role.
  #375  
Old 03-28-2011, 07:12 AM
Romanator21 Romanator21 is offline
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I was wondering if it would be possible to include a small graphical change:

Currently myself and maybe a few others can only use DX9 mode instead of OpenGL and thus cannot render "perfect" terrain. Besides the neat 3d waves, perfect mode includes reflections on the water by planes, ships, clouds, smoke, etc.

"Excellent" mode has a 2d wave pattern (which is acceptable) and reflections for trees, but without reflections for low altitude clouds, and with highly subdued reflections for high-altitude clouds. The overall effect is seas which look stark blue.

If we take a moment to compare to the original Il-2, we see that it shows much more noticeable reflections of high-altitude clouds (but which should really only be visible at low angles).

So, I was wondering if it would be possible to improve upon the cloud reflections to make them more noticeable and to break up the monotony of the blank ocean? Also, since trees have their own reflections, is it possible for other objects, including low-altitude clouds, to have reflections?






Another thing that would be nice to cover is haze and the appearance of the horizon. In the old Il-2, the horizon appears more subdued, especially when "Haze" is selected in the weather parameter. Would it be possible to maybe increase the level of haziness under certain conditions (customizable by mission builders, for instance)?







EDIT - also note how the color of the water varies with angle. Downwards it is darker, but towards the horizon it becomes lighter.

Last edited by Romanator21; 03-28-2011 at 07:16 AM.
  #376  
Old 03-30-2011, 03:25 PM
kaix12 kaix12 is offline
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Is it possible that you can make possible to add 3rd party aircraft without the need of SAS buttons/modactivator or UP pack because then people without mods (or mods don't work on their computer) and people who don't won't to fill their computer up with say upack then can add the aircraft simple and easily, by placing theplanes folder into Mods and adding the bits of writing into the plane.ru file and air.ru file etc.
That way there will be alot less equest for aircraft due to their being 3rd prty ones already out there which they can't install.
  #377  
Old 03-31-2011, 11:26 PM
nearmiss nearmiss is offline
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A couple things, which I don't know are in the realm of possible with the IL2 or not.

I realize the impetus is upon BOB COD now, but remember it is only one battle that lasted a few months. Addons will come, but I'm not expecting anything for the Pacific for along time.

We need a few things in the IL2 FMB, which I don't know are possible or not.

We need triggers, events, alternate waypoints.

We need better tools for programming missions that save us time. We could really use search and sort tools on the objects list. The sorts should be selectable for country, air groups, squadrons with skins,etc.

We need the ability for player to have some sensible commands. I can name some choices. It would be good to have some tactical commands.
Flight leader for all flights can tell which flights to hold and which groups to attack, then flight leader can call additional flights into the attack as it progresses.

The Quick mission tuner really helps with adding aircraft into WIP missions, but I don't know if it will supported with all the new aircraft.

I do know the QMT is basically just an "ini" text editor for the *.mis files, with some pre-set value choices.
  #378  
Old 04-01-2011, 03:40 AM
Blackjack Blackjack is offline
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Exclamation AI let down

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Originally Posted by Romanator21 View Post
At the moment, I feel, the most pressing issue is "eyes behind the head". You cannot get within 200 meters of the enemy without them rolling away. However, sometimes your AI wingmen totally fail to call out anything (which is realistic, but this double-standard is bad for gameplay).
Funny thing is , I think it was mentioned the distance AI gunner shot and the AI rolling away is tied to YOUR gun conv. distance , didnt test that though.

This is so far the offline killer , flying campaigns , getting on 6 of the plane out of sight and "woosh" evasive maneuvers , even if hes flying solo.

Somwhere along the Forgotten Battles Ace expansion or Pacific Fighters release it got more prominent with every patch, when flying online you actually think the other people are blind because you expect them to immediately break away after playing a long time offline....

For me tha AI is broken , because that they break away 100% of the time , and also in the same fashion, seem to have the perfect engine management since some patch and pace away after start, all that was better and was patched to "perfection".

Playing old il2 1.0, you see they make huge loads of funny errors , and sometimes no evausive maneuvers at all, but it feels more like a human in panic flying the other plane than a robot striving for perfection.
  #379  
Old 04-01-2011, 05:57 AM
PatrickRus PatrickRus is offline
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Well, about wingmen's AI, it would be nice, if they wouldn't crash on a perfectly flat ground, if you are flying low.

Last edited by PatrickRus; 04-01-2011 at 12:18 PM.
  #380  
Old 04-01-2011, 07:32 AM
Romanator21 Romanator21 is offline
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Blackjack, I agree about the AI break being tied to convergence. Mine is at 200 meters though . I could have been more specific.

And yes, the AI in the demo and my FB game behave much differently. There are loads of other features that were apparently lost or broken over successive fixes that were not noticed. One thing is the lack of appearance of certain radio messages or server status messages, or the fact that if became impossible for AI to attack ships.

I have to wonder what parts of the game are bugged that may be totally invisible to us, but make big differences in the way things play out. One bug I've mentioned before is that if you shoot the wing of the SBD, the oil cooler under the nose starts to smoke. This can totally screw you over on long over-water flights, but you wouldn't necessarily realize that maybe you never really were hit in your oil cooler. (I found this bug out by accident when playing with the rear gunner and shooting at my own plane). What else lurks deep in the code?
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