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  #401  
Old 04-08-2011, 03:04 AM
lothar29 lothar29 is offline
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Quote:
Originally Posted by Wiskey-Charlie View Post
I just upgraded my MB, CPU and Graphics card with intentions of playing COD. But something happened that I did not expect. IL2 is running and looking so fantastic now that IL2 feels like a totally new simulation to me. Am thinking I will definitely be leaving IL2-1946 on my PC for a long time to come. Which means that the Diadalos team is my new friend

Before I get to my request, let me also say that I am an IL2 home cockpit builder. I do not like the feeling of flying from a desk and keyboard. I prefer flying with physical toggle switches, gauges etc. Therefore I do not use the in-cockpit view, It does not look good to see two cockpits a virtual cockpit and a physical one as well.

Which leads me to my question/request.............

Is it possible to add the prop turning to the no-cockpit view? Would need to see the visible prop turning just above its center or to say it another way the center of the prop would have to be un-seen just out of the picture of the monitor with no down view if that makes since.

When you can see the prop turning, it gives a better since of the feeling of motion.

I know what I am asking is a long shot at best, but this would be huge for pit builders. There are more of us out here than you might think.

PS. Thanks Diadalos Team for keeping IL2 alive and well!
don't want to be arrogant, but IL-2 1946 and throughout the series, this intended for people who love the simulation, and the truth go see ho fly des of the external view is a bit out of IL-2, for that you have Wings of prey, fits better with your profile of arcade...


almost all here are people who look the more possible real, and what your ask for is out of the reality... We want things to be real, requests as you make no sense in a simulator... Anyway if you want one thing well, you have the mods, who has one that lets you choose the view you like, even see the plane give in...so please leave the job to the developers for the fans of the flight simulation.
  #402  
Old 04-08-2011, 11:50 AM
MrBaato MrBaato is offline
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A simple "hold your fire" for your gunners would be nice when flying a multicrew plane..
  #403  
Old 04-08-2011, 12:16 PM
harryRIEDL harryRIEDL is offline
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I don't know if this is possible but a tighterning of radio controls to speed up the process of radio orders such as a Rainbow 6 or SWAT 4 style ring with radio options to make the process a mulipul process to something quicker insted of tab and numbers one button and a few clicks just to speed up the process of orders
  #404  
Old 04-08-2011, 03:34 PM
EJGr.Ost_Caspar EJGr.Ost_Caspar is offline
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Quote:
Originally Posted by MrBaato View Post
A simple "hold your fire" for your gunners would be nice when flying a multicrew plane..
Well, there is a hotkey in your key settings, to shut up the gunners.
No reason to make things more complicated.
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For bugreports, help and support contact:
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For modelers - The IL-2 standard modeling specifications:
IL-Modeling Bible
  #405  
Old 04-08-2011, 03:44 PM
EJGr.Ost_Caspar EJGr.Ost_Caspar is offline
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Quote:
Originally Posted by lothar29 View Post
don't want to be arrogant, but IL-2 1946 and throughout the series, this intended for people who love the simulation, and the truth go see ho fly des of the external view is a bit out of IL-2, for that you have Wings of prey, fits better with your profile of arcade...


almost all here are people who look the more possible real, and what your ask for is out of the reality... We want things to be real, requests as you make no sense in a simulator... Anyway if you want one thing well, you have the mods, who has one that lets you choose the view you like, even see the plane give in...so please leave the job to the developers for the fans of the flight simulation.

Well, thats not entirely true.

1. As developers we have of course take care of every aspect of the game, inlcluding the arcade options.

2. If you look into the Hyperlobby i.e., you will see, that there are always many 'cockpit off' - servers, so it cannot be that unpopular.

3. Especially for new players, the arcade options can be very helpfull.

4. In case of Wiskey-Charlie I can understand it: he wants a propellar, but no struts (which he has as a massive contruction, I guess?). I just wonder, are you playing with lots of monitors, so you do not need to rotate the ingame view?

However, in case of a propellar, visible in so called 'wonderwoman' view, I think it has a low priority, if ever considered, because the use of it is low level (in fact only for such cockpit builders).


EDIT: and at least its a valid request, what in fact this thread is for.
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----------------------------------------------
For bugreports, help and support contact:
daidalos.team@googlemail.com

For modelers - The IL-2 standard modeling specifications:
IL-Modeling Bible

Last edited by EJGr.Ost_Caspar; 04-08-2011 at 03:46 PM.
  #406  
Old 04-08-2011, 04:29 PM
Lagarto Lagarto is offline
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Caspar or anyone from the team, could you possibly specify which areas are off limits for future development of maps? Is it really true that Malta and Sicily are excluded due to some plans of the 1C?
  #407  
Old 04-08-2011, 06:10 PM
Pursuivant Pursuivant is offline
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I've asked for these before, perhaps someone will be interested this time around:

1) Improvement to offline AI: a) Smarter dogfighting behavior. b) AI gunners are still too effective, especially when shooting while the plane in maneuvering. c) AI planes don't suffer from engine overheating. d) AI pilots are immune to redout/blackout.

Since there are mods out there which already address many of these issues, I KNOW it's possible to fix them, it's just a matter of making those fixes a priority.

2) The ability to turn realism options on or off from some planes but not others. For example, you could give an advantage to one side by giving them unlimited ammo or unrealistic engine, guns or blackout behavior, or you could make things more challenging for yourself offline by giving AI planes advantages that you don't have.

3) Separate unlimited gun ammo from unlimited rockets/bombs. If you fly with unlimited ammo, it makes some strike fighter campaigns unplayable since you can never jettison your stores when you need to dogfight or run for home.

4) Parachutes and Parachute Behavior. A) Color-coded cargo parachutes. B) Different colored parachutes for different nationalities - as was sometimes the case historically. C) The possibility of aircrew colliding with aircraft parts when bailing out. The bail out animation ignores the aircraft model. D) The possibility of parachute failure, particularly if the crewman is wounded. E) The ability to control the height at which your parachute opens. Realistically, if you open your 'chute at 10 km you'll die of hypoxia before you ever reach the ground.

5) The ability to drop flares for signaling.

6) Allow planes with damage, low fuel or wounded crew to make priority landings.

7) Aircraft fires that spread and which damage surrounding components. I get sick of watching flaming bombers travel for tens of kilometers with no structural damage to the wing or fuselage.

8 ) More intelligent crippled aircraft AI behavior. Crew in burning aircraft should usually try to bail out immediately. Crippled planes close to friendly territory should take slight risks to crash land or bail out over friendly territory. Planes over water should try to ditch close to land or have their crew bail out over water. Planes that can't maintain altitude should try to make a forced landing in the most favorable terrain possible, rather than just flying into a mountain or forest.

9) Chance of "friendly fire" - especially from AAA and bomber gunners, but also possibly fighters from different units or nations. Ideally, some planes would be more immune to friendly fire than others. For example, the P-38 and the big Allied 4 engine bombers were recognizable enough that their own troops generally didn't shoot at them. On the other hand, the P-51 Mustang looked enough like the Bf-109 that it was the victim of numerous "friendly fire" incidents. Chance of mistakenly opening fire could also be based on unit skills - veterans are better at aircraft ID than rookies. Taking this idea further, there could also be a risk of "friendly fire" against allied ground targets.

10) Ground control which allows forward air controllers, radar vectoring, etc. There is a mod which does this already.

11) A change in the way that kills are handled. A) You ought to be credited with shared kills and probable kills. B) Ideally, there would be multiple systems for claiming kills which model historical practices for various nations.
C) User customizable kill markings, which ideally would be automatically applied to your aircraft. D) Different kill/mission markings based on your nationality/theater. If I'm flying for the US or UK I don't want to see little red stars. Likewise, if I'm flying for Japan, I don't want to see German style "hash marks."

12) Fire, Smoke and Fog: A) Ground fires which spread and go out. B) Big user-placeable fires. C) The ability to place burning buildings/objects in the FMB. D) Big user placeable smoke clouds like those seen over burning cities. E) Big user placeable smoke plumes like those generated by burning ships, to simulate things like oil well fires. F) User placeable dust/smoke layers. That would allow you to use the FMB to do things like creating the sort of gigantic dust clouds which obscured visibility during Kursk and similar battles, or the sort of smoke pall which obscured visibility over burning cities. G) User placeable cloud/dust/smoke layers. Ideally, you'd be able to select height, cloud thickness, cloud type, degree of coverage, type of precipitation, cloud size and location. CFS2 had this function 10 years ago. H) Amount of dust/snow generated by planes or vehicles should depend on map, weather and terrain type. Planes using dirt fields in dry, hot conditions should generate masses of dust, planes using concrete fields in damp conditions should generate almost no dust. Vehicles traveling across the dry desert produce huge dust clouds, those traveling on paved roads will produce none.

13) Floating aircrew. A) Create floating aircrew models for nationalities other than the US and Japan. B) Remove the Japanese figure's samurai sword - it's not there in the cockpit or the parachute model! C) Where appropriate, create multi-crew raft objects. D) Allow floating aircrew/raft figures to be placeable objects in the FMB.

14) Add a V-1 interception mission to the QMB option. Allow the user to set the number of missiles they wish to intercept, their height, etc.

15) Loadouts: A) Increase loadouts for planes to cover all/most historical possibilities. This would make a lot of modded aircraft obsolete, since many of them just increase the number of available loadouts. B) Split loadouts for guns from loadouts for bombs/rockets/torpedoes. This would allow theater or unit specific ammo beltings and shut up some of the whining about whether certain weapons are over or under powered. c) In the weapons.ru settings list default armament rather than just stating "default" - it's not that hard to describe "6 .50 caliber MG" or "4 Hispano 20mm cannon".

16) Fuel and Aircraft performance: A) For planes where it was historically available, allow the possibility of 100+ octane fuel with associated performance boost. That would shut up a certain number of "chart wars". B) Have a setting in the QMB or FMB which allows the user to slightly improve or degrade aspects of aircraft performance to simulate worn out, badly maintained or malfunctioning aircraft. This would also shut up a lot of the chart wars and would negate the "need" for a number of FM tweaks. C) Have an option in the FMB which allows the designer to place damaged flying aircraft, or pre-set damage to the aircraft or its systems at some point during the mission. This would be handy for "escort the crippled bomber" or "in flight emergency" missions.

17) New Aircraft: Rather than adding new planes to the sim, why not rework and add important variants of existing craft? That's what people really seem to want. If you look at the modded versions of the game, you'll see loads of variants for the more popular planes - P-38, P-40, P-47, P-51, Spitfire, Hurricane, Bf-109, Fw-190, Me-262, Yak series and whatnot. These aren't (all) just souped up late war versions, either. Instead, at least some represent downgrades, prototypes or earlier versions. Since they require minimal 3D, FM or DM work, it would be easy to massively increase the number of planes in the game just by adding these variants. For each release, TD could give all the important variants for one popular plane, or part of a series. For example, in one release you could rework all the marks of Bf-109F, after that you could release all the variants of the P-47, and so on.

The Brewster Buffalo series could use a review, since the same model is used for all the variants and the differences between the 239, F2A, Buffalo MkI and 339 variants aren't well modeled. Likewise, the P-40 series needs a fix for the wings, and there are lots of P-40 variants that still aren't in the game. Also, consider that the Soviets and British often had their own Field-Modded or special versions of U.S. Lend-Lease planes. For example, it would be nice to have Soviet versions of the A-20, equipped with Soviet ordinance, guns, fuel and turrets.

Another group of planes which is popular among modders, and which fills a real niche, is carrier-based or seaplane variants of existing planes. It wouldn't be much effort at all to model the Sea Hurricane or Sea Gladiator series, nor would it be hard to add floats to the Swordfish. Likewise, modeling the proposed carrier-borne versions of the Bf-109 and Ju-87, with or without an actual Graf Spee for them to fly off of, would be a real winner.

18 ) Ground Vehicles and Guns: Make it so that guns don't shoot at downed airplanes. Have ground vehicles swerve around disabled vehicles and other obstacles rather than "playing bumper cars".

19) Improved modeling of damage to control surfaces: Instead of just having surfaces "damaged" or shot away, make it so they can be jammed instead. Basically, three failure modes instead of one: missing/partially missing, unresponsive/fluttering, jammed. I'm not sure if it's modeled, but some planes suffered from aileron reversal or control flutter at high speeds.

Last edited by Pursuivant; 04-12-2011 at 07:03 AM.
  #408  
Old 04-08-2011, 06:18 PM
Pursuivant Pursuivant is offline
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Quote:
Originally Posted by EJGr.Ost_Caspar View Post
Interesting suggestions.

However, I'm not sure about which planes all have flares... but I know, that at least the Letov biplane has.
Any plane has flares if you carry a flare gun or parachute flares with you.
  #409  
Old 04-08-2011, 06:20 PM
Avionsdeguerre Avionsdeguerre is offline
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Kill marking
  #410  
Old 04-08-2011, 07:04 PM
Romanator21 Romanator21 is offline
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Quote:
Well, there is a hotkey in your key settings, to shut up the gunners.
No reason to make things more complicated.
Do you mean autopilot automation "off"? Or something else?
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