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#951
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Hi DT,
Really loving the work so far, and I hope I can offer some ideas for future updates. It's a bit of a long list, but I'm not making any demands: - Windsock model that can be placed to show the wind direction on a specific mission (wind is constant over the whole map anyway unless it's gusting). Dynamic windsock would be nice too. This would be useful for coops especially. - Bomb-bay door function for the planes that had it. These would have to be affected by airflow in a similar manner to gear/flaps (they couldn't be opened beyond a certain speed). Also, a toggle for bomb salvo release on planes with automatic bomb-sights - ie short, medium, long (large cluster vs. spread out). - Similarly to the above, a feature which limits how far cooling flaps could be opened based on airspeed (maybe a jam, tearing off, or snapping shut?). - Gunners and observers which call out enemy fighters and give updates periodically or when requested (ie, "He's on our five! Now he's on our six o'clock low! Break left! Pull up!"). This is especially important on the Beaufighter when flying long closed-pit sorties. - Some love for reconnaissance aircraft! Namely, game-play elements for such unarmed aircraft: Bomb-drop button activates camera. An invisible object is placed in the target area. If the player aircraft takes a picture over the object at a certain altitude(based on camera focal length), he gets points. Taking the photo at the wrong altitude or when jerking the plane leads to blurriness and taking the photo with the wrong exposure could lead to a washed-out or too dark image. The AI can also complete objectives in this manner, or the player gets points for successfully escorting AI reconnaissance aircraft. On the next mission offline, the player can click a button which shows the photo that was taken on the last one. Online, the player or AI lands and the photo appears in the briefing screen and helps bombers know what to aim for. - Some love for bombers! - Area bombing "target" which allows for city and industrial targets and point values for specific objects such as oil tanks. - Bomber pilots could use more incentives online: currently, any aircraft destroyed on the ground is only 20 or 30 points. - Point sharing for torpedo-bombers: currently in coops everyone wants to be the last one to drop a torpedo in order to get the points for sinking a big ship, or the main target is abandoned in favor of one-hit targets like merchants. - Small formations: currently a lot of online players fly bombers alone and are massacred by fighters. It would be great if one, two, or three AI aircraft could spawn with the player, making an element or flight, and follow him to the target. The player could chose his position in the formation so that other players don't always know which bomber to shoot first (ie, always killing the player's lead plane to break up the formation). Also, incentives could be placed for escorts to take time to ensure their bombers make it back! - Troop concentrations and livestock objects: A lot of troops moved on foot during the war and the Germans and Russians in particular used lots of horses to move supplies around. Troop camps or marshaling areas could be placed to give a target for fragmentary AB bombs, for instance (gore isn't a necessary feature). - Switchable fuel tanks and manual fuel pump. It's annoying to have all of one's fuel leak or burn out when it would have been possible to switch to the undamaged tank and pump fuel from the leaking one. Also, medium fires (black smoke) always progress to full fires (yellow flames). Either the appearance of the medium-level fire needs to change or a random progression of fire size could be implemented. Also, emptied fuel tanks continue to burn at full force. - Flag signal officer model on aircraft carriers: An invisible glide-slope is projected from the back of the carrier. Based on the player's position, the flags change, telling the player if he's too slow/fast, too high/low, etc. - Catapults from carriers and capital ships (would require some seaplane models for the latter). - Water geysers which affect aircraft flying through them. Sometimes, ships would fire their guns into the water with the intention of having an attacking aircraft hit the fountain and crash or at least temporarily lose control. - Aircraft fragments from an explosion cause damage if collided with. If a wing is chopped off at the root, the wing stays in one piece rather than always disintegrating into its 4-5 constituents. - Simple self shadowing. I heard a rumor that it's possible in Il-2. - Simple exhaust flame graphic for night operations. It doesn't need to be tied to CEM like in Clod. - Fuel grade load-out option for mission builders. Low octane results in reduced power output and maybe a "dirty" exhaust smoke effect. - More advanced reliability set by mission builders: some aircraft were more prone to engine or structural failures than others, especially new types. Aircraft can lose wings or tail, get oil spills, or even total seizures. Guns also could jam, and some jammed if fired at high G. - Option to change high-altitude clouds for a mission. Currently there are three types (common type for most maps, one for Slovakia and Bessarabia, and clear for the MTO). - Wake turbulence from aircraft. This would have a big effect on formations and close-in shooting/maneuvering. - Reload feature for drum-fed rear gunners. Graphical representation like in Clod isn't necessary, just a key press and wait two seconds to begin firing again. Currently, ammo drums disappear one-by-one in the He-111, but not in planes like the Betty. Cockpits: - Adding periscope in soon-to-be featured Il-4 to Pe-2. - Observer for Beaufighter or a version with a gunner. - Rear gunner in Il-2 "field-mod". - Mosquito Mk.IV (glass nose). - G4M2, also with "normal" load-outs. - Su-2 Aircraft: - New slot Beaufighter Mk.X (nearly identical to Mk.21 in game which was Australian licensed model. Differences in engines and armament). - Default 4x mg for I-16 type 24 (some sources state that the original mg armament was modified with cannons. Others state type 28 was identical to type 24 except for the upgraded cannon armament). The type 29 had 2x mg and 1x hmg under the nose. - R-10 - Ki 51 or the similar Ki-30 or Ki-15. Last edited by Luno13; 11-06-2011 at 09:54 AM. |
#952
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The problem seems to be related to limitations of the Full Mission Builder, not the Game Engine itself. Since this is the request thread could I request that this feature be fixed in FMB? Also on some maps, like Berlin, there are bridge objects which are impassable to vehicles. Would it be possible to fix these? This example shows gunboats on the NW Europe map. Take care to avoid bridge piers when plotting waypoints. ![]() ![]() Last edited by Asheshouse; 11-06-2011 at 01:23 PM. |
#953
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#954
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You use a stationary ship object to generate coordinates for the ship route and then cut and paste text to convert the stationary objects to a moving ship.
Step 1 - You need to know the correct format for the ships you intend to use so load a map with open sea and create a mission using each ship which you will want. Plot two waypoints for each ship and save the mission. In the [Chiefs] section of the *.mis file you will find the text you will need. For may example with two gunboats: Code:
[Chiefs] 0_Chief Ships.MO4 1 0 2 1.0 1_Chief Ships.MO4 1 0 2 1.0 [0_Chief_Road] 90579.69 88397.05 120.00 0 2 8.333333969116211 94456.00 88430.18 120.00 [1_Chief_Road] 90132.42 88363.92 120.00 0 2 8.333333969116211 94074.99 88397.05 120.00 Code:
[NStationary] 0_Static ships.Ship$G5 1 15716.96 38834.82 360.00 0.0 0 2 1.0 1_Static ships.Ship$G5 1 16157.25 38508.16 360.00 0.0 0 2 1.0 2_Static ships.Ship$G5 1 16973.91 37924.54 360.00 0.0 0 2 1.0 3_Static ships.Ship$G5 1 17456.81 37350.63 360.00 0.0 0 2 1.0 4_Static ships.Ship$G5 1 17549.12 37180.20 360.00 0.0 0 2 1.0 5_Static ships.Ship$G5 1 17546.43 36823.04 360.00 0.0 0 2 1.0 6_Static ships.Ship$G5 1 17642.13 36729.56 360.00 0.0 0 2 1.0 7_Static ships.Ship$G5 1 17860.25 36722.88 360.00 0.0 0 2 1.0 8_Static ships.Ship$G5 1 19785.79 36720.41 360.00 0.0 0 2 1.0 9_Static ships.Ship$G5 1 28848.74 36718.71 360.00 0.0 0 2 1.0 10_Static ships.Ship$G5 1 29288.04 36873.40 360.00 0.0 0 2 1.0 11_Static ships.Ship$G5 1 29313.46 36957.68 360.00 0.0 0 2 1.0 12_Static ships.Ship$G5 1 29306.77 37417.53 360.00 0.0 0 2 1.0 Now paste in the code you previously saved for the moving ships: Code:
[Chiefs] 0_Chief Ships.MO4 1 0 2 1.0 1_Chief Ships.MO4 1 0 2 1.0 [0_Chief_Road] 90579.69 88397.05 120.00 0 2 8.333333969116211 94456.00 88430.18 120.00 [1_Chief_Road] 90132.42 88363.92 120.00 0 2 8.333333969116211 94074.99 88397.05 120.00 [NStationary] 0_Static ships.Ship$G5 1 15716.96 38834.82 360.00 0.0 0 2 1.0 1_Static ships.Ship$G5 1 16157.25 38508.16 360.00 0.0 0 2 1.0 2_Static ships.Ship$G5 1 16973.91 37924.54 360.00 0.0 0 2 1.0 3_Static ships.Ship$G5 1 17456.81 37350.63 360.00 0.0 0 2 1.0 4_Static ships.Ship$G5 1 17549.12 37180.20 360.00 0.0 0 2 1.0 5_Static ships.Ship$G5 1 17546.43 36823.04 360.00 0.0 0 2 1.0 6_Static ships.Ship$G5 1 17642.13 36729.56 360.00 0.0 0 2 1.0 7_Static ships.Ship$G5 1 17860.25 36722.88 360.00 0.0 0 2 1.0 8_Static ships.Ship$G5 1 19785.79 36720.41 360.00 0.0 0 2 1.0 9_Static ships.Ship$G5 1 28848.74 36718.71 360.00 0.0 0 2 1.0 10_Static ships.Ship$G5 1 29288.04 36873.40 360.00 0.0 0 2 1.0 11_Static ships.Ship$G5 1 29313.46 36957.68 360.00 0.0 0 2 1.0 12_Static ships.Ship$G5 1 29306.77 37417.53 360.00 0.0 0 2 1.0 Code:
[Chiefs] 0_Chief Ships.MO4 1 0 2 1.0 1_Chief Ships.MO4 1 0 2 1.0 [0_Chief_Road] 15716.96 38834.82 360.00 0 2 8.333333969116211 16157.25 38508.16 360.00 0 2 8.333333969116211 16973.91 37924.54 360.00 0 2 8.333333969116211 17456.81 37350.63 360.00 0 2 8.333333969116211 17549.12 37180.20 360.00 0 2 8.333333969116211 17546.43 36823.04 360.00 0 2 8.333333969116211 17642.13 36729.56 360.00 0 2 8.333333969116211 17860.25 36722.88 360.00 0 2 8.333333969116211 19785.79 36720.41 360.00 0 2 8.333333969116211 28848.74 36718.71 360.00 0 2 8.333333969116211 29288.04 36873.40 360.00 0 2 8.333333969116211 29313.46 36957.68 360.00 0 2 8.333333969116211 29306.77 37417.53 360.00 [1_Chief_Road] 15616.96 38934.82 360.00 0 2 8.333333969116211 16057.25 38608.16 360.00 0 2 8.333333969116211 16923.91 37954.54 360.00 0 2 8.333333969116211 17456.81 37350.63 360.00 0 2 8.333333969116211 17549.12 37180.20 360.00 0 2 8.333333969116211 17546.43 36823.04 360.00 0 2 8.333333969116211 17642.13 36729.56 360.00 0 2 8.333333969116211 17860.25 36722.88 360.00 0 2 8.333333969116211 19785.79 36720.41 360.00 0 2 8.333333969116211 28848.74 36718.71 360.00 0 2 8.333333969116211 29288.04 36873.40 360.00 0 2 8.333333969116211 29313.46 36957.68 360.00 0 2 8.333333969116211 29306.77 37317.53 360.00 [NStationary] [Buildings] [StaticCamera] 16331 39044 100 16862 38766 100 17279 38390 100 20849 36400 100 24940 37423 100 29170 36292 100 [Bridge] [House] To try it out create any mission on the NW Europe map and paste my final text into the [Chief] section. You will see the boats if you use the static cameras. Last edited by Asheshouse; 11-06-2011 at 07:34 PM. |
#955
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For me one of the single most important features to greatly enhance offline flying would be the AI loosing sight of player's plane, I can't recall how many times I was chased by 20 planes across the whole map. I truly also hope that with new AI's shooting abilities it won't be able to seen through clouds...
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#956
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Italian flottiglia X-MAS in the LA SPEZIA port
![]() Battle in the volga ![]() HUDSON RIVER ![]() Last edited by Xilon_x; 11-06-2011 at 09:20 PM. |
#957
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Thank you Asheshouse, it works
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#958
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Great !!! Thanx Will these waypoints dissappear again once I open the mission in FMB, in case I want to edit something else? |
#959
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No. They do not disappear, but you cannot select or edit them in FMB.
The rest of the objects can be edited normally. Ashe |
#960
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Asheshouse, since you are the inventor of that trick (hats off to you) and you know inside out how it works, maybe you could upload some map templates with river traffic?
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