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  #1031  
Old 11-27-2011, 02:21 AM
Silverback Silverback is offline
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Wile we are on the subject of Italian fighters could you folks make the MC series a bit more maneuverable. By every account I have read our MC 202-205s should turn at least on par with the Spitfire V. Thanks
  #1032  
Old 11-27-2011, 05:47 AM
Pursuivant Pursuivant is offline
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Quote:
Originally Posted by RegRag1977 View Post
I've been thinking recently: what about making the pilot die more often in crash landings?
I agree that a hard ground loop or flip could injure or kill crew, yet it only seems that crew are killed if the plane explodes. This would be a nice little bit of realism.

(The most famous death of this type was when a A6M2 pilot tried to make a force landing on what he though was solid ground on an Akutan Island in the Aleutians. He broke his neck when his plane flipped, allowing the Americans to capture their first intact Zero. http://en.wikipedia.org/wiki/Akutan_Zero).

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Originally Posted by RegRag1977 View Post
Also making the pilot die when bailing out, when it is obvious that he hits aircraft parts too violently (wing, propeller (ouch))?
This would also be a nice touch, but it would be much harder to implement. The bailout sequence is a stock animation and the animated pilot doesn't have a damaged model.

Another option that would be nice is if the player controlled when his parachute opened.
  #1033  
Old 11-27-2011, 05:56 AM
Pursuivant Pursuivant is offline
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Originally Posted by Lagarto View Post
Do they really? Then I must be in the minority. I guess you mean the online crowds. Anyway, I'd rather see a French fighter of 1940 vintage than another late-war 'hot-rod'.
I'm with you in that I like my early war and obscure aircraft, but then I've always been a sucker for rare birds. And, I'm just as eager as you to see a flyable French fighter.

The quick and dirty way would be to just make the MS 406/410 and Hawk 75 flyable.

Another quick method of getting a France 1940 plane into the game would be to slightly modify the A-20C into the Douglas DB7.
  #1034  
Old 11-27-2011, 06:00 AM
Luno13 Luno13 is offline
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Quote:
Which problem? Damage texture or 3D issue?
That which is seen in the Me-210 screenshot. The wing spars become visible through the skin.

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  #1035  
Old 11-27-2011, 08:49 AM
EJGr.Ost_Caspar EJGr.Ost_Caspar is offline
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Will investigate. Thanks!
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  #1036  
Old 11-27-2011, 10:22 AM
SPITACE SPITACE is offline
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hi how about putting the missing rear bottom/side/ gunner/ro in the PE2 can this be done maybe in 4 .12?
  #1037  
Old 11-28-2011, 12:32 AM
Pursuivant Pursuivant is offline
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Not to seem ungrateful, but while it's an improvement that AI gunners don't shoot down friendly planes, is there any progress on the two big AI gunnery issues?

1) AI "radar" and perfect situational awareness.

Enemy planes can see and shoot you through clouds and darkness. Enemy pilots always know when you're sneaking up on them and never lose track of where you are.

2) "Sniper" AI gunners who are immune to the effects of G forces, wounds, sudden maneuvers by the pilot and the effects of slipstream at high speed.
  #1038  
Old 11-28-2011, 06:21 AM
EJGr.Ost_Caspar EJGr.Ost_Caspar is offline
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All covered!
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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
  #1039  
Old 11-28-2011, 08:07 AM
RegRag1977 RegRag1977 is offline
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Quote:
Originally Posted by Pursuivant View Post
I agree that a hard ground loop or flip could injure or kill crew, yet it only seems that crew are killed if the plane explodes. This would be a nice little bit of realism.

(The most famous death of this type was when a A6M2 pilot tried to make a force landing on what he though was solid ground on an Akutan Island in the Aleutians. He broke his neck when his plane flipped, allowing the Americans to capture their first intact Zero. http://en.wikipedia.org/wiki/Akutan_Zero).



This would also be a nice touch, but it would be much harder to implement. The bailout sequence is a stock animation and the animated pilot doesn't have a damaged model.

Another option that would be nice is if the player controlled when his parachute opened.
Hi Pursuivant,

thanks for the link.

I guess you're right about the bailing out sequence, never thought about that this way...

+1 for the chute opening controlled by player, that's actually a very good idea: sometimes weird (and fatal) things happened to me because of the lack of such an option, if you see what i mean )

+1 also for the "neck breaker" option as a consequence for violent to moderate ground loops or flips as you say. We definitely need something like this!
  #1040  
Old 12-03-2011, 01:20 PM
RegRag1977 RegRag1977 is offline
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Thumbs up Little thing i noticed and other remarks

The cockpit view of Fw190A8 shows a normal straight Fw190 canopy, but external view shows the late war bubble canopy. anyone have that?

The canon shells exploding look like fireball when they should look like flashes. The fireball (yellow orange colour if you see what i mean) lasts far too long and this gives too much time advantage to know if the target is hit or not.

On the other way, the HMG hitting don't produce small smoke puffs as they should, and the debris are too strange looking (vey bad quality) and actually less visible than the cartriges ejected by a firing plane.

When following a smoking aircraft from too close, we should have oil spots on our windshields, wouldn't that be nice ?

Just some ideas and opinions. TY Team Daidalos for working and to allow us to make requests

Last edited by RegRag1977; 12-03-2011 at 01:23 PM.
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