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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games.

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  #191  
Old 03-21-2012, 01:38 AM
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zapatista zapatista is offline
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Black6, can you please include this one in your current list, its a rather important one that needs to be urgently fixed

Type of improvement:
- we need to be able to set a specific FoV (field of View) for our different monitor sizes (eg, be able to select a FoV between 35 and 90 degrees), and then be able to assign our own chosen values for the FoV (between 35 and 90 degrees) to the 3 preset buttons for view changes that currently exist (narrow, normal, wide)
- this feature existed in the il2 series, but has not been included in CoD

Explanation of proposals:
- for whatever distance you sit from the "monitor size" you have in front of you, that monitor occupies a certain % of your field of view (FoV). the "normal" FoV setting should be the correct FoV setting for the monitor size you are using, and as a result allowing you to see all ingame object on your monitor in their right "true to life" sizes (eg a 109 with a 10 meter wide wingspan that is 400 meters away from the player in the game, should be seen on your monitor at exactly the same size as if you were viewing it with the naked eye from the same distance in real life)
- for a 19' or 30' monitor this "normal FoV" is very different, but the default value right now in CoD is 70 which is only approximately correct for somebody using a 30' screen (eg, for the 19' screen user having that same current default 70 FoV setting all ingame objects have suddenly become miniature toy size). this was easy to alter in the setup options in il2-1946, and you could assign any value between 35 and 90 FoV to all 3 kb keys zoom/normal/wide) but is currently NOT possible in the CoD program
- we need to be able to set our own specific FoV sizes for all 3 preset buttons (narrow, normal, wide),
- if possible we also need this "default FoV" (saved to "normal" button) saved ingame as the default setting so each time the game starts all objects are immediately seen in their correct sizes.

note: please also consider how this can be correctly used in a multiple monitor setting, so people with for ex 3 monitors side by side can still set their correct FoV's

Benefits: Greater realism, providing SIMULATION of correct "in-game object sizes" (and scenery) a player can see from the virtual cockpit.
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Last edited by zapatista; 04-05-2012 at 04:20 PM.
  #192  
Old 03-25-2012, 10:54 AM
Flanker35M Flanker35M is offline
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S!

Type of improvement: Documentation of game settings that can be changed outside the game, like conf.ini or adding these options to the GUI.

Explanation of proposal: If possible devs could publish information on these settings to allow users to tweak the game more than just via the GUI. Or settings that have an effect could be added to the GUI for example as Advanced Graphics Options.

Benfits: More options for users to tweak to achieve personal preference. Less problems as all applicable tweak options are available.
  #193  
Old 03-29-2012, 02:54 PM
salmo salmo is offline
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Type of improvement:
Provide a means for mission builders to link to pdf documents, html web pages, jpg images & sound files (mp3, wav, ogg) for use from the mission briefing screens. Alternatively, show these document types from the briefing screen in in-game windows.

Explanation of proposals:
Currently mission briefings are limited to text descriptions only. The power of multi-media document content & use is lost. There is no easy method to include recon. photo's, verbal mission briefing voice-overs for mission backgrounds, or other types of multi-media documents appropriate to the mission.

Benefits: Improved game imersion & mission briefing information.
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Last edited by salmo; 03-29-2012 at 02:56 PM.
  #194  
Old 03-31-2012, 11:20 AM
Gourmand Gourmand is offline
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A question:
why screen of friday update are ugly?
the game actually for us is better and look like more realistic and less aliasing
screen of community are beatifull...

Last edited by KG26_Alpha; 03-31-2012 at 03:48 PM.
  #195  
Old 03-31-2012, 03:16 PM
flyingblind flyingblind is offline
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A question.
On the picture of the IL2 with its guns firing whilst flying over the autumn landscape (30 March update) there is what appears to be a couple of tracer rounds. Have tracers been changed from the star wars lasers to something more like a round spot of light?

Last edited by KG26_Alpha; 03-31-2012 at 03:47 PM.
  #196  
Old 04-01-2012, 05:55 AM
salmo salmo is offline
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Type of improvement:
Provide a means for mission builders to 'tie' flak units (rangefinders, radar, guns etc) together into an AA battery & to specify the type of flak method a group of flak units will use.

Explanation of proposals:
Historically, anti-aircraft batteries operated as a set of coordinated units. AAA batteries used rangefinder units, radar units & optical sight units to measure aircraft speed, height & direction, this information was sent to a director unit which calcualted the aircraft's future postion. The director unit then sent information to the AA guns directing them to fire at this predicted position.

AA batteries used three different firing methods: continiously pointed fire, predicted concentration fire, barrage fire.



AA in the game, seem to use a kind of 'barrage fire' where they just put a number of rounds into a volume of space around the aircraft. You can see from the video above, that this is the least effective flak method, and that evasive procedures by pilots do not improve chances of avoiding flak. It would be useful to be able to tie the AA battery units together (maybe with the 'set' button, and be able to select the firing methodology (3 types) from a 'director unit'.

Benefits: Improved realism to flak operations. Encouraging pilots to adopt historically used evasive manouvers. Attackers could target specific 'critical units' in an AA battery thus reducing the battery's effectiveness.
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When one engine fails on a two engine bomber, you will always have enough power left to get to the scene of the crash.

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Last edited by salmo; 04-01-2012 at 06:09 AM.
  #197  
Old 04-27-2012, 01:58 PM
KG26_Alpha KG26_Alpha is offline
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A Question

With the release of BoM in the new Cliffs of Dover series from 1C Team, will they release the restriction of including an official BoB/Chanel map France/England for IL2 1946.

I understand there's an agreement that Daidalos Team don't use any such map for IL2 1946 at present due to Cliffs of Dover being currently in the market place.

I think after a year and seeing the present situation it would be fair to allow DT to be allowed to include a Channel map in IL2 1946.

Assuming they agree to it of course.

Thanks.




  #198  
Old 05-02-2012, 12:46 AM
Stealth_Eagle Stealth_Eagle is offline
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Lightbulb Ground Vehicile Integration Request

Type of Improvement: How the control of ground vehiciles will be applied in-game for both single player and muiltiplayer missions.

Explaination of Proposals: I would like to see that the ground forces are put in a similar manner to aircraft. In the FMB (Full Mission Builder), I suggest adding a ground vehicile "spawner." It would be invisible so it could be put on a building without it being known and under the secondary tabs you can put in "branches" where the ground vehiciles will actually spawn (similar to how airfields work but much more customizable with where to spawn and orientation). This would also restrict the vehiciles able to spawn at that point similar to airfields as well. This way, they can be easily incorparted into dogfight mission scenerios with base capturing controlled by ground vehiciles. I also believe some basic missions should be included, possibly built by the community during the open beta test if need be including quick missions. For people who use the FMB a lot, ground vehiciles can selected in a similar manner to aircraft with something like a driver checkbox.

Benefits: Easier interface for integrated vehiciles and allowing mission builders to create wars on the ground with much greater ease over learning a new system and should be simple enough for new people to get use to the interface.
  #199  
Old 05-02-2012, 12:59 AM
Stealth_Eagle Stealth_Eagle is offline
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Lightbulb Ground Vehicile Improvement

Sorry if this is a repeat post. Mods can delete this if it is one or integrate it with my post above if it is improper to sperate different requests (It also applies to my next posting regarding controls as well as others posted in the near future from me in the next couple of days). Thanks

Type of Improvement: Easier "secondary" vehicile skinning ease.

Explaination of Proposals: Right now, it is relatively easy to make a new skin for an aircraft but not really for other things like ships, boats, tanks, trains, etcetera. I propose that all vehiciles that can be skinned get a directory just like aircraft do for making skins so that mission builders can make custom schemes like desert skins for tanks if they wanted to.

Benefits: New unparreled flexibility in skinning and map making with more variety for ground vehiciles in addition to the other skins in game.
  #200  
Old 05-02-2012, 12:04 PM
SG1_Mino SG1_Mino is offline
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Question

Do you have think put some for setup 3d convergence?
i cant use stereomode becausethe 3d convergence its wrong. I learn this using the 3d nvidia.


Thanks
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