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IL-2 Sturmovik: Birds of Prey Famous title comes to consoles.

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  #161  
Old 08-07-2009, 04:02 PM
butterfield butterfield is offline
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A seperate volume control for "in-game" music and "menu" music.

I love the music and would like to hear while navigating the menus, setting up matches, etc. But when I'm flying I just like to concentrate on the sounds of the aircraft, guns, etc.
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  #162  
Old 08-07-2009, 05:01 PM
juz1 juz1 is offline
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Quote:
Originally Posted by sod16 View Post
Look because your pc is crap, .
I'm dribbling coffee out of both nostrils again...
This guy is pure genius-
you couldn't write this stuff-is Sod16 Moss from the IT crowd?


DambustersDLC =- Peter Jackson is producing the film- you know it makes sense- just making sure I've gotitposted in this thread. I'm done...
________
MATIZ

Last edited by juz1; 02-24-2011 at 08:00 AM.
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  #163  
Old 08-07-2009, 10:34 PM
Rittmeister86 Rittmeister86 is offline
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My thoughts:

1. Fix the gear brakes on the flight sticks

2. Fix the flip glitch on the sim landings

3. Controll editor for gamepad users

Otherwise I think everything else is perfect. Thanks again for listening Anton!
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  #164  
Old 08-08-2009, 05:44 PM
Bael Bael is offline
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Originally Posted by guiltyspark View Post
i think i found something that needs to be fixed

In simulation mode on the p51 mission the targets are really hard to spot from the air due to similarities with the sattalite map and the actual ground units sillohette.

I was wondering if something can be implemented similar to the method of the distant plane dots (i believe they are a hud effect , not the actual plane in the distance)

only with some sort of highlighting technique to make them just a bit more visible from the air.
I want to second this! The muzzle flash is good for showing you the general area where the target is, but it's not 100% accurate, it's slow to repeat, and the actual target's model does not appear soon enough to be able to properly line up a shot. Having some type of visual indicator of the real targets position would be far more realistic than it is now - you do not have the clarity of vision a real pilot would have, so we need some type of visual aid.

At the very least the ground target models needs to appear at much farther ranges than they currently do. Obviously some ground targets should be intentionally hard to see - but when you can't see a Tiger tank sitting in the middle of an open snowy field until you're right on top of them there's a problem. If you're close enough to see the muzzle flash you should be able to see the target's model as well.

Another solution (if showing the models from farther out couldn't be done for performance reasons) would be to do temporary target call-outs (the icon overlays put over planes and ground targets in Arcade/Realistic) on enemies you view through 'zoom'. So if you're lining up a strafing run on ground targets and zoom in, you'll get call-outs for any ground targets in view for a short time. You still have to find general target locations via the muzzle flash, but when you're lining up your strafing run the zoom call-outs work like a real pilot getting a bead on their targets, giving you exact positions to aim at.
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  #165  
Old 08-08-2009, 05:55 PM
David603 David603 is offline
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Alternatively you could revert to something that was in the original Il2 but was taken out as increasing PC power allowed further draw distances. This was having a small dark coloured marker shaped like the target appearing over targets that are further away than the computer can afford to draw their model. It should apply to ground targets only and would make spotting ground targets easier without appearing as a HUD.
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  #166  
Old 08-08-2009, 08:19 PM
Doktorwzzerd Doktorwzzerd is offline
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Quote:
Originally Posted by butterfield View Post
A seperate volume control for "in-game" music and "menu" music.

I love the music and would like to hear while navigating the menus, setting up matches, etc. But when I'm flying I just like to concentrate on the sounds of the aircraft, guns, etc.
Thats a small detail, but important and easily changeable; I agree 100%! Even simpler would be the music volume just affect mission music, which is what I assumed i did before going back to the menus and thinking "hey wheres that great score?"


Another small detail, but important and easily changeable: no automatic mission cut-off after the objectives are completed! I love red skies over dover, but normally after the Stukas I like to dogfight the 109s and try to land, almost every time I get cut off on my final approach ITS TRES ANNOYING!

Really its a small tweak, but the final version of BoP would be way better if its left up to the player to end the mission. Player control=good; game control=bad.

As for big things I would like but probably won't get: having the option to take-off on every mission, get into formation and fly to objectives, then land after the mission is over would really majorly improve the immersion factor and I (+many others) would be overjoyed to have it. Please?
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  #167  
Old 08-08-2009, 09:22 PM
Xx RTEK xX Xx RTEK xX is offline
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Arena Mode
8 players(human) engage the AI on one huge map which contains 2 friendly air fields, and one carrier surrounded by an escort fleet. Enemy AI are on regular patrol routes at various altitudes. Enemy has 2 airfields defended by anti air cannons which the buildings and the air defenses can be destroyed.

Objective of Arena Mode is for friends to take off from the main airfield and rid the skies of all Germans, and destroy all the enemy bases. Players are limited by fuel, and ammo so cooperation among teamates is critical to survive, in order to refuel and rearm, players simply land at a friendly base and re-up, then take off and get back into the fight.

Simulation Control Scheme OPTION
RS-looking around
LS-Pitch/Roll
LB-Throttle Down
RB-Throttle Up
RT-Yaw Right
LT-Yaw Left
A-Guns
B-Bombs
X-Rockets
Y-Zoom
Dpad Left-Landing Gear Up/Down
Dpad Right-Map
Dpad Up-Command menu .......at which point UP/DOWN/LEFT/RIGHT on the dpad will determine wingman commands
Dpad Down- Bail Out

Last edited by Xx RTEK xX; 08-08-2009 at 09:26 PM.
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  #168  
Old 08-08-2009, 10:09 PM
Flanker15 Flanker15 is offline
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Quote:
Originally Posted by Xx RTEK xX View Post
Arena Mode


Simulation Control Scheme OPTION
RS-looking around
LS-Pitch/Roll
LB-Throttle Down
RB-Throttle Up
RT-Yaw Right
LT-Yaw Left
A-Guns
B-Bombs
X-Rockets
Y-Zoom
Dpad Left-Landing Gear Up/Down
Dpad Right-Map
Dpad Up-Command menu .......at which point UP/DOWN/LEFT/RIGHT on the dpad will determine wingman commands
Dpad Down- Bail Out
I've decided this is a superior layout after having a play with my controller.
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  #169  
Old 08-08-2009, 10:43 PM
David603 David603 is offline
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Quote:
Originally Posted by Xx RTEK xX View Post
Arena Mode
8 players(human) engage the AI on one huge map which contains 2 friendly air fields, and one carrier surrounded by an escort fleet. Enemy AI are on regular patrol routes at various altitudes. Enemy has 2 airfields defended by anti air cannons which the buildings and the air defenses can be destroyed.

Objective of Arena Mode is for friends to take off from the main airfield and rid the skies of all Germans, and destroy all the enemy bases. Players are limited by fuel, and ammo so cooperation among teamates is critical to survive, in order to refuel and rearm, players simply land at a friendly base and re-up, then take off and get back into the fight.

Simulation Control Scheme OPTION
RS-looking around
LS-Pitch/Roll
LB-Throttle Down
RB-Throttle Up
RT-Yaw Right
LT-Yaw Left
A-Guns
B-Bombs
X-Rockets
Y-Zoom
Dpad Left-Landing Gear Up/Down
Dpad Right-Map
Dpad Up-Command menu .......at which point UP/DOWN/LEFT/RIGHT on the dpad will determine wingman commands
Dpad Down- Bail Out
This is going to produce a lot of accidents Especially since there are a number of regularly used functions on the Dpad anyway. Apart from that good layout, I would like to see this as an option, because at the moment I'm playing with a similar layout on a 360 controller on the PC Il2, and I prefer it to the current layout.
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  #170  
Old 08-08-2009, 11:48 PM
thundermuffin thundermuffin is offline
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Quote:
Originally Posted by David603 View Post
This is going to produce a lot of accidents Especially since there are a number of regularly used functions on the Dpad anyway. Apart from that good layout, I would like to see this as an option, because at the moment I'm playing with a similar layout on a 360 controller on the PC Il2, and I prefer it to the current layout.
While I don't completely agree with the layout to some extent, I do think that there needs to be a bit of an overhaul. I would say that for the bail button something like RB + LB ... don't forget that you can combine a lot of things... and don't forget about buttons like R3 and L3... some of the least used buttons on a controller.
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