#1001
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could you look in the .50cal Browning AAA gun ( the one with white tracers) please ?
and give it at least the max range of a 20mm AAA gun. in the moment al AAA-guns with this weapon are shooting right to the moon.......................... i know i can limit the range , but if that would be done by default it would reduce the work while missionbuilding |
#1002
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Could you, please, remove the stupid random pilot kill bug, when no bullets hit your airplane, but you get killed in the cockpit by one magic bullet. Thank you in advance.
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#1003
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With the new selectable positions (ie gunner) in a dogfight game, have TD looked at making the bombardier the only person able to use the bombsight?
As I understand it you can select the bombardier position in a co-op. However, the person who is piloting the plane is the only person able to use the bombsight. Thus in reality making the bombardiers position a nose gun position.
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Respect is something you earn. You can't beg, borrow or steal it http://www.raafsquad.com ------------------------------------------------------ Asus P5Q Pro/Intel Quad Core Q6600 2.4Ghz/8Gb GSkill DDR2 1066Mhz RAM/GTX460 "Goes Like Hell" 1Gb/TrackIR4/Saitek X-52 + rudder pedals/W7 Home Premium 64bit. |
#1004
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the pilot is the only one who can select the bombardier position
Last edited by JG53Frankyboy; 03-12-2010 at 10:08 AM. |
#1005
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useful info about planes at the moment that you need
One thing that usually annoys me when flying dogfigths is that, at the moment of choosing the plane that i am going to use, i have a big selection of planes to choose but for most of them i dont know very much.
I propose to put, in the arming selection screen of each plane, a new button that could present the information about the plane that is already developed for the "view object" section. Even this information could be complemented by some kind of "pilot notes" section with info about specific aspects of the plane such as altitude for supercharger, armament selection, corner speed, gauges positioning, ... This aditional information, that is not included in the present view objects section, could be developed by players and sent to TD for verification and integration in new patch releases. best wishes and my gratitude to TD and MG trulu |
#1006
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There is no random pilot kills in game as far as I know.
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If we do something than we will make it even harder, current model is already way too forgiving when it comes to Pilot wounds. FC
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#1007
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I think this person is talking about the sniper bomber rear gunners.
I want to see a Lancaster in the sim, because with six rear-facing fast firing 0.303s that is going to be a fighter pilot killer par-excellence, way above realistic bomber defence abilities. The Lancaster is going to utterly destroy the current model of the bomber gunner AI, it just can't continue as it is with that amount of firepower. The Fw 189 is currently the most unreasonable fighter killer, but any british heavy (Stirling, Sunderland, Lanc, Halifax) is going to make even that look anaemic. |
#1008
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AI aircraft keep attacking ground targets until they are destroyed by the flak or SET ground targets are destroyed, or they have any weapons left and still have fuel to go home.
We could sure use a switch A switch to set AI to drop bombs, and shoot off all weapons on first pass,except guns of course. The number of passes over ground targets could be set for 1 or 2 passes kinda thing. When you read historical accounts the pilots preferred to drop all ordinance and rockets on first pass, because attacking ground and water targets were the extremely dangerous missions. First attacks were safest, but after that the ground guns were better focused to attackers. In the mission builder, if you turn the guns aways from the direction of attacking aircraft in the FMB setup the guns will turn when the attack comes. By having the guns set this way it does slow do the ability of flak from destroying all the attackers on the first pass. A second pass from the same attacking direction is much more suicidal for air attackers. Also, it would be a plus to have AI continue or return to base after they have dropped ordinance, and still have ammo in guns for additional combat. Now, if you SET a ground attack waypoint in FMB the attacking aircraft continue their attacks until they run out of all ammunition or fuel. The attack will continue as long as SET targets are not destroyed. This would be a nice addition for Offline mission builders. Last edited by nearmiss; 03-13-2010 at 03:09 PM. |
#1009
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Quote:
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Personally speaking, the P-40 could contend on an equal footing with all the types of Messerschmitts, almost to the end of 1943. ~Nikolay Gerasimovitch Golodnikov |
#1010
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Quote:
It's not the damage model of the pilot that's wrong (could be wrong, could be right, I don't mind it as it is), it's the frequency with which the pilot is hit which is absolutely out of order. This is not new, and not unique to IL*2, CFS1 used to have the same problem, there it was usually the engine that was hit (as is also often the case in IL*2), but the result was the same, the bombers got away too easily. When bombers were sent unescorted by any side, in the real WW2, they were hacked down. The way it is in IL*2 and CFS1, the sensible thing would be to send bombers unescorted, they would destroy the fighter forces that opposed them. Sorry for the rant, this has been bugging me for a long time. Last edited by Igo kyu; 03-13-2010 at 04:49 PM. |
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