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#1051
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Just a request for SOW...
I don't think this as been ask before so here it goes. Presently we only have one stick setup profile available in game. If someone want to change profile he has to drop of game, select a new profile (swaping files or manually changing setting) and come back in again. Could it be possible to have multiple stick setup available. Maybe a stick setup that is link to a plane type/variant that could be selected when you choose your plane. The way I picture this: A) In a control menu like we have now in iL2, have the option to select the plane for which we want to edit the stick controls (pitch, yaw, roll, etc.) (i.e.: Spit Mk1); B) Have the option to edit one or more "user defined/pilot" stick setup profile(s) were one could enter is prefered value for stick sensitivity, filtering, limits (kind of what we have now with iL2 (but maybe more detailed)); C) Have the option to link the plane (Spit Mk1) to either a "default" profile or to the edited "user defined/pilot" profile so that each time that this plane is selected in game the proper stick setup "file" is loaded; D) Give the option to edit the "default" stick setup that is applicable to all plane. This "default" stick profile would be more of a universal stick profile that is applicable to all planes rather then a profile the you can't edit. It would be loaded by "default" unless the user as choosen to have a custom (or edited) profile link the the given plane (in this example the Spit Mk1).This would give us greater flexibility and would help alot as different plane sometime need very different stick setup (in terms of sensitivity, filtering, limits). So to recap this would allows us to customize a general profile (default profile) available to all planes... And fine tune some profiles that are specific to planes that we fly most often. Also being having them link to a plane means that when you change plane (i.e. a Spit Mk1 for a BF109-E3/4) in a server (or campain) your stick profiles get automatically switched without you having to do anything. Most importantly you don't have to drop out of the game. If one was to push this idea further, all controls could be specific to given aircraft (made to work in a similar fashion to what was explained above)... not just the stick basic 3 axis. This could help guys that fly single, twin or four engine aircraft from the same setup. Hope this help, |
#1052
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#1053
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Hi 1c team/Oleg,
Would it be possible in BoB SOW to have active front lines in dogfight/coop missions, where mission targets are achieved and the front lines actively move during the mission to indicated captured/lost territory. This would/could work along side the "triggers" that will be a feature in mission building then win loss scenario missions made by the host can be used instead of the limited/overcomplicated campaign engines currently present, that control the map results from the log output file. At the moment the "Red/Blue Won" needs an overhaul but nothing as complicated as the Dgen Ngen or Lowengrins DCG. Cheers |
#1054
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The mission victory parameters as they are currently are not coded by 1:C. Rather they are added programs that individual servers run in the background (FBDaemon and ServerCommander). Having an in-game programmability like this would definitely be cool and, at this point, it is a rarity to fly on any online server that doesn't run one of these. I'd like to see it added too with some more real-time dynamic capability...and moving vehicles/ships.
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#1055
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Hmm you miss the point methinks.
FB Deamon and IL2SC are just dedicated server GUI's. Im asking 1c to use the triggers they have planned for BoB mission building to incorporate moving front lines during the mission all this means is the front line markers get an AI ability to move when set triggers mission events occur, and not using Ngen Dgen DCG to compile the next map from the log file output. This could include airfields becoming active for either side as territory is captured, and in df servers timeout on af's so you can land rearm closer to the action once mission parameters are met. So active real time front lines first for me please ![]() Cheers Last edited by KG26_Alpha; 07-10-2008 at 04:40 PM. |
#1056
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Just a simple question
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#1057
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#1058
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Hi guys, i don't know if Macchi planes will be included in new SoW, if yes do you need material about them ?, what kind of materials do you need ?,
Pls tell me what you need, i can ask in AerMacchi directly if possible to give you informations, pictures, scheme etc about these plane. Ciao Massimo "JG52_Wolfen" |
#1059
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Luthier have you forgotten how to communicate again? You did say you would drop by every 2 weeks or so.
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#1060
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"There's really no point in bickering at this point. Work is ongoing. The proof will be in the pudding. I can write here back and forth for hours, but it'll just be rehashing the same old points. We have nothing to do with the console game. Oleg's team is working as hard as they can. The game is extremely complex, and I would even say it's much more revolutionary than Il-2 was in its day. And It'll come out when it's ready." "You don't need to apologise, we know exactly how you guys feel, and it's us who really should be apologising for keeping you in the dark. I mean, I wish we could release shots and videos and stuff, it's just we're not at that point yet. So we've all just gotta hold on. Trust me, everyone on this side is as interestng in releasing this sim as any of you in playing it. It just takes time." "The problem with work in progress is that it's a work in progress. Things are released when they're ready. What possible reason do you think can anyone have to withold things? Alpha screenshots aren't shown at this time because they're alpha screenshots. A sim is a huge number of different components, which all need to come together in the end. Look up some shots from IL-2 alpha and compare them to release shots for a rough comparison. They look like two completely different sims. And the situation today is different than in the pre-Il-2 days. Even though some of you may feel different, it makes little sense to release things that may be unrepresentative of the final result right now - especially after so long a wait. When things are ready, of course we'll be happy to share them with you. I've been roaming around Oleg's office all this week (and they worked all day Saturday too), and if I can get some of you to take my word for it, things are looking great. There's a crazy amount of really exciting things being done, things never even attempted by anyone before. The sim, on virtually every level, is head and shoulders above everything else. Oleg and team are trying to build a benchmark sim for many years to come. This is why it's taking a long time. Il-2 lasted all these years because the initial work put into it was solid. Same thing is being done here. Making a masterpiece is hard back-breaking work. I know it's hard to remain patient in the dark, but what can I say, things will be ready when they're ready. As we get closer to release, Oleg promises to release more things more often, just as the case was eight years ago, as we were approaching the release of the original Il-2." |
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