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#1151
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the italian autoblinda transform for go to RAIL WAY.
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#1152
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#1153
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This is not bad idea. Is count with new railroad models in next updates.
How much pieces of autoblinda was converted to railway?
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#1154
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Ok I have a question regarding the use of custom skins for aircraft while in multi player. I remember in the 4.09 patch that when flying online if someone had a custom skin for a plane I could see it. But while using the 4.10.1 patch I can't see another players custom skin unless I have that exact same skin and I have the Download Skin option enabled. Will the new patch have something that will address this problem or would it be possible to have something like what was used in the 4.09 patch?
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#1155
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BTW, the above depicted one is actually an AB 40 (some 25 built) painted in 'Colonial Kaki' camo... ![]() |
#1156
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It came up in another thread that apparently the La-5FN uses 1944 performance figures. An Early and Late version with different power outputs or FMs might be useful.
Just thinking out loud: maybe there could be a way to consolidate all "Early" and "Late" type FMs into a single 3D model for the specific plane type, and is selectable by the user or mission builder. ie, you select "Fw-190 D-9", and in the loadout menu, you select "Late" and when you fly online, etc you see "Fw-190 D-9 Late". This could be used to add weapons, skis, or floats to planes with a corresponding FM change without adding another item to the list of planes to consolidate some I-16s, MiGs, etc. I posted this in another thread a while ago, but it might be useful to overhaul loadout options as well. Right now there is only one field, and some planes have in excess of 30 options in order to cover various combinations of bombs etc. It might be better to set multiple fields such as "Hardpoint 1" "Hardpoint 2",Hardpoint 3" etc as well as "Weapon 1", "Weapon2" for guns. Under Weapons fields you can select type of gun (ie Mk 108 in Bf-109) and long or short belts of ammo, or certain historical belting combinations (For instance, tracerless until the last 50 rounds or so), or simply empty. Hardpoint 1 represents the left wing, 2, the belly and bomb-bay, 3 the right wing. If the player selects a heavy bomb load in the bomb-bay, and tries to add bombs to the wings, an "Overweight" message could appear, and prevent him from pressing "Fly" unless fuel was reduced or some bombs removed. A plane like the P-47 could add bomblet dispensers on the wings and a extra-large fuel tank on the centerline rack, and indeed, any historical combination, without a tremendously long list. Ki-43s can have the historical loadout of one bomb and one droptank. Pe-8s which have a bomb-bay and wing racks could select the appropriate positions of bombs for the mission. A reload function for gunners and corresponding delay could be nice. This doesn't necessarily need to be animated (player presses "R" for instance, and waits two seconds). This could also be nice for planes which carried drum ammo such as earlier Bf-110s and Beaufighters, and planes such as early Ki-45s with a 37 mm cannon that was loaded one round at a time or B-25s with the 75mm cannon. If the appropriate crew member in these planes is injured, reload is longer, and if killed, reload stops entirely. Thanks for the work so far DT. Can't wait to see what surprises 4.12 will bring. Quote:
Host a mission with your friend and fly a little longer to see what happens. Last edited by Luno13; 01-10-2012 at 06:55 PM. |
#1157
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Had the original designers of IL2 been thinking a harder about the future of the series, they would have designed the plane selection GUI and FM/DM a bit differently to make the game a bit more "modular."
For example, in the GUI, it would make sense to have 3 levels of menus for plane selection: Basic Type --> Sub-Type --> Ordinance Loadout. Example: Bf-109 --> G6 --> R6 field mod. It would also be cool if the GUI had allowed you to select planes by year of introduction, nations or organizations that historically used a particular plane and/or role. For example, you could select by "U.S. Air Force, "level bombers" and "1944" It would also be cool if the ordinance menu were somehow interactive, so when you click on particular ordinance combination, the plane in the view window changes to reflect the currently selected loadout. Or, when you moused over a particular ordinance layout, you'd get hypertext describing a particular weapon and its uses. That would be very useful for explaining obscure ordinance or foreign acronyms. For FM, it would make sense to have engines and airframes separate, so you could model several different versions of the same plane, with identical airframe but different engines, using one airframe FM. Engine type would be selectable by the user or mission builder. It would also make sense to model optional systems on the plane (e.g., radar, extra fuel tanks) as internal, non-droppable ordinance rather than as a dedicated part of the FM. FM should also be alterable in the mission builder based on fuel type, state of repair, weather (e.g., ice on wings, moisture which soaked into wooden or canvas parts of the plane) and changes in mass or CG. DM should be tweakable based on state of repair, quality of construction, sabotage, etc. Modeling extra fuel tanks as internal, non-droppable "drop tanks" would eliminate the need for certain FM. Certain internal weapons could be easily "swapped out" using meshes, rather than coding for an entirely different FM and 3d model. For example, British .303 caliber defensive guns rather than U.S. 0.50 caliber, or Soviet style dorsal turret rather than U.S. type, or removing the tail cone on the later G4M series. Other FMB/QMB niceties: 1) Being able to select Ammo loadout and amount of ammo for each weapon. 2) Listing amount of ammo available for each gun. 3) Listing types of guns rather than just saying "default". 4) Being able to select sight type (if multiple varieties were historically available). 5) Being able to select engine heat state when the mission starts (i.e., a dead cold engine which must be warmed before it can be safely started, or an overheated engine.) 6) Being able to "paint" damage onto an airplane so that certain parts have light or heavy damage when the mission begins. 7) Being able to assign special damage to an airplane (e.g., wounded crew, reduced engine power, oil leaks, jammed guns, landing gear that doesn't work) before a mission, or trigger failures at some point during a mission. Last edited by Pursuivant; 01-11-2012 at 12:46 AM. |
#1158
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#1159
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It seems about 550 were built in all, all of which could use the rail bogies. The Germans used them too.
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I'm pretty much just here for comic relief. Q6600@3.02 GHz, 4gig DDR2, GTX470, Win7 64bit |
#1160
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All that aside... people are still flying this sim a decade later and a top of the line rig from 2001 would choke on 4.10.1 .. so I don't know how much more they cold have looked to the future in the long run. There aren't many 12 year old game engines still running today. (IL2 was released in 2001 but IIRC the original engine was based on a space sim from a year or two earlier..) .
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