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IL-2 Sturmovik The famous combat flight simulator.

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  #1  
Old 02-14-2010, 11:55 AM
anikollag anikollag is offline
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Fantastic work on the 129!!!!!
Hope you'll keep updating the loadouts options (B-17, Fw 190D, ...)
Thanks DT for your work!

Last edited by anikollag; 02-15-2010 at 09:46 AM.
  #2  
Old 02-22-2010, 03:11 PM
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Mysticpuma Mysticpuma is offline
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Default Possible 64 v 64 in QMB?

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Originally Posted by daidalos.team View Post
First of all QMB is now expanded to 3 windows. First one is same old standard one with just a few changes.
As you can see number of flights is doubled in 4.10, having 32 vs. 32 fights is lot of fun or maybe 1 vs. 32 )
Hello guys, when I saw this, I thought it was one of the best steps forward since the QMB was ever created.

Can I ask a question though?

I appreciate that the number could be limited, as putting too many aircraft up, may cause issues for some players, however some of us do have the ability to have a lot of aircraft (128 nice and smooth in FMB) in the air at one time.

I'm wondering if it would be possible to have 64 v 64 as a maximum?

Currently I enjoy escorting large bomber groups (50+ aircraft) with 16 Fighter escorts into battle, but this is a pain to set up min FMB.

With the new Maps allowed in QMB, and the ability to have 64 on one side v 64 on the other, at-least you'd be able to have 52 bombers with 14 fighter escort, over Flak fields with oncoming enemy?

32, is still a great start, but doesn't lend itself to large Bomber formation escort.

Is there any chance of 64 v 64, even if it's only an option for those with more powerful machines?

Cheers, MP
  #3  
Old 02-22-2010, 09:59 PM
Avimimus Avimimus is offline
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Hmm... One of the problems with the default QMB waypoint groups is that they spread out the flights a lot.

I think the new copy and paste functionality in the FMB should make it much easier to set up such large missions.

Anyone thought of contacting UberDemon? UDQMG has a lot of features that could be used for inspiration or further developed/improved upon.
  #4  
Old 02-23-2010, 09:54 AM
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Mysticpuma Mysticpuma is offline
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Quote:
Originally Posted by Avimimus View Post

Anyone thought of contacting UberDemon? UDQMG has a lot of features that could be used for inspiration or further developed/improved upon.
This is the exact reason I thought of this, as the UD Mission Generator could have lots of aircraft, without any problems, so I wonder if they TD could incorporate some of his know-how to make large formations possible?

I just don't get on with FMB

Cheers, MP
  #5  
Old 02-23-2010, 04:48 PM
Avimimus Avimimus is offline
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You've got me thinking:
One thing that would be neat is if we could eventually make templates in the FMB and export them to the QMB... would this not be the optimal approach?

Last edited by Avimimus; 02-25-2010 at 12:12 PM.
  #6  
Old 02-24-2010, 02:47 PM
slipper slipper is offline
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Team Daidlos,

Thank you for your continuing support of il2, really looking forward to 4.10.

One thing i would like to ask, is that with the release of the blind approach system and radio beacons for navigation in the upcoming 4.10 patch. Do you plan in the future at all to expand the gameplay of il2 in to the NightBomber/NightFighter war?

I remember there was talk of a radar at one stage, is this still capable of being implemented? or do you have any further ideas to make night battles more realistic?

some ideas such as H2S,Oboe,Window and jamming equipment for the bombers would be great.

Radar, Homing recievers, running commentary for the fighters.

maybe extra weapons such as incendaries, flares, TI's, blockbusters.

This is an area i have a great interest in and as yet have not seen implemented in any sim, would really add a new dimension to this already great game.

many thanks for any replies

regards

slipper
  #7  
Old 02-26-2010, 01:57 AM
Avimimus Avimimus is offline
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I like the new night.

Quote:
Originally Posted by Avimimus View Post
You've got me thinking:
One thing that would be neat is if we could eventually make templates in the FMB and export them to the QMB... would this not be the optimal approach?
Apologies for my stupidity. I originally read about this feature, but I was apparently too excited to remember it.
  #8  
Old 02-26-2010, 12:42 PM
PeterPanPan PeterPanPan is offline
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Sorry if this has already been asked/answered, but with the new night effects, how will aerodrome lighting be dealt with? Will we be able to request the 'flare path' lights are turned on from the air? Will the touch down floodlight area come on automatically?

Cheers

PPanPan
  #9  
Old 02-26-2010, 01:36 PM
nearmiss nearmiss is offline
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They passed each other

Interesting...

What was their up and down, and side to side separation?

Just curious, I know it's an improvement. We are all tired of an AI (enemy or friendly) that always attacks it seems regardless of altitude or distance.

Thanks
  #10  
Old 02-26-2010, 05:18 PM
EJGr.Ost_Caspar EJGr.Ost_Caspar is offline
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Quote:
Originally Posted by PeterPanPan View Post
Sorry if this has already been asked/answered, but with the new night effects, how will aerodrome lighting be dealt with? Will we be able to request the 'flare path' lights are turned on from the air? Will the touch down floodlight area come on automatically?

Cheers

PPanPan


Stop at 6:20 and look at the orders (esp. order #6)!
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