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#771
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Would it be possible to implement widescreen support in IL2? I realise there are many priorities for TD, but if this was possible then I think many people would be completely stoked.
It would be fair to say that the majority of IL2 players these days are using a widescreen. There is a chap who has created a workaround, which works quite well, however native support would be simply terrific. Many thanks. |
#772
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It's sort of irritating to have a big screen and not being able to use it at its best. I can't use 1920 x 1080 on Windows Vista Home Premium even with Conf.ini tweak (reason unknown), and this just annoys me... |
#773
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As for the score system... it really has to be sophisticated. I've had some "ideas" saved somewhere in a txt file if I'm not mistaken. When I find them, I could put them in here. Quote:
And please get around the issue that FOV is defined by the width which basically means the wider the screen, the less you see. Wide resolutions do NOT add FOV to the left/right, but they substract FOV at the upper and lower edges. If you've got a display with Pivot function, try it out at 1200x1920 instead of 1920x1200 and you'll see what I mean. I've still got some images showing the issue in a 9:16 resolution: (1) (2) (3) (4) (5) Quote:
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#774
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#775
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![]() And yes, I've gotten the Revi finally. Obviously just refly won't produce another sight, one has to start loading all over. And I've nearly come across another problem, which should be easy to fix. The screenshots start at grab0000.tga *every* time I fire up Il-2, resulting in overwritten screenshots. Apparently, recording quick tracks inflight does not overwrite existing files as it's clever enough to look what's there already and take the next free number. And that's exactly what I expect from the screenshot feature as well. Quote:
![]() For your display the conf.ini should have this: [window] width=1200 height=1600 ColourBits=32 DepthBits=24 StencilBits=8 ChangeScreenRes=1 FullScreen=1 DrawIfNotFocused=1 EnableResize=0 EnableClose=1 SaveAspect=0 Use3Renders=0 Maybe you need to set ChangeScreenRes to 0. The brightness issue comes from the TN panel type. It's the same issue with up/down in default alignment. A MVA/PVA panel would "fix" this, but it's quite expensive. Quote:
HDD space is not really the point, as it's widely available. But they have to be loaded into RAM. The smaller they're in file size, the more fit in. By the way, is it possible for the DT to do something about memory usage? More and more systems around have bigger amounts of RAM that is not used. Some stuff could be loaded right away if there's enough free space to avoid stutters. Last edited by Eldur; 12-08-2009 at 09:11 PM. |
#776
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You might wish to have a look at San's fix for IL2, which illustrates the issue quite succinctly. As for wide-screen uptake - I haven't seen a CRT in the UK for years and personally sold off my last Iiyama I think 3 years ago. I don't care for a debate about this; I merely wish to ask TD if they could consider implementing wide-screen support. |
#777
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PS: Why do you model extra Ski versions? Wouldn't it be easier to handle it like other planes that come with Skis on winter maps already (BI-1 and some others)? Or is there a difference in FM? Haven't had the time to test this yet. Quote:
And the Bearcat is not alone... other Pacific '46 planes would be the F7F Tigercat, F4U-4 and F2G Corsairs, P-80A, Nakajima J9Y Kikka, Mitsubishi Ki-83, Kyūshū J7W1 Shinden, Mitsubishi A7M Reppū and probably others. Not to mention British planes and other US Planes that could have seen service in a longer war. But basically, for many of them the lack of sufficient information makes it hard to model them properly, especially Japanese cockpits... Quote:
In flight you could still lower them and raise again after some seconds which is already possible in Il-2 series. I also use short flap lowering on these planes. But don't do it for too long. The program logic would be similar to the SM.79 propeller pitch modeling for the axis, so it's rather easy to implement. Early 109s should have such a propeller setting, too. The Auto Pitch wasn't in the 109s even in the E-4, but I think it has been in the later E models out of factory and many E-4s had it fitted later. Could need some references here. Last edited by Eldur; 12-09-2009 at 12:47 AM. |
#778
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http://www.cockpitinstrumente.de/ins...haltkasten.htm The ASK 190 as found in the FW-190F series is *very* interesting. ![]() You can put the center switch to the left which drops all *selected* ordnance at once. The selection can be done by pressing the 8 buttons. The upper ones are for wing stations (so each of the 4 SC50 you have can be selected separately), the lower ones are for the fuselage rack, also 4 for the case you've got that 4x SC/SD 50/70 /AB24t loadout. When the center switch is set to the right, you can do the Reihenabwurf, which means it will drop the bombs one after another. Again you have to select which ones like above, but there's also a second switch to the right. Up position is automatic, which probably will release them with a single trigger press and the lower position is Einzel, which supposedly drops them one-by one either when the trigger is held or pressed multiple times (rather the latter one, but I don't just know it). There are other devices that could be modelled as well, like the ZSK 244 which is used to "program" the bomb fuse. I don't know what it exactly does though, but there should be information availabe. ![]() I'd be glad to have at least a very simple setup in Il-2 to make use of bomb selection, for all planes that had such feature IRL. 1. Select the bomb type if there's a mix in the loadout (e.g. 1 SC500 + 4 SC50), or all together 2. Select the drop count, either 1, pairs or all of the type 3. Select whether they're dropped at once or slightly delayed with a fixed time interval like 50 or 100ms I'd let the really complex modeling of all these switch boxes go in SoW, but this simple setup as suggested above would make Il-2 a lot better for ground attack actions. I'd also like to propose a similar control for the guns, as many planes like the German ones (SKK224 in 109E for example) or the US ones (P-39 has 2 selector switches on the left dashboard for activating wing guns, fuselage guns and hub cannon) had the option IRL. I'd go for a single gun trigger and some selector switches (3 should probably enough for all planes + 4th for external gondolas which Il-2 already has, though it's pretty useless). That all would leave us 2 triggers, one for guns and one for ordnance with the possibility to select which weapons are triggered by them. I know some planes like the Il-2 have a split trigger which is basically 2 triggers (most probably the reason for the current trigger system), but selecting a gun setup and then firing would also simulate the press of just one of these. Most planes did not have separate gun triggers, but selection switches. You could also keep the split triggers and model the above suggestions jsut to the planes that had such. Would probably be the best solution. I've also found the loadout sheet I once made out of various sources that were spread around at several Il-2 forums. Would be great if that one could be used and expanded for other planes to be incorporated into further development, especially new bomb types like the AB24t. loadouts.zip While searching the above, I've come across some good research work done on the 109 performances (by wastel). I thought it might be useful, if you don't have it already. bf109analyse.zip Quote:
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And the second point I don't just think, because I know. And this is the *major* issue with ground objects DM. The only objects where this not applies are ships and of course active (piloted or AI) planes. Their behaviour in terms of damage is extremely simple. Basically, all you have to do is do damage until it reaches 100% and the target is dead. Some have damage resistances in form of armour (tanks and ships), some have target areas that can be taken out separately (guns on ships). But every "destroyable" part (or whole object in most cases) shares the problem. Any damage done is lost - forgotten after a short time. You can try this out with a Ju-87G, shooting T-34s. You need to hit it in a 30° dive at the back 2 or 3 times to kill it. Try hitting just *once* and redo the whole thing. You will do that until you run out of ammo, and apparently without doing any damage. Just because it resets to 0% after each pass. This seriously needs to be fixed, as it would make things a lot more realistic and easier. What If I drop a bomb for example that visually did no damage? Actually it did, but not enough - and it's being resetted. If it wasn't, I could easily finish the targets off even with short bursts of MG17 where I would need some 5-10 MG151/20 hits normally. Last edited by Eldur; 12-09-2009 at 08:54 PM. |
#779
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#780
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I also tested it again... have to say I had 25 or 50% fuel at the first test and I did it now with 100%. Took me ~67 seconds at 150km/h to climb to 1000m and slightly longer (~71 seconds) at 220km/h. So it's just what you got, which is definately OK. But the gauge went as high as 20m/s. Probably it is wrong then. Or I can't read it correctly ![]() While I spead of the climb gauge. There is an error in all these gauges. They show -1m/s when it's actually 0 (you'll see it when being on the ground). At any other value, it's 1m/s less than the actual value. Should be fixed ![]() Track for the curious (with a curious landing) ![]() Quote:
![]() €dit: You changed the Ta-152C... what about the H? ![]() I remember Oleg said before the AEP came out that it would be able to turn as well as the La-7, as it's turning performance was 17s in ground level and 17,8s at 1000m during a left turn (Oleg's figures). I can't even get close to that, and apparently not even flaps can help (see the figure). Especially at slow speeds (which is anything below 380km/h in that plane) it doesn't want to turn at all. €dit 2: I almost forgot... would be nice to have a 10.000ft hand marker in the altitude meters ![]() Last edited by Eldur; 12-10-2009 at 04:01 PM. |
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