#101
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Feature Requests (interface, game interface)
Couple unique (I hope) requests.
Would it be possible to add a variable/option to the conf.ini that would NOT center the map on the Player's Plane Icon (when that option is enabled)? And the initial zoom value somehow? For example under [game] focus_on_playericon 0 ; 1 is default as per current game behavior map_initial_zoom 2 ; I believe the maps have like 6 or 8 steps total... just the ability to choose by default. Also, the ability to disable the map light "feature" when cockpit lights are on for the kneeboard maps (both small and full-screen map): kneeboardmap_illumination 0 ; 1 is default as per current game behavior Would love a way to resize fonts across the game (hud messages, log messages, etc.) either custom in point sizes or pixels would be great, but... might not be able to implement, so maybe a more "small, medium (default), large" fontsize_message1 [1, 2, 3 | 7px 8px etc.] fontsize_message2 [1, 2, 3 | 7px 8px etc.] fontsize_message3 [1, 2, 3 | 7px 8px etc.] fontsize_message4 [1, 2, 3 | 7px 8px etc.] fontcolor_message1 rrggbb (hexidecimal color value) ; for center-print messages fontcolor_message2 rrggbb (hexidecimal color value) ; for engine messages (throttle, etc) fontcolor_message3 rrggbb (hexidecimal color value) ; for server messages (player killed by) fontcolor_message4 rrggbb (hexidecimal color value) ; for speedbar (lower left) And if opacity could be implemented... I mean, while you're at it: fontopacity_message1 [values from 0-255] fontopacity_message2 [values from 0-255] fontopacity_message3 [values from 0-255] fontopactiy_message4 [values from 0-255] Add the ability to show briefing in-flight (not sure how you could implement this one). OR Add the ability to add text in a pre-determined window (like the map) by adding new sections to mission files: Add section to *.mis file: [text_army0] Some text here with a line-break escape character \n\n Other text here other text here [text_army1] . . . . [text_army'n'] where 'n' is the total number of armies availble (can't remember how many). This would be new sections that you COULD add to even OLD mission files as well. |
#102
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The slit headlight covers were removed from allied vehicles, as this was deemed safer for keeping convoys moving at night. Allied convoys of the time were sometimes described as moving two abreast along a road at night. The borders of the Reich from the air were described as occasional tracer bursts with blackness on one side and an array of lights on the other. It not only kept the supply lines running 24 hours a day, it gave night bombers,visual navigation assistance on their way to Germany. The threat from the Luftwaffe at this time was considered minimal at worst. |
#103
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And, by late 1944 when the Allies had almost complete air superiority, it made sense to turn the lights back on. The UK returned to "dim out" conditions (no lights greater than moonlight) in September 44. In liberated Europe, it would have made sense to have brighter lighting conditions for reasons you described. The allies had night fighters patrolling over their lines, as well as radar-directed AAA with proximity fuses. Very daunting for the Luftwaffe. But, the original points still stand about blackout in other areas of the world and earlier in the war. |
#104
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We all got planes we want, but how about some ground objects and ships. Especially for UK,Italy, |
#105
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German night intruders were very happy about this lightning policy on early 1944 |
#106
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We're doing OK for objects, but I agree about the need for more ships - especially British and Italians. |
#107
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Is it possible to fix the I15 and I-16 series no runway no start issue??
Just curious since the I-15/16 cant be started unless they are on a runway that this cant be tweaked for a future release? im a big fan of the ski planes and the only way to use them from a lake etc is to use stationary ship runway 4 etc. being able to take off from a frozen lake itself or a flat spot would be good for mission building etc. Also is it possible to ski equip the SB bombers and a yak or a lag??
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#108
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It would be nice to have something where I could set the AI to have a maximum amount of time in combat, and then after time limit, they would start trying to disengage and head for home.
Its seems currently, combat goes until one side is completely destroyed. I have a mission where A6Ms are set to escort Kates on a bombing run. The Kates will drop bombs and then head away, but the zekes do not. Eevn though they are set to follow the kates, the remain behind until either all zekes are destroyed or all enemy aircraft are downed. |
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