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-   -   4-12 wish list (Merged) (http://forum.fulqrumpublishing.com/showthread.php?t=29249)

=FPS=Salsero 01-26-2013 05:06 AM

Quote:

Originally Posted by ECV56_Guevara (Post 495264)
At the point 2 disagree. I like to recover intel about the target. Maybe a map with an aproximate height, in 10 or 20 meters intervals with a relief not so detailed.
I didn t understand the point 3 salsero, sorry, not english speaker. It ss like a preset releasing point?

Point 2. If you have ever seen a good topo map (I bet you did) - you know that finding out the height above sea level usually is not a problem. However in Il2 the maps are very heavily "pixelated" and you generally neea to count the number of horizontals from the neares water level - which is not easy on some maps, Especially on recent ones. So I would prefer the maps with 5x resolution OR the vector maps OR the "elevation reader" tool.

Point 3. Suppose you are flying a TB-3 carrying 4*FAB-500 and 20*FAB-100. Now you have no choice but to release 500 kg bombs first and then 100 kg. I do doubt that it was not possible to vary - say, to release 2*100 to hit the minor target or to check the aim, then 500s, then remaining 100 kgs.

Juri_JS 01-26-2013 05:22 AM

Quote:

Originally Posted by IceFire (Post 495610)
Markings and camo is a big bugaboo for me as well. Oleg's response was always that IL-2 was an aircraft simulator and not a marking simulator but I would have loved to see them pay more attention to them from the beginning.

TD has made some great strides but I'd love to see more default skins covering more time and theatre periods. The code is now in place but getting together a cadre of skinners to do all of the work isn't exactly an easy thing to do. It is a lot of work and to do it right it should be coordinated.

I believe it was Cpt Farrel who did all of the German aircraft... top to bottom in one of the recent updates. Which is why all of the German aircraft are now A) Excellent and B) Very consistent. I'd love to see that done again for all other types.

I completely agree. There are a number of planes greatly in need of better skins (A6M!!!). If TD is interested in adding better default skins, I am sure the guys at Axis&Allies Paintworks are willing to help.

1984 01-26-2013 01:45 PM

Quote:

Originally Posted by Pursuivant (Post 495587)
Also, would it be possible to improve the default numbers on the Soviet Aircraft?

Quote:

Originally Posted by IceFire (Post 495610)
Markings and camo is a big bugaboo for me as well. Oleg's response was always that IL-2 was an aircraft simulator and not a marking simulator but I would have loved to see them pay more attention to them from the beginning.

TD has made some great strides but I'd love to see more default skins covering more time and theatre periods.

here very helps - sometimes even with descriptions, manuals, etс for our performances and FM - peoples who love models, even 1c did, does and will do 3d models with help and consultation of these researchers...

for example, work for yak-1/1b, i think it's could be very helpful if DT will do new markings...

have and other works, but, if i'm not mistaken, they are not finished how and "yak-1"...

Pursuivant 01-26-2013 10:27 PM

Quote:

Originally Posted by 1984 (Post 495660)
for example, work for yak-1/1b, i think it's could be very helpful if DT will do new markings...

have and other works, but, if i'm not mistaken, they are not finished how and "yak-1"...

New numbers for Soviet aircraft would probably be easier than new default skins for every Allied aircraft in the SW Pacific.

Pursuivant 01-27-2013 09:55 PM

Quote:

Originally Posted by Pursuivant (Post 495702)
New numbers for Soviet aircraft would probably be easier than new default skins for every Allied aircraft in the SW Pacific.

Edit: Looking at the default numbers for Soviet aircraft in 4.11, they're not fancy, but they have been improved for most planes. The only plane which still uses the old "Comic Sans Serif" number markings is the I-16.

If there's a complaint, it's that the default numbers are a bit smaller than they were historically on most WW2 era Soviet planes.

But, it seems that there was no standard for Soviet aircraft numbers or squadron markings as there for most other air forces. Numbers were sometimes applied at the factory, but more often applied at the squadron level, sometimes with no sequential order. Furthermore, the "font" used for the numbers, and its size, could vary widely.

The location where numbers was applied could also vary - nose, fuselage or tail were all options. Color was usually white, occasionally rimmed with some other color, or occasionally yellow or red. Blue or green seem to have been rare, although anything might have been possible.

1984 01-27-2013 10:57 PM

Quote:

Originally Posted by Pursuivant (Post 495802)
But, it seems that there was no standard for Soviet aircraft numbers or squadron markings as there for most other air forces. Numbers were sometimes applied at the factory, but more often applied at the squadron level, sometimes with no sequential order. Furthermore, the "font" used for the numbers, and its size, could vary widely.

The location where numbers was applied could also vary - nose, fuselage or tail were all options. Color was usually white, occasionally rimmed with some other color, or occasionally yellow or red. Blue or green seem to have been rare, although anything might have been possible.

if you about real life, yes, although i'm not specialist in this question, apparently standards are often not respected, we even have a bad joke - "там где заканчивается порядок - начинается военная авиация" - ie in VVS no order...:)

so, it's can be not easy...

and just for fun, naive soviet pin-up...

IceFire 01-27-2013 11:20 PM

Quote:

Originally Posted by Pursuivant (Post 495802)
Edit: Looking at the default numbers for Soviet aircraft in 4.11, they're not fancy, but they have been improved for most planes. The only plane which still uses the old "Comic Sans Serif" number markings is the I-16.

If there's a complaint, it's that the default numbers are a bit smaller than they were historically on most WW2 era Soviet planes.

But, it seems that there was no standard for Soviet aircraft numbers or squadron markings as there for most other air forces. Numbers were sometimes applied at the factory, but more often applied at the squadron level, sometimes with no sequential order. Furthermore, the "font" used for the numbers, and its size, could vary widely.

The location where numbers was applied could also vary - nose, fuselage or tail were all options. Color was usually white, occasionally rimmed with some other color, or occasionally yellow or red. Blue or green seem to have been rare, although anything might have been possible.

More than the I-16... they show up on a bunch of aircraft including early Yaks. The size correction might not be a possibility as you'll get unpleasant stretching.. but the font itself could be done more historically.

SPAD-1949 01-28-2013 12:55 PM

Dear Team Daidalos
I have some further slight suggestions which came up recently.

1.) If I bellyland a stricken plane with engine allready dead, the prop does not need to bend like if its spinning blades hit the ground.

2.) In FMB if I open an existing mission and pick on one of the allready existing waypoint or object, it would be great if the "viev-object" pane pops up automatically.

Did not mean to disturb..... and away ;-)

Pfeil 01-28-2013 02:59 PM

Quote:

Originally Posted by SPAD-1949 (Post 495862)
If I bellyland a stricken plane with engine already dead, the prop does not need to bend like if its spinning blades hit the ground.

The reason all the blades bend back is because there are only two damage states for props; Undamaged or Bent Back(Wooden props may break instead, but the issue is the same).

As you can't just bend the blade that's actually touching the ground, it's either all or none.


For this to change, either multiple prop models need to be modelled for various damage states, or the blades made individual parts.
Even if the old models are reused and adapted this is not a small task.

In addition, for full realism the unbent blades should rotate downward(provided the engine isn't seized up).


Another feature would be in-flight prop damage, where the propeller could get unbalanced and induce vibration at higher RPM.
This could be done with a damage texture so the pilot knows why the effect is produced.

Bolelas 01-28-2013 04:51 PM

Change pilot (keys) in game.
 
I think i mention this before(sorry), but here it goes: I have assigned several pilots (key and axis assignements, like the ones when we "create new pilot" comes John Mad Doe by default). I have more that one pilot because of the types of aircraft i fly.
E.g.: if i fly bombers, i have assigned all those keys for the bombsight, and if i fly fighters, the same keys are assigned to diferent things.

My wish is: When flying, can we be able to change the selected pilot? If i am online and i forgot to change the previous pilot,(or playing in turns with a friend in my house), i have to close the game, open it offline select the pilot i want and connect to server again.

Maybe this is not very difficult to implement... ... and it is painfull to change keys one-by-one each time i change fighters to bombers.


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