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Thanks, sounds indeed a bit odd. We'll see. ;-)
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Thanks for the work so far team :) Any chance of putting a display of the trim positions like the speed bar? Not urgent but might help people when learning to use the trim tabs.
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In the soon to be released 4.10 patch it looks like most of the variants of spitfires are covered, (if the info is accurate)
In the future (4.11 or further) are there any plans to release the FW190A2, A3 & the Western front variant of the A4. As well as the A7? Some good 1941- 1943 Normandy air campaigns,such as Dieppe could be fabricated then. |
Donno if this has been asked before but, will there be any changes to the default fov...im using sans fov changer but it is quit buggy..i think fov only goes back to 90 as wide view but when i use sans i have my wide view set to 110, its not much of a change but it makes an improvement?
Sorry if this has already been asked! |
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So far TD was completely silent about this issue... maybe they wait so all 5/4 aspect monitors are sold from all warehouses in Russia and all over the world first :D . In Romania you can hardly find a "squared" monitor... all are wide now... btw... if you have 16/9 aspect monitor (like 1920x1080) 106° is a bit better. also, Sans Fov changer is a bit more stable under Win7 64 bit. With "watch FOV" disabled and a manual start/restart key for when it stops working. I'm using an axis from my g940 for zoom with San's FOV changer... maybe this also helps at stability. TD... if you ever consider bringing IL-2 into modern age of Monitors... aka the wide ones... please take into account to put an axis for zooming... FOV changing up/down that means. thanks. later edit I saw in 4.10 reademe that zoom on slider will be actually implemented. We can only hope that maybe... maybe... support for HD, Wide, 16/9 (16/10) monitors will also be implemented... maybe after 4.10. |
thanks Zaelu
well im gonna read up on it now from the readme...hopefully will be, if not im gettin win 7 for chrimbo...hopefully will be smoother :) |
THX a lot....and a bit of my 'wishlist'
Hello anybody,
i registered a few minutes ago. Maybe some of you do know me from the m4t or A&A forums already. At first i want to express my thanks to the great work of TD! It is is a great thing this comparably 'old' sim is officially developed further. Unique in the game branch i guess. IL-2 sturmovik is still the best flightsim available in my eyes. There are many new features in 4.10 i really love i.e. the copy/paste thing in FMB - i could have saved lots of hours spent with mission building. ;) I very much appreciate the new calender feature with different sunset/nightfall phases etc. - very well idea. Implementing i. e. wind effects is a thing which make matters more complicate but more realistic too. The much more adjustable cloud height is very useful when building historical missions. The new salomon islands maps are great, new maps are always an appreciated thing. New weapon and droptank options are always a great thing. The droptank option is/was missing on a lot of aircraft. This made me oftenly thinking about modding my game - but i didn't. The oftenly annoying 'ace' abilities of gunners were corrected. Honestly i must say i'm not a big fan of altering 3Dmodels in this late development phase because there are many excellent and unique skins which aren't compatible to this now (Hs129, Ju88 ). I don't expect we get a lot of new skins until SOW comes out. Of course - like every player - i have my own 'wishlist' regarding further patches. Maybe some or all of these were mentioned already by others: - at first place i'd like to implement all heavy flak firing through the clouds. Building historical bomber missions where bombers flew above compact cloud cover and encountered heavy flak barrage fire isn't possible now. - at second place i'd like to get some simple (square or rectangle) typial desert buildings with flat tops, sand or white colored, like used by the arabs. There were so beautiful new buildings with 4.09, maybe it is possible to design such simple ones with one of the next patches? - a windsock object is present on every airfield in the world, but not in IL-2 sturmovik. I would love even to get a static one. - the 'AI seeing through the clouds' thing should be corrected, but I'd like to get this corrected feature as an option in the difficults menu. - droptank options for all Bf109 and FW190 models. In fact historically nearly all of these flew with droptanks, some occasionally, others regularly. - correcting the IL-2's spinner bug - not all users seem to have this issue but i do as a lot of others too. All IL-2 variants are displayed in my game with the ugly game generated spinners (green/red/yellow/blue) instead of the selected skin spinners. - nightfighter variants of aircraft like Ju88 or Bf110 with nose antennas There are much more but i am of course aware we will not get a lancaster in this game. I am just a user not a developer and of course have no idea what efforts it take to implement new features. Wishes like support of quadcore, more RAM or newer OS - don't know if this realizable. However thank you very much for your work and all the best Armin Germany |
It would be a bit of fun to see the Italian tanks' famed gearboxes represented in IL2. ;)
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Surely a wide-screen implementation must be at the top of the list of desirable features for many - it certainly is for me. I mean, I welcome all of TD's work, but 5:4 monitors must surely be quite in the minority now.
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I saw one at the museum last week. Quit funny that we still have it here. Mabye we will be lucky to have it next time ;-)
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Any chance of getting map re-paints like Redkos desert map?
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Also there is no Bf109G10 with 2000hp DB605DC engine.
But still 4.10 is very good. |
Some ideas from a new member
Hi all!
I was directed here from Boilerplate at SIMHQ Forum. I would add some advises to improve game. Sorry if I didn't read previously messages of this thread, but they are too many! Just say me if I'm submitting again something already discussed. In short, that's what follows: 1). Eliminate icons by padlocking a/c by keys: N to rotate among flight mates; H for other friendly; J for unidentified but visible; O for any object, the closest to gunsight centre; E for closest enemy. Padlocked object always on screen centre! 2). A/c visible at max detail level at least up to 600m. At least same for ground objects. 3). Set in-flight distances between a/c of same formation at 200m. 4). AI sharing same player's FM. 5). Internal padlocking NOT lost when interfering with a/c structure. Just avoid 360° head rotation. Best regards, GB |
Wishlist
Actually, I like the Icons (have trouble remembering the buttons already)
If we are on the subject of suggestions, I would like Daidalos Team to model the 4000 pound bomb "cookie" which could be carried by the DeHavilland Mosquito. It seems after all that the next patch (4.11) is to contain a lot of detail about bomb fuses, so I thought perhaps another bomb. By the way, it carried rockets as well (hint). No matter what eventuates, I want to thank Daidalos Team for keeping my favourite flight sim going. I wish I had the technical skills to help. Oh, and the new maps in the last patch are great. If Slovakia is really that pretty, I should save money to holiday there, or perhaps the Czech Republic? ;) |
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Open the file called settings and scroll down to this set of lines: [HotKey move] AXE_RX JoystickDevice1=trimelevator AXE_RY JoystickDevice1=trimaileron AXE_RZ JoystickDevice2=rudder AXE_U JoystickDevice1=pitch AXE_U JoystickDevice0=-radiator AXE_X JoystickDevice2=brakes AXE_X JoystickDevice0=aileron AXE_Y JoystickDevice2=brakes AXE_Y JoystickDevice1=-trimrudder AXE_Y JoystickDevice0=elevator AXE_Z JoystickDevice1=-power Note that there is only one line for brakes. That line isdefined by whichever pedal you press when assigning the controls in the HOTAS section. I forget which is right & which is left but on your pedals on e will be X and the other Y. Note in this case mine says AXE_X JoystickDevice2=brakes. What you have to do to get the brakes gto work on either pedal is to add another line AXE_Y JoystickDevice2=brakes. If yours says Y then the line you would add would be X, but the device has to be the same. Then save that. What I do after that is highlight the settings file and then R click and go to Properties. Then I click Read Only. The reason for that is that even if you set it up like this the file will be overwritten to the default 1 axis setting the next time you boot the sim. Just rtemember that if you want to change any key settings you will have to first uncheck the read only status otherwise it wont take. |
But, it still will not be differential braking.
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My "request":
1) command and control; 2) Ju88G and Do217 nightfighter. |
LOL, at 182 pages long x 1 thread wide.........
DT needs a wider 'room'! |
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I thought that steering with rudder is supposed to make a difference in the brakes, left and right. At least I think there was some discussion about it in years past.
Maybe it's just propwash on the rudder that lets me turn during taxi. I do make a bit like the Flying Circus guys in "Hell's Angels" when taxiing, hit the rudder and goose the motor and the nose comes around nicely. |
Problem is that without having a separate right brake and left brake it becomes impossible to steer a P-38 on the ground with only one engine running. You end up just spinning around in circles regardless of how you adjust the prop pitch & throttle or how much rudder and braking you apply.
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Differential braking is in the game since it was released back in the 2001. If you press brake button, or engage brake axis, and simultaniously apply rudder axis, the braking force will be different in right and left wheels, depending on how much rudder you applied.
Such system IRL was used on most French and Soviet aircraft, as well, as on many other nation's planes. On most US planes were used toe brakes on rudder pedals, which would produce exactly same result, as system, described above, but with different body moves. In the game, only the first approach modeled, which, however, can perfectly replicate differential braking for both (or even more) IRL systems. It's just that you use different from historical body moves to do that. Which, surprse, surprise, is true for many other cockpits controls in game vs IRL! So, the question is, what the heck are you arguing about, or what do you requesting? |
What I want to see is an ntrk where someone is actually able to taxi using one engine of a twin engine plane. Then a complete explanation on how it was accomplished would really be nice. I am not saying it can't be done but I have been playing for 8 years and all I can do is spin in circles on the ground when I have one engine that is working.
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Could it be done IRL?
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it would depend on the aircraft, if it had a steerable nosewheel then yes, otherwise i would imagine its very difficult. The p-38 had a free castoring nose wheel so one engine taxiing would be tricky but you could do a turn using diff braking I bet. likewise with tail draggers it depends if the tail wheel locks, IRL for example the mosquito does not have a locking tailwheel (unlike il2). so you have to stand on the brakes and run up some boost before takeoff to get some steering authority.
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check out http://p38whitelightnin.com/story/La...ew/index3.html for a p-38 taxiing anecdote. on a side note this forum is frustrating to navigate on a smartphone, is there an app (android)?
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So since you are asking what we are requesting, we want to have the left toe brake stop the left main gear wheel (brake) and the right toe brake stop the right main gear wheel (brake); two separate independent functions. We want to pivot on each wheel without being required to provide rudder input all of the time in the revetment area or on a carrier deck. The game lets us edit the settings file in the user/pilot folder to add the Y-axis for the brakes, but it does not give us a separate function such as left or right brake. We should be able to steer the plane on the ground using only the toe brakes if we have a flight rig that has the feature such as CH Pro Pedals and other pedal systems. The P-38 in the game cannot taxi with only one engine running like the Real Life plane could regardless of how we adjust the throttle and propeller pitch in the game. I have a P-38 Training DVD (which I just watched again). Both the Lockheed Test Pilot and a USAAF Pilot converting to the P-38 from a single seat fighter took turns simulating the loss of one engine during takeoff, in flight and also landing. They shut down the right engine and feathered the right propeller. They chose to simulate right engine failure because only the left engine has the electrical generator connected to it. If they shut down the left engine they would have been running only on the battery. They had to trim the plane in order to compensate for the torque of single engine use. Both the test pilot and the trainee each landed the P-38 with only one engine and and taxied to the parking area without spinning in circles like we do in the game. I also have a P-39 training DVD which also talks about using just the left or right brake to turn the plane around the stopped wheel when maneuvering in a tight space among other aircraft. |
IL2:1946 without some kind of proportional rudder has got to be a pretty poor experience. A twisty stick is the least you should have with no pedals.
IIRC Amazon and Geeks have twisties in the $15-$30 range. You can't control slip due to propwash without rudder, not fat enough to be effective. Without that you will never have the speed you should. |
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