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-   -   Suggesting to devs (http://forum.fulqrumpublishing.com/showthread.php?t=8616)

H Lecter 08-05-2009 05:19 PM

Maybe we can get an option to adjust the deadzone for the AV8R joystick? Or maybe have it reduced from its current value?

RedKicker 08-05-2009 06:49 PM

Quote:

Originally Posted by loopdreams (Post 87586)
I've noticed this too but it's not the stick. It seems to be unlimited in all modes except arcade, bizarrely.

I use the Saitek stick and when playing the Tiger Hunt on simulation mode, I have experienced my engine over heat two times. I wasn't shot at or anything and I had been using full throttle for quite some time. What happened is that my engine went off and I couldn't start it anymore.

The propeller did roll when I went to a dive but after leveling it was idle again after a short time.

P.S. My firs post.

DigitalMan 08-05-2009 07:32 PM

1) I'd like to see heading in the top left corner, using that instead of the map to navigate.

2) wings should rip off at excessive speeds

3) Not having to hold up on the right thumbstick for WEP, but rather throttle up to it, freeing the right thumb for looking around

Armchairpilot 08-05-2009 08:23 PM

For arcade and realistic modes, when you hold the left trigger down half way, the right stick can be used for free look, and when you hold it down all the way then the camera switches to target view. It would be a very similar setup to Grand Theft Auto 4.

And in sim mode holding it halfway lets you free look, while holding it all the way down lets you free look while zoomed.

xNikex 08-05-2009 09:53 PM

Quote:

Originally Posted by Anton Yudintsev (Post 87228)
Please, send all your suggestions about the game Title Update - here.
We'll try to do whatever we can, if there will be Title Update.
Please, stay reasonable - we can't add Pacific Theater or Mission editor in title update.
I don't promise we'll do everything, or even anything :) but we'll read all of your feedback carefully.

I can't read all these treads, and I do not read private messages either.
And, please, no flood or repeative suggestions here.

Thanks in advance!

P.S. As for sequel suggestions - let's wait for game release first.

Is it possible to make the Pacific Theatre or Mission Editor DLC's? (Just a question, not a suggestion.)

I would like to have the ability to adjust what I want on my HUD. Like getting rid of the radar, arrows, and the camera of the other plane, so that all I have is the attitude display.

Thanks for the thread BTW. It should be stickied.

I know that black/red outs are pretty much a given, but can we also be able to tear our wings apart from over-g?

sod16 08-06-2009 01:34 AM

Anton, can you suggest why your dev team have dumbed down the damage? Such as exessive speeds smashing you appart.

sod16 08-06-2009 01:38 AM

Quote:

Originally Posted by Anton Yudintsev (Post 87247)
As for belly landings - plane explodes if it is damaged heavy enough not to take off.
So it is not ruining gameplay. Why do you need it? It is flight sim, not crash sim...

Part of flying in world war 2 air combats was knowing how to crash land a plane torn to bits... You can even belly land on the pc one. Any "flight" game were you cant crash land is not a simulator

thundermuffin 08-06-2009 02:28 AM

Just out of curiosity, can you continue to destroy planes after they have been shot down? It often seems like when I take out a plane and it is falling, I continue to shoot the plane but nothing happens. If I only take off a wing I want to be able to make sure I get the kill and do as much damage as possible.

sod16 08-06-2009 02:32 AM

I have a REALLY good question, What about mutliplayer flight ranks like Flight commander ect... (more kills higher rank)

xNikex 08-06-2009 02:44 AM

Quote:

Originally Posted by thundermuffin (Post 87716)
Just out of curiosity, can you continue to destroy planes after they have been shot down? It often seems like when I take out a plane and it is falling, I continue to shoot the plane but nothing happens. If I only take off a wing I want to be able to make sure I get the kill and do as much damage as possible.

You can. You just need to put WAY more lead on the plane. I once caught both engines and both gas tanks on fire and had four fire trails behind one plane.:cool:

Ju-87 08-06-2009 03:02 AM

The only thing I can think of would be to make the "stall warning sound effect" audible in cockpit mode... Without any indicators in SIM it really detracts from the game.

And for those constantly asking about swapping the layout of the sticks: You guys DO realize that you wouldn't be able to press any of the face buttons while controlling the plane, right?

sod16 08-06-2009 03:17 AM

What about the graphical gltich, the unrendered mouth bite at the wings near the cockpit in external view?

trk29 08-06-2009 03:53 AM

Quote:

Originally Posted by ju-87 (Post 87733)
the only thing i can think of would be to make the "stall warning sound effect" audible in cockpit mode... Without any indicators in sim it really detracts from the game.

And for those constantly asking about swapping the layout of the sticks: You guys do realize that you wouldn't be able to press any of the face buttons while controlling the plane, right?

very good point!

Swagger7 08-06-2009 04:57 AM

OK I posted this in the section on cockpit views, but I'll repeat myself here:

The planes need their real cockpits, all of them! A flight sim where not all planes have cockpits is like a Call of Duty game where half the weapons don't have skins and are just wireframes. I need to know the extent of this issue and that something's being done about it before I commit $100 for the flight stick and the game.

fuzzychickens 08-06-2009 05:04 AM

Quote:

Originally Posted by trk29 (Post 87738)
very good point!

Nah, if you must mash the face buttons while flying it is, but you have ALL your flight controls on the two sticks and the only critical functions between takeoff and landing are inserting bullets/bombs into unfortunate planes/targets and panning your view.

Panning view is EASIER if they switch the sticks because you would be taking your thumb off the rudder/throttle instead of pitch/roll - I'd rather scan the sky with control over pitch/roll than throttle/rudder control if I had to choose between the two.

Guns/bombs can be fired/dropped from triggers (aren't they like that already?) without taking thumbs off sticks.

I don't see the major drawback of switching the sticks - either way sucks compared to a flight stick, but for many, having roll/pitch on the right stick would feel much better if they can't buy a stick.

Rufus_the_Rat 08-06-2009 06:09 AM

Right now, in my opinion, this game fails to offer the middle-of-the-road realism that many console fans desire. The realism gap between Arcade and Realistic is too large.

Arcade is just silly, being able to go 1000 Km/h in a Spitfire plus machine guns that shred a bomber with two bullets. But Realistic and Simulation are nearly impossible to control without constantly stalling and going into an unrecoverable spin. The controls are very frustrating on Realistic and Simulation, and dare I say it, not even realistic. No fighter plane is that sensitive to minor turns.

Okay, so here's my suggestion to improve gameplay:

There needs to be another middle level of difficult/realism, maybe called "AUTHENTIC".

It would be in-between "Arcade" and "Realistic".

It would have the controls of Arcade, except no WEP (so therefore realistic speed), and most importantly it would have the damage model of Realistic so that it takes the right number of shots to shoot down an He-111. In "Authentic" it might also be easier to stall than in Arcade, but not as easy as in Realistic, plus stalls and spins would be simple to recover from or recover automatically, like they are modeled in the Ace Combat series.

At the very minimum, there needs to be an option to enable realistic damage in Arcade mode. I hate how you just touch the He-111s with your tigger and they explode. WW2 planes did not have vulcan cannons.

Thank you developers for your time.

butterfield 08-06-2009 06:20 AM

Quote:

Originally Posted by Ju-87 (Post 87733)
The only thing I can think of would be to make the "stall warning sound effect" audible in cockpit mode... Without any indicators in SIM it really detracts from the game.


THIS ^^^^^^ I believe Anton already confirmed it was a glitch. Hopefully it gets fixed... if not?....it's a game breaker in my books.

Quote:

Originally Posted by Ju-87 (Post 87733)
And for those constantly asking about swapping the layout of the sticks: You guys DO realize that you wouldn't be able to press any of the face buttons while controlling the plane, right?

Actually you can press the face buttons with your right fore finger...kinda awkward though. Plus you do not need to hit the face buttons during a hot dogfight in sim mode. Well.... maybe for the combat flaps if you are trying to get that extra bit of deflection in a TnB.

Doktorwzzerd 08-06-2009 06:53 AM

Controll scheme customization, view toggle, replays, axis campaign DLC and stall warnings very much seconded!

Other than that I would say for the visibility of ground targets, maybe a subtle tweaking of their brightness would be sufficient?

Also some compass heading in the cockpit would be nice, the instruments in the spit are pretty good, but I find the p-51 instruments to be totally unusable. In Sim mode, instruments are indispensible and making them more usable would go a long way to helping the gameplay.

I hope that the training section is thorough, for us noobish pilots getting a solid tutorial on what an airframe can sustain, what it can't and why would help immensly with understanding how to fly sucessfully in Sim mode (and like most on here sim mode is all I care about!)

Other than that thanks so much to the devs for a bringing a game of this caliber to consoles, I've been waiting forever for a real sim to come to consoles and I am overjoyed to have gotten such a great product out of Il-2 BoP!

EDIT** I forgot to mention that I really REALLY want more vibration feedback for the airframe stresses, it seems like now all we get are vibration for guns and acceleration, having vibration feedback for impending stalls, tight turns, dives ETC. would be very valuable information for virtual pilots.

H Lecter 08-06-2009 08:10 AM

Quote:

Originally Posted by Doktorwzzerd (Post 87769)
EDIT** I forgot to mention that I really REALLY want more vibration feedback for the airframe stresses, it seems like now all we get are vibration for guns and acceleration, having vibration feedback for impending stalls, tight turns, dives ETC. would be very valuable information for virtual pilots.

I'm not sure if in a real plane you would feel impending stalls on your flight stick - could anybody with experience in real aircraft comment?

But some kind of feedback would be nice indeed. Somewhere else Anton stated that there should be a sound warning you of stalls that is missing in the demo. If there's a sound at least it will be sufficient.

Doktorwzzerd 08-06-2009 08:31 AM

Quote:

Originally Posted by H Lecter (Post 87786)
I'm not sure if in a real plane you would feel impending stalls on your flight stick - could anybody with experience in real aircraft comment?

But some kind of feedback would be nice indeed. Somewhere else Anton stated that there should be a sound warning you of stalls that is missing in the demo. If there's a sound at least it will be sufficient.


totally true, but a little bend to the rules of reality here might make the game more intuitively playable without sacrificing overmuch in realism. IMHO.

H Lecter 08-06-2009 08:34 AM

Quote:

Originally Posted by Doktorwzzerd (Post 87789)
totally true, but a little bend to the rules of reality here might make the game more intuitively playable without sacrificing overmuch in realism. IMHO.

True, as we are missing the g-forces of a real aircraft we need to compensate for that by having some stick feedback. So I'm not against having unrealistic force feedback ;)

But I'd really be interested how the real deal is. How do you recognize you are going to stall?

loopdreams 08-06-2009 09:04 AM

There are a number of things that should tip you off and they all combine to mean that after a short wile you usually 'just know' because it all feels wrong. This is from a gliding site:

Quote:

THE SIX SIGNS OF AN IMPENDING STALL

We've all heard about the six signs of an impending stall that have been drilled into us by some flight instructors. They are extremely important. In case you have forgotten them they are:

1. Excessive back stick pressure

2. Nose high attitude

3. Low airspeed

4. Quietness

5. Mushy controls

6. Shudder or buffetting



I do not believe each of these signs is of equal importance. Futhermore, some of these signs are causes while others are results. To truely identify what causes a stall (and therefore how to avoid one) we must separate the cause signs from the results signs.

The number 1 sign, "Excessive back stick pressure", is a cause sign but is very hard to get across to a student. What is excessive? 1 pound, 2 pounds, 10 pounds? What about the trim on the plane? If it is trimmed wrong could that cause excessive back stick pressure without being close to a stall? In other words excessive back stick pressure could exist and one is not close or getting close to a stall. Therefore, I pretty much discount this cause when I am teaching stall awareness/avoidance. It can confuse the student more than help.

The number 2 sign, "Nose high attitude" is a cause of stalls and will always be there when a sailplane stalls. It is unmistakable and it is easy to teach. Couple the teaching of this sign with the hazards of skidding the sailplane and, if followed, a student will never stall a sailplane. This sign is by far the most important in teaching stall awareness/avoidance. If students learn to keep the nose below the horizon they are well on their way to never inadvertently stalling.

The number 3 sign, "low airspeed", goes hand in hand with "Nose high attitude" and is a good indicator for students. However, it is really a result of " nose high attitude". With students it is the main result sign that will help a student avoid stalls. That is, if a student keeps his airspeed well above the published stall speed he will not and, as a matter of fact, can not stall the sailplane. The old adage that a plane can stall at any attitude at any airspeed is, in the real world, simply not correct (unless the student jerks back on the stick as fast and as hard as he can and students just don't do that).

The number 4 sign, "Quietness" is another result sign and is not a cause of stalls. Different sailplanes have different levels of noise. I certainly do not want students to first recognize the beginning of a stall by quietness. It is much too late at this stage.



The number 5 sign, "Mushy Controls", is another result sign of impending stalls. Similar to "Quietness" it is a sign I never want my students to get to. If they pay attention to "nose high attitude" and "airspeed" this number 5 will not happen. Remember, we teach stall awareness/avoidance.

The number 6 sign, "shutter or buffeting", is also a result sign not a cause sign. Furthermore, this sign occurs in other situations. For instance, upon release from the tow plane I have had students get hit by the prop wash of the towplane and push forward on the stick thinking they are stalling. NOT!! On the other hand some sailplane just stall without a hint of a shutter or buffet. So number six sign is not one of the more important one.

In summary, two signs stand head and shoulders above the rest to be used for stall awareness/avoidance. They are:

NOSE HIGH ATTITUDE (a cause)

&

LOW AIRSPEED (a result)



There is however, one other point that needs to be reemphasized. SKIDDING TURNS drastically increase the stall speed of a sailplane. The more you skid a turn the LESS nose high attitude it takes to stall and this stall will occur at a higher airspeed.



Fly Safely

H Lecter 08-06-2009 09:10 AM

Quote:

Originally Posted by loopdreams (Post 87805)
There are a number of things that should tip you off and they all combine to mean that after a short wile you usually 'just know' because it all feels wrong. This is from a gliding site:

Awesome! Thanks a million for the explanation! :grin:

rocketassistedllama 08-06-2009 02:44 PM

Ooooo...I've waited my whole life for this game, it seems. Great music too...and I'm personally impressed with the smoke, and how it lingers [even if the finished version does'nt have a full next-gen sheen to it...who cares?]
About time someone out there stopped treating console owners as if they're stupid, and can't handle a sim. Played the demo briefly [only on arcade]...but I know what's coming;0)
A full dynamic damage system by the sound of it would be my only real request [reinforcing the reality that every bullet counts]...but I'm just super impressed with how cannon holes disrupt airflow over the wing, and that you can shoot out wing spars:0) Epic, if not quite Red Faction; Guerilla.
What else...? I've heard rumors that you can't take off again, after you land, say; in a field. Is that true?? Pilot Wings so far has been the game that most nailed it on consoles [the flight experiance]...point being; 'landing in strange places [and taking off again]'; was a game in it's own right.

Anton Yudintsev 08-06-2009 03:13 PM

Quote:

Originally Posted by rocketassistedllama (Post 87888)
What else...? I've heard rumors that you can't take off again, after you land, say; in a field. Is that true??

Of course, not.
You can't take off only if you damaged a lot.

Jazzy Jase 08-06-2009 03:38 PM

Quote:

Originally Posted by Anton Yudintsev (Post 87892)
Of course, not.
You can't take off only if you damaged a lot.

Which is always if you are playing simulation as you can't land without the aircraft flipping over!

H Lecter 08-06-2009 03:45 PM

Quote:

Originally Posted by Jazzy Jase (Post 87903)
Which is always if you are playing simulation as you can't land without the aircraft flipping over!

If there is a bug (which I cannot confirm/deny as I didn't land in sim mode yet), I'm sure it will be ironed out for the release of the game - same as the wheelbrakes for the joystick users.

Anton Yudintsev 08-06-2009 03:48 PM

Quote:

Originally Posted by Jazzy Jase (Post 87903)
Which is always if you are playing simulation as you can't land without the aircraft flipping over!

That's not true.
A lot of guys here performed landing successfully.

SleepTrgt 08-06-2009 04:07 PM

Quote:

Originally Posted by Anton Yudintsev (Post 87912)
That's not true.
A lot of guys here performed landing successfully.

With gamepad its fine, but without the ablity to brake with a flight stick at around 55 kmph the plane suddenly stops making it flip over.

Jazzy Jase 08-06-2009 04:08 PM

Quote:

Originally Posted by Anton Yudintsev (Post 87912)
That's not true.
A lot of guys here performed landing successfully.

Well I would like to know how to do it then because my aircraft always flips over in simulation mode when I reach 30 mph. Can you try it yourself and see what happens?

EDIT:

Quote:

Originally Posted by SleepTrgt (Post 87930)
With gamepad its fine, but without the ablity to brake with a flight stick at around 55 kmph the plane suddenly stops making it flip over.

Yes, I'm using the Aviator in Sim mode. Anton please try this. You will see it is impossible to stop after landing.

SleepTrgt 08-06-2009 04:14 PM

I think its some sort of glitch, wich doesent brake when you keep throttle down on flight stick, we'll see.

loopdreams 08-06-2009 04:21 PM

Why on Earth should not braking cause a plane to flip over? If anything the opposite should be true.

Flanker15 08-06-2009 04:28 PM

Quote:

Originally Posted by Jazzy Jase (Post 87932)
Well I would like to know how to do it then because my aircraft always flips over in simulation mode when I reach 30 mph. Can you try it yourself and see what happens?

Try pulling back on the stick after you touch down, it will slow the plane down quickly and push the tail end downwards.

P-51 08-06-2009 04:36 PM

use aerodynamic braking

SleepTrgt 08-06-2009 04:40 PM

Quote:

Originally Posted by loopdreams (Post 87946)
Why on Earth should not braking cause a plane to flip over? If anything the opposite should be true.

I know, yet it happens in game, try it.

Quote:

Originally Posted by Flanker15 (Post 87949)
Try pulling back on the stick after you touch down, it will slow the plane down quickly and push the tail end downwards.

Ok you guys try landing in Sim mode without braking with gamepad or just a flight stick. And you will see what we are talking about.

loopdreams 08-06-2009 04:44 PM

Quote:

Originally Posted by SleepTrgt (Post 87959)
I know, yet it happens in game, try it.

I know it does, I just don't think the lack of wheel brakes is anything to do with it.

It seems more like just a glitch to me, one that will hopefully already be sorted in the full version.

Jazzy Jase 08-06-2009 04:48 PM

Quote:

Originally Posted by Flanker15 (Post 87949)
Try pulling back on the stick after you touch down, it will slow the plane down quickly and push the tail end downwards.

It doesn't work. It's a bug in the game.

SleepTrgt 08-06-2009 04:49 PM

Quote:

Originally Posted by loopdreams (Post 87963)
I know it does, I just don't think the lack of wheel brakes is anything to do with it.

It seems more like just a glitch to me, one that will hopefully already be sorted in the full version.

hopefully yea,
But what i was saying if you brake, it doesent flip over.
And on flight sticks it doesent brake holding throttle down.
So hopefully thats a demo glitch aswell.

Flanker15 08-06-2009 05:15 PM

Quote:

Originally Posted by Jazzy Jase (Post 87972)
It doesn't work. It's a bug in the game.

The other stick, pull back on the elevators. Don't worry you won't take off again at low enough speeds you'll slow down even faster.

SleepTrgt 08-06-2009 05:17 PM

Quote:

Originally Posted by Flanker15 (Post 87992)
The other stick, pull back on the elevators. Don't worry you won't take off again at low enough speeds you'll slow down even faster.

not as fast if we had brakes!

Jazzy Jase 08-06-2009 05:20 PM

Quote:

Originally Posted by Flanker15 (Post 87992)
The other stick, pull back on the elevators. Don't worry you won't take off again at low enough speeds you'll slow down even faster.

I only have one stick... I'm using the Aviator flight stick!!! Please believe me when I say it doesn't work.

loopdreams 08-06-2009 05:57 PM

Quote:

Originally Posted by Flanker15 (Post 87992)
The other stick, pull back on the elevators. Don't worry you won't take off again at low enough speeds you'll slow down even faster.

We all know this already.

Roboslob 08-06-2009 11:28 PM

Instead of just having the plane explode when too damaged to take off again, why not first animate a straffing run from an enemy plane (seen or unseen) striking the landed craft to give a good reason for the plane to explode? Btw, this is my first post here.

thundermuffin 08-07-2009 12:26 AM

With regards to landing I had no problem with it. All you need to do is practice. In the BoB level, right from the start bank left and look below your plane. What do you see? A runway. Just use that over and over, taking off and landing. It really isn't that difficult. maybe I'm missing something here.

And there is a brake. When landing just pull the right stick back continuously. Notice how much faster the speed drops than if you aren't touching the stick.

EDIT: I think I just figured out what you maybe doing wrong. When coming in for the landing, make sure your flaps are in the "LANDING" option. I just tried both, one lead to a quality landing with subsequent take off, other lead to flip-over

Doktorwzzerd 08-07-2009 12:33 AM

Quote:

Originally Posted by thundermuffin (Post 88101)
With regards to landing I had no problem with it. All you need to do is practice. In the BoB level, right from the start bank left and look below your plane. What do you see? A runway. Just use that over and over, taking off and landing. It really isn't that difficult. maybe I'm missing something here.

And there is a brake. When landing just pull the right stick back continuously. Notice how much faster the speed drops than if you aren't touching the stick.

Which realism setting are you playing on? I'm doing it in Sim, and have practiced a lot and it is still really hard, I can do it but maybe only 1/5 tries. Guess I need more practice. Was World War II really this difficult:-P?

SleepTrgt 08-07-2009 12:40 AM

Quote:

Originally Posted by thundermuffin (Post 88101)
With regards to landing I had no problem with it. All you need to do is practice. In the BoB level, right from the start bank left and look below your plane. What do you see? A runway. Just use that over and over, taking off and landing. It really isn't that difficult. maybe I'm missing something here.

And there is a brake. When landing just pull the right stick back continuously. Notice how much faster the speed drops than if you aren't touching the stick.

EDIT: I think I just figured out what you maybe doing wrong. When coming in for the landing, make sure your flaps are in the "LANDING" option. I just tried both, one lead to a quality landing with subsequent take off, other lead to flip-over

No brake on Flight stick.

thundermuffin 08-07-2009 12:42 AM

Quote:

Originally Posted by SleepTrgt (Post 88107)
No brake on Flight stick.

Good point :/ ... Well, then my suggestion is just land as close the beginning of the runway as possible and pull the stick back :P

And I am now having more difficulty... *sigh* I don't know what I'm doing differently but I do know what having the flaps set to "LANDING" makes a huge difference so make sure they are set.

SleepTrgt 08-07-2009 12:43 AM

Quote:

Originally Posted by thundermuffin (Post 88108)
Good point :/ ... Well, then my suggestion is just land as close the beginning of the runway as possible and pull the stick back :P

And I am now having more difficulty... *sigh* I don't know what I'm doing differently but I do know what having the flaps set to "LANDING" makes a huge difference so make sure they are set.

still flips over without the brakes.

Riceball 08-07-2009 01:49 AM

This is not a topic about landing problems. If we want our suggestions to be heard I think we need to keep this thread clean. :-P

rocketassistedllama 08-07-2009 04:07 AM

Cool...so if you want to take off again; just don't get shot at! I can dig that...Who did'nt try landing on the world trade centre, in Pilotwings 64;0) Impossible; but must have tried 20 odd times.
Can't wait...you can turn the crash tendency down too on simulator; if you're just in the mood to be silly...Seems they've thought of just about everything. An inspired choice too; giving you limited respawns where you last died...like an old-school 2-d space shooter...otherwise it just would'nt be social [Pilot Wings 64 drew everyone in-females too.] Hope that makes it into the final cut.

sod16 08-07-2009 04:57 AM

Quote:

Originally Posted by Riceball (Post 88118)
This is not a topic about landing problems. If we want our suggestions to be heard I think we need to keep this thread clean. :-P

Riceball can you read? "SUGGESTION TO DEVS", if people say landing is crappy... it means they are suggesting it needs a fix.

sod16 08-07-2009 05:02 AM

Heres a suggestion anton, why dont you release a DLC called Ultra realistic pack, were damage models are unretarded and the physics are tightened up a bit more, its not so much budget hollywood film but more of a simulator, also sell it for points ms points/ cash whatever, i mean it cant harm you, and its far less lamer then DLC planes which i doubt would sell.

Riceball 08-07-2009 06:03 AM

Quote:

Originally Posted by sod16 (Post 88146)
Riceball can you read? "SUGGESTION TO DEVS", if people say landing is crappy... it means they are suggesting it needs a fix.

Look pal. You are starting to piss me off.

Can YOU read? In the first post Anton said not to flood the thread by repeating others suggestions. We don't need an entire conversation of people bitching about landing. Especially when many others seem to have no problem with it.This is not the thread for that. All it takes is one or two people to recommend it be looked at.

Do me a favor clown, NEVER respond to anything I post ever again.

God you're an idiot.

Riceball 08-07-2009 06:06 AM

Quote:

Originally Posted by sod16 (Post 88148)
Heres a suggestion anton, why dont you release a DLC called Ultra realistic pack, were damage models are unretarded and the physics are tightened up a bit more, its not so much budget hollywood film but more of a simulator, also sell it for points ms points/ cash whatever, i mean it cant harm you, and its far less lamer then DLC planes which i doubt would sell.

Hey stupid. If you could read, you'd see this is a thread for update suggestions. NOT DLC!

trk29 08-07-2009 06:22 AM

Quote:

Originally Posted by sod16 (Post 88148)
Heres a suggestion anton, why dont you release a DLC called Ultra realistic pack, were damage models are unretarded and the physics are tightened up a bit more, its not so much budget hollywood film but more of a simulator, also sell it for points ms points/ cash whatever, i mean it cant harm you, and its far less lamer then DLC planes which i doubt would sell.

I will buy every plane that is a part of DLC:-P

xAPx ZIGGY 08-07-2009 09:43 AM

Controls need changing
 
Like the guy in the 1st post said, the left and right thumbsticks have to be changed, i loved the demo but quite simply cannot adjust. It's almost like an inverted player playing normal lol.

I feel that the planes throttle control should also be assigned to a separate button perhaps left trigger?

Other than that im really looking forward to the release :)

Swagger7 08-07-2009 11:15 AM

Quote:

Originally Posted by trk29 (Post 88159)
I will buy every plane that is a part of DLC:-P

Providing the cockpit situation is either fixed or not as extensive as I fear, I too will buy all the DLC planes.

sod16 08-07-2009 02:50 PM

Quote:

Originally Posted by Riceball (Post 88155)
Look pal. You are starting to piss me off.

Can YOU read? In the first post Anton said not to flood the thread by repeating others suggestions. We don't need an entire conversation of people bitching about landing. Especially when many others seem to have no problem with it.This is not the thread for that. All it takes is one or two people to recommend it be looked at.

Do me a favor clown, NEVER respond to anything I post ever again.

God you're an idiot.

Look you sad fat jobless nightworker, do you not understand that not everyone (excluding you) likes to read though 10 pages of posts or infact anything you say, hence why they are still going on about belly landings... why dont you get out your house and stop policing.
Still if you are going to add any patches fix some graphical bugs + less bent AI its not a challenge for anyone.

sod16 08-07-2009 02:57 PM

Quote:

Originally Posted by Riceball (Post 88156)
Hey stupid. If you could read, you'd see this is a thread for update suggestions. NOT DLC!

Look because your pc is crap, its clear you have a problem understanding what update suggestions can mean, DLC ASWELL it could be that they are a russian company and are not clear about things but you still like to make your self god of forums hoping you'l get a promotion one day. Its almost impossible to get a decent update with a file thats like 1kb big. Unless of course they are changing small details such as acuracy and multiplayer stats ect...
Now really go brush your teeth.

Heres another suggestion, customisable paint on planes with a brush tool, i mean not historical but itl atract a lot of artists.

trk29 08-07-2009 03:41 PM

Guys this thread is here to give suggestions to the devs none of us want to hear you argue and say rude comments. Stay on topic and do not repeat suggestions.

Thanks

butterfield 08-07-2009 05:02 PM

A seperate volume control for "in-game" music and "menu" music.

I love the music and would like to hear while navigating the menus, setting up matches, etc. But when I'm flying I just like to concentrate on the sounds of the aircraft, guns, etc.

juz1 08-07-2009 06:01 PM

Quote:

Originally Posted by sod16 (Post 88258)
Look because your pc is crap, .

I'm dribbling coffee out of both nostrils again...:grin:
This guy is pure genius-
you couldn't write this stuff-is Sod16 Moss from the IT crowd?


DambustersDLC =- Peter Jackson is producing the film- you know it makes sense- just making sure I've gotitposted in this thread. I'm done...:grin:;)
________
MATIZ

Rittmeister86 08-07-2009 11:34 PM

My thoughts:

1. Fix the gear brakes on the flight sticks

2. Fix the flip glitch on the sim landings

3. Controll editor for gamepad users

Otherwise I think everything else is perfect. Thanks again for listening Anton!

Bael 08-08-2009 06:44 PM

Quote:

Originally Posted by guiltyspark (Post 87340)
i think i found something that needs to be fixed

In simulation mode on the p51 mission the targets are really hard to spot from the air due to similarities with the sattalite map and the actual ground units sillohette.

I was wondering if something can be implemented similar to the method of the distant plane dots (i believe they are a hud effect , not the actual plane in the distance)

only with some sort of highlighting technique to make them just a bit more visible from the air.

I want to second this! The muzzle flash is good for showing you the general area where the target is, but it's not 100% accurate, it's slow to repeat, and the actual target's model does not appear soon enough to be able to properly line up a shot. Having some type of visual indicator of the real targets position would be far more realistic than it is now - you do not have the clarity of vision a real pilot would have, so we need some type of visual aid.

At the very least the ground target models needs to appear at much farther ranges than they currently do. Obviously some ground targets should be intentionally hard to see - but when you can't see a Tiger tank sitting in the middle of an open snowy field until you're right on top of them there's a problem. If you're close enough to see the muzzle flash you should be able to see the target's model as well.

Another solution (if showing the models from farther out couldn't be done for performance reasons) would be to do temporary target call-outs (the icon overlays put over planes and ground targets in Arcade/Realistic) on enemies you view through 'zoom'. So if you're lining up a strafing run on ground targets and zoom in, you'll get call-outs for any ground targets in view for a short time. You still have to find general target locations via the muzzle flash, but when you're lining up your strafing run the zoom call-outs work like a real pilot getting a bead on their targets, giving you exact positions to aim at.

David603 08-08-2009 06:55 PM

Alternatively you could revert to something that was in the original Il2 but was taken out as increasing PC power allowed further draw distances. This was having a small dark coloured marker shaped like the target appearing over targets that are further away than the computer can afford to draw their model. It should apply to ground targets only and would make spotting ground targets easier without appearing as a HUD.

Doktorwzzerd 08-08-2009 09:19 PM

Quote:

Originally Posted by butterfield (Post 88288)
A seperate volume control for "in-game" music and "menu" music.

I love the music and would like to hear while navigating the menus, setting up matches, etc. But when I'm flying I just like to concentrate on the sounds of the aircraft, guns, etc.

Thats a small detail, but important and easily changeable; I agree 100%! Even simpler would be the music volume just affect mission music, which is what I assumed i did before going back to the menus and thinking "hey wheres that great score?"


Another small detail, but important and easily changeable: no automatic mission cut-off after the objectives are completed! I love red skies over dover, but normally after the Stukas I like to dogfight the 109s and try to land, almost every time I get cut off on my final approach ITS TRES ANNOYING!

Really its a small tweak, but the final version of BoP would be way better if its left up to the player to end the mission. Player control=good; game control=bad.

As for big things I would like but probably won't get: having the option to take-off on every mission, get into formation and fly to objectives, then land after the mission is over would really majorly improve the immersion factor and I (+many others) would be overjoyed to have it. Please?

Xx RTEK xX 08-08-2009 10:22 PM

Arena Mode
8 players(human) engage the AI on one huge map which contains 2 friendly air fields, and one carrier surrounded by an escort fleet. Enemy AI are on regular patrol routes at various altitudes. Enemy has 2 airfields defended by anti air cannons which the buildings and the air defenses can be destroyed.

Objective of Arena Mode is for friends to take off from the main airfield and rid the skies of all Germans, and destroy all the enemy bases. Players are limited by fuel, and ammo so cooperation among teamates is critical to survive, in order to refuel and rearm, players simply land at a friendly base and re-up, then take off and get back into the fight.

Simulation Control Scheme OPTION
RS-looking around
LS-Pitch/Roll
LB-Throttle Down
RB-Throttle Up
RT-Yaw Right
LT-Yaw Left
A-Guns
B-Bombs
X-Rockets
Y-Zoom
Dpad Left-Landing Gear Up/Down
Dpad Right-Map
Dpad Up-Command menu .......at which point UP/DOWN/LEFT/RIGHT on the dpad will determine wingman commands
Dpad Down- Bail Out

Flanker15 08-08-2009 11:09 PM

Quote:

Originally Posted by Xx RTEK xX (Post 88494)
Arena Mode


Simulation Control Scheme OPTION
RS-looking around
LS-Pitch/Roll
LB-Throttle Down
RB-Throttle Up
RT-Yaw Right
LT-Yaw Left
A-Guns
B-Bombs
X-Rockets
Y-Zoom
Dpad Left-Landing Gear Up/Down
Dpad Right-Map
Dpad Up-Command menu .......at which point UP/DOWN/LEFT/RIGHT on the dpad will determine wingman commands
Dpad Down- Bail Out

I've decided this is a superior layout after having a play with my controller.

David603 08-08-2009 11:43 PM

Quote:

Originally Posted by Xx RTEK xX (Post 88494)
Arena Mode
8 players(human) engage the AI on one huge map which contains 2 friendly air fields, and one carrier surrounded by an escort fleet. Enemy AI are on regular patrol routes at various altitudes. Enemy has 2 airfields defended by anti air cannons which the buildings and the air defenses can be destroyed.

Objective of Arena Mode is for friends to take off from the main airfield and rid the skies of all Germans, and destroy all the enemy bases. Players are limited by fuel, and ammo so cooperation among teamates is critical to survive, in order to refuel and rearm, players simply land at a friendly base and re-up, then take off and get back into the fight.

Simulation Control Scheme OPTION
RS-looking around
LS-Pitch/Roll
LB-Throttle Down
RB-Throttle Up
RT-Yaw Right
LT-Yaw Left
A-Guns
B-Bombs
X-Rockets
Y-Zoom
Dpad Left-Landing Gear Up/Down
Dpad Right-Map
Dpad Up-Command menu .......at which point UP/DOWN/LEFT/RIGHT on the dpad will determine wingman commands
Dpad Down- Bail Out

This is going to produce a lot of accidents:) Especially since there are a number of regularly used functions on the Dpad anyway. Apart from that good layout, I would like to see this as an option, because at the moment I'm playing with a similar layout on a 360 controller on the PC Il2, and I prefer it to the current layout.

thundermuffin 08-09-2009 12:48 AM

Quote:

Originally Posted by David603 (Post 88519)
This is going to produce a lot of accidents:) Especially since there are a number of regularly used functions on the Dpad anyway. Apart from that good layout, I would like to see this as an option, because at the moment I'm playing with a similar layout on a 360 controller on the PC Il2, and I prefer it to the current layout.

While I don't completely agree with the layout to some extent, I do think that there needs to be a bit of an overhaul. I would say that for the bail button something like RB + LB ... don't forget that you can combine a lot of things... and don't forget about buttons like R3 and L3... some of the least used buttons on a controller.

BigPickle 08-09-2009 02:16 PM

Hey Anton,

Firstly thanks for posting this thread, nice to know 1C listens to the ppl who buy the products.

Ok here's my suggestions :

1) Take off, so needed ! It would make the campaign feel much better, Battle of Britain surely would need scrambles for the RAF?

2) Smooth out control movement in cockpit view, it feels like the controls have a large dead zone so it makes movement sometimes erratic and prone to stalling.


3) Spitfire Mk II, NO cannons and only green and brown paint scheme please please please, the early Mks of spit didnt use the Green/Grey scheme, it came in to use around the winter of 41.

4) Belly landings add so much to a sim

5) Ways that A/C especially He111 get shot down seem quite limited, I mean not every time you hit an aircraft's wing will it come off.

Thanks again Anton

guiltyspark 08-09-2009 11:40 PM

Quote:

Originally Posted by Xx RTEK xX (Post 88494)
Arena Mode
8 players(human) engage the AI on one huge map which contains 2 friendly air fields, and one carrier surrounded by an escort fleet. Enemy AI are on regular patrol routes at various altitudes. Enemy has 2 airfields defended by anti air cannons which the buildings and the air defenses can be destroyed.

Objective of Arena Mode is for friends to take off from the main airfield and rid the skies of all Germans, and destroy all the enemy bases. Players are limited by fuel, and ammo so cooperation among teamates is critical to survive, in order to refuel and rearm, players simply land at a friendly base and re-up, then take off and get back into the fight.

Simulation Control Scheme OPTION
RS-looking around
LS-Pitch/Roll
LB-Throttle Down
RB-Throttle Up
RT-Yaw Right
LT-Yaw Left
A button-Guns

stopped reading there

it would break the game

Hands on throttle and stick , the flight and combat controls need to be on the players hands at all times

That means moving the gun/bombs/to the face pad is taking the ability to shoot away from the stick


Here is the correct layout that will put gamepad players at the same level as joystick users
.

Rstick-elevator/ailerons (switchable to left stick for southpaws)
Lstick-Throttle/rudder//// When activated will let players look around cockpit
Rstick click down-target camera(toggle, not hold down)
Lstick click down-cockpit lookaround (toggle or hold down *selectable in options" , this way the player can manuever the plane with the right stick while still having the ability to look around the cockpit during a dogfight with the left, downside is no throttle control when activated)

Right button-zoom (toggle)
Left button-trimming
Right trigger-Guns/cannons
Left trigger-Bombs/rockets

A button-switch targets//Hold to switch to objective
B button-Landing gear
X button-flaps
Y button- empty / new feature?


THATS HOW YOU DO THE CONTROLS [/B][/U]

Flanker15 08-10-2009 12:32 AM

What you talking about?
I think you should read the layout again, it works perfectly on il-2 '46.
It gives constant controll of all weapon and flight surfaces, left thumb controls pitch/roll, right tumb controls weapons and left/right finger controls rudder. You can look around with right thumb since you'll want to be looking ahead when shooting anyway and if you need to change throttle you only need to let go of the rudder for a moment or use another finger.

GurgiONE 08-10-2009 03:08 PM

Maybe this helps to make a good accessable control config for casual & pro:

Lstick = elevator/ailerons*
Rstick = freelook (* in target mode: up/down = zoom in/out (maybe fixable in options), left/right = next target in view (this must be done by go quick to the edges&back of the analog stick)*
Lstick click = select enemy target in screen center*
Rstick click = target camera (toggle)*
* of course switchable for southpaws

Right bumper = increase speed
Left bumper = decrease speed
Right + Left bumper = auto speed with target (in this mode you can accelorate or brake, but speed will return to target after releasing button. Good for formation flight)
2x Right bumper = full throttle (deactivate by pressing any bumper button once. Returns to 100% speed or the last selected speed)
Left trigger = rudder left
Right trigger = rudder right

A = Guns
B = Bombs Rockets
X = select target / hold select objective or next friendly/wingman
Y = flaps / hold landing gear

Greatings!

DannyBooze 08-10-2009 07:05 PM

suggestions
 
first of all ive been waiting for some sort of realistic flight simulator for 360 to come out, i have been playing fligth sims since i was a kid on pc, like Janes combat simulators and fligth sim 2000 and all the other ones, i think it would be great to take off at beggining of mission, choose load out of payload and camo, and come back to belly land or crash land if u have to. i also agree with putting a lil work on the stalling part on sim mode, stalls way to easy i seen the blue angels go like 80mph n not stall, also adding lots of downloadable content im sure theres lots of people that have been anticipating a sim for 360. HOPEFULLY this is the first installment of many new fligth and other type of sims for people that want to push their 360 consol.

Funkdenomotron 08-10-2009 11:00 PM

Quote:

Originally Posted by guiltyspark (Post 87256)
its just one of those features that makes the game that much better

If you pull off an amazing belly landing after being damaged badly , only to explode into flames after minimal damage . it ruins immersion.

this was a NORMAL landing , and it was WAY over reactive

http://www.youtube.com/watch?v=fm_gh...e=channel_page


i suggest just turning down the damage at low speeds

I think you came in a bit hot, hit the ground a bit hard, and you need to pull back on the throttle to apply some brakes once you are on the ground. That cute girl at that farm you you tried to park at would be more impressed if your corpse was not charred!

Funkdenomotron 08-10-2009 11:04 PM

To devs and other forum users
 
The demo is pretty solid, I third the motion for greyouts and tunnel vision during high G maneuvers. The controller layout is good for me, but the look function is a bit wonky. Its difficult to hold the stick down and look around. The hold should be mapped to the left trigger in my opinion. Can't wait for this game though......FINALLY!

AMadeus 08-11-2009 09:02 AM

Simple Suggestions that will give life to this amazing game!
 
First andf formost i just want to say thank you for this amazing game. Ive been waiting for a game like this to hit consoles since wings 2!!!! on supernintendo. If you can make these two suggestions happen i will live and breath this game!


1. Co-op online! (SImple but i really dont think you will have time to implement this if you havnt already.

2. This is the BIG ONE! Being able to find ranked games with friends in a party is what makes the game challenging and so much more fun. Being able to play ranked games with your party would make me cry with happiness!!! If not im afraid you might lose players to a more inferior game just because that inferior game has a better party system.



P.S To have a game that makes you work for your kill, fingures bleeding and all. Brings tears to my eyes. The satisfaction of watching that plane go down after your hard work!!!!!



Cant wait.....

guiltyspark 08-11-2009 05:00 PM

Quote:

Originally Posted by AMadeus (Post 88946)
First andf formost i just want to say thank you for this amazing game. Ive been waiting for a game like this to hit consoles since wings 2!!!! on supernintendo. If you can make these two suggestions happen i will live and breath this game!


1. Co-op online! (SImple but i really dont think you will have time to implement this if you havnt already.

2. This is the BIG ONE! Being able to find ranked games with friends in a party is what makes the game challenging and so much more fun. Being able to play ranked games with your party would make me cry with happiness!!! If not im afraid you might lose players to a more inferior game just because that inferior game has a better party system.



P.S To have a game that makes you work for your kill, fingures bleeding and all. Brings tears to my eyes. The satisfaction of watching that plane go down after your hard work!!!!!



Cant wait.....

number 2

please dear god no

H Lecter 08-11-2009 05:10 PM

Quote:

Originally Posted by guiltyspark (Post 89023)
number 2

please dear god no

What's bad about joining a game with a bunch of friends..?

juz1 08-11-2009 05:14 PM

Quote:

Originally Posted by AMadeus (Post 88946)

2. This is the BIG ONE! Being able to find ranked games with friends in a party is what makes the game challenging and so much more fun. Being able to play ranked games with your party would make me cry with happiness!!! If not im afraid you might lose players to a more inferior game just because that inferior game has a better party system.



....

ranked party games = total ranking fix- wanna play with mates, fine....wanna rank? Take the pain...it works as a system (cod4?)

as losing players to an inferior game? there is no game similar to this on a console....period.
________
HONDA MOBILIO

H Lecter 08-11-2009 05:32 PM

Quote:

Originally Posted by juz1 (Post 89028)
ranked party games = total ranking fix- wanna play with mates, fine....wanna rank? Take the pain...it works as a system (cod4?)

as losing players to an inferior game? there is no game similar to this on a console....period.

Oh, I see where you're coming from - stats padding.

I think it wouldn't be a problem if the friends' party could only fight on the same side.

Jasta 6 08-11-2009 06:43 PM

DLC Suggestion:
Way too early for this i know, but... Instead of releasing a slew of new planes, how about a dlc that adds finished cockpit and gunner positions for all planes? The 40+ aircraft that are already in the game is a good start and more than enough to keep us all occupied for a while, but i would really love if all of those planes had completed interior views, in addition to there being gunner views for all aircraft that have them, and i totally wouldn't mind paying for them if it means that it'll get done.

ALSO:
Someone else already mentioned this, but i'm going to second it. For creating online multiplayer matches, it would be excellent if the host had the option to limit the aircraft used by the year they entered service, for example if i wanted to create a game with early war aircraft, i don't want to worry about everyone on the other team flying late war designs, ME 262's and the like.

H Lecter 08-11-2009 07:04 PM

Quote:

Originally Posted by Jasta 6 (Post 89047)
dlc that adds finished cockpit and gunner positions for all planes?...and i totally wouldn't mind paying for them if it means that it'll get done.

Would be awesome! I think it's the first time I would not feel bad about paying a bit more to have the game finished. Virtual Cockpit is nice and very useful (and I suck much less in the Tiger Hunt demo mission using VC) but a real cockpit gives me the right level of immersion.

irrelevant 08-11-2009 07:43 PM

Quote:

Originally Posted by Jasta 6 (Post 89047)
ALSO:
Someone else already mentioned this, but i'm going to second it. For creating online multiplayer matches, it would be excellent if the host had the option to limit the aircraft used by the year they entered service, for example if i wanted to create a game with early war aircraft, i don't want to worry about everyone on the other team flying late war designs, ME 262's and the like.

I thought Anton mentioned this would be an option. I'd have to spend time digging for his response, but I'm at work... and shouldn't be on here. ;)

Jasta 6 08-12-2009 07:16 AM

Quote:

Originally Posted by irrelevant (Post 89061)
I thought Anton mentioned this would be an option. I'd have to spend time digging for his response, but I'm at work... and shouldn't be on here. ;)

Ah! Great! Hopefully it is like this then. I figured it would be like any other game where the host is able to just cherry-pick which ones he doesn't like/want in his game. Thats not to say that won't be an option too, but i hate that system. I think it promotes laziness and not learning how to properly deal with an opponent's advantage. I'd much prefer the time period based system.

David603 08-12-2009 07:25 AM

Quote:

Originally Posted by Jasta 6 (Post 89178)
Ah! Great! Hopefully it is like this then. I figured it would be like any other game where the host is able to just cherry-pick which ones he doesn't like/want in his game. Thats not to say that won't be an option too, but i hate that system. I think it promotes laziness and not learning how to properly deal with an opponent's advantage. I'd much prefer the time period based system.

Yes, if the host could cherry pick planes to remove from the match he might just take out all the good planes on one side.

Jasta 6 08-12-2009 08:01 AM

Quote:

Originally Posted by David603 (Post 89180)
Yes, if the host could cherry pick planes to remove from the match he might just take out all the good planes on one side.

Well, i suppose that too, but i was thinking more along the lines of my experience with other games like MGO, where the host has complete control over what weapons are used. Say for instance a particular weapon is very popular and allows the user to achieve positive results seemingly effortlessly. The host finds this weapon annoying and so out it goes. While i will agree that its annoying if this weapon is used by everybody in the match, i don't think it should be cut completely because i think its equally if not more important to learn said weapon's weaknesses as well as its strengths, so that you know how to deal with the enemy wielding it.

Danny M NL 08-12-2009 04:53 PM

First of all I'd like to say thank you to Anton and the dev team for listening to the community and trying to implement changes suggested to them, not many developers take this much trouble to please the crowd these days;)

My suggestion:

I know that Swastika's were removed from the game because they are illegal to be displayed in public in france and germany, but I believe this rule does not apply when they are placed for historical accuracy, and as long as they are not shown in public. I know this is a sensitive matter, and that it might be a pain in the behind to have them in the game, but it just feels strange seeing a german plane with a black square instead of a swastika on the tail ( I'm all for historical accuracy).

maybe the game can be coded in a way where the game checks the language of the console, and if it's german or french the textures which contain swastikas get swapped for textures without swastikas? ( I am aware of the fact that there are several countries that speak german, and also several countries that speak french, but even if these few countries get left out, the rest of the world can play a historically accurate, uncensored game)
or an option where the player can turn offensive content like swastika's on/off, where the player can decide if swastikas are displayed ingame or swapped for balkenkreuzen.

but this would probably still piss off the german censor board, and will cause a heap of extra work for you guys...

I had a ton of other suggestions, but they have already been posted, so there's no need to post them again;)

and to the people who say they don't want to read several pages of suggestions before posting their own: do you think you're too important to read pages before posting? Apparantly you think the developer has endless amounts of time to read the same suggestion 10 times over, and apparently he's less important than you because he has to do all the reading and you don't? Use your damn brain!

H Lecter 08-12-2009 05:01 PM

Quote:

Originally Posted by Danny M NL (Post 89259)
...Swastikas...

It's kind of strange that in movies it is allowed but in computer games it is not allowed to show them. Probably it would be allowed but I guess it would cause additional efforts by the publisher's legal department, generating unjustifiable costs and still bearing a potential of losing certain markets.

I'd rather live without total historical accuracy than having the best game of 2009 seized by the legal authorities...

trk29 08-12-2009 05:07 PM

I wonder how call of duty WAW gets away with having them in game.

H Lecter 08-12-2009 05:19 PM

Quote:

Originally Posted by trk29 (Post 89271)
I wonder how call of duty WAW gets away with having them in game.

Do they? At least the German version is cut afaik.

I suppose they could have them for the UK/US version in IL-2 as well. Maybe they even have them and the demo was just the 'worldwide law compatible version'.

If I could choose between cockpits and swastikas for german planes, I'd take cockpits any day...

trk29 08-12-2009 05:20 PM

Quote:

Originally Posted by H Lecter (Post 89281)
Do they? At least the German version is cut afaik.

I suppose they could have them for the UK/US version in IL-2 as well. Maybe they even have them and the demo was just the 'worldwide law compatible version'.

If I could choose between cockpits and swastikas for german planes, I'd take cockpits any day...

I noticed the new preview for map pack 3 had them displayed in huge detail.

Anton Yudintsev 08-12-2009 07:11 PM

Quote:

Originally Posted by Danny M NL (Post 89259)
I know that Swastika's were removed from the game because they are illegal to be displayed in public in france and germany, but I believe this rule does not apply when they are placed for historical accuracy, and as long as they are not shown in public.

No, you wrong.
It can't be displayed in all fiction media (game certainly is).
So, we had to remove it even from video-chronicles.

juz1 08-12-2009 10:35 PM

Not so much an dev issue put publicity....

Certainly in the UK getting the product visible around Battle of Britain Day might spur alot of mature gamers to double take...even get a publicity stunt going with a BOB pilot having a quick go with a Hori and a nice big plasma..

just trying to think out of the box because this game seems invisible to many..

as for swatikas...the black cross is fine...if the swatika was there it would be someting else to aim at...(hey "Swatika Nailer" bonus in arcade :) )
________
Mflb

Doktorwzzerd 08-12-2009 11:01 PM

Quote:

Originally Posted by Danny M NL (Post 89259)
First of all I'd like to say thank you to Anton and the dev team for listening to the community and trying to implement changes suggested to them, not many developers take this much trouble to please the crowd these days;)

My suggestion:

I know that Swastika's were removed from the game because they are illegal to be displayed in public in france and germany, but I believe this rule does not apply when they are placed for historical accuracy, and as long as they are not shown in public. I know this is a sensitive matter, and that it might be a pain in the behind to have them in the game, but it just feels strange seeing a german plane with a black square instead of a swastika on the tail ( I'm all for historical accuracy).

maybe the game can be coded in a way where the game checks the language of the console, and if it's german or french the textures which contain swastikas get swapped for textures without swastikas? ( I am aware of the fact that there are several countries that speak german, and also several countries that speak french, but even if these few countries get left out, the rest of the world can play a historically accurate, uncensored game)
or an option where the player can turn offensive content like swastika's on/off, where the player can decide if swastikas are displayed ingame or swapped for balkenkreuzen.

but this would probably still piss off the german censor board, and will cause a heap of extra work for you guys...

Agggh! I hadn't noticed this but it drives me insane! OK I understand that nobody wants a game that encourages neo-nazis, but come on, this is history and we can't pretend that the history never happened. No offense to people from other countries, but stuff like this makes me thank god the Founders wrote the First Amendment!

xNikex 08-12-2009 11:39 PM

Quote:

Originally Posted by trk29 (Post 89283)
I noticed the new preview for map pack 3 had them displayed in huge detail.

I thought about that too, but when I looked at some(not all, so I don't know for sure), they seemed to be slightly distorted or in a way where it's techinically not an 'actual' swastika. I've also heard it's because they are turned a couple of degrees to where they wouldn't match up with real ones.

I could be wrong though, as I don't play it.

BTW, let's keep this thread on topic. There is a thread on this subject I believe.

Flanker15 08-12-2009 11:40 PM

Regardless of the content only scholary and religious material can display the swastika in Germany. Even historic models fall outside of the exemption so you still get these little unlabled "swastika bits" on your decal sheet with your models.
The ones in WaW, like all computer games sold in Germany aren't there anymore. Even the little tiny ones on the badges worn by Germans in games are missing (the badge is still there though).
Here's the entry for WaW on an excellent German version comparison site: (possible NWS)
http://www.schnittberichte.com/schni...php?ID=5975593
Note that the Swastika isn't the only removed image, Adolf Hitler's name and image are banned aswell.

Porcho 08-13-2009 06:38 AM

Quote:

Originally Posted by Anton Yudintsev (Post 89317)
No, you wrong.
It can't be displayed in all fiction media (game certainly is).
So, we had to remove it even from video-chronicles.

Wait, what?! Really.. since when is this? I have played recent video games, example, Call of Duty: World at War, and there's Swastikas all over the place.. nobody got in trouble for that. And as long as I can remember, every WWII game I played, had Swastikas in it.

Please, Anton, don't get the impression that I'm angry, because I'm not.. I just think its stupid if you were forced to take them out because people thought it was inappropriate for the game when its based during WWII and shooting down the Germans.

[Edit]: Sorry, I misunderstood the situation, however, I still have a question, in the copies sold to North America, will there be swastikas in the game? Not really important, just curious.

David603 08-13-2009 12:54 PM

Quote:

Originally Posted by Porcho (Post 89518)
.......in the copies sold to North America, will there be swastikas in the game?

Probably not, just because of the effort involved in making two versions of each skin for each German aircraft.


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