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Maybe we can get an option to adjust the deadzone for the AV8R joystick? Or maybe have it reduced from its current value?
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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. |
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 |
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. |
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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? |
Anton, can you suggest why your dev team have dumbed down the damage? Such as exessive speeds smashing you appart.
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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.
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I have a REALLY good question, What about mutliplayer flight ranks like Flight commander ect... (more kills higher rank)
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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? |
What about the graphical gltich, the unrendered mouth bite at the wings near the cockpit in external view?
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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. |
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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. |
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. |
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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:
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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. |
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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. |
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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. |
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But I'd really be interested how the real deal is. How do you recognize you are going to stall? |
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:
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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. |
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You can't take off only if you damaged a lot. |
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A lot of guys here performed landing successfully. |
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I think its some sort of glitch, wich doesent brake when you keep throttle down on flight stick, we'll see.
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Why on Earth should not braking cause a plane to flip over? If anything the opposite should be true.
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use aerodynamic braking
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It seems more like just a glitch to me, one that will hopefully already be sorted in the full version. |
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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. |
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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.
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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 |
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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. |
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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
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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. |
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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.
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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. |
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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 :) |
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Still if you are going to add any patches fix some graphical bugs + less bent AI its not a challenge for anyone. |
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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. |
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 |
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. |
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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 |
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! |
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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. |
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.
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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? |
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 |
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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 |
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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] |
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. |
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! |
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.
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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!
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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..... |
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please dear god no |
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as losing players to an inferior game? there is no game similar to this on a console....period. ________ HONDA MOBILIO |
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I think it wouldn't be a problem if the friends' party could only fight on the same side. |
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. |
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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! |
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I'd rather live without total historical accuracy than having the best game of 2009 seized by the legal authorities... |
I wonder how call of duty WAW gets away with having them in game.
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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... |
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It can't be displayed in all fiction media (game certainly is). So, we had to remove it even from video-chronicles. |
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 |
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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. |
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. |
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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. |
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