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-   -   Daidalos Team's Room -QUESTIONS AND REQUESTS ONLY on IL2 Authorized Addons (http://forum.fulqrumpublishing.com/showthread.php?t=8815)

Qpassa 01-23-2010 10:13 AM

@Vgilsoler: please put a screenshot ;)

DD_crash 01-23-2010 03:27 PM

Any chance of setting the speed in QMB? 300Kph seems a bit slow :)

R0NNC0 01-23-2010 10:57 PM

F6F ammo loadout has been wrong since the day PF was released. 400rpg is correct for a firing time of ~30 seconds on all six MG. Also, the Hellcat's too slow. Il2 WEP numbers only match RL Military Power numbers; so effectively, the only F6F IL2 has ever had is "F6F-3_Early".

Just a request. :)

P-38L 01-24-2010 10:37 AM

Some good ideas
 
Hello

Just a few requests or ideas:

1. When using trackIR you move your own head to look around your cockpit, the head of the pilot should move too when viewing from another airplane, the same case when you put Autopilot, you can see the movement of the pilot when in F2.

2. In Microsoft Flight Simulator when you park your airplane near to a fuel station you can refuel your airplane. Actually you can see the moving neddle of the fuel gauge moving while that. What about to do the same thing when you get closed to a specific location on the airport to refuel and even reload ammo, or change it, repairs and heal.

3. When you create a mission you can park for scenery purposes some stationary airplanes, but they ar useless when you want some help. Well instead of using stationary airplanes, they can be airplanes just waiting to fly at specific time or for a specific order. Mean while you can select the livery you want for all "Stationary aircraft". They will "look" more realistic even when they are been attack for other airplanes representing some damage instead of inmediate damage.

4. The possibility to use a C-47 to carry boxes containing ammo, fuel, spare parts to be used in point 2 of this text. If the airplane is destroy the airport while flying to that specific airport, that airport could not offer that load.

5. For engine management the HOTAS to control independent engines using: power, propeller and mixture. When using pedals (my case) the option to use break wheels to each corresponding left and right break, not just one break for the two main landing gears.

I think these are some good ideas.

1.JaVA_Sharp 01-25-2010 11:05 AM

In one of your after 4.09 videos you showed a 110 with radar. Does this mean you will also include other radar types such as used in Beaufighter night fighters, Mosquito nightfighters?

also will you include bombers radars such H2s and Gee?

E69_Vgilsoler 01-25-2010 04:33 PM

Quote:

Originally Posted by KG26_Alpha (Post 138758)
Ok

Now I see exactly what you are saying, the confusion was I ran it in perfect mode with no black box in the corner on a Matrox triple head setup.

I provided links in case you hadn't been through the process.

This is I get when perfect mode and use3render are enabled. Look the left bottom square. I also discovered that in moscow winter map it doesn't happen, but in Crimea, Slovakia, Kiev, Berlin (and I suppose others) do.

http://www.youtube.com/watch?v=EoF1_WuuNX0

This are the conf.ini sections about graphics. Maybe we should continue the discussion in the other topic about bugs ...

[window]
width=3840
height=960
ColourBits=32
DepthBits=24
StencilBits=8
ChangeScreenRes=0
FullScreen=1
DrawIfNotFocused=0
EnableResize=0
EnableClose=1
SaveAspect=1
Use3Renders=1

[GLPROVIDER]
GL=Opengl32.dll

[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=0
TexFlags.UseDither=0
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=1
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=1

TexFlags.TexEnvCombine4NV=1
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=1
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1

HardwareShaders=1

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=2
LandShading=3
LandDetails=2

LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=17
Water=3
Effects=1
ForceShaders1x=0

PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0

ataribaby 01-25-2010 05:16 PM

Copied from my simHQ post:

Hello,
I want nicely ask if it will be possible to fix default skin assigement for player AC. When there is defined custom skin in mission, last player choosed skin always override that one from mission. Even if i keep skin on default in arnamaent customization screen then it not select to mission defined skin. For me correct behavior will be it is always overriden by misson skin on mission load and user can after that change it in customization screen. Hope it makes sense. It really bugging me.

Mission designer skin selection is totaly overriden with my last selected skin or stays on default for that AC. It happens only for player playable AC. AI planes have skins assigned ok. And i want it for all options. You can specify custom skin with markings on/off in editor. It dosent matter. Its not that i cant change to custom skin in customization screen. It is about that this is not done automaticaly when i enter mission breefeng. It should default to mission designer selected skin with option to change it as it is now.

Thanks for feedback and good luck with next patches.

Tempest123 01-26-2010 01:39 PM

Spitfire cockpits
 
1 Attachment(s)
The textures in several of the spitfire cockpits have this error around the frame.

ZaltysZ 01-26-2010 04:41 PM

Can you do something about this? http://www.youtube.com/watch?v=xjTPhoyXHUk I mean, can you increase the distance from which objects are visible so that "poping from nowhere" won't happen in such cases? Maybe a switch in conf.ini?

P.S. this is a feature request :)

Eldur 01-27-2010 08:50 PM

Quote:

Originally Posted by ZaltysZ (Post 139568)
Can you do something about this? [url ... /url] I mean, can you increase the distance from which objects are visible so that "poping from nowhere" won't happen in such cases? Maybe a switch in conf.ini?

P.S. this is a feature request :)

+ 1,000,000 http://forums.ubi.com/images/smilies/25.gif

Bombing at 3000m+ is close to impossible now...


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