![]() |
|
|||||||
| IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games. |
![]() |
|
|
Thread Tools | Display Modes |
|
|
|
#1
|
||||
|
||||
|
Type of improvement:
A key to switch AI on/off for crew-manned aircraft. Keys for the bombardier to give commands to the AI pilot Explanation of Proposals: Actual, if a pilot switches to a gunner position and goes back, the AI for that station is off and can't be activated again. In a bomber the player should be able to man any station and leave the other stations to AI control. In the bombardier station, the player should be able to command the AI pilot to make course corrections or to hold steady, a extra gimmick would be sound files for those commands. Benefits: Improved playability, realism and immersion
__________________
Win 7/64 Ult.; Phenom II X6 1100T; ASUS Crosshair IV; 16 GB DDR3/1600 Corsair; ASUS EAH6950/2GB; Logitech G940 & the usual suspects ![]() Last edited by robtek; 01-11-2012 at 10:07 PM. Reason: interpunctation |
|
#2
|
||||
|
||||
|
Quote:
|
|
#3
|
|||
|
|||
|
Type of improvement: Weekly Friday Update
Explanation of proposals: The development team should post a weekly friday update, with some short resume/pictures of the work done over the week Benefits: improvement of relations with the community/potential future customers, advertisement for the future addons and team's support, increased sales, new customers, etc Last edited by adonys; 01-27-2012 at 04:32 AM. |
|
#4
|
||||
|
||||
|
Type of improvement:
gunner control. Explanation of proposals: The vertical motion should be possible to invert mouse option, as it possible in most shooting games. Very unusual for me to move opposite direction of the mouse to aim. The other problem is that the horizontal motion of the Br-20 top gunner is completely opposite behavior compared of any other gunner control. There is inverse the horizontal moving too. Benefits: Less chaotic gunner control
__________________
![]() i7 7700K 4.8GHz, 32GB Ram 3GHz, MSI GTX 1070 8GB, 27' 1920x1080, W10/64, TrackIR 4Pro, G940 Cliffs of Dover Bugtracker site: share and vote issues here Last edited by KG26_Alpha; 01-15-2012 at 01:41 PM. |
|
#5
|
||||
|
||||
|
type of improvement:
prop pitch explanation: through various sources there seems to be the common knowledge that the prop pitch of the 109 needed exactly 4 seconds to increase or decrease as much, that the relevant gauge made a change of 360° or 1hour. now its 6seconds. furthermore, the pp position to glide, should be 6 o'clock,a position which isn't available anymore.during one of the patches you changed the realistic behaviour for some dubious reason i don't know anymore. benefits: realism (cliffs of dover is supposed to be a simulator) Last edited by KG26_Alpha; 01-15-2012 at 01:41 PM. |
|
#6
|
|||
|
|||
|
Type of improvement: Particles optimization
Explanation of proposals: Some particles instantly cause FPS to drop from 40-50 to 2-3 FPS: - ground particles produced by wheels touching a runway during takeoff and landing - debris particle produced by 20 mm AAA gun shells hitting a ship side (e.g. tanker) Benefits: consistent FPS, perceived performance increase |
|
#7
|
|||
|
|||
|
Type of improvement:
Engine and prop sound improvements Explanation of proposals: At the same RPM, an engine under load will sound quite different to an engine under less strain. Listen to the change in pitch of your car engine when starting to climb a hill while maintaining the same RPM. You can hear that the engine is having to work harder. The same is true of aircraft. This effect is obvious when exercising the prop on an aircraft on the ground - as the pitch becomes more coarse, biting more air, the engine has to work harder and the engine note changes. The RPM reduces because the engine can no longer deliver enough power to maintain the new pitch. At the moment, when coarsening the pitch, it sounds like the throttle is just being pulled back to reduce the RPM. It should sound like the RPM is being forced down due to increased engine load caused by the coarser pitch. I think to summarise: 1. an engine should sound different under higher loads than when under lower loads, given the same RPM. 2. an engine should sound different at higher power settings (boost) than at a lower power, given the same RPM. At the moment in CloD I can add +5 of boost while maintaining a constant RPM and the engine sounds exactly the same. The sound only changes when I allow RPM to change. Also, the sound of the props biting the air should be more obvious. I live close to an airfield and can hear the props being exercised from several miles away. They make a very distinctive beating noise as they are forced to bite into more air. Hard to explain I know but adding such an effect would give a real sense that the prop is biting real air and not just spinning in a vaccum. It does sound rather impressive too when running up on the ground. Benefits: More realistic sound experience, greater variety in engine tone and the player gets a greater awareness of the energy state of the engine. Last edited by Sutts; 01-26-2012 at 12:16 PM. |
|
#8
|
|||
|
|||
|
A question:
why screen of friday update are ugly? the game actually for us is better and look like more realistic and less aliasing screen of community are beatifull... Last edited by KG26_Alpha; 03-31-2012 at 04:48 PM. |
|
#9
|
|||
|
|||
|
Improvement: Help non coders script mission events and create more better user content
Explanation of proposals: FMB GUI current allows users to create triggers, but only one action is possible: spawn. Add more actions possible in the drop down actions menu: including mission success, mission failure, show text XYZ, engine or mechanical failure, fuel leak...many actions are possible. Benefits: many more people could create content other than just C++ genuises and this would keep the user and fan base alive until sequel more ALSO: write a FMB manual!!! Last edited by KG26_Alpha; 10-10-2012 at 09:19 PM. Reason: afterthort |
![]() |
| Thread Tools | |
| Display Modes | |
|
|