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| IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games. |
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#1
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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
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![]() 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 12:41 PM. |
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#2
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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 12:41 PM. |
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#3
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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 |
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#4
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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 11:16 AM. |
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#5
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Type of improvement:
Improved CEM Explanation of proposals: CloD is so close to full real startup that it is a real shame we can't use the primer and parking brake. Please consider implementing these to make the package complete. Benefits: Increased immersion and the feeling of having a real engine up front that can be temperamental if flooded etc. Would be great if number of primes was dependent on outside air temp, temp of engine etc. Too many priming strokes for the conditions and you risk failing to start or having a stack fire. Too few strokes and the engine catches but fails to continue and must be restarted. I really hope you can add this when things become more stable - I know others feel the same. As this is pre-start code I don't feel it would have a performance hit. Having a parking brake would really help when warming up the engine and testing the prop. At the moment I need to keep my finger on the brakes as the aircraft turns slowly otherwise. |
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#6
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Quote:
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#7
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Type of improvement:
delete the conf.ini from 1c softclub folder Explanation of proposals: currently there are 2 conf.inis in the game, on in the apps folder on in 1c softclub folder. both this inis have effect on the game and it gets really hard to track wish line does what like this. get rid of one of the confini and make just one document that controls everything. Benefits: Easier configuration of the game Type of improvement: Controls Explanation of proposals: ADD the option to have zoom in a axis. Benefits: makes the game easier to play. |
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#8
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Type of improvement:
Improved CEM Explanation of proposals: CloD is so close to full real startup that it is a real shame we can't use the oil pressure to know the max. rpm's during warm-up. The oil-pressure must change with the oil-temperature Benefits: Increased immersion and the feeling of having a real engine up front that can be damaged by too high rpm's during warm-up etc. I.e. in the manual for the DB601A, a and B the warm-up rpm limits are described as follows: keep the rpm so low that 6 bar oil pressure are not exceeded. Something similar will excist for the merlin engines, i assume.
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Win 7/64 Ult.; Phenom II X6 1100T; ASUS Crosshair IV; 16 GB DDR3/1600 Corsair; ASUS EAH6950/2GB; Logitech G940 & the usual suspects ![]() |
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#9
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Type of improvement:
API Method to send radio commands. Explanation of proposals: Add API method for sending radio commands from the script. Like SendRadioCommand(AiActor actor, RadioCommand command), where: actor - AiAirGroup or AiAircraft; command - enumeration of radio command types; Benefits: Mission designers can use this feature to build more interesting and live environment. EDIT: *** This post about controlling AI behavior through radio commands API *** Last edited by Octocat; 01-24-2012 at 05:58 PM. |
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#10
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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 03:48 PM. |
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