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#1
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Personally the sound engines fine for me. I have >>> http://uk.store.creative.com/sound-b...n/1-21093.aspx With >>> http://www.awd-it.co.uk/logitech-g93...g-headset.html I have no gripes with the stock sounds, the mod sounds are repetitive in the cockpit, the flyby's the best part of it but unless your movie making what's the point ? Most want the modded sounds because they are using cheap onboard sound chipsets, and want the lazy way out (let someone else fix it) rather than make an upgrade. A sound plugin might be an idea that the user decides what sounds to use offline, but online I would rather the games sound engine handle things, at least the movie makers get the best of both worlds from a stock install. . Last edited by KG26_Alpha; 02-17-2012 at 09:55 AM. |
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#2
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I know what a 0.50 BMG or a Rolls-Royce Merlin engine should sound like. Having poor imitations for those sounds, which sound like a manual typewriter or a lawnmower, grates on me. Even with crap sound equipment I can tell the difference. If I had a $10,000 octupel, immersive, surround-sound, high-fidelity sound system the size of a closet, it would just make it worse. But, it's dead issue because TD doesn't want it done. I disagree, but I respect their decision. I'll just use the good sounds for when I fly the modded version. |
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#3
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Request: smoke for marking ground targets with delay time. We can already place the white narrow smoke object, it looks like a white phosphorus marker, but what would be cool is if it could be timed to appear at intervals after the mission start. I see missions with well concealed/camo'ed objects getting marked by ground troops, or a support plane. At the moment I play lots of games attacking ground units that are, frankly, too easy to spot from the air. I've always wanted to do a Burma mission with camouflaged Japanese targets getting marked for the B-25H's 75mm gun. Regular smoke with delay would be useful too.
Last edited by illegalBeagle; 02-18-2012 at 07:49 AM. |
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#4
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Sigh....
It is because of sound mods that the community mod packs (UP, HSFX) will always be around - the stock sounds just don't satisfy a large part of the IL-2 community (me included). Swiss, I understand your concern about silent engines. CsThor, I completely understand why DT doesn't want to include community-made sounds mods because of legal concerns. The only people I don't understand are those who are satisfied with the stock sounds - but this is an opinion. Cliffs of Dover shipped with many engine sounds that seemed right out of IL-2. The result, a public outcry resulting in 1C/Maddox redoing a host of engine sounds ( the DB601 is acceptable now methinks). This is clearly a weakness of the IL-2 franchise. This is also an annoyingly difficult issue to address. I suppose we could have the option of having a toggle for selecting user sound samples only for single-player mode. This would somewhat satisfy me because I rarely play online but it still feels incomplete. For multiplayer, I guess the question is why do people care if someone is using silent engines sounds...Doing so means you are a cheater and a loser besides (and you are missing the point of a high-fidelity flight simulator). Are people's egos so tied up in their online performance stats that it is a big issue if a sonar-user kills them a few extra times? It has been stated that you can tell when someone is using sonar in multiplay. You'll know who they are and if they shoot you down, you'll know it was done unfairly. I'm still pushing for a toggle to select alternate sound samples from special location for both single and multiplayer. Everyone seems to have a position in this debate and this is mine. Hopefully a new way can found to make everyone happy with the stock game because I would be all ears. Cheers and sorry if I seem grumpy, Fafnir_6 Last edited by Fafnir_6; 02-18-2012 at 07:49 AM. |
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#5
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It also makes a big difference with mods. |
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#6
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I wish Do-217 and Do-17 become flyable... And He-111H22 mb...
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#7
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On night missions the Map lighting pays havock with your night vision ,a dimmer key would be a real help.
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#8
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Possebillity of makng 3 point landings with Me-109 G6
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#9
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It's possible in the game to do so. Maybe I don't understand your question. Here's a track:
http://www.mediafire.com/?8dw6bmm7t95z0t2 - New He-111s and Ju-88s are always welcome! I could really look forward to seeing a Ju-88 G-6 or a Ju-188/288/388 series. Older model Do-217s would be cool, as well as solid-nose radar-equipped night-fighters. - If night fighters become a reality in the game, it would be great to see some exhaust-flames on most aircraft (these were apparently very useful in giving away a plane's position). Exhaust shrouds or blanking strips could be an option on certain aircraft lie the Ju-87, Bf-110, Hurricane, Fulmar, etc. These could be objects tied to a specific skin. - None of the Ki-46 variants in the game have rear guns. These were optional, and were carried on some aircraft. - I was wondering if maybe there could be a key for "gunsight on/off", or maybe a couple buttons which allow the user to change brightness. This could also be used to move an iron sight out of the way (A-20, CW-21). There are controls for adjusting the K-14 gyro-sight, so maybe these could be applied to other adjustable sights (wingspan, range). - It would also be nice to have some control of mixture control in US fighters and others. Currently, we have auto-rich, but the auto-lean would be useful to improve endurance, and idle-cutoff can be used to turn off the engine (in my experience, aircraft engines are usually turned off by starving it of fuel). - Right now, magnetos are just eye-candy. Maybe a simplified start-up sequence could be implemented (depending on the mission). The player turns on both magnetos, opens the fuel cocks and presses "I". The mags are tested by switching to M1, then both, then M2, then both. If the RPM drops a bit, they're working fine. If the player selects M1, and RPMs don't drop, it's possible M2 isn't grounding, and the engine has been operating on M1 alone. The player can select M2, and if the engine cuts out, it's confirmed that it's not working. If the player is quick enough, he can switch back to M1 and the engine will start up again. It's then his decision as to whether or not to fly the mission, or postpone it. - Finer mixture control, at least in increments of 5% like power and ppitch, and/or as a slider control. Proper mixture use would allow maximum RPMs as set by the player. Too rich, and RPMs drop and fouling of the spark plugs results. Too lean, and the engine gets hot. - Implementation of guns reliability could be cool. For instance, early Hispanos apparently had a tendency to jam when fired in a high-G turn. The nose-mounted high-caliber cannons in some Russian tank-busting planes failed, or damaged the engine, due to vibrations. Some planes also had controls to clear the guns in case of a jam. Reliable guns like the Browning .50 cal can really shine, in comparison to other types. I mention this because we now have a beautifully modeled anti-shipping Mosquito with a gun prone to failure in slips. This would, of course, have to be a difficulty option to allow some players to skip the possible frustration of having their guns quit suddenly. - Addition of drum reloading feature. Defensive guns stop firing unless the player presses a button to switch out ammo drums (the AI can do this too). This could be interesting for airplanes with manually loaded main weapons such as early Ki-45s (single round), early Beaufighters (drums), and early Bf-110s (drums). - Flyable early Bf-110s: mainly for Eastern front scenarios. I realize that CloD has the Bf-110 D and E which can't be touched, but maybe the C variants could be done? - Beaufighter Mk.X: it should be a simple change from the Mk.21. Some proper default skins for FAA missions would be welcome instead if this is not possible. - 3D models for start-up vehicles and personnel. When the user presses "I", a vehicle or person spawns to start the engine, then drives away to a designated spot on the airfield. I-16s had a keyed spinner which was started by truck. Bf-109s had a crank which spun up a flywheel. Thanks again for the work so far! Can't wait to fly the Ki-45 and B-24 in 4.12 Last edited by Luno13; 02-21-2012 at 05:28 AM. |
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