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IL-2 Sturmovik The famous combat flight simulator.

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  #1  
Old 03-17-2010, 11:03 AM
MBot MBot is offline
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Originally Posted by Asheshouse View Post
A little request to consider. I'd love to see the PBY Catalina flyable, especially the amphibian version so that you could land on both land and water. With the existing work going into ship DM's there is bound to be more demand for Search and Rescue capability.
What a great idea, the Catalina would be perfect to go along the new SAR mechanics that have been shown.
  #2  
Old 03-17-2010, 11:39 AM
Sita Sita is offline
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or Russian MBR-2 ... Greate plane too
  #3  
Old 03-17-2010, 01:57 PM
Kye Kye is offline
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I'd like to see improved ground handling. A lot seem very reluctant to steer with differential breaking.
  #4  
Old 03-17-2010, 04:09 PM
Burdokva Burdokva is offline
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Dear Team Daidalos,

I've been following the progress of your work ever since patch 4.09 was announced - in fact, I had send some requests via email quite a while back. In any case, I say this just to let you know I appreciate all the work that's being done and I've checked what you've said on the issue I'm about to point out -

AI (nearly) unlimited ammo, no overheat, no blackouts is the single greatest issue of Il-2. I've been flying since the days of Forgotten Battles and more actively since 1946 was released, almost exclusively offline and I can honestly tell you that the quirks in the AI that allow it to "cheat" greatly reduce the immersion and overall enjoyment. I would dare to say that there wouldn't be a single complain from the Il-2 community if the AI was given an overhaul that allow for engine overheat, limited ammo and blackouts. As an option setting, at least.

I can't count how many times I've attacked an AI plane only to have it pull an incredible manuevre that I can't follow due to G-force blackouts, or have had to evade the constant stream of bullets the enemy fighters carry (the last is especially unnerving on planes that historically had low ammo loads, such as the Yaks).

So far, the G-force effects you plan to implement sound more scary and potentially irritating than useful, if they don't affect the AI planes. It's already way more capable than a human player with its lighting time reactions. Having it "cheat" to compensate for less intelligence than a human (that is a general problem of AI, not just Il-2, of course) doesn't help though.

I don't know, the improvements such as radio navigation, AI visibility etc. sound great, but with the AI in its current state it feels like Il-2 is incresingly geared for online play where everyone's on an equal footing regarding flight mechanics.

Please, consider revising some of the AI plane quirks such as non-overheating engine, no-blackouts and huge ammo supply.
  #5  
Old 03-19-2010, 01:56 AM
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Tempest123 Tempest123 is offline
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Quote:
Originally Posted by Burdokva View Post
Dear Team Daidalos,

I've been following the progress of your work ever since patch 4.09 was announced - in fact, I had send some requests via email quite a while back. In any case, I say this just to let you know I appreciate all the work that's being done and I've checked what you've said on the issue I'm about to point out -

AI (nearly) unlimited ammo, no overheat, no blackouts is the single greatest issue of Il-2. I've been flying since the days of Forgotten Battles and more actively since 1946 was released, almost exclusively offline and I can honestly tell you that the quirks in the AI that allow it to "cheat" greatly reduce the immersion and overall enjoyment. I would dare to say that there wouldn't be a single complain from the Il-2 community if the AI was given an overhaul that allow for engine overheat, limited ammo and blackouts. As an option setting, at least.

I can't count how many times I've attacked an AI plane only to have it pull an incredible manuevre that I can't follow due to G-force blackouts, or have had to evade the constant stream of bullets the enemy fighters carry (the last is especially unnerving on planes that historically had low ammo loads, such as the Yaks).

So far, the G-force effects you plan to implement sound more scary and potentially irritating than useful, if they don't affect the AI planes. It's already way more capable than a human player with its lighting time reactions. Having it "cheat" to compensate for less intelligence than a human (that is a general problem of AI, not just Il-2, of course) doesn't help though.

I don't know, the improvements such as radio navigation, AI visibility etc. sound great, but with the AI in its current state it feels like Il-2 is incresingly geared for online play where everyone's on an equal footing regarding flight mechanics.

Please, consider revising some of the AI plane quirks such as non-overheating engine, no-blackouts and huge ammo supply.
Yeah, this is a major issue IMHO, I have posted on the topic before, I really like work that TD is doing and I hope that the G and stress related changes will be incorporated into the AI, along with a more realistic flight envelope for the AI, as it is now many of the missions, esp. Pacific fighters ones are a little absurd in the way they play out.
  #6  
Old 03-19-2010, 02:19 AM
AndyJWest AndyJWest is offline
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JUst a minor correction here. Burdokva suggests that AI aircraft have '(nearly) unlimited ammo'. Though it seems that way when they are chasing you, I'm fairly sure they actually have the same limits as player-controlled aircraft. I did a test some time back (I can't remember which aircraft), and they seemed to have exactly the same loadout. In some situations, you can get an AI aircraft to waste its entire ammo in a futile attempt to shoot you down while off-aim. For example, if you are in a P-40 and get into a turning fight with a Bf-109, he may get on your tail, but as long as you maintain a minimum-radius turn, he will expend his ammo just beyond your outer wingtip. Unfortunately for you, this wont help if another AI spots you circling and draws a bead from a distance...
  #7  
Old 03-19-2010, 11:44 AM
Wolkenbeisser Wolkenbeisser is offline
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Not sure if somone told before (and to less time to search now): Positionlights are to much visible at daytime. Maybe work of positionlights should be changed.

Until now, every player in a coop-mission turns on his lights if fighting against AI. Means for other coop-players, that it's clear who is human and who is AI. I would like it better, if the "light-advantage" could be eliminated/reduced.
  #8  
Old 03-20-2010, 03:51 AM
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bf-110 bf-110 is offline
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Another interesting plane to fly is the G.55.
  #9  
Old 03-22-2010, 04:21 PM
RPS69 RPS69 is offline
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Didn't see it anywhere so here it goes...

Is it possible for the mission log to show which side the plane is flying?

Something like the ground objects have, 1 for red and 2 for blue...

Extracting the squad names and assign them to each side is quite boring when you try to build a parser. There are other solutions to this, but that should change some of the things needed on campaign mission build.
  #10  
Old 03-22-2010, 06:20 PM
MikkOwl MikkOwl is offline
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Quote:
Originally Posted by RPS69 View Post
Didn't see it anywhere so here it goes...

Is it possible for the mission log to show which side the plane is flying?

Something like the ground objects have, 1 for red and 2 for blue...

Extracting the squad names and assign them to each side is quite boring when you try to build a parser. There are other solutions to this, but that should change some of the things needed on campaign mission build.
I'm also dealing with this issue with the development of a third party app I'm working on. My solution will be to check what plane type the user is using. Since on all team based realistic servers I've seen, or will join, one can only use aircraft that belong to the side in question. I.e. Luftwaffe planes = blue side.

Don't have to check every single model out there, the model line is enough. For example, if the string contains "Ju-88", "Bf-110", "Spitfire" it can be any of the different model variations of those lines of aircraft.
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