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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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Thread Tools | Display Modes |
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#1
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Type of improvement:
Provide a means for mission builders to 'tie' flak units (rangefinders, radar, guns etc) together into an AA battery & to specify the type of flak method a group of flak units will use. Explanation of proposals: Historically, anti-aircraft batteries operated as a set of coordinated units. AAA batteries used rangefinder units, radar units & optical sight units to measure aircraft speed, height & direction, this information was sent to a director unit which calcualted the aircraft's future postion. The director unit then sent information to the AA guns directing them to fire at this predicted position. AA batteries used three different firing methods: continiously pointed fire, predicted concentration fire, barrage fire. AA in the game, seem to use a kind of 'barrage fire' where they just put a number of rounds into a volume of space around the aircraft. You can see from the video above, that this is the least effective flak method, and that evasive procedures by pilots do not improve chances of avoiding flak. It would be useful to be able to tie the AA battery units together (maybe with the 'set' button, and be able to select the firing methodology (3 types) from a 'director unit'. Benefits: Improved realism to flak operations. Encouraging pilots to adopt historically used evasive manouvers. Attackers could target specific 'critical units' in an AA battery thus reducing the battery's effectiveness.
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When one engine fails on a two engine bomber, you will always have enough power left to get to the scene of the crash. Get the latest COD Team Fusion patch info HERE Last edited by salmo; 04-01-2012 at 07:09 AM. |
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#2
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A Question
With the release of BoM in the new Cliffs of Dover series from 1C Team, will they release the restriction of including an official BoB/Chanel map France/England for IL2 1946. I understand there's an agreement that Daidalos Team don't use any such map for IL2 1946 at present due to Cliffs of Dover being currently in the market place. I think after a year and seeing the present situation it would be fair to allow DT to be allowed to include a Channel map in IL2 1946. Assuming they agree to it of course. Thanks. |
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#3
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Type of Improvement: How the control of ground vehiciles will be applied in-game for both single player and muiltiplayer missions.
Explaination of Proposals: I would like to see that the ground forces are put in a similar manner to aircraft. In the FMB (Full Mission Builder), I suggest adding a ground vehicile "spawner." It would be invisible so it could be put on a building without it being known and under the secondary tabs you can put in "branches" where the ground vehiciles will actually spawn (similar to how airfields work but much more customizable with where to spawn and orientation). This would also restrict the vehiciles able to spawn at that point similar to airfields as well. This way, they can be easily incorparted into dogfight mission scenerios with base capturing controlled by ground vehiciles. I also believe some basic missions should be included, possibly built by the community during the open beta test if need be including quick missions. For people who use the FMB a lot, ground vehiciles can selected in a similar manner to aircraft with something like a driver checkbox. Benefits: Easier interface for integrated vehiciles and allowing mission builders to create wars on the ground with much greater ease over learning a new system and should be simple enough for new people to get use to the interface. |
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#4
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Sorry if this is a repeat post. Mods can delete this if it is one or integrate it with my post above if it is improper to sperate different requests (It also applies to my next posting regarding controls as well as others posted in the near future from me in the next couple of days). Thanks
Type of Improvement: Easier "secondary" vehicile skinning ease. Explaination of Proposals: Right now, it is relatively easy to make a new skin for an aircraft but not really for other things like ships, boats, tanks, trains, etcetera. I propose that all vehiciles that can be skinned get a directory just like aircraft do for making skins so that mission builders can make custom schemes like desert skins for tanks if they wanted to. Benefits: New unparreled flexibility in skinning and map making with more variety for ground vehiciles in addition to the other skins in game. |
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#5
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Question
Do you have think put some for setup 3d convergence? i cant use stereomode becausethe 3d convergence its wrong. I learn this using the 3d nvidia. Thanks |
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#6
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Type of improvement:
Allow the player to have the choice (even if by a switch marked on/off) to see the pilot model in cockpit. Explanation of Proposal: Flight simulation movies have been and still are very much enjoyed by the community. Not all have to be 'instructional' and where possible it would be great to see a pilot model actually holding the control stick and throttle. There is no-need for the pilot model to push buttons or touch dials, just a simple model of the body, arms and legs for use in replays only (if that's the compromise that needs to be made?) Benefits: Much better realism in Flight Sim movies made using this software and with more people watching the movies, much more publicity (people will want to use it to make their own movies) and therefore revenue could be brought in to the company coffers? Please give us a Pilot model, viewable by the player in cockpit view. It would be a great addition and is already being used in War Thunder: World of Planes and I am sure you could do it so much better?
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#7
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Type of Improvement
Selectable CPU Multicore optimization. Explanation of Proposal: Either through an addition to the game setup GUI or the conf ini the ability for the user to set the cores for various selected parts that the game uses. Benefits As an Example Windows 7 64 o/s runs on core 0 on an AMD CORE6 CPU. The Game could be then devided across the other cores dependant on which are the most demanding elements. possible setup:0 system 1+2 Game engine 3+4 Textures 5 Particles. Or in configerations the user finds what works best for the operation of their system sharing higher demands ocross two or more cores while easier parts run on one. Future proofing A brief conf or gui setup guide could be packed into the game folder showing what aspects of the game can be assigned and spread across the CPU cores allowing the user to optimise the game to their setup.Information from community members would quickly cover various CPU`s and further hardware releases could be added on later game updates as an increase in core numbers in the future seems highly likely. I have requested this as a future feature and posted on http://www.il2bugtracker.com/project...1&tracker_id=3 Last edited by 6BL Bird-Dog; 05-11-2012 at 11:23 PM. Reason: Add link |
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