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#1
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Wow, some very nice responses going. The more i hear about the new improvements, the more excited i get. I mean, the radar is a great feature on its own (even if we'll have to wait longer for it), but new AI and flying without nav lights at night is even better.
A few questions about gameplay issues in regards to fighting at night: 1) Since it's mentioned in the radar video that there is accurate ground clutter interference, i guess that there is some sort of ground data being parsed to the radar code. Does this make it possible to have navigation/bombing radars like H2S in the future? 2) Since it will be difficult to operate the radar while flying the aircraft, what about adding a level stabilizer feature for the night fighters too? For example, you could engage level stab while working the radar, disengage to correct your heading (the aircraft would still respond to stick inputs when you are in the radar seat and you don't have level stab on, just like it happens with bombers), reengage and so on. Now if exhaust glow was modeled you could navigate this way close enough to a bomber to be able to see its silhouette or exhausts. From that point on you would disengage level stab, jump to the front seat and just open fire. This is pretty much the way it was done in real life as well, the pilot was guided to visual range by the radar operator, but he still needed to see the target before opening fire. Which brings me to the final question... 3) Will the AI visual detection range be adjusted for night scenarios? In reality a lot of times bombers came under fire from night fighters that were very close to them, yet they hadn't seen them until the tracers started flying by. It would be highly discouraging to carefully sneak up on a lone Lancaster for 10 minutes only to have the AI gunners start firing at you 500m before you can see the bomber's silhouette outlined against the night sky. Again, thanks for all your hard work guys, we're eagerly anticipating the first results. |
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#2
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Quote:
Use the views and level bombing. My question goes beyond that, I mean the flight Co-op, with more complete human crews. In nuetra squad do that kind of flight, as referred to, with observadors and stuff. Google Translation Camarada Cazador creo que has entendido mal mi pregunta. Uso las miras y el bombardeo a nivel. Mi pregunta va mas alla de eso , me refiero al vuelo coperativo, con tripulaciones mas completas de humanos. En nuetro escuadron hacemos ese tipo de vuelo, como el que hace referencia , con observadors y cosas asi. Saludos |
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#3
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Working with the FMB could be improved
The FMB Object selector box would have a selctor box for choosing country/organization of choice prior to selecting any object ---> This shouldn't be a difficult fix, it would probably only require one additional selector box inside the object box. Aircraft,stationary objects,artillery,vehicles Object choices would be chosen by country/organization, that relate specifically to that country and organization. Select Country/organization,example...USA/USN,USA/USAAF,Japan/IJA,Japan/IJN,etc. by a selector box. You could choose aircraft, vehicles or other objects that were used by that country/organization easily. For example there would only be aircraft or objects use by USA/USN,USA/USAAF,Japan/IJA.Japan/IJN Only Under the respective choice there would only be insignia, skins and air groups that relate to that country and organization only. If an aircraft was used by several countries it would show up in every country/organization where it was used. P-40 RAAF P-40 AVG P-40 RAF P-40 USSR P-40 USA It is so tedious scrolling through the listing of objects and aircraft to make selections, which could be facilitate easily with such a simple search & sort routine. It wasn't such a problem when there were a few objects as in IL2 1.0. Those days are long past. Also, the way the object box is designed it is difficult making choices unless you are very careful moving the mouse. With such a tool it would be so much easier to assure you are using skins, insignia and proper squadrons and flight groups for the country and organization. ----------------------------------------------- One other REAL BIGGY is artillery. It is so tedious setting up artillery, because the guns all shoot straight ahead. You have to go into 3D mode to make sure you have line of site on targets for artillery. It would make sense, if artillery could just shoot a trajectory like in the real world. Naturally artillery cannot shoot through hills, but artillery could sure shoot over hills and destroy targets. I don't know how difficult this would be. This would sure make more sense for the artillery to be farther behind their own frontlines. This could probably be handled with one extra selector box for setting the firing angle, 0-90 degrees of angle could be selected. This would be enough,because you could test the trajectory angle for distance pretty easy, and set up the rest of your artillery. ------------------------------------------------ Last edited by nearmiss; 09-02-2009 at 11:21 AM. |
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#4
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How about a release date on the 4.09?
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#5
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Have you thought of adding the CA-13 Boomerang to 5.0 the Australian built fighter that fort over New Guinea ?
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#6
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On the subject of night fighters, I'd like to see the Bolton-Paul Defiant, known to Luftwaffe night bomber crews as "The Steel Bat".
It would make for a good two player team mission aircraft needing one player to pilot and one player to operate the turret guns. The Blenhiem II and Blenhiem IV night fighters with belly mounted gun packs would be another interesting aircraft to fly. The Bristol Beaufighter was a more successful night fighter than the Mosquito. On the subject of the few WW2 fighter aircraft that aren't in IL-2 yet, any chance of the Chinese Airforce lend-lease Republic P-43 "Lancer" and Vultee P-66 "Vanguard"?? |
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#7
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If the P-51 is 9.83 instead of the 9.38 defined in the Il2 code. That is a very bad miss.
The difference in the P-51 = almost 18 inches. That has got to affect COG, the way fuel loading affects performance and handling of course. Last edited by nearmiss; 10-30-2009 at 04:06 PM. |
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#8
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Copied from my simHQ post:
Hello, I want nicely ask if it will be possible to fix default skin assigement for player AC. When there is defined custom skin in mission, last player choosed skin always override that one from mission. Even if i keep skin on default in arnamaent customization screen then it not select to mission defined skin. For me correct behavior will be it is always overriden by misson skin on mission load and user can after that change it in customization screen. Hope it makes sense. It really bugging me. Mission designer skin selection is totaly overriden with my last selected skin or stays on default for that AC. It happens only for player playable AC. AI planes have skins assigned ok. And i want it for all options. You can specify custom skin with markings on/off in editor. It dosent matter. Its not that i cant change to custom skin in customization screen. It is about that this is not done automaticaly when i enter mission breefeng. It should default to mission designer selected skin with option to change it as it is now. Thanks for feedback and good luck with next patches. |
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#9
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The textures in several of the spitfire cockpits have this error around the frame.
Last edited by Tempest123; 01-26-2010 at 07:57 PM. |
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#10
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Can you do something about this? I mean, can you increase the distance from which objects are visible so that "poping from nowhere" won't happen in such cases? Maybe a switch in conf.ini?
P.S. this is a feature request |
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