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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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  #71  
Old 12-28-2011, 07:30 AM
jayrc's Avatar
jayrc jayrc is offline
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Type of improvement: Pilots goggles

Explanation of proposals: Add option to toggle pilot goggles where the whole screen would tint kinda like when the pilot gets wounded

Benefits: Increase realism
  #72  
Old 12-28-2011, 08:10 AM
BlackSix BlackSix is offline
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Hi!

The following list of your suggestions was given to Ilya Shevchenko today. Those suggestions that are not included in the list - is already in development or already in the game. All new requests fall into the list of number 3.

Thank you for your work!

Quote:
1. FMB

1.1 Type of improvement: Full Mission Editor (Copy and Paste ability)

Explanation of proposals: Add the ability to copy and paste AI units with waypoints. Currently, we can copy and paste static objects or static AI (like AAA), but we can not copy and paste a tank or plane.

Benefits: This would make mission building much easier and faster.

http://forum.1cpublishing.eu/showpos...44&postcount=6


1.2 Type of improvement: Your scriptier to add in ability to land,
Refuel (in vacinity of fuel truck),
Re-arm (in vicinity of ammo vehicle),
Repair (in vicinity of Repair vehicle),

Explanation of proposals: Provide the ability for mission scripts to have this in for online or continuous play. Also could then have true ongoing mission campaigns and fly the same plane.

Benefits: This would give everyone on the Online server much greater ongoing war realisim. It would stop people ditching their planes in the oceans and re-spawning quickly as scriptis can be added to delay them restarting or punnish them on server. Much more realism this way. The times can be short but I am sure everyone would love these 3 abilities.

http://forum.1cpublishing.eu/showpos...1&postcount=46


1.3 Type of improvement: FMB

Explanation of proposals: Make the follow command be able to create large flights of aircraft formations. Guppe`s of heinkels number in a full fguppe of 36. Also they were in a 5 aircraft arrow formation.
Also a return of the primary, secondary and hidden mission goals.
Also as the modeling has become more advanced, we need some documantion to stop buring out engines on the different models of aircraft.

Benefits: Real raids could be reproduced in the game. The success of a mission can be gauaged. Less frustration over having an engine fail and then crashing.

http://forum.1cpublishing.eu/showpos...9&postcount=48


1.4 Type of improvement: damage model of buildings

Explanation: when buildings get bombed, they get destroyed, and have a pretty good damage model. But in 1946, buildings also got destroyed, when a plane crashed into it.
this is absent in clod yet and would be nice to have. It would also be nice, that some buildings after they get bombed/or a plane crashed into it, would catch fire. This should not be the case for every destroyed building, but chosen randomly, whether the building catches fire or not, with a chance of maybe 20-30 percent.
Not important but nice to have.

Benefits:

http://forum.1cpublishing.eu/showpos...2&postcount=33


1.5 Type of improvement: FMB layered and tied escort by multiple groups. BUG.

Explanation of proposals: Presently if you set more than one group (fighter) to escort another (bomber) then all escorts will level out to a common escort altitude and position behind the bomber group REGARDLESS of the waypoint altitude. They will weave and crash into each other.

Benefits: Allow mission builders to set altitudes for escort and escort types, eg, sweep ahead, close escort, top cover, low cover.

http://forum.1cpublishing.eu/showpos...9&postcount=56


1.6 Type of improvement: Train mission builder overhaul.

Explanation of proposal: Instead of searching the map for railroad tracks, have them appear on the map. Also smoothen out the "rough edges" of the train track in existing maps so we don't have unrealistic train behavior such as climbing steep cliffs (go to Dover and follow the train tracks away towards the west along the coast and then you'll see what I mean). Also make it possible for trains to stop to simulate train stops and make the sidings able to take on trains. Also add a collision model for trains vs trains since they currently pass right through each other.


Benefits: Mission builders in general as well as scripting train deliveries for online war were supply matters (hint hint) and can turn the tide of war.

http://forum.1cpublishing.eu/showpos...8&postcount=72


1.7 Type of improvement: Ground Personnel - (the lack of)
Vehicle Crew - (the ability to "populate/unpopulate" a vehicle)

Explanation of proposals: Many people enjoy the ability to populate the airfields for missions so that when a pilot enters the mission and is sitting in his cockpit, he sees an airfield that is busy with trucks being unloaded, a pilot inspecting his aircraft, or whatever the scenario might be. The static personnel, like in "1946" is what I'm asking for (not asking for moving dudes or dudettes, I figure that might be too much to ask). These really need to be added to the FMB, though they're already there (kinda) with troops manning a AT gun or standing around a field kitchen for example.

Currently, with a slight edit, we have the ability to see a vehicle we've added, have a crew inside it. (ie. A static truck appears with a driver inside it.)

It would be nice if we could somehow be able to check or un-check a box that decides wether or not the vehicle will be populated or not, ie.. I want a truck to be parked on the side of the road with no crew in it, yet in a truck down the road that is stopped at a checkpoint, I DO want a driver/crew in it, or a parked (static) field kitchen that isn't feeding people every time it appears in the mission.

Benefits: Visual stimulants that raise the immersion levels.

Acknowledgements: I DO realize some things are more important than others, but it would just be nice, that's all.

http://forum.1cpublishing.eu/showpos...9&postcount=74


1.8 Type of improvement: Allow markings to be applied to static aircraft in the FMB.

Explanation of proposals: Currently all static aircraft have no markings. For mission builders creating realistic airfields it is desirable to show parked up aircraft (or aircraft undergoing maintenance) with the correct historic markings for greater realism.

Benefits: Improve the realism of the game.

http://forum.1cpublishing.eu/showpos...8&postcount=65


2. Multiplayer

2.1 Type of improvement: Multiplayer Skin Voting System

Explanation of proposals: A voted for "Historical" and "Fictional" Skin set that is downloaded on this site, like the system used in Rise Of Flight.

Benefits: Skins are not downloaded during a flight, this alleviates some of the problems that players with slow internet connections experience.
Also the server admins do not have to police skins (AKA Fictional Skins).
Removes potential to "cheat" with custom skins.

http://forum.1cpublishing.eu/showpos...61&postcount=5


2.2 Type of improvement: Make the “Direct Connect” feature in multiplayer function correctly.

Explanation of proposals: At the moment the Direct Connect feature in Multiplayer does not work if Steam (the service) is not working, what is the point of having a direct connect if it is tied to Steam? Make the Direct Connect function where you can connect directly to a server even if Steam is not functioning or is disabled.

Benefits: This allows online players to continue to join and play on servers if Steam is not working.

http://forum.1cpublishing.eu/showpos...3&postcount=37


2.3 Type of improvement: De-cluttering of online play

Explanation of proposals
: Clean up the log/messages of online play. There is no need to show everything what happens (murdered, crapping pants etc.) or add option what to show. Also clearing the AI messages getting killed when player actually exits his plane after landing and respawns.

Benefits: Less cluttered display, less generated messages by the game, propably slightly better performance.

http://forum.1cpublishing.eu/showpos...2&postcount=10


2.4 Type of improvement: Greatly improve online gameplay

Explanation of proposals: New Coop Launcher like the old 1946 one


Benefits: One of the top selling points of the last game series and always been used as much as the dogfight option in the original game for online play,
see the poll here:
http://forum.1cpublishing.eu/showthread.php?t=28429
These guys pretty well sum up generaly the Coop comunitys feelings on the matter. Please get this sorted as it will benefit any future releases too.
http://forum.1cpublishing.eu/showpos...2&postcount=28


2.5 Type of improvement: Automatic disconnect or aircraft destruction/pilot kill if on-line ping fluctuates above 1000 more than 3 times within 3 minutes.

Explanation of Proposals: Some players will use the PrtScr or other method to 'warp'. i.e. suddenly shift position dramatically, when they are about to be shot down, preventing the attacker from taking his shot. The proposal will also affect fair players but that is unfortunately the penalty of a bad connection which other players cannot help with. The ping levels and timings could be a server side setting so that mission builders can experiment with the best settings.

Benefits: Fair online play and the removal of players that cheat.

http://forum.1cpublishing.eu/showpos...5&postcount=64


2.6 Type of improvement: Aircraft create delay

Explanation of proposals: Optional refly ban for a while, if someone does not landing at the airport or leave the plane away from the AFB.
Optional additions: that apply to the airports one-by-one, it takes time to pass from one to another, unless you aren't landed there. This could be the strategic importance of the huge maps only.

Benefits: To prevent teleportation. Reward the pilot who takes home the aircraft, even if it is damaged.

http://forum.1cpublishing.eu/showpos...2&postcount=53


2.7 Type of improvement: Destroyed ground/see target in netstats list

Explanation of proposals: The netstats list should contain the amount of destroyed ground targets and sunken ships.

Benefits: Many pilots are using bombers and ground strike planes. Their successes should be displayed in netstats as well as the fighter pilot's are beeing done.

http://forum.1cpublishing.eu/showpos...6&postcount=51


2.8 Type of improvement: Tactical sign in netstats list

Explanation of proposals: The netstats list should contain the plane's tactical sign.

Benefits: Like in the old Il2 days it would be much easier to identify pilots of other planes with full real settings.

http://forum.1cpublishing.eu/showpos...7&postcount=52


2.9 Type of improvement: Downed plane pilot list

Explanation of proposals: When AI plane crash, all former pilots also lists out.

Benefits: It clarifies the air kills. You will know who teleported out of the plane before impact.

http://forum.1cpublishing.eu/showpos...8&postcount=49


3. Plans

3.1 Type of improvement: Ground moving

Explanation of proposals: When the engine is turned off, the aircraft can move (slowly) with the cursor keys. As the ground crew to move the aircraft.

Benefits: In many object-equipped airports, spawn mistakes, tight spaces easier and safer handling of the aircraft on the ground.

http://forum.1cpublishing.eu/showpos...7&postcount=54


3.2 Type of improvement: If you fly trough Fuel or Smoke that is lost by another plane in front of you, you get hit by that Fuel/Smoke, meaning that it hits your canopy.

Explanation of proposal: Maybe some research is needed to find out what happens if you hit fuel in the air. Does it freeze on your canopy like you are flying trough a cloud? Or does it enter the coolant and causes damage to the motor?
The whole thing is probably easier to realise when rain is implemented in the game as you have a liquid hitting the plane....

Benefits: WOW-Effect!
http://forum.1cpublishing.eu/showpos...5&postcount=59


3.3 Type of improvement: Make a "cockpit view" with the gunsight of the Bf109 centered on the screen (and free movement of the view) just as we had in the original IL2FB.

Explanation of proposals: In the original IL2FB you could have the gunsight in the centre of the screen and still move your head freely around.
Now this is not possible, you only have one of two alternatives:
1. You are inside the cockpit, can move your head freely in all directions to scan the sky but, the gunsight is not centered.
2. You have the gunsight centered but your head movement is limited to approx 45° to the left and to the right.

I believe in reality the Bf109 gunsight was centered to the right eye so there was no need for complicated movements for the German pilots.
Because your simulation cannot show the difference between the left and the right eye view (at least as long as no 3D is available), you have penalised all German Bf109 pilots with your solution.
Unless if we buy TrackIR with 6DOF or Freetrack, in order to be able to make the adjustment through the extra hardware
Just fix this!

Benefits: It is back to historic reality and it saves our money (no need ot buy 6DOF TrackIR or a camera+freetrack (freetrack is not working with TrackIR).

http://forum.1cpublishing.eu/showpos...9&postcount=62


3.4 Type of improvement: Correct the Pitot-Heater indicator of the Bf109

Explanation of proposals: The pitot-heater (Staurohr) lamp does not indicate when the heater is ON

Benefits: minimal, just some improvent of the realist cockpit instrumentation

http://forum.1cpublishing.eu/showpos...6&postcount=63


3.5 Type of improvement: Ju-88 fuel cock levers.

Explanation of proposals: It's so hard to find these behind the Ju-88's seat. Could the hidden icons be made larger so you don't have to hunt around for ages trying to find them.

Benefits: Makes things a little less frustrating.

http://forum.1cpublishing.eu/showpos...3&postcount=67


3.6 Type of improvement: Compass and gyro view improvement

Explanation of proposals: Provide a compass and gyro view OR remove the control stick from the Glance at Dash view. It is difficult to see the compass and directional gyro, especially in allied planes.

Benefits: Easier to navigate and I'm certain it wouldn't have been that difficult to view compass IRL.

http://forum.1cpublishing.eu/showpos...7&postcount=68


3.7Type of improvement: Level Stabaliser

Explanation of proposals: Add Level Stabaliser key for Bombadier position in bombsight mode with the ability to trim left or right.

Benefits: Players can concentrate on setting the Bombsight without the need to pilot the aircraft at the same time.
Players are requesting this on other parts of the forum & it worked well in the iL2 series when it was added.
This would also benefit further sequels.
http://forum.1cpublishing.eu/showpos...9&postcount=75



4. Realism

4.1 Type of improvement: Disable teleporting.

Explanation of proposals: Be an option in realism settings, to allow only the following cases to create new aircraft: landing, crash landing, destroyed plane, pilot bailed out.

Benefits: Disable teleporting from plane.

http://forum.1cpublishing.eu/showpos...3&postcount=50


4.2 Type of improvement: Gameplay-World

Explanation of proposals:
Correct the Sunrise/Sunset time. Sunrisetime INGAME is about 4.00 at the moment. Earliest Sunrise time in England is 4.43, according to this site:
http://www.timeanddate.com

Benefits: makes the game more realistic

http://forum.1cpublishing.eu/showpos...6&postcount=27



4.3 Type of improvement: Ground Behaviour Tuning (add propwash)

Explanation of proposals: propwash is missing or its very weak. Where a real propeller plane is taxiing and/or flying, part of the airflow in the tail surfaces comes from the propeller, even if the plane is stopped on the ground. This airflow is proportional on propeller rpm in fixed propellers.

Benefits: more realistic ground control and behaviour on flight. It gives more control over the plane specially on the ground by applying gas and rudder for turns, making differential brakes less necessary. It also helps avoid nose flipping when applying brakes, by the usual procedure to taxi with stick in full back position to make that propwash atuate over stabilizer downwards and the tail of the plane "glues" to the ground.

http://forum.1cpublishing.eu/showpos...9&postcount=32


4.4 Type of improvement: Realism Setting

Explanation of proposals: Weathering/reliability for Weapons
I saw this posted earlier, and it sounds like a really cool realism setting.


9. Can we have a Spitfire with Hispano Suiza 20mm cannon?

We discussed this with some members of the community a while ago and decided that it makes no sense. If we make the guns realistically crappy and unreliable no one will fly it. And if we make the weapons unrealistically reliable it will completely shift the balance and give the Allies a huge advantage. We do not need to add another questionable feature to the project and give the fans another thing no one can agree upon, except to say that we suck.


Seriously? Adding realistically unreliable weapons sounds awesome!
If you want to make it easier for the more 'casual fliers,' make it a realism setting or a slider when adding the plane in the FMB. (Like weathering)

Benefits: Cannon misfire that plop out of the end of the gun like a dull potato, overheat the gun, explode in the barrel, or cause the gun to jam would all be very cool to see in this sim!
And if you make it an optional setting in realism settings or under the plane settings, it is a win, win. People who want realism get it, people who don't can either uncheck the box or not add it to their missions.
I really hope to see this kind of feature implimented. Especially when rockets are finally added to the sim.

http://forum.1cpublishing.eu/showpos...0&postcount=15


4.5 Type of improvement: Increase the level of upward lift of the wings and make the difference of "loss of airlift" from one side (e.g. when a wing is missing) more severe.

Explanation of proposals: If you lose a tip of the wing, the plane is easily controllable with the remaining aileron. In reality this should be much more difficult.
Picture #1. Wingtip+aileron is missing, no problem to control the airplane and land it. This is too easy.

http://grathos.de/temp/CoD/Bf109_Bad_Wing2.jpg

Picture #2 & #3
Half of the wing neatly sawn off. Airplane is at the limit and difficult to control. But it should be impossible to controll this damage at all as the good wing would produce so much lift that it would cause the plane to enter an uncontrollable roll which could not be recovered by the compensation from the remaining aileron.

http://grathos.de/temp/CoD/Bf109_Bad_Wing1.jpg
http://grathos.de/temp/CoD/Bf109_Bad_Wing3.jpg

Benefits: Increase realistic response of the plane.
http://forum.1cpublishing.eu/showpos...0&postcount=60


5. Sound

5.1 Type of improvement: correct the "sound radar"

Explanation of proposals: the sound of engine of other planes is very audible from your cockpit. This allows one to hear an assailant when closing in from one's 6 o'clock. The phenomenon is totally unrealistic and ruining the best surprise attacks

Benefits: oblige people to look behind, as it was in real life. Have a more realistic sound management. Reduce cursing, frustration, and aggressiveness towards moderators and developers.
http://forum.1cpublishing.eu/showpos...50&postcount=7


5.2 Type of improvement: Sound correction inside BR20 bomber.

Explanation of proposals: Inside the Italian BR20 bomber you can hear the sound of the wind, as if the side panels are open. The sound does not change when you open or close those windows.

Benefits: More realistic, more comfort in flight

http://forum.1cpublishing.eu/showpos...0&postcount=29


5.3 Type of improvement: Fix the "sound radar" of the Spitfires and Hurricanes

Explanation of proposals: Flying in a Spitfire/Hurricane you can hear an approaching Bf109 coming from the behind and low (impossible to see it in the mirror) and you can take evasive action. You can hear it from 200meters (min) and some from 300meters (max I have witnessed).
I have not experienced the same inside a Bf109.

Benefits: Improve the realism of the game

http://forum.1cpublishing.eu/showpos...2&postcount=61


5.4 Type of improvement:
Sounds: Buffets wind and prop sounds wind..
Pilot views Need to be more forward

Explanation of proposals: Sounds: this need to be much louder, while flying even if you cut or lower your engine throttle the aircraft should be very noisy inside the cockpit for sure (in RL).
Pilot View: The F1 position is a good pilot position while flying but it is locked at it is now. Pilot eyes should be re-positioned OR unlock the axis limits F1 position.
(Pilot head should be more forward)

Benefits: More realism. Please see work samples by me done on RoF
Here..
http://forum.1cpublishing.eu/showpos...0&postcount=36


6. Other

6.1 Type of improvement: 1st person bailout view and realistic bailouts with ability to look around when descending in a parachute.

Explanation of proposals: Rather than popping out of the aircraft you see the whole jumping sequence. Bailouts have to be done by the book or risk having a tail strike etc. The ability to look around while descending in a parachute.

Benefits: All three will add to a persons immersion in the game.

http://forum.1cpublishing.eu/showpos...4&postcount=41


6.2 Type of improvement: AI

Explanation of proposals: Improve the AI so that it reacts much more regularly and to the situation it finds itself in. If a fighter formation that is returning home or disengaging is engaged by an enemy fighter it frequently flies away in a straight line in formation rather than defend themselves. The AI needs to be much more happy to defend itself and fight rather than ignore the cannon fire hitting it and continue flying straight and level.

Benefits: Increased realism of offliners and Co-op onliners as well as online dogfights with AI formations present.

http://forum.1cpublishing.eu/showpos...3&postcount=69


6.3 Type of improvement: Resizing/reconfigure GUI screens in some fashion.

Explanation of proposal: ATI Eyefinity, w/bezel compensation.
Can not read GUI menu's. (3/4 behind bezels)

Benefits: Ease of playability, Quality of product.
http://forum.1cpublishing.eu/showpos...2&postcount=57


6.4 Type of improvement: Gameplay

Explanation of proposals: Just spawn the aircraft with the radiators on half/fully opened / cruising flight positions

Benefits: Starting with your aircraft in air is done be the game by spawning the aircraft in flight with engine working fully (max/cruising throttle/porp pitch positions). Yet, all the radiators are fully closed. Which means sensible engines will be broken in seconds, forcing the player opening the radiators a mandatory first thing to do while spawned. This is hard, specially for a newcomer to a flight sim, which might find his aircraft's engine broken in a matter of seconds, without having any clue why that happened.
http://forum.1cpublishing.eu/showpos...86&postcount=8


6.5 Type of improvement: SDK

Explanation of proposals: Release it without any documentation, or whatever it is that you have now


Benefits: COD is similar enough to Il2 that some of the better modders in the community can figure out how to use the tool set. So instead of waiting ages for your programmers to have enough free time to write out documentation, you can start to have the community work on the bulk of documentation. Thus the community can have access to mod features sooner and you wont have to spend as many resources getting said SDK working.

http://forum.1cpublishing.eu/showpos...6&postcount=11


6.6 Type of improvement: Changing FOV using FreeTrack or TrackIr

Explanation of proposals: Possibility in control settings to set Z-Axis translation as changing FOV instead of actually move your head backward and forward. Maybe also with possibility of some adjustment like maximal and minimal angle of FOV, or simultaneously changing FOV and head position with Z-Axis movement.

Benefits: Try using it this way in 6DOF mod for Il-2 1946 and you will see
[IMG]file:///C:/Users/MARTIN%7E1/AppData/Local/Temp/msohtml1/01/clip_image001.gif[/IMG] For me, it's much more close to the reality, cause in reality you have wide FOV combinated with great resolution of objects, which is imposible in game. With that possibility, you can at least easily change between these two important parametres only with slight movement of head and your hands are still free for plane control. Personally, i don't need move my head backward and forward in cockpit almost any time, but if someone does, or does not like this idea, he still will have possibillity to leave it as it's now.
http://forum.1cpublishing.eu/showpos...9&postcount=12


6.7 Type of improvement: support a 2 display configuration: 1 monitor for 3d gfx, 1 monitor for 2d gfx: logs, maps etc

Explanation of proposals: Now maps, event logs, chat messages etc are displayed in separate windows over the rendered 3 dimensional game graphics. Most display adapters support 2 monitors. Maybe this 2nd monitor could be used for displaying these overlay windows *only* - ie. The 3 dimensional world would NOT show on this second monitor. The main display would still show cockpit etc, but having map etc. open wouldn't hide what you see while flying.

EDIT: another way to fix this problem could be a keypress command that would toggle the visibility of map and all infowindows etc shown on top of 3d world, so it would be QUICK to get them all out of the way while flying.

Benefits: overlay windows wouldn't interfere with flying

http://forum.1cpublishing.eu/showpos...5&postcount=14


6.8 Type of improvement: Rearm, Refuel, Repair functions.

Explanation of proposals: Release script functions to rearm, refuel and repair objects during mission. Bind functions to objects.
An object stationary/chief can repair/refuel/rearm another stationary/chief object. Give the possibility to start an action (refuel, repair, rearm) by trigger (waypoint, distance, time, tab menu...).

Benefits: These functions would be very usefull for a ext. resource system for longtime missions and campaigns.
I'm thinkin of fueltrucks driving empty to the station where a fueltrain just arrived and then loaded, back to the airports fueldepot. Not to speak of the possibillity, after you spit out your last bullet in a fight, to be able to get back to your airfield, taxi to the hangars and rearm, refuel and maybe repair your crate and get up again.

http://forum.1cpublishing.eu/showpos...4&postcount=19


6.9 Type of improvement:: in built voice recognition software

Explanation of proposals: once all the AI commands work to give orders to your flight, it would be awesome to be able to to that with your speech instead of typing on the keyboard several times.(i saw in a vid that this is already possible with external speech recognition software to give the ai commands with your own voice).

Benefits: this would be a feature, which would make single player mode much more realistic and
it would be much more immersive to give orders that way.
besides it would be a feature which no other flight sim has yet, so possibly this would make the competitors squirming.

http://forum.1cpublishing.eu/showpos...1&postcount=20


6.10 Type of improvement: Gameplay (Campaign)

Explanation: of proposals: Add the campaign format of the original Red Baron simulator (the best flight simulator campaign I have ever played). For COD, this would mean in offline campaign mode, being able to first lead a flight, then lead a section then a squadron. Also it would mean getting the ability to get the best new planes' features first (metal ailerons, semi-no negative g cutout, pick of the best aircraft in the squadron (it performs a little bit better than others, climbs a little faster than others, has tighter controls, etc.). Thirdly, you would be able to choose a personal airplane marking as well as choose the pilots who fly with you.

Benefits: This would add more fun to COD, get higher magazine reviews and get more customers to buy the product so you can make more money.

http://forum.1cpublishing.eu/showpos...3&postcount=39


6.11 Type of improvement: Controls Interface - Flightstick Axis Sensitivity

Explanation of proposals: Greater degree of sensitivity control, maybe similar to IL1946 that used sliders to set the sensitivity over the full range of movement. Rudder on twist action flightsticks is still too sensitive using the current sensitivity option.

Benefits: Axis sensitivity can be user optimised to suit a wider range of Flightgear accessories/equipment.

http://forum.1cpublishing.eu/showpos...2&postcount=30

Last edited by BlackSix; 12-28-2011 at 08:13 AM.
  #73  
Old 12-28-2011, 08:22 AM
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150GCT_Veltro 150GCT_Veltro is offline
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Shake when we start the engine is not included in the list, would be possible add it for Luthier in the next one? There is not feeling at all now when we are going to start the engine if not the sound.
  #74  
Old 12-28-2011, 09:09 AM
BlackSix BlackSix is offline
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Quote:
Originally Posted by 150GCT_Veltro View Post
Shake when we start the engine is not included in the list, would be possible add it for Luthier in the next one? There is not feeling at all now when we are going to start the engine if not the sound.
Yes. Give me a link to this request, please.
  #75  
Old 12-28-2011, 09:13 AM
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150GCT_Veltro 150GCT_Veltro is offline
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Thank you very much!

http://forum.1cpublishing.eu/showthread.php?p=347177
  #76  
Old 12-28-2011, 09:51 AM
BlackSix BlackSix is offline
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Quote:
Originally Posted by 150GCT_Veltro View Post
Ok
  #77  
Old 12-29-2011, 05:43 AM
BlackSix BlackSix is offline
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Your suggestions have been studied. We found many interesting and useful things, some of them are can be implemented in the future.

All new requests fall into the list of number 3.

Thanks again for your work!
  #78  
Old 12-29-2011, 06:14 AM
Verhängnis Verhängnis is offline
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Thank you very much, this is great news!
  #79  
Old 12-29-2011, 06:27 AM
FG28_Kodiak FG28_Kodiak is offline
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Join Date: Dec 2009
Location: Swabia->Bavaria->Germany
Posts: 884
Default

Type of improvement: Full Mission Editor

Explanation of proposals:
Add a Only Ai command to Airgroup Option.

Benefits:
Usefull for CooP Game, so Missionbuilder can better manage the planes that can select by players.

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Type of improvement: Full Mission Editor

Explanation of proposals:
Add a speed parameter to ground actors.

Benefits:
At the moment the speed of ground actor differs, which is nice but if you build for example a german "Panzer Keil" the medium and light tanks are faster than the heavy tanks. So building of a historic correct "Panzer Keil" is impossible at the moment.

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Type of improvement: Full Mission Editor

Explanation of proposals:
Add a wait-Waipoint to ground actors (maybe AiAircrafts also).

Benefits:
So it would possible to let a train wait at a trainstation. Maybe it would possible to add a idle command to AiGroundActors, for better Mission-Timing. Ok i can use gpPostMissionLoad, but i get Spawn Lags if using.

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Type of improvement: Full Mission Editor

Explanation of proposals:
Add a Despawn Waipoint.

Benefits:
So a Missionbuilder can easily clean up his mission to avoid slow down. Ok i can use OnActorTaskComplete but it would easier without scripting.


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Type of improvement: Script

Explanation of proposals:
A command or Parameter to avoid generation of "server" chat messages

Benefits:
I would like to use my own messages, at the moment i get both.

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Type of improvement: Script

Explanation of proposals
:
A command or Parameter to get player statistics generated by the game

Benefits:
Maybe its possible but i didn't find a way to get them, .

Last edited by KG26_Alpha; 12-29-2011 at 02:38 PM.
  #80  
Old 12-30-2011, 10:18 AM
Damixu Damixu is offline
Approved Member
 
Join Date: Jul 2010
Location: Finland
Posts: 128
Default

Type of improvement: User Interface

Explanation of proposals:

The mouse pointer should disappear automatically when ever mouse is been inactive for 3 seconds and reappear upon moving the mouse.

Benefits:

Less clutter on the screen. The mouse pointer typically distracts the view by hanging front of something more important.
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