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-   -   Daidalos Team's Room -QUESTIONS AND REQUESTS ONLY - For 4.11 (http://forum.fulqrumpublishing.com/showthread.php?t=18260)

Bolelas 12-16-2011 07:40 PM

Quote:

Originally Posted by EJGr.Ost_Caspar (Post 370667)
To make things more clear:

1st of your question is about human bomber crew in COOP, where pilot and gunners/bombadier can switch positions by will during flight?
2nd of your question is about just watching others (for teaching issue maybe)?

1st question:Yes, human bomber crew switching positions at will, with the "original" pilot having the autority to who he delivers controls of the bomber and regain them whenever he wants. I think would be good for long missions,(gives pilot a break, and encourages more people to play as gunner position, because they can also do some part of piloting) and maybe used also for teatching purpose.
2nd question: yes, mainly to learn something out of others, and good also for having more stuff to put in a film.
Thanks for ansewering. :)

Pursuivant 12-16-2011 09:07 PM

Quote:

Originally Posted by KG26_Alpha (Post 370685)
This was asked for years ago but was told netcode blah blah blah by Oleg and team

I'm more inclined to trust DT's comments about what is, and isn't possible with IL2. Like the rest of us, they're fans who are driven by love of the game rather than profit.

Fenice_1965 12-17-2011 11:59 AM

fighters / bombers percentage in multiplayer
 
Is it possible to have a feature in dogfight maps to limit the percentage of fighters and bombers.
Example: You build a map balancing it for a server of 50 players. You can put an aircraft limit to 12 fighters. So the rest is bombers.
Problem is: if the server has 12 players for side in....and everybody chooses fighters the mission design is altered.

If I can set aircraft limitation by percentage...example 50% fighters....with 12 players in I can have 6 bomber and six fighters. The mission design remains untouched.
:!:

KG26_Alpha 12-17-2011 06:38 PM

Quote:

Originally Posted by Pursuivant (Post 370778)
I'm more inclined to trust DT's comments about what is, and isn't possible with IL2. Like the rest of us, they're fans who are driven by love of the game rather than profit.

Which is why if you read the rest of my post...............

It probably is possible.

Pursuivant 12-17-2011 07:45 PM

Quote:

Originally Posted by KG26_Alpha (Post 370943)
Which is why if you read the rest of my post...............

It probably is possible.

Yep. My point is that it's a pleasure having fans developing for IL2, rather than a company. For so long fans were told "this isn't possible" when what Oleg and company really meant is "it isn't profitable enough."

While I'm awed by what Oleg and 1c did with the IL2 series - it was light years of any other combat flight sim out there when it was released - I don't like being lied to.

Anyhow, my comment wasn't meant to criticize your request. I think it's possible and it's certainly a good idea. To look at it a different way, a mod which allows the bomber commander to hand off control of the plane could also be used to allow a player bombardier to take control of the plane using the Norden bomb site or similar device, or for a player copilot to take control from an AI lead pilot (or vice-versa).

Tweak the idea slightly, and you could have the same mod allow human-crewed bombers to pass control around. For example, player 1 (in pilot position) gets killed, so player 2 could take over. This would simulate things like the Flight Engineer, Navigator or Bombardier (who often had some flight training) shoving the pilot's body out of the seat and taking over the controls.

Tropical Storm 12-18-2011 06:03 PM

Quote:

Originally Posted by EJGr.Ost_Caspar (Post 370668)
So far no issues with autopilot has been recognised. It generally follows waypoints (note: it also flies back if you have missed one) and starts attacks on enemy planes.

Hum, so maybe the problem is with the allied (I mean, squadron leader) AI. He often takes a different course than the waypoints one and behavior strangely, so my plane on autopilot just follow him... For example: many times playing as a B 25 bomber, the whole squadron dive to bomb, and not level, just like they were diver bombers. If I turn off the autopilot close to the target and level my bomber for myself, they just shout for me to "stay on course"! Other times, playing as an escort fighter, my whole flight fly away from the bombers we were suposed to protect just because we missed a waypoint...

Maybe if the AI had some behavior patterns depending on the type of plane it flyes... like, do not dive if he is a level bomber, or always follow the bombers if he is an escort, regardless of his own waypoints... them maybe my plane and my flight would do what they are suposed to do, even on autopilot. :)

IceFire 12-19-2011 03:51 AM

Quote:

Originally Posted by Tropical Storm (Post 371157)
Hum, so maybe the problem is with the allied (I mean, squadron leader) AI. He often takes a different course than the waypoints one and behavior strangely, so my plane on autopilot just follow him... For example: many times playing as a B 25 bomber, the whole squadron dive to bomb, and not level, just like they were diver bombers. If I turn off the autopilot close to the target and level my bomber for myself, they just shout for me to "stay on course"! Other times, playing as an escort fighter, my whole flight fly away from the bombers we were suposed to protect just because we missed a waypoint...

Maybe if the AI had some behavior patterns depending on the type of plane it flyes... like, do not dive if he is a level bomber, or always follow the bombers if he is an escort, regardless of his own waypoints... them maybe my plane and my flight would do what they are suposed to do, even on autopilot. :)

That's not an autopilot problem. That's an AI problem... or rather a limitation.

The B-25 version in-game is a B-25J which operated as both level bomber and strafer using the guns in the nose to attack targets are very low level. The AI is setup on this aircraft for the strafer behavior so that's what it tries to do. At some higher altitude it is supposed to play nice as a level bomber but I'm not sure what that is.

On my wish list is an ability to tell the AI what to do at the attack waypoint depending on what options are available for that aircraft. So that we can have A-20s and B-25s and other types that did double duty doing what they are supposed to do according to mission parameters.

Pursuivant 12-19-2011 12:58 PM

My problem with waypoints is that if you miss a waypoint and then turn on AI, the AI tries to go back to it, rather than going on to the next waypoint or to the nearest waypoint.

Going back to the last known location might be realistic if you're flying over unfamiliar terrain or have limited landmarks and the waypoints are widely separated, but makes no sense if the waypoints have been set up to make planes orbit over a particular location, or if the planes are supposed to rendezvous with some other unit.

In a more perfect world, the FMB would include the following options:

Attack -> Attack type: high level bomb, dive bomb, strafe/rockets, torpedo/skip bomb/kamikaze.

Loiter -> Pattern: Circle, Racetrack, Expanding circle/spiral, square, rectangle, expanding square, expanding rectangle, random with X radius of waypoint. Speed change: +/- X mph/kph. Altitude change: +/- X m/feet.

Missed Waypoint Behavior: Back to last waypoint, go to next waypoint, go to nearest waypoint.

Dogfight behavior: Avoid contact (i.e., keep at least X distance from nearest enemy while still trying to get to next waypoint), Defensive circle (AKA Lufberry Circle), Escort/air cover (i.e., don't go beyond X distance from Y unit/location - close vs. loose escort set by distance), Ignore (i.e., don't dogfight or maneuver at all - very realistic for level bombers at IP point), Cautious (i.e., dogfight if attacked but don't pursue if enemy breaks off), Aggressive (i.e., normal dogfight behavior), Scatter (i.e., similar to what happens when bomber formations are badly shaken up, but logical initial behavior for unarmed formations), Flee/Retreat (i.e., avoid contact with enemy and got to another waypoint if enemy sighted), Scatter & Flee (combines the two options above - formation scatters, individual planes try to make it to another waypoint individually).

Escort Behavior (Can be assigned with other commands, no other flights need be present to get search patterns along a particular path): straight flight, weave (i.e., a sinusoidal path), zig-zag (i.e., 45 degree left and right turns every X meters), racetrack (i.e., oval loops - like current fighter escort behavior), orbit (i.e., circular loops), random.

EJGr.Ost_Caspar 12-19-2011 02:51 PM

'Go to next waypoint' has always been available and it works for you own planes autopilot too.

Tropical Storm 12-19-2011 04:08 PM

Quote:

Originally Posted by EJGr.Ost_Caspar (Post 371383)
'Go to next waypoint' has always been available and it works for you own planes autopilot too.

Yes, but if Im not a flight group (or squadron) leader it will not work for the entire flight, right? I mean, the leader will still try to go back to the missed waypoint (what the AI is programmed to do, I supose), and if I go to the next by myself, I'll break formation...

Tropical Storm 12-19-2011 04:13 PM

Quote:

Originally Posted by Pursuivant (Post 371360)
My problem with waypoints is that if you miss a waypoint and then turn on AI, the AI tries to go back to it, rather than going on to the next waypoint or to the nearest waypoint.

Going back to the last known location might be realistic if you're flying over unfamiliar terrain or have limited landmarks and the waypoints are widely separated, but makes no sense if the waypoints have been set up to make planes orbit over a particular location, or if the planes are supposed to rendezvous with some other unit.

In a more perfect world, the FMB would include the following options:

Attack -> Attack type: high level bomb, dive bomb, strafe/rockets, torpedo/skip bomb/kamikaze.

Loiter -> Pattern: Circle, Racetrack, Expanding circle/spiral, square, rectangle, expanding square, expanding rectangle, random with X radius of waypoint. Speed change: +/- X mph/kph. Altitude change: +/- X m/feet.

Missed Waypoint Behavior: Back to last waypoint, go to next waypoint, go to nearest waypoint.

Dogfight behavior: Avoid contact (i.e., keep at least X distance from nearest enemy while still trying to get to next waypoint), Defensive circle (AKA Lufberry Circle), Escort/air cover (i.e., don't go beyond X distance from Y unit/location - close vs. loose escort set by distance), Ignore (i.e., don't dogfight or maneuver at all - very realistic for level bombers at IP point), Cautious (i.e., dogfight if attacked but don't pursue if enemy breaks off), Aggressive (i.e., normal dogfight behavior), Scatter (i.e., similar to what happens when bomber formations are badly shaken up, but logical initial behavior for unarmed formations), Flee/Retreat (i.e., avoid contact with enemy and got to another waypoint if enemy sighted), Scatter & Flee (combines the two options above - formation scatters, individual planes try to make it to another waypoint individually).

Escort Behavior (Can be assigned with other commands, no other flights need be present to get search patterns along a particular path): straight flight, weave (i.e., a sinusoidal path), zig-zag (i.e., 45 degree left and right turns every X meters), racetrack (i.e., oval loops - like current fighter escort behavior), orbit (i.e., circular loops), random.

That would be perfect! :grin: I was talking exactly about that when I mentioned "flight patterns". But I understand that it would be very difficult and time consuming for TD to make such changes for this patch, but maybe it stays on the wishlist for the next...

OREL_Erichos 12-20-2011 09:31 AM

Hi guys, my question is about support 6DOF mode for freetrack/IRtrack in 4.11 update, will this feature be in this update or not?

EJGr.Ost_Caspar 12-20-2011 09:49 AM

Quote:

Originally Posted by Tropical Storm (Post 371410)
Yes, but if Im not a flight group (or squadron) leader it will not work for the entire flight, right? I mean, the leader will still try to go back to the missed waypoint (what the AI is programmed to do, I supose), and if I go to the next by myself, I'll break formation...

If you not the flight leader, you probably won't miss any waypoint. There is no reason to leave your flight, is there? Thats the point of being NOT the flight leader. However, there have some good suggestions beside this and we read them all.

Bolelas 12-21-2011 04:37 PM

Quote:

Originally Posted by OREL_Erichos (Post 371610)
Hi guys, my question is about support 6DOF mode for freetrack/IRtrack in 4.11 update, will this feature be in this update or not?

This was mentioned many times before. NO, because some older planes are not designed to suport this feature in their 3D design, and some parts would become transparent. It would be ugly to do official patch with such fails (that permited some sort of "cheat"). So basicaly, if you want 6DOF, fly with MODs.
:(

RegRag1977 12-21-2011 06:22 PM

What about giving a wider FOV instead of 6DOF
 
Hi,

Why not have new (and wider) FOV options instead of an impossible 6DOF thing: it would be a simpler way to increase visibility? the FOVs we have now are too restricting especially while using a wide screen. It would also help those who have no TrackIr to cover more space (i mean something more close to human eyes fov).

Tropical Storm 12-21-2011 08:15 PM

Quote:

Originally Posted by EJGr.Ost_Caspar (Post 371614)
If you not the flight leader, you probably won't miss any waypoint. There is no reason to leave your flight, is there? Thats the point of being NOT the flight leader. However, there have some good suggestions beside this and we read them all.

Well, it may happens when you need to go back to base due to a fuel leak, for example. And sometimes, when engaged in dogfight, the whole flight misses a waypoint, including the leader. But even if we are close to the next one, he will go back to the missed point.

Anyway, thanks for you answers and your attention, Im glad to know that you guys are reading our suggestions!

jameson 12-23-2011 10:13 AM

Would it be possible to assign menu buttons. that currently have to be mouse clicked, keyboard letters? Say, 'F' for fly, 'D' for difficulty? Or even Alt+whatever? Sometimes the keyboard would just be easier to use than scroll left, click, next page scroll right, up, down. click... For those with sim pits getting rid of the mouse would be a godsend I'd have thought, and one less thing in the way on the desk.

Pursuivant 12-23-2011 10:20 AM

Loadouts
 
It seems to me that a very simple change, which would render a number of mods obsoleted, would be to increase the number of loadouts available for planes in the game.

For example, there is evidence that the P-40M carried "bazooka" style rockets, that the Luftwaffe experimented with having the Do-217 carry torpedoes, and that the Fiat G-50 was fitted with hardpoints so that it could carry bombs. Bombers like the A-20 and B-25 could carry far more varieties of ordinance, or combinations of ordinance, than are currently modeled in the stock game.

On a purely visual level, there's evidence that U.S. lend-lease planes were fitted to carry Soviet or British bombs and/or rockets.

Basically, if there's any evidence that a plane could carry a particular type of ordinance in a particular nation's inventory, there's no reason that it shouldn't be modeled in the game.

On a purely hypothetical level, the various "Luftwaffe 46" planes, perhaps including real planes like the Bf-109K, Do-335, FW-190D, Hs-162, Me-262A or Ta-152 could all get loadouts of the late war German weapons like the Fritz X.

T}{OR 12-23-2011 01:13 PM

Just one request really, not sure if it was posted before:
  • differential braking with toe brakes some of us use with rudder pedals.

For the planes that had them off course.

Bolelas 12-24-2011 12:19 PM

Question about flight model.
 
Not a request, just a question. Sorry for the ignorance. I dont use MODs, not against, but a few days ago i went for the 1st time to MODs room in this forum, and i read about some guy named Aachens that made a preciser "program" of the flight models used in IL2. Is it accepted as closer to real models? Is it possible to use it for the stock version? Dificult to implement? Legaly possible?

Thanks for Daidalos Team excelent work. I think you should have some paypal account were we could deposit some help (i cannot help with computing or 3D models). I am not rich, (far from that), but i would be glad to help with 5 or 10€, and if many give a little, the comunity would help a lot.
Of course you say that you dont want profit, but tools are needed for work, computers sometimes get damage, need repair, etc, and at least you should not have economic losses...

THANK YOU ALL.

maxim42 12-26-2011 07:40 PM

It would be nice if you include widescreen support. As you know - widescreen is new standard and I'm sure that most of people here have 16x9 monitors. Nowadays you are able to config in conf.ini file to play with this kind of monitor but this is not comfortable. There should be support for most popular resolutions in standard (I have 1360x768 monitor and playing il-2 is a little bit complicated). Greetings!

GF_Mastiff 12-27-2011 02:00 AM

Quote:

Originally Posted by maxim42 (Post 373618)
It would be nice if you include widescreen support. As you know - widescreen is new standard and I'm sure that most of people here have 16x9 monitors. Nowadays you are able to config in conf.ini file to play with this kind of monitor but this is not comfortable. There should be support for most popular resolutions in standard (I have 1360x768 monitor and playing il-2 is a little bit complicated). Greetings!

you can go in to the config.ini and change your resolution to match your native widescreen. Just remember to saveaspect to =0

[window]
width=1920
height=1080
ColourBits=32
DepthBits=24
StencilBits=8
ChangeScreenRes=1
FullScreen=1
DrawIfNotFocused=0
EnableResize=0
EnableClose=1
SaveAspect=0
Use3Renders=0

Lagarto 12-27-2011 07:55 AM

No Mastiff, it doesn't really solve the problem. In this way you can get rid of the black bars at either side of the screen but at the cost of losing a fairly large portion of the view at the top and bottom. I would also like very much to see a true widescreen support.

Xeno 12-27-2011 11:23 AM

THere are two issues with wide-screen support, first is unable to select proper resolution from the list, wchich is easy to work-around by manually alter config file

Second issue is smaller vertical FOV, which ca be only solved by mods. Problem is not everyone wants to fly modded install and mods doesn't work for everyone (i've tried carmasters and different one (can't find wchich one it was). None f them worked for me and my install get prone to crash.

schnorchel 12-30-2011 02:17 AM

pls could Daidalos team take care of BF109s? I almost fly BF109 dedicatively in this sim. but I seldom play it anymore after 4.07M.
Now what we can have on this AC,
it cannot climb even at high altitude. besides the super LA5FN never get overheat above 5000m.
it cannot dive. due to the overdone famous so called "concrete elevator"
cannot turn, nobody expect she can outturn Las, for sure.

VVS fighter can beat 109 from 10000m to the bottom easily. We only have 2 kinds fighter for LW. but now none of them is modeled decently. :(

pupo162 12-30-2011 09:56 AM

Quote:

Originally Posted by schnorchel (Post 374572)
pls could Daidalos team take care of BF109s? I almost fly BF109 dedicatively in this sim. but I seldom play it anymore after 4.07M.
Now what we can have on this AC,
it cannot climb even at high altitude. besides the super LA5FN never get overheat above 5000m.
it cannot dive. due to the overdone famous so called "concrete elevator"
cannot turn, nobody expect she can outturn Las, for sure.

VVS fighter can beat 109 from 10000m to the bottom easily. We only have 2 kinds fighter for LW. but now none of them is modeled decently. :(


what??

i flew 109 exclusively for 1 or 2 years, and that beast si a killign machine. unless oyu are going for really late war, 109 can kill the hell off vvs

schnorchel 12-30-2011 12:05 PM

Quote:

Originally Posted by pupo162 (Post 374663)
what??

i flew 109 exclusively for 1 or 2 years, and that beast si a killign machine. unless oyu are going for really late war, 109 can kill the hell off vvs

not very really late war, in 1943 for example. What are you going to do in 109G6 when you meet a L5FN @3000m with same energy status? I fly 109 from 2002. I do not think I am a bad pilot.

pupo162 12-30-2011 12:12 PM

Quote:

Originally Posted by schnorchel (Post 374720)
not very really late war, in 1943 for example. What are you going to do in 109G6 when you meet a L5FN @3000m with same energy status? I fly 109 from 2002. I do not think I am a bad pilot.

i run away.

as a matter of fact. if i meat anything Co-alt i will most likely run away.

schnorchel 12-30-2011 12:37 PM

Quote:

Originally Posted by pupo162 (Post 374723)
i run away.

as a matter of fact. if i meat anything Co-alt i will most likely run away.

So the fact is that 109 can only perfrom hit and run fight from 1943 onward. could you please teach me what is the standard of the killing machine if you call she is. no offensive here, but I really need to relearn how to use it.

ElAurens 12-30-2011 01:54 PM

Only attack when you have a major altitude advantage.

Only attack from astern with that altitude advantage.

Never turn with your opponent.

Never ever engage co-altitude or co-energy.

Only attack n00bs if possible.


That's how Hartmann did it.

pupo162 12-30-2011 01:55 PM

Quote:

Originally Posted by schnorchel (Post 374730)
So the fact is that 109 can only perfrom hit and run fight from 1943 onward. could you please teach me what is the standard of the killing machine if you call she is. no offensive here, but I really need to relearn how to use it.

not offended.

The 109G6 vs la5fn and yak 9d ( or B , the uber one) scenario it is familair for me. i play aroudn 200 missions 1 hour long in such. our planeset was 2 FW mdoels and 2 109s models. so 25% of th eitme luck draw me a 109g6. Let me tell you those were the worst and hardest missions.

i would come in high ( 6000 meters or so. and check the area, usually rushing the objective, or an intereption point ( if we were escorting bombers or intercepting) to make sure i was the highst bloke around. thsi worked preatty well. if i found them on time i would be high were they arent expect me to be whilst still climbing. BnZ till i loose my advantage ( offensive BnZ, not the slow paced one) and then dive for a lower altitude hoping they would follow me to a lower alt, were they would have a nice pack of 190s waiting for some meat. I woudl usually do this alone, not becouse im good. but a single fighter was harder to spot, i could go faster and all that lone wolf stuff.

tech data? i would stay relatively slow. i wouldnt go over 700 kmh in hte dive. shallow dives, 30 - 45º, i would aim my passes so i was level while shooting, and would loop at about 200 km/h. this blees a lot more energy on the loop phase, but keeps saves a lot in the dive.

but this is me hunting.

when defensively ( same level, surprised, no friends around) i would dive away to 0 km. i was slightly faster there. and i could dive better. if he still manage to get me, i would drag him to scissors. its a desperate move but if he falls for it, i win, if he doesnt im in some trouble, but still possible to work around.

my K/d ratio on 109 g 6was about 2 /3 - 1. but in this plane i was more prone to accidents. and i died a lot in bombing sorties.


I used to love that campaign.. .the good old days :grin:

EJGr.Ost_Caspar 12-30-2011 02:26 PM

Could you open a separat thread for such discussions please? This is already a cramped place. Thanks! ;-)

AJaromir 12-31-2011 06:41 PM

Please add to HOTAS settings Fuel mixture because i cant't set this to any of axis in 1.10.1 Thanx

Luno13 12-31-2011 10:07 PM

Thanks for the hard work on the patch DT. :)

One little thing just occured to me the other day. The tube-sight in the SBD actually has a slip indicator around the bottom edge. I don't recall this being modeled in il-2. There is an image in a book, but I can't find it online, and I'll try to scan it.

Furthermore, those types of sights on these and other aircraft may not actually be "telescopic" in the sense that they provide magnification, but the pilot looks with both eyes so that with one eye he sees crosshairs projected on infinity and with the other, keeps track of the moving target. The overall effect is similar to that of the crosshairs projected on glass. If it's true, then the view through these sights should look like those of the Aldis sights in Rise of Flight.

RegRag1977 01-01-2012 06:18 PM

What about more turbulences?
 
What about more atmospheric effects like increasing turbulences (in general) and especially in hot weather maps?

EJGr.Ost_Caspar 01-01-2012 09:59 PM

Quote:

Originally Posted by RegRag1977 (Post 375335)
What about more atmospheric effects like increasing turbulences (in general) and especially in hot weather maps?

You can adjust turbulences and gust in FMB since 4.10.
One is low altitude and one is high altitude atmosphere effect (I'm not knowing at the moment, which one is which).

http://img593.imageshack.us/img593/8987/grab0116.jpg

Altitudes here are chosen by the regular real life hapenings.
Dynamic changings during mission is not possible though.

RegRag1977 01-02-2012 08:47 AM

That rocks!
 
Wow, this rocks: i will spend more time in the fmb to check this, many thanks Caspar!

Quote:

Originally Posted by EJGr.Ost_Caspar (Post 375399)
You can adjust turbulences and gust in FMB since 4.10.
One is low altitude and one is high altitude atmosphere effect (I'm not knowing at the moment, which one is which).

http://img593.imageshack.us/img593/8987/grab0116.jpg

Altitudes here are chosen by the regular real life hapenings.
Dynamic changings during mission is not possible though.


gianlucabagatti 01-02-2012 04:55 PM

Hi all, will the "propwash effect" be included in 4.11 (or maybe 4.12)?
best regards,
Gianluca

Phil_K 01-03-2012 09:29 PM

As TD have updated the FMB waypoints, I've got a quick but very useful request for 4.12.

Please could you include a "no strafing" option on the attack waypoint. At the moment B-25J's for example will drop their bombs and then descend from high altitude to strafe the target - this is obviously extremely unrealistic.

Also there are times when one wants even dedicated attack aircraft to just drop their ordnance and exit the target area e.g. when there is heavy flak.

Thanks in advance for your consideration.

Phabius 01-04-2012 02:22 AM

Yeah, good idea! I was building a mission with B-25s and had to give up due to this issue. "No strafing" would be excellent for Ground Attack waypoints in this case, so they drop their bombs and follow to the next waypoint.

Bolelas 01-04-2012 02:02 PM

changing key assignments. (changing pilot)
 
One thing that get me a little mad is when i am online, and wont to change pilot(key assignments, HOTAS)and that is not possible. (probably ofline it is the same, i dont remenber). Imagine redefine all those keys! It would be nice. Eg: if we forgot the "bomber pilot" key assignement in, we would go to escape menu we are used to (were is refly etc), we would clic, change pilot to our fighter keys assignement (for example), and fine!
:)

Alien 01-04-2012 03:59 PM

I'd love to have a flight construction like in CoD. But I think 40 aircraft is too much for an old sim. Maybe max number would be 16? I'd really LOVE to see this, it could make mission building MUCH easier and less time consuming.

JG26_EZ 01-05-2012 02:30 AM

Quote:

Originally Posted by Alien (Post 376225)
I'd love to have a flight construction like in CoD. But I think 40 aircraft is too much for an old sim. Maybe max number would be 16? I'd really LOVE to see this, it could make mission building MUCH easier and less time consuming.

I beg to differ Alien..
Though it may make mission building easier, the way that a flight attacks another flight might end up being really scary when the one flight of 16 Spitfire comes roaring in after me if I happen to be flying in < + - , no matter how many planes I have in my flight, they always seem to want to see the flight leader killed first.

If AI reacted differently, I'd raise a glass to your request and say here here.
At the moment, I'm finding flights of two is the way to go. I guess we'll see what happens in v4.11

Alien 01-05-2012 08:01 AM

But it's natural human behavior - everyone wants to kill the leader of the enemy flight. At least I do and I think everyone does. But you're right - it sometimes pisses someone off if he's the leader against many enemies :D

EJGr.Ost_Caspar 01-05-2012 12:45 PM

Thats a false interpretation of the things happening. If you want, you can do a fight as a flightleader without being attacked at all. All you have to do is: avoid close contact, set your buddies to attack and DON'T SHOOT ever!

Its just simple. AI is quite dumb (still is), so if you - as the player - present the most activity by attacking, shooting, being the most dangerous guy in your mission sky, so each enemy AI, that you are going onto (even if you just pass behind him), is 'crying for help' from its flight members - means, the other enemy AI's. Now, if they are not too busy with fighting or defending with your buddies, they will for sure GO AFTER YOU! Its just logical.

In short - if you prove to be dangerous, you will have to live with the consequences. :D

Alien 01-05-2012 03:21 PM

OK, thanks, but what do you think about my request? :D Can it be done for 4.12 or not?

EJGr.Ost_Caspar 01-05-2012 05:03 PM

I really have no clue about that, i.e. what problems it might mean programming wise or how AI would behave, or how much calculation is too much for the game/PC. So I stand out of any oppinion.

K_Freddie 01-05-2012 06:00 PM

Quote:

Originally Posted by Alien (Post 376446)
But it's natural human behavior - everyone wants to kill the leader of the enemy flight. At least I do and I think everyone does. But you're right - it sometimes pisses someone off if he's the leader against many enemies :D

Not me.. I hammer the weaker ones first as it's quicker, leaving more time to deal with the leader. Start chasing the leader and you'll have the rest of the pack on your tail in no time, as it's harder to do the leader.
;)

HarryM 01-05-2012 06:42 PM

I always just assumed it was because the leader is "physically" closer flying in the lead position to enemies coming at 12 o'clock so usually gets detected/targeted first.

Pursuivant 01-05-2012 09:20 PM

A whole gaggle of fighters latching onto a single opponent might be realistic, but it's also a rookie mistake. It's just stupid for a whole squadron of supposedly "veteran" or "ace" AI to be trailing along behind you in a stern chase.

If you've got the advantage of numbers on your side, you "box" the enemy by sending off pairs or sections to cut off his lines of retreat or to try to hit him with fire from multiple directions.

At the very least, if you're chasing an opponent you should send out a couple of sections in a line abreast so that there are more guns to bear should the enemy decide to turn.

While I'll reserve comment on AI behavior until I get the 4.11 patch, it seems to me that AI could be further improved by:

1) Having fighters target the lead bomber of a "box" (group formation), or lead bombers of each element of a "V".

Historically, this was important because the "command bomber" often decided when the rest of the formation would drop its bombs, and the "lead bombardier" aboard the command bomber was also likely to be the most experienced (hence, most accurate) bombardier in the group.

2) Have fighters cooperate when attacking enemies, rather than "every man for himself".

While it would be too much to ask for full-developed and historically accurate section, flight, squadron and group tactics, some attempt to split defensive fire with simultaneous attacks or to cut off an opponent's line of retreat would be easier to model.

3) Trying to better model historical doctrine, such as the reportedly low initiative and focus on formation keeping by early war Soviet pilots or British early war 3 plane fighter formations.

4) Make wingmen slightly smarter and have more options for your wingman.

Right now, wingmen slavishly follow their leader and almost never shoot unless an attacker makes the mistake of getting between the lead plane and the wingman and attacking the lead.

By contrast, if you tell them to "attack my target" they're in competition with you for the kill, and sometimes accidentally shoot you!

Wingmen also don't immediately report enemies on your tail, nor do they tell you what to do to get them off.

If asked, a good wingman could be ordered to get into a position to cut off an opponent's line of retreat or bring him under fire when he turns, in the classic "drag and bag" manuever.

He should also tell you to break right, left, up or down to avoid an incoming attack, and possibly even attempt to use a "drag and bag" himself.

Likewise, you should be able to order your wingman to take the lead, or act as "bait" so YOU can try a drag and bag:

Basic commands:

1) Break Right.
2) Break Left.
3) Keep steady (i.e. go straight).
4) Dive.
5) Climb.
6) Hold course (i.e., keep doing what you're doing).
7) Chop the throttle/try to get the enemy to overshoot.
8) Cut off - i.e., try to get a position 60-90 degrees off the enemy's current course so you can get a shot at them as they turn.

Xilon_x 01-06-2012 03:18 PM

the italian autoblinda transform for go to RAIL WAY.
http://www.anticsonline.co.uk/l.aspx?k=2735007

Alien 01-06-2012 03:36 PM

Quote:

Originally Posted by Pursuivant (Post 376622)
A whole gaggle of fighters latching onto a single opponent might be realistic, but it's also a rookie mistake. It's just stupid for a whole squadron of supposedly "veteran" or "ace" AI to be trailing along behind you in a stern chase.

If you've got the advantage of numbers on your side, you "box" the enemy by sending off pairs or sections to cut off his lines of retreat or to try to hit him with fire from multiple directions.

At the very least, if you're chasing an opponent you should send out a couple of sections in a line abreast so that there are more guns to bear should the enemy decide to turn.

While I'll reserve comment on AI behavior until I get the 4.11 patch, it seems to me that AI could be further improved by:

1) Having fighters target the lead bomber of a "box" (group formation), or lead bombers of each element of a "V".

Historically, this was important because the "command bomber" often decided when the rest of the formation would drop its bombs, and the "lead bombardier" aboard the command bomber was also likely to be the most experienced (hence, most accurate) bombardier in the group.

2) Have fighters cooperate when attacking enemies, rather than "every man for himself".

While it would be too much to ask for full-developed and historically accurate section, flight, squadron and group tactics, some attempt to split defensive fire with simultaneous attacks or to cut off an opponent's line of retreat would be easier to model.

3) Trying to better model historical doctrine, such as the reportedly low initiative and focus on formation keeping by early war Soviet pilots or British early war 3 plane fighter formations.

4) Make wingmen slightly smarter and have more options for your wingman.

Right now, wingmen slavishly follow their leader and almost never shoot unless an attacker makes the mistake of getting between the lead plane and the wingman and attacking the lead.

By contrast, if you tell them to "attack my target" they're in competition with you for the kill, and sometimes accidentally shoot you!

Wingmen also don't immediately report enemies on your tail, nor do they tell you what to do to get them off.

If asked, a good wingman could be ordered to get into a position to cut off an opponent's line of retreat or bring him under fire when he turns, in the classic "drag and bag" manuever.

He should also tell you to break right, left, up or down to avoid an incoming attack, and possibly even attempt to use a "drag and bag" himself.

Likewise, you should be able to order your wingman to take the lead, or act as "bait" so YOU can try a drag and bag:

Basic commands:

1) Break Right.
2) Break Left.
3) Keep steady (i.e. go straight).
4) Dive.
5) Climb.
6) Hold course (i.e., keep doing what you're doing).
7) Chop the throttle/try to get the enemy to overshoot.
8) Cut off - i.e., try to get a position 60-90 degrees off the enemy's current course so you can get a shot at them as they turn.

Yeah, that would be great to have something like this!

magot 01-09-2012 05:30 AM

Quote:

Originally Posted by Xilon_x (Post 376811)
the italian autoblinda transform for go to RAIL WAY.
http://www.anticsonline.co.uk/l.aspx?k=2735007

This is not bad idea. Is count with new railroad models in next updates.
How much pieces of autoblinda was converted to railway?

Patton521 01-09-2012 09:52 PM

Ok I have a question regarding the use of custom skins for aircraft while in multi player. I remember in the 4.09 patch that when flying online if someone had a custom skin for a plane I could see it. But while using the 4.10.1 patch I can't see another players custom skin unless I have that exact same skin and I have the Download Skin option enabled. Will the new patch have something that will address this problem or would it be possible to have something like what was used in the 4.09 patch?

char_aznable 01-10-2012 06:08 PM

Quote:

Originally Posted by magot (Post 377570)
This is not bad idea. Is count with new railroad models in next updates.
How much pieces of autoblinda was converted to railway?

There was a conversion kit made on purpose, any Autoblindo could be converted then reverted to the previous configuration. They were used in the Balkans to patrol the railroads.

BTW, the above depicted one is actually an AB 40 (some 25 built) painted in 'Colonial Kaki' camo... :confused:

Luno13 01-10-2012 06:51 PM

It came up in another thread that apparently the La-5FN uses 1944 performance figures. An Early and Late version with different power outputs or FMs might be useful.

Just thinking out loud: maybe there could be a way to consolidate all "Early" and "Late" type FMs into a single 3D model for the specific plane type, and is selectable by the user or mission builder. ie, you select "Fw-190 D-9", and in the loadout menu, you select "Late" and when you fly online, etc you see "Fw-190 D-9 Late". This could be used to add weapons, skis, or floats to planes with a corresponding FM change without adding another item to the list of planes to consolidate some I-16s, MiGs, etc.

I posted this in another thread a while ago, but it might be useful to overhaul loadout options as well. Right now there is only one field, and some planes have in excess of 30 options in order to cover various combinations of bombs etc. It might be better to set multiple fields such as "Hardpoint 1" "Hardpoint 2",Hardpoint 3" etc as well as "Weapon 1", "Weapon2" for guns.

Under Weapons fields you can select type of gun (ie Mk 108 in Bf-109) and long or short belts of ammo, or certain historical belting combinations (For instance, tracerless until the last 50 rounds or so), or simply empty.

Hardpoint 1 represents the left wing, 2, the belly and bomb-bay, 3 the right wing. If the player selects a heavy bomb load in the bomb-bay, and tries to add bombs to the wings, an "Overweight" message could appear, and prevent him from pressing "Fly" unless fuel was reduced or some bombs removed.

A plane like the P-47 could add bomblet dispensers on the wings and a extra-large fuel tank on the centerline rack, and indeed, any historical combination, without a tremendously long list.

Ki-43s can have the historical loadout of one bomb and one droptank.

Pe-8s which have a bomb-bay and wing racks could select the appropriate positions of bombs for the mission.

A reload function for gunners and corresponding delay could be nice. This doesn't necessarily need to be animated (player presses "R" for instance, and waits two seconds). This could also be nice for planes which carried drum ammo such as earlier Bf-110s and Beaufighters, and planes such as early Ki-45s with a 37 mm cannon that was loaded one round at a time or B-25s with the 75mm cannon. If the appropriate crew member in these planes is injured, reload is longer, and if killed, reload stops entirely.

Thanks for the work so far DT. Can't wait to see what surprises 4.12 will bring.

Quote:

Ok I have a question regarding the use of custom skins for aircraft while in multi player. I remember in the 4.09 patch that when flying online if someone had a custom skin for a plane I could see it. But while using the 4.10.1 patch I can't see another players custom skin unless I have that exact same skin and I have the Download Skin option enabled. Will the new patch have something that will address this problem or would it be possible to have something like what was used in the 4.09 patch?
Probably that skin is being downloaded into the netcache folder, but hasn't completed due to network speed. Sometimes I will see players' skins changing to the custom versions after 30 minutes of flying. Also, if the dedicated server you are on has custom skins "off", then you won't be able to upload or download custom skins.

Host a mission with your friend and fly a little longer to see what happens.

Pursuivant 01-11-2012 12:38 AM

Had the original designers of IL2 been thinking a harder about the future of the series, they would have designed the plane selection GUI and FM/DM a bit differently to make the game a bit more "modular."

For example, in the GUI, it would make sense to have 3 levels of menus for plane selection:

Basic Type --> Sub-Type --> Ordinance Loadout.

Example: Bf-109 --> G6 --> R6 field mod.

It would also be cool if the GUI had allowed you to select planes by year of introduction, nations or organizations that historically used a particular plane and/or role. For example, you could select by "U.S. Air Force, "level bombers" and "1944"

It would also be cool if the ordinance menu were somehow interactive, so when you click on particular ordinance combination, the plane in the view window changes to reflect the currently selected loadout. Or, when you moused over a particular ordinance layout, you'd get hypertext describing a particular weapon and its uses. That would be very useful for explaining obscure ordinance or foreign acronyms.

For FM, it would make sense to have engines and airframes separate, so you could model several different versions of the same plane, with identical airframe but different engines, using one airframe FM. Engine type would be selectable by the user or mission builder.

It would also make sense to model optional systems on the plane (e.g., radar, extra fuel tanks) as internal, non-droppable ordinance rather than as a dedicated part of the FM.

FM should also be alterable in the mission builder based on fuel type, state of repair, weather (e.g., ice on wings, moisture which soaked into wooden or canvas parts of the plane) and changes in mass or CG.

DM should be tweakable based on state of repair, quality of construction, sabotage, etc.

Modeling extra fuel tanks as internal, non-droppable "drop tanks" would eliminate the need for certain FM.

Certain internal weapons could be easily "swapped out" using meshes, rather than coding for an entirely different FM and 3d model. For example, British .303 caliber defensive guns rather than U.S. 0.50 caliber, or Soviet style dorsal turret rather than U.S. type, or removing the tail cone on the later G4M
series.

Other FMB/QMB niceties:

1) Being able to select Ammo loadout and amount of ammo for each weapon.

2) Listing amount of ammo available for each gun.

3) Listing types of guns rather than just saying "default".

4) Being able to select sight type (if multiple varieties were historically available).

5) Being able to select engine heat state when the mission starts (i.e., a dead cold engine which must be warmed before it can be safely started, or an overheated engine.)

6) Being able to "paint" damage onto an airplane so that certain parts have light or heavy damage when the mission begins.

7) Being able to assign special damage to an airplane (e.g., wounded crew, reduced engine power, oil leaks, jammed guns, landing gear that doesn't work) before a mission, or trigger failures at some point during a mission.

Blackjack 01-11-2012 07:27 AM

Quote:

Originally Posted by Pursuivant (Post 378228)
Had the original designers of IL2 been thinking a harder about the future of the series, they would have designed the plane selection GUI and FM/DM a bit differently to make the game a bit more "modular."

Seeing that at first it was planned as sim with il2 variants only, it was possibly thought of to be redundant at first and regretted later on :grin:

BadAim 01-11-2012 02:57 PM

Quote:

Originally Posted by magot (Post 377570)
This is not bad idea. Is count with new railroad models in next updates.
How much pieces of autoblinda was converted to railway?

It seems about 550 were built in all, all of which could use the rail bogies. The Germans used them too.

Bearcat 01-12-2012 01:38 PM

Quote:

Originally Posted by Pursuivant (Post 378228)
Had the original designers of IL2 been thinking a harder about the future of the series, they would have designed the plane selection GUI and FM/DM a bit differently to make the game a bit more "modular."

All that aside... people are still flying this sim a decade later and a top of the line rig from 2001 would choke on 4.10.1 .. so I don't know how much more they cold have looked to the future in the long run. There aren't many 12 year old game engines still running today. (IL2 was released in 2001 but IIRC the original engine was based on a space sim from a year or two earlier..) .

ElAurens 01-12-2012 04:33 PM

Quote:

Originally Posted by Bearcat (Post 378684)
All that aside... people are still flying this sim a decade later and a top of the line rig from 2001 would choke on 4.10.1 .. .


Fact!!!

I still have my original Dell that I first used for IL2 back in December of 2001. I tried to load up the game sometime after the PE2 addon.

It was a slide show as best.

It's amazing to think I flew online regularly with that old thing. Furballs with lots of planes... blowing up Vyazma every other night online.

Ah, those were the days.

:cool:

jameson 01-12-2012 06:57 PM

"blowing up Vyazma every other night online". Is this legal?

F19_Klunk 01-12-2012 07:26 PM

Quote:

Originally Posted by Bearcat (Post 378684)
All that aside... people are still flying this sim a decade later and a top of the line rig from 2001 would choke on 4.10.1 .. so I don't know how much more they cold have looked to the future in the long run. There aren't many 12 year old game engines still running today. (IL2 was released in 2001 but IIRC the original engine was based on a space sim from a year or two earlier..) .

+1

WTE_Galway 01-18-2012 11:39 PM

Shouldn't this now be a 4.12 thread ???


On another note, for the far distance future ... whats the chances of a flyable PBY eventually in a patch or two's time. I recall Gibbage who did the externals of the AI one said he had a flyable partially done but was lacking details like ammo feeds for the gun positions ... but that was many many years ago.

swiss 01-25-2012 02:05 AM

Wish

http://forum.1cpublishing.eu/showpos...4&postcount=92

zakkandrachoff 02-04-2012 04:29 PM

nice update, like the changes.

but, still missing in official way, (some of they are already done), this planes:
Renard R31 (belgium)
Hawker Fury (belgium and yugoslavia)
Fairey Firefly (belgium)
Curtiss Hawk II (china)
Curtiss Hawk III (china)
Hawker nimrod
Fokker G1(dutch) need this plane, at least AI
Dornier Do17Z 1940 (need it)
Bloch mb 151 (french) need it (flyable will be nice)
Breguet 693 (french) need this too
Potez 633 (french)
Potez 63.11 (french) need!
Heinkel He112 (Rumanian) will be nice flyable. vey used in ODESSA
Heinkel HE177 (need it)
Bachem BA 349 Natter (je)

And some several maps (with all details, big airfields, and trees, very much trees), like:

Middle French Map (paris) (1940)
Holland Map (1940)
Odessa 1941 (rework) (with trees please, miss the trees in this special map)
Middle Germany 1945 (rework)
Only South Italy 1943-1944 (Sicily a south italy) (re-rework)

hope see this in 4.12
i destroy soo many times my IL2 because the unofficials updates:(.

Ra'Kaan 02-05-2012 07:32 PM

Is this still the official request thread?
 
Hi,

A few things I wish I could do when I play IL-2 -

  • In the multiplayer arming screen or QMB I always wish I had a "shortlist" of favorite planes. The list of planes has gotten so massive (and thats a good thing) but sometimes I just wanna swap out planes and head back in quickly without having to scroll through a mile long list. So like a "top 5" plane list, or "Favorite" whatever, would be a cool feature. I'm picturing possibly a tickbox on the planes info page to add to favs. and those would show up on a seperate drop down list or something like that.

  • HUD optional filters. What would be REALLY cool is to have the ability to toggle what types of messeges show up in the HUD text. The new CEM is great fun, but man... I GET SO SICK AND BLEEPIN' TIRED OF SEEING "OVERHEAT" CONSTANTLY SHOVED IN MY FACE WHEN MY PLANE IS NOT BLEEPING OVERHEATING ... Seriously. Yeah yeah, noHudLog=1 yes. But when I go to playback my ntrk I really want my time speed messages and other messages. So turning HUD entirly off is not 100% a solution. I'm thinking just some conf.ini toggles as to what information we would like the HUD to show or not show would be super handy. Heck, even an in game toggle for HUD on or off would be fine. Like say, a toggle switch in the realism or track playback options - preferably hotkey (on/off) programmable
  • And on the topic of hot keys. The list has grown so long I always wish I had collapsable sub-lists. For example, I use TrackIR so all of those entries about mapping view keys I'd like to condense so I can get to through the list faster. I am envisioning a simple [+] and [-] style collapsing heirerarchy structure like Windows Explorer with perhaps an "expand all" and "close all" options. Simple and effective.

There you have it, nothing too fancy.

As always, I wish to convey my apreciation to Diadalos Team for keepinig my "old girls" in the air.

Whacker 02-06-2012 05:24 PM

Friends, my requests as of 4.11m as follows:

1. Please make the game more friendly for ATI Crossfire users. I play different games frequently, and having to manually go into the control panel and turn Crossfire off just for IL-2 is a bit tedious.

2. Please incorporate the functionality of San's FOV Switcher into the game, and make the game more multi-monitor friendly. I have tried the other FOV mods and still think San's applet is the best by far.

3. Please incorporate the functionality of the outstanding "Mission Pro Combo" into the game. http://www.sas1946.com/main/index.php?topic=18353.0 This mini-mod is wonderful, but the menus are always messed up, too small to read, smashed together, etc.

4. Angled-deck carrier with catapults (see pt 5). The models you guys make are second to none. http://en.wikipedia.org/wiki/USS_Antietam_%28CV-36%29 I realize the core game is WW2 specific with the few 1946 "additions", but post WW2/Korean War mods are great and just scream a need for these.

5. Catapults and specific keys for catapults (NOT chocks in/out). The mini-mod with HSFX that uses chocks is decent, but something officially and built into the game by TD would be wonderful.

6. The ability to 'back up' an aircraft. This one may be a bit controversial, but it's something I've consistently wanted, especially after landing on an aircraft carrier. Maybe think of it logically as the deck crew or ground crew pushing or tractoring the plane around. Maybe make it so that the engine needs to be off and this mode is "toggled", when on the plane moves very slowly and is controlled by rudder and throttle? A logically extension of this idea would be the simple ability to fine tune an aircraft's position when on the ground and power off. I am NOT in favor of a simple "reset position" key combo that puts the plane back into a take off position on the carrier, as again I'd like this to be useable on land as well.

7. Option for "rearm", "repair", "refuel" through comms menu to ground ctrl when landed. I think UP3 has this, and thought it was a great idea. This could potentially be mission specific, only available at one's home airport, at friendly airports, etc. The level of "repair" could be variable, such as quick repairs only, full repairs, etc etc. "Re-arm" could be guns only, bombs only, both, etc. "Refuel" could be the same, 100%, 75%, 50%, external stores, all, etc.

And finally another big THANK YOU for TD for their continued support over the years!

Whacker 02-06-2012 06:49 PM

8. A "lean out window" key to angle view to partially see around the nose for tail draggers, like pilot does in this vid here: http://www.youtube.com/watch?v=FQxb-V-rZqA

Treetop64 02-06-2012 07:55 PM

Someone else mentioned this, but it would be nice to have filter options for HUD messages, including an option to disable the MISSION ACCOMPLISHED message.

For example, most planes in the sim require you to keep a mental note on what manual radiator setting you're at, since they have no cockpit indication for it. If you forget what radiator setting you last used, and you have external views disabled, well..

fenbeuduo 02-07-2012 12:58 PM

SB2C is needed
 
SB2C! usnavy late time divebomber

USS Enterprise

IJN Yamamoto

tail warning radar.(P-38,P-47,P-51...)

SaQSoN 02-09-2012 04:02 PM

Quote:

Originally Posted by fenbeuduo (Post 388550)
USS Enterprise

Immediately after you pay license fees to Northrop-Grumman. I bet, DT could even make a special release with it's own number and your name on it, with just that ship in it, if you do.

Quote:

Originally Posted by fenbeuduo (Post 388550)
IJN Yamamoto

A one man navy?

:lol:

IceFire 02-09-2012 09:13 PM

Quote:

Originally Posted by SaQSoN (Post 389135)
Immediately after you pay license fees to Northrop-Grumman. I bet, DT could even make a special release with it's own number and your name on it, with just that ship in it, if you do.



A one man navy?

:lol:

IJN Yamamoto would have to be at least 40 feet tall and laser beams come from his eyes :)

The Yamato on the other hand would be a great ship to have. I wouldn't mind seeing a sprinkling of a few other types. Transports... or a German or British destroyer would be handy.

baldeagle72 02-15-2012 01:39 AM

How does one get an Evo forcefeedback joystick to be seen?
 
Please explain the procedure to get my game in the 4.11m English Version to "see" an EVO force feedback stick... thanks in advance. And thanks for making this great upgrade for us!

Whacker 02-15-2012 04:44 PM

9. Please increase the number of available aircraft slots for modders by a large amount. It would appear some of the larger mods are approaching or at the limit and are having to "prune" some aircraft here and there in order to be able to fit them all.

Aviar 02-15-2012 07:39 PM

Quote:

Originally Posted by Whacker (Post 391023)
9. Please increase the number of available aircraft slots for modders by a large amount. It would appear some of the larger mods are approaching or at the limit and are having to "prune" some aircraft here and there in order to be able to fit them all.

Somebody please give Whacker a 'reality' pill. ;)

Aviar

Whacker 02-15-2012 11:15 PM

Do tell, why is that last request unreasonable?

Aviar 02-16-2012 03:27 AM

You will learn, young grasshopper. ;-)

http://www.youtube.com/watch?v=WCyJRXvPNRo


http://answers.yahoo.com/question/in...3142947AA6p7D9

Aviar

Pursuivant 02-16-2012 08:01 PM

Quote:

Originally Posted by Whacker (Post 391088)
Do tell, why is that last request unreasonable?

First, I believe that the maximum number of planes available is "hard coded" into the game. I'm not sure if it would be possible to expand the number of slots any further.

Second, although I'm not a member of DT and don't presume to speak for them, historically, DT has had a somewhat strained relationship with the modding community.

DT produces extremely high-quality add-ons for IL2 with 1C's sanction. That means that anything that DT releases in their "patches" to the game is official; it's as good as anything that 1C's employees produced and 1C stands behind their work.

By contrast, what modders are doing - messing with the IL2 source code without permission - is in violation of the IL2 software license and is possibly illegal.

The quality of mods ranges from occasionally good to mostly mediocre; 95% of the stuff out there isn't up to DT's standards. While the difference in quality might not be obvious when you play the game, it becomes clear when you look at the 3d modeling or coding.

Also, because there is no formal organization to the modding community, there's no way that DT can anticipate what modders will do to the game.

So, if DT were to work with modders, they would have to lower their standards and violate the terms of their agreement with 1C to do it.

Whacker 02-27-2012 04:37 AM

Quote:

Originally Posted by Pursuivant (Post 391266)
First, I believe that the maximum number of planes available is "hard coded" into the game. I'm not sure if it would be possible to expand the number of slots any further.

Second, although I'm not a member of DT and don't presume to speak for them, historically, DT has had a somewhat strained relationship with the modding community.

DT produces extremely high-quality add-ons for IL2 with 1C's sanction. That means that anything that DT releases in their "patches" to the game is official; it's as good as anything that 1C's employees produced and 1C stands behind their work.

By contrast, what modders are doing - messing with the IL2 source code without permission - is in violation of the IL2 software license and is possibly illegal.

The quality of mods ranges from occasionally good to mostly mediocre; 95% of the stuff out there isn't up to DT's standards. While the difference in quality might not be obvious when you play the game, it becomes clear when you look at the 3d modeling or coding.

Also, because there is no formal organization to the modding community, there's no way that DT can anticipate what modders will do to the game.

So, if DT were to work with modders, they would have to lower their standards and violate the terms of their agreement with 1C to do it.

Sorry mate, i didn't see your response until now.

My understanding is that TD has access to the game source, which is how they've been releasing patches and fixes over the past few years. If they have access to the source code, they can modify it so that this limitation wouldn't exist. I've no idea how complicated that would be, if it's a function of array sizes, memory limitations... dunno.

As to the community, I don't believe anyone has access to the game source code except TD and the original developers. Modders have access to the game FILES through tools, such as the aircraft models, textures, various config/def files, etc.

In general to the rest, my response would be that if the relationship is strained, then that makes me very sad to hear. Modding and a health mod community is a surefire sign of a loyal following and continued existence of a game well past it's prime. IL2 is a perfect example of this for those reasons. Modding one's game and tinkering with the innards and workings is a labor of love and should be viewed as such by the developers.

My requests still stand though. The game as of 4.11 is still great fun and I'm loving the new changes. There's still a number of areas in terms of base functionality and useability that really TD are the only folks who can truly make effective changes to resolve these. I've also got to believe that a number of these changes are pretty simple stuff that don't require a ton of time or effort to realize. The user interface mods, widescreen game interface and FOV mods all fall into this category.

German@six 02-27-2012 04:43 AM

TRIGGERS FOR FMB.
Missions would be so much more interesting with them. Why is the FMB in IL2 so basic?
Triggers are much needed. Infact they have working triggers, they showed us in a video but they won't give us any triggers?

Aviar 02-27-2012 06:01 AM

Quote:

Originally Posted by German@six (Post 394691)
TRIGGERS FOR FMB.
Missions would be so much more interesting with them. Why is the FMB in IL2 so basic?
Triggers are much needed. Infact they have working triggers, they showed us in a video but they won't give us any triggers?

I believe I saw one of the DT members address this issue. Basically, they were having some problems with the feature and so it has been put on hold.

Aviar

German@six 02-27-2012 06:57 AM

That is the only thing bad about IL2, more complex missions would be great so there isn't one primary target every round but a possible chart of events could really make it more dynamic.

German@six 02-28-2012 12:44 AM

Give the ability for players to spot enemy planes just like AI's can with the coms menu.

Luno13 02-28-2012 03:49 AM

Please be sure to read the manual! ;)

You can call out enemy aircraft by pressing F4 (padlock) when they are within a 15 degree field of view from the center of the player's viewing position. This works even if padlocking is disabled.

MrKilroy 02-28-2012 11:21 AM

Hello,

Our squad has come up with a slight problem. We play co-ops. Would there be any way to switch the commands to the next player if the flight lead dies or bails out. We fly with a few AI sometimes.

When the lead is out,or tells the flight to return to base #3and #4 will latch on to #2. #2 has no control over the AI. The AI will end up following #2 and crash.

It would be nice if when the lead is out of action the next plane would take command.

Thanks!

Phabius 02-29-2012 03:36 AM

Yeah, triggers...
One of the very few things that I miss from my old days of CFS2 before moving to IL2.
If you've worked with the CFS2 Mission Builder, you know what I mean.
Almost endless dynamic possibilities for a single mission.
Difficult task for IL2 though...

Zorin 03-13-2012 02:53 PM

Hi TD,

could you give us a short description of what you are working on at the moment? We haven't had an official anouncement in a while.

SPITACE 03-15-2012 07:00 PM

hi all in the 4.11 update there is "working blind landing instrument in the Mosquito cockpit" how does it work? :???:

IvanK 03-15-2012 08:50 PM

The 2 needles provide both directional and pseudo range indication.

The directional side is indicated by the point at which the needles intersect. If this intersection is LEFT of the centreline of the instrument then the aircraft is displaced to the right. and vice versa.

Pseudo range is provided by the distance the the intersection point is from the base of the instrument. The closer the intersection point is to the base of the instrument the closer to the runway threshold you are. This pseudo range is based on signal strength. There is an auto change in receiver sensitivity during the approach. In the real instrument this sensitivity change was selected manually.

A Lorenz installation needs to be placed by the map builder for this unit to work.

MicroWave 03-23-2012 12:07 PM

Quote:

Originally Posted by Zorin (Post 398570)
Hi TD,

could you give us a short description of what you are working on at the moment? We haven't had an official anouncement in a while.


We are trying to make a fix patch. It is a frustrating experience.

Luno13 03-23-2012 04:45 PM

Thanks for the news. Sorry to hear that it's a tough one. You guys do deserve a vacation though :cool:

Zorin 03-23-2012 08:04 PM

Quote:

Originally Posted by MicroWave (Post 402117)
We are trying to make a fix patch. It is a frustrating experience.

Thanks for the heads-up. Don't let it get to you and take a break if necessary.

jlan5031 04-21-2012 05:08 PM

USN tires
 
Has anyone noticed that USN AC F4Fs and F6Fs have oddly colored wheels? Any solutions, or help?


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