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-   -   Patch 4.10 - Development Updates by Daidalos Team (http://forum.fulqrumpublishing.com/showthread.php?t=12568)

BadAim 01-29-2010 11:26 AM

Quote:

Originally Posted by Igo kyu (Post 140156)
I may be weird, but not me. I'd much rather play one mission once, then whatever the outcome, go on to the next one.

Sure there are problems with that from the point of view of the story, but there are problems with playing on when you are dead too, and somehow, since in real life you aren't dead at all, there has to be some way of doing that.

LOL, I was thinking more along the lines of the guys who did this stuff for real. There dead was DEAD. No refly.

Eldur 01-29-2010 01:03 PM

Quote:

Originally Posted by daidalos.team (Post 136666)
AI Improvements - AI visibility change

Wow that is great! This is going to be very useful. Thanks a lot for this.

Quote:

Multi-throttle/radiator/prop pitch control
That looks incredible! Very nice! But I have to ask:

1. What about Mixture?
2. Could you please change the radiator control to a scale from 0 - 100%? Auto on/off should come as a separate switch for best results.
3. Same for mixture
4. Input axes for both above
5. Last but not least: Let's have finer increments please. FB knows each single %, but mostly, moving either throttle or prop pitch lever changes the value by 2%, making it hard to attain a certain value. If I want 100%, I don't want either 99 or 101%. I often end up slamming my throttle back and forth until I get exactly 100%. That has to be fixed if possible.

Quote:

New guided weapons
That's really impressive! Just waited for such after the addition of X-4 by MG.

Quote:

Environmental changes
Finally we aren't in space anymore when flying high :grin:

Igo kyu 01-29-2010 02:17 PM

Quote:

Originally Posted by BadAim (Post 140246)
LOL, I was thinking more along the lines of the guys who did this stuff for real. There dead was DEAD. No refly.

Oh.

Right.

Sure. :grin:

Avimimus 01-29-2010 03:28 PM

Do you know what annoys me to no end? It is the "main menu" button in the campaign debriefing. I don't know how many times I've been rattled from a mission and thought that clicking any button other than "refly" would save my game only to be thrown out into the menu with one less mission under my belt.

It would be nice to remove that button (so one has to click either "continue" or "refly" after each campaign mission).

Insuber 01-29-2010 03:32 PM

Hello DT,


When are you planning to make flyable the Fiat G.55?

Thx in advance,
Insuber

FC99 01-29-2010 04:20 PM

Quote:

Originally Posted by ben_wh (Post 140048)
2) Regarding AI visibility calculation - are all AI units covered? (or perhaps only those units that can shoot at the aircrafts such as AAA, armed ships, AFV and AI aircraft?)

Most likely is that all AI units will be covered.

Quote:

3) AI visibility - will there be any significant impact on performance?
I don't expect performance hit.

Quote:

Originally Posted by Avimimus (Post 140068)
Q: Will there be provision for radar corrected or "acoustically aimed" anti-aircraft fire?

Radar can see through clouds and I've heard many stories of anti-aircraft gunners firing in the approximate direction of aircraft they could hear, but could not see. In the latter case the anti-aircraft guns should be largely unaimed, but they should still be firing.

Radar assisted AAA will be able to shoot. "Acoustical aim" is not necessary, hitting anything while shooting in general direction of target is almost impossible so that would only decrease PC performance without significant improvement in realism.

FC

J9 Austin 01-29-2010 06:48 PM

I now have no excuse not to fly the HS129 naked. I would like to ask that a hole be placed through the fuselage just below my seat so that everyone can see just how happy I am with this new patch:-P
Thanks for the hard work DT and best of luck to you all.
S!~and good hunting
AP

Fall_Pink? 01-29-2010 08:06 PM

DT/TD,

Are we also going to see some generic AI updates other than !AI-can-see-through-clouds (improved tactics for fighter, jabos and bombers, etc) or is this reserved for 4.11 and beyond?

Not whining here. I'm happy to see you're fixing AI and visibility clouds ;-)

Could you perhaps also show us a video of two fighters chasing each other through clouds? I'm curious to see if they lose track of their target.

Rgs,
Mark

FC99 01-29-2010 09:37 PM

Quote:

Originally Posted by Fall_Pink? (Post 140433)
Are we also going to see some generic AI updates other than !AI-can-see-through-clouds (improved tactics for fighter, jabos and bombers, etc) or is this reserved for 4.11 and beyond?

There will be changes in AI tactic, we hope these changes will be improvement.:-P

Quote:

Not whining here. I'm happy to see you're fixing AI and visibility clouds ;-)

Could you perhaps also show us a video of two fighters chasing each other through clouds? I'm curious to see if they lose track of their target.
In one of the future updates we will show something like that. Detection model is done and it is in phase of tweaking. For example, we could show AI gunners instead of AAA in last update .

Similar thing is with AI fighters but in that case what happens after they lose contact is not done yet. We need to make some new maneuvers and logic for that.

FC

akdavis 01-29-2010 11:14 PM

Wonderful updates. Some questions on the new weapons:

1. Is the Hs-293A or Hs-293B modelled? If the former, will some Allied ships be able to jam the weapon's guidance (after the technology was captured at Foggia Airfield in October 1943)? Perhaps a new ship type could be added with a jamming radius around it?

2. Should not the Hs-293 tail flare be red?

3. Razon was not used in combat during WWII. Why not include the VB-1/VB-2 Azon (AZimuth ONly) that was dropped with significant success by B-24 groups in both Europe and CBI?

http://i470.photobucket.com/albums/r...is78/Azon1.jpg
http://www.youtube.com/watch?v=WkJdl...eature=related

4. Multiple Azons/Razons could be dropped and guided simultaneously. Will we be able to do so? Also, the bomb load of different aircraft would have different colored smoke trails so each bombardier could distinguish and guide his load separately from others dropped by his formation. Might this be selectable through loadouts?

5. All these weapons (save the Bat) were controlled by analog joysticks. Will we be able to bind sight increase/decrease and sight azimuth to control axes? This would also be useful for more realistic control of the K-14 gunsight (gunsight range was by analog input through a twist grip on the throttle).

6. Will Razons and Bats be AI-use only? We do not have any player-flyable platforms for these weapons. (Or maybe there is a surprise coming? ;))


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