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-   -   Daidalos Team's Room -QUESTIONS AND REQUESTS ONLY on IL2 Authorized Addons (http://forum.fulqrumpublishing.com/showthread.php?t=8815)

csThor 11-23-2010 04:38 PM

It would be against what Daidalos promised Oleg. We'd have to research differences (and there will be differences, Murphy's Law says so :mrgreen: ) and incorporate them or make a totally new cockpit. ATM our resident cockpit guru is busy with other projects. ;)

SPITACE 11-24-2010 04:30 PM

does that mean you can not redo the old cockpits of old IL2 planes??

csThor 11-24-2010 04:39 PM

I didn't say that. I said we can't copy&paste them into some other aircraft. That's a difference, isn't it? ;)

bf-110 11-24-2010 06:52 PM

Reusing cockpits "vulgarize" the aircraft.
I used to play Wings over Vietnam,and most add on aicraft had A-4 cockpit (one example was the Yak-15).Even large bombers!!!
That makes flying the aircraft a little less enjoyable.

SPITACE 11-25-2010 11:02 AM

is there any cockpits updates done in the 4 .10 update?

JG53Frankyboy 11-25-2010 11:42 AM

having other compromises (to reduce workload) in game in mind , the use of the B-25J cockpits (sure except the front gunner and the bombardier ;) ) for the B-25H, to make it a flyable one, should realy be a minor one.

its a good idea IMHO.
something to think about for after 4.10 - if there is something like that ;)

=69.GIAP=TOOZ 11-25-2010 08:25 PM

Quote:

Originally Posted by SPITACE (Post 200748)
is there any cockpits updates done in the 4 .10 update?

The P.11 has been worked on, but I don't know if the cockpit was improved as well as the exterior model.

redxfred 11-27-2010 02:19 AM

Sound, TrackIR and Buttkicker
 
While panning around with the TrackerIR, the engine sound is diminished by design when looking other than straight ahead. I would like to be able to override this feature, permitting constant sound levels regardless of the view. I tried to do it in the Conf.ini file but no joy there.
Reason: The ButtKicker is a simple but effective vibration inducing device which causes my "Cockpit Chair" to act like a big Force Feedback device in response to the sound output. It really enhances the experience except that it quits vibrating when the sound is reduced by turning my head while using the TrackIR system. Cockpits are so loud in real life, I never understood this semi-muting feature anyway.

Pursuivant 11-30-2010 03:52 PM

Changes to parachute/bailout behavior
 
Another idea for the wishlist: improved parachute/bailout realism.

1) Chance of parachute failure for aircrew bailing out, increased if the crew member is wounded (simulates damage to the parachute or unconsciousness). Some estimates of parachute failure were as high as 10%.

2) Player or FMB control (for AI) over when parachutes open. In some cases, crew waited until they were fairly close to the ground before they opened their parachutes in order to avoid enemy fire.

3) Random parachute opening altitudes for aircrew bailing out. Often, aircrew had minimal training in how to use a parachute. They sometimes opened their 'chutes too high or too low.

4) Paratroops open their chutes after falling a set distance from the plane. This simulates paratroopers using static line parachutes.

5) Different bailout speeds for paratroopers. Paratrooper training emphasized leaving the plane as quickly as possible in order to keep the "stick" of paratroops together.

6) DM for parachuting figure modified so that if it is shot, it is subject to crew wounded/heavily wounded/killed with the canopy still open, rather than the stock parachute collapse animation.

7) Parachute canopy should be much more resistant to gunfire. Currently it collapses too easily.

8 ) Parachutist model should be modified so that it inflicts much less damage to a plane in a collision.

9) Skins can be assigned to paratroopers carried as cargo.

10) Weapons containers ejected from aircraft along with paratroopers for nations who used such things (i.e., Britain, U.S., Germany).

11) Bailout animation modified so that crew are vulnerable to collisions with parts of their own aircraft. Unless done carefully, it was possible for crew to be injured or killed by a collision with the aircraft's tail. This was especially a problem with twin-boomed planes like the P38.

12) Different figure and animation sequence used for paratroops. Paratroops don't go into "free fall" when they bail out of an airplane. Instead, they drop feet first until the static line opens their 'chute, then grab the risers to stabilize the 'chute as it descends.

13) Some ability to control, or even "fly," the 'chute. It was possible to maneuver the round WW2 era parachutes a bit by pulling on one of the risers to spill a bit of air. Of course, this ran the risk of collapsing the chute.

14) Reserve 'chutes for forces that used them (most aircrew didn't carry reserves, though).

15) The possibility of placing parachutes above the map in the FMB. This would allow you to create missions where aircrew have already bailed out and you must shoot/protect them on the way down.

Pursuivant 11-30-2010 04:16 PM

Ditching/water landing changes
 
Another one for the wishlist: Changes in the appearance of aircrew floating on water.

1) It appears that the animation for a floating aircrew/aircrew in a life raft only appears if you're flying for the U.S. or Japan. Teach the British, Germans, Russians, etc. how to swim! Make floating figures/figures in life rafts for other nations.

2) Allow the pilot skin to be retained for the floating/life raft figure.

3) Get rid of the samurai sword on the floating Japanese figure, few Japanese aircrew carried swords! More to the point, it doesn't appear on the stock parachuting figure.

4) Create larger (2 or 5 man) life rafts for heavy bombers, etc. which appear when the plane ditches.

5) Allow certain planes to float for longer periods of time when they ditch. For example, the B17 could float for several minutes. If properly ditched most planes will float for at least a few seconds before sinking - longer than currently modeled.

6) Link crew in life raft/crew in water animations to survival equipment carried onboard the aircraft. That is, if the plane historically didn't carry a raft, you don't appear in a raft when you ditch. If it carried two, then two or more aircrew appear in rafts.

7) Possibility of adding raft/floating figures to FMB. These can be move and be given waypoints to represent swimming or currents.

8 ) Chance of drowning. Currently, you always successfully bail out of a sunken plane, regardless of how far underwater your plane is. If you can't get out of your plane in time, there's a chance of a pilot/crew killed result.

9) The "running man" animation should replace the "floating man"/life raft animation if you ditch in extremely shallow water just off shore. Of course, the bailout animation should have you bailing out so that you run towards land.


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