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Type of improvement:
Bring back the "golden hour". Bring back the original beautiful sun sets and sun rises. Explanation of proposals: In photography, the golden hour (sometimes known as magic hour) is the first and last hour of sunlight during the day,[1] when a specific photographic effect is achieved due to the quality of the light. Typically, lighting is softer (more diffuse) and warmer in hue, and shadows are longer. When the sun is near the horizon, sunlight travels through more of the atmosphere, reducing the intensity of the direct light, so that more of the illumination comes from indirect light from the sky, reducing the lighting ratio. More blue light is scattered, so that light from the sun appears more reddish. In addition, the sun's small angle with the horizon produces longer shadows. Since you are working on a new graphics engine please bring back the beautiful natural colors of the sunset and sunrise present when the game was released. Benefits: The game would look a lot more natural and beautiful and would make the flying during that time of day a beautiful experience again. Few examples: http://img.photobucket.com/albums/v2...shot237639.jpg http://img.photobucket.com/albums/v2...shot112634.jpg http://img.photobucket.com/albums/v2...shot134464.jpg Thank you. |
Type of improvement:
GAME PLAY- Positive Feed back on bomb release Explanation of proposals: Upon the release of the bombs play a sound of the bomb releasing (mechanical clunk ) to give pilot feed back that the weapon has been released from the plane Benefits: In aircraft like the blenheim there is no feedback to tell you that the the ordinance has left the aircraft. |
100 Octane fuel
Type of improvement:
Add 100 octane fuel modelling for all Spitfires and Hurricanes. Explanation of Proposals: 100 octane fuel was in use by all of the Fighter Commans stations by the time of the BoB. Geoffrey Lloyd, British Minister of Fuel and Power said; “I think that without 100 octane we should not have won the Battle of Britain. But we had 100 octane.” http://www.flightglobal.com/pdfarchi...0-%200044.html http://www.nceastmgtf.com/modules/ev...rted%20Oil.pdf http://www.lago-colony.com/STORIES_R...HISTORY_DJ.htm A list of reports on another forum which I link to to save space (especially read "Appendix IV" for performance figures and the BATTLE OF BRITAIN section under "A. R. Ogston, excerpt from History of Aircraft Lubricants (Society of Automotive Engineers, Inc. Warrendale, PA USA), p. 12." for confirmation that "March 1940 Fighter Command converted all its Spitfire and Hurricane Rolls-Royce Merlin powered fighters to 100 octane"):- http://www.ww2aircraft.net/forum/avi...tml#post542367 and another listing combat reports mentioning 100 octane or +12lbs boost all from as early as May 1940 http://www.ww2aircraft.net/forum/avi...tml#post542707 Benefits: Historical accuracy/Realism. |
Type of improvement:
Proper black and redout simulation.. Explanation of Proposals: Some gamer pilots, using heavy negative G`s, with a following hard positive G as a exploit, to evade British fighters to force them in the negative cutout. There is no G warm up needed in CloD, and I believe the -G`s are too relaxed done. In Lockon FC2, you need to warm up the pilot, to hold and fly max G`s. Benefits: More realistic pilot behaving, in case of, flying on the G limits of a human person. |
Type of improvement:
A key to switch AI on/off for crew-manned aircraft. Keys for the bombardier to give commands to the AI pilot Explanation of Proposals: Actual, if a pilot switches to a gunner position and goes back, the AI for that station is off and can't be activated again. In a bomber the player should be able to man any station and leave the other stations to AI control. In the bombardier station, the player should be able to command the AI pilot to make course corrections or to hold steady, a extra gimmick would be sound files for those commands. Benefits: Improved playability, realism and immersion |
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Type of improvement: Weekly Friday Update
Explanation of proposals: The development team should post a weekly friday update, with some short resume/pictures of the work done over the week Benefits: improvement of relations with the community/potential future customers, advertisement for the future addons and team's support, increased sales, new customers, etc |
Type of improvement:
gunner control. Explanation of proposals: The vertical motion should be possible to invert mouse option, as it possible in most shooting games. Very unusual for me to move opposite direction of the mouse to aim. The other problem is that the horizontal motion of the Br-20 top gunner is completely opposite behavior compared of any other gunner control. There is inverse the horizontal moving too. Benefits: Less chaotic gunner control |
type of improvement:
prop pitch explanation: through various sources there seems to be the common knowledge that the prop pitch of the 109 needed exactly 4 seconds to increase or decrease as much, that the relevant gauge made a change of 360° or 1hour. now its 6seconds. furthermore, the pp position to glide, should be 6 o'clock,a position which isn't available anymore.during one of the patches you changed the realistic behaviour for some dubious reason i don't know anymore. benefits: realism (cliffs of dover is supposed to be a simulator) |
Type of improvement: Particles optimization
Explanation of proposals: Some particles instantly cause FPS to drop from 40-50 to 2-3 FPS: - ground particles produced by wheels touching a runway during takeoff and landing - debris particle produced by 20 mm AAA gun shells hitting a ship side (e.g. tanker) Benefits: consistent FPS, perceived performance increase |
Type of improvement:
Engine and prop sound improvements Explanation of proposals: At the same RPM, an engine under load will sound quite different to an engine under less strain. Listen to the change in pitch of your car engine when starting to climb a hill while maintaining the same RPM. You can hear that the engine is having to work harder. The same is true of aircraft. This effect is obvious when exercising the prop on an aircraft on the ground - as the pitch becomes more coarse, biting more air, the engine has to work harder and the engine note changes. The RPM reduces because the engine can no longer deliver enough power to maintain the new pitch. At the moment, when coarsening the pitch, it sounds like the throttle is just being pulled back to reduce the RPM. It should sound like the RPM is being forced down due to increased engine load caused by the coarser pitch. I think to summarise: 1. an engine should sound different under higher loads than when under lower loads, given the same RPM. 2. an engine should sound different at higher power settings (boost) than at a lower power, given the same RPM. At the moment in CloD I can add +5 of boost while maintaining a constant RPM and the engine sounds exactly the same. The sound only changes when I allow RPM to change. Also, the sound of the props biting the air should be more obvious. I live close to an airfield and can hear the props being exercised from several miles away. They make a very distinctive beating noise as they are forced to bite into more air. Hard to explain I know but adding such an effect would give a real sense that the prop is biting real air and not just spinning in a vaccum. It does sound rather impressive too when running up on the ground. Benefits: More realistic sound experience, greater variety in engine tone and the player gets a greater awareness of the energy state of the engine. |
Type of improvement:
Improved CEM Explanation of proposals: CloD is so close to full real startup that it is a real shame we can't use the primer and parking brake. Please consider implementing these to make the package complete. Benefits: Increased immersion and the feeling of having a real engine up front that can be temperamental if flooded etc. Would be great if number of primes was dependent on outside air temp, temp of engine etc. Too many priming strokes for the conditions and you risk failing to start or having a stack fire. Too few strokes and the engine catches but fails to continue and must be restarted. I really hope you can add this when things become more stable - I know others feel the same. As this is pre-start code I don't feel it would have a performance hit. Having a parking brake would really help when warming up the engine and testing the prop. At the moment I need to keep my finger on the brakes as the aircraft turns slowly otherwise. |
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Type of improvement:
Improved CEM Explanation of proposals: CloD is so close to full real startup that it is a real shame we can't use the oil pressure to know the max. rpm's during warm-up. The oil-pressure must change with the oil-temperature Benefits: Increased immersion and the feeling of having a real engine up front that can be damaged by too high rpm's during warm-up etc. I.e. in the manual for the DB601A, a and B the warm-up rpm limits are described as follows: keep the rpm so low that 6 bar oil pressure are not exceeded. Something similar will excist for the merlin engines, i assume. |
Type of improvement:
API Method to send radio commands. Explanation of proposals: Add API method for sending radio commands from the script. Like SendRadioCommand(AiActor actor, RadioCommand command), where: actor - AiAirGroup or AiAircraft; command - enumeration of radio command types; Benefits: Mission designers can use this feature to build more interesting and live environment. EDIT: *** This post about controlling AI behavior through radio commands API *** |
Type of improvement:
More realistic/dynamic engine temperature model Explanation of proposals: For full realism I'd also like to see the following factors affect engine operating temperature please: altitude (colder air at altitude = cooler) airspeed (more air through radiator = cooler) radiator obstructions (like lowered landing gear leg on spit) mixture (richer mixture = cooler) boost (lower boost = cooler) rpm (lower rpm = cooler) WE HAVE THIS ONE Also radiator flap setting should affect speed and yaw. In addition, the early marks of Spitfire had a single radiator that was partially obscured by a landing gear leg. This made in necessary to takeoff reasonably quickly and avoid lengthy taxying. It would be nice to feel the same urgency to avoid overheating on the ground as the real pilots did in the battle. Currently, I can run at high throttle on the ground for long periods without any overheating problems. Some interesting notes from Spit II manual: The coolant temperature is controlled by a thermostatic control (automatic) and a radiator flap which regulates the flow of air through the radiator, but which cannot be fully closed. The position of the radiator flap affects the lateral trim of the aircraft (the radiator being under the starboard wing) and can usually be kept in the closed position during cruising flight. ACTIONS AFTER TAKE-OFF Close the radiator shutter (unless a high power climb is done, when the lever should be a little forward). Benefits: Greater need to watch gauges and manage engine. Improved immersion - you feel you have a real engine up front. User experiences the same problems that pilots of the day had to face. Increased tension before takeoff. |
Type of improvement: Aircraft SDK
Explanation of proposals: The ability to create and use aircraft from the community, with a multiplayer option with the server allowing what aircraft can be used. Benefits: This allows for the continued longevity of the series, much in the way the original IL2 is going with it's unofficial mods. Some time ago, it was said we will have the ability to do this, back when Oleg was in charge. The question is, is this still the plan? It should be. Allow the community to grow the same way IL2 has, but with some sort of actual in game support to make it easier to implement. |
Type of improvement: Spit II Mixture Operation
Key points: 1. Currently impossible to use +2.5 boost on lean mixture at 2650 RPM (maximum cruising value specified in manual for 87 octane). Maximum possible is currently +1.1 boost. 2. Mixture should have a direct effect on the temperature of the oil and coolant - at present it has no effect. 3. Smooth engine operation is possible at extreme boost levels +5 upwards. These are way above the maximum permissable on a weak mixture and from what I've read should result in severe detonation - rough running and eventual engine damage. Explanation of proposals: I've been experimenting with the auto-rich / auto-lean mixture settings on the Spit II. My original Mark II manual states that auto-lean cruising should be possible at 2650 RPM up to +2.5 boost on 87 octane and up to +4 boost on 100 octane fuel. I'm not sure which fuel is being modelled for the Spit II but I guess 87 octane since boost only registers up to +8 and not +12 as mentioned in the manual. I'm finding that I can't use more than +1.1 boost without the engine starting to miss. This is at sea level. As you climb the boost must be backed off to keep the engine running smoothly - I'm no pilot but this seems logical enough - higher altitudes = less air so mixture becomes richer and starts choking the engine. I'd like to request that mixture is tweaked to allow me to operate according to the manual please. I'd also like to see an effect on oil and coolant temperatures when switching between rich and lean mixtures. It is also possible to operate very high boost settings on lean mixture (way above the maximums in the manual) without any signs of detonation or engine trouble. Benefits: More accurate mixture behaviour allowing user to fly by the manual and obtain higher boost settings in a lean cruise. Introducing effects of mixture on engine temps would make engine management more interesting and varied. Thanks:grin: |
Type of improvement: Boost cutout mechanism
Explanation of proposals: The boost cutout switch/knob in the game simply allows the throttle to be moved further forward to higher boost levels. In the real aircraft this was not the case. The real switch immediately removed the restriction on boost for the current throttle setting - allowing boost to surge without having to adjust the throttle at all. This means that even if the throttle isn't at it's fully forward position, a surge in boost is still likely when the switch is flicked - as any current restrictions on boost will be removed. Benefits: More accurate boost behaviour. This is also better for the player since at the moment if the throttle is fully open when the switch is operated, the lever must be moved back and then forwards again to achieve the higher boost. Thanks |
I don't know if this was posted already, but here we go:
Type of improvement: Gameplay /Handling Explanation of proposals: Gunners at all and the Ju87 rear gunner especially are too difficult to handle. The vertical mouse axis is inverted and can't be changed. The "lens-mount" moves definitely too slow, compare with the same mount shown in this video: http://www.youtube.com/watch?v=RlJlOQcDAhE As a improvement i'd recommend to use a qualifier key with the mouse-movement to steer the mount (lafette). Benefits: Added realism through easier, more realistic handling |
Type of improvement:
AI Explanation of proposals: So far, AI (if you shoot at them) reacts as soon as you pull the tringer, even if AI didn´t see you before. (See Video 1.00). http://www.youtube.com/watch?v=DacyvAuAgbk So AI should hold back the Reaction until Bullets have crossed the AI-Plane plus maybe 0.5 seconds (Reaction time). Benefits: Realism |
Type of improvement:
graphic details Explanation of proposals: will be an improvement in the glass of the canopy, that can see shinning marks details when we see to the sun, like is in DCS?. example photo. Benefits: more realism http://forums.eagle.ru/attachment.ph...6&d=1327155684 |
trees.
Type of improvement:graphic, realism. better online playing Explanation of proposals:this is not only a theme of graphics, is an important thing that i read in almost the COD forums. The problem is more big when is online. Is about the Trees, and the setting for kick away them. instead of take away the trees putting low setting, for me, is better and more real, put 2D trees. and In almost the videos, there are not trees, and are not nice to see, and this is not so good for someone that see this searching for the newest sim and sink, "no trees": this is prehistoric simulators. so, my little advice is to change setting "NO TREES" for "2D VERY BASICS TREES", like trees of DCS or IL2 old series. dont all have in our machines 2GB videocard DDR5 and I7. :-P and like always, sry my bad english Benefits: better realism playing in offliners and online dogfights in low hadware machines. don't get like old sim. |
Type of improvement:
Graphics Explanation Bring back the old Colors for the first versions of the game,without any bad performance, they looked more realistic and immersion in the canopy, for sure Good Things The game it will be more immersion |
Type of improvement:
Optional Chocks In/Out toggle Explanation of proposals:Speaks for itself realy:roll: Benefits:In for engine warm up eliminates need for parking break or holding breaks & stops movement of aircraft until the chocks are released.;) |
Type of improvement: Fuel cock switching behaviour
Explanation of proposals: Currently, when you switch off the fuel cock the engine quits immediately. In reality, there was enough fuel left in the lines to keep the engine running for a while before fuel starvation kicked in. It would be good if the devs could implement this more realistic behaviour. Benefits: Greater realism. The Spit II manual states that the fuel cock should be switched off before killing the engine using the slow running cut-out. We can't do this currently as the fuel cock kills the engine before we have a chance to use the cut-out switch. |
a couple of things
A few
Questions • Radio Commands (to AI or to Ground/ Radar control) • Will we ever see any more Allied Bombers in this game? • Will the UK map ever be fixed (water in places it should not be, long grass the catapults aircraft 20' in the air, Hangers that are too small to get the aircraft out of, Water that ships or float planes cannot sit on) • Will we ever get the rear vision mirror fixed in the British fighters? (badly pixalated an magnafied) • will we ever get launcher exe has stoper working fixed? • Aircraft navigation and landing lights? • AAA spotlights that are bright enough to be visible from a distance? • Acoustic directional finders working and linkable to AAA? • Simple triggers in FMB instead of having to use complex scripts? • Map expansion to incorporate the rest of Europe?(Not just Russia) • AI that works? (inferior fighter group will still not attack superior bomber group) • Splined roads that show up in multi player? • Sirens that will go off when a base is under attack? • Win Lose Triggers? • A way to use the unhooked buildings in FMB? • A comprehensive FMB user manual? • Working weather?(including rain and heavy cloud) • Maybe an SDK?(with user manual) • A British fighter quick look button to see you compass? • Frame rate issues on takeoff on grass runways and over cities? These are a few of the issues off the top of my head I would like to see address before any talk of expansions or add-on's! |
Type of improvement: Failed Chute Deploy
Explanation of proposals: The death rate due to bad parachutes should be less. Our experiences is very often killed the pilot because of this. Especially if the pilot is injured, it is almost certain death. Currently the "bail out" does not mean escaping, or giving up a fight, but the greatest chance of KIA. Sadly, most of the pilots rather teleports from the aircraft, than to jump out. It also would be good if such injury, which makes it impossible to open the parachute, indicate somewhere. :rolleyes: Then I would not jump out, I try to emerg. land somewhere... (Any info, what percentage calculate the program of the successful / failed chute opening?) Benefits: Dunno... the chute save lives... or something like that... |
Type of improvement:
playing tracks Explanation of proposals: When playing track, recorded from a full real server, it is not possible to review it for outside view. + and option for rewind the track. + a quick track option, when in flight. Benefits: Analyse your flight from a real dogfight against other humans, flying in full real settings and learn from your mistakes. Making great videos from the same and be able to use it as a training tool in your squat or public on the net. ~S~ |
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Type of improvement: Pause Chat Window
Explanation of proposals: Difficult to read the chat history, because the chat window jump back to the last row if a new line comes in. Should be solved to stop the chat for this time. Benefits: Easy to read history |
type of improvement: programmable/random fault or malfunction
explanation: a scalable and editable option for faults within the aircraft engine, cooling, propeller gearing, armament, fuel system etc.. to train for emergencies and to learn how to recognise faults with the machine Benefits: it can help for testing purposes and to train pilots |
Type of improvement: Collision with trees
Explanation: It's very annoying in multiplayers and in singleplayer, when the enemies went in the trees to be invisible. Benefits: More realistic game |
Observation Post bjects
Type of improvement:
Include a Observation post object Explanation of proposals: Create a Observation post object that can be placed by the mission designer. When enemy aircraft come within a set distance to OP it will trigger a message stating an approximate Number, speed, heading, type and altitude of the enemy flight similar to current radar messages, though in a much more limited area and incorporate a realistic ammount of error and delay into these observations Benefits: Added realism. One of the reasons an Outnumbered RAF was so effective in the Battle of Britain was that they had better situational awareness of their airspace. |
Type of improvement: Modified Spawn system for human pilots and an option for AI pilots in the Full Mission Builder.
Explaination of Proposals: Rather than spawning people in aircraft, have them spawn near or inside (If possible) an airfields barracks. You would then control your aviator and be able to walk a static aircraft that you spawned on the spawn preselection screen (Location, loadout, paint scheme, etcetera) and you would be able to hop into the aircraft or any other static aircraft already (Like if a mission builder had put some static aircraft that would get default loadout except bombers which would get a historical loadout and respawn after a set amount of time) be able to take the position of another crew member. This would also allow people to go to flak guns as they please and leave if they want. Also, if a pilot bailed out overground, that person could either respawn upon contact with the ground or find something else to do (like stealing an enemy fighter ;) ). This barracks would also be a moveable spawn point such that if we ever get drivable vehiciles, we can spawn in the front lines. Benefits: A totally new layer of immersion that can be opted out if you don't want to but I would find this quite interesting to have if possible and thanks for your commitment to the game. |
Type of improvement:
Recon patrols with camera. Explaination of Proposals: I have an idea for online gameplay. Recon patrols. Without any ammunition, but only equipment with a camera. The pilot flies out on his recon mission and mocks a target on the ground. He looks down at the target and take a picture, which is now stored in his camera. After the mission, he flies back to base and land. Subsequently, the pilots, who now takes off from base, have new facilitates. They can now go into their map and see a small icon on the map where the picture was taken. They click on it, and a small image pop up and display the image. For example, the size of 250KB allso show position and time, it was taken. When the target is destroyed, both the image and icon disappear. Only if the pilot land with photo, this will happen. If he gets shot down, the image will be lost, since it could not be produced and shown to others. As in real life. You could do something similar with radio communication to home base, if you spot enemy aircraft. Today we get a message on the screen, but an icon of the mad that holds 2 to 5 minutes after the message is sent, might be an idea. Then it disappears and you have to communicate again if you still in contact with the group. Nb: Its not meant to be like the mod in IL2 1946 with a lot of blinking icons. ;) but in a balanced and realistic way. Benefits: Dynamic gameplay, there could be close to reality - although it would take longer in real life to get induced photo and send them out. But more realism and dynamism that makes that more people can plan their missions after the targets are given. |
Type of improvement : FPS body
Explanation: It can be a cool feature when you reaload when you are gunner and you can see your feet push the rudder, etc. Benefit: Realistic feature http://gaijin.ru/upload/image/warthu...y10_9_G_50.jpg |
Type of improvement: More natural placement of buildings
Explanation: The extremely lined-up feeling if villages in much of CoD is very artificial. Buildings do not normally line up perfectly, particularly not in less built up areas. (see some pictures below). Recent development shots shows some extremely nice Russian farmland buildings, again with the mathematical (and quite unnatural) precise line-up. Benefits: Environment, navigational (buildings/quarters as landmarks easier to spot) Small village (the size that's all over the place in IL2 maps), England. Notice the houses align to the roads, not to an overall line-up: http://i8.photobucket.com/albums/a37...ishvillage.jpg Small scale industry, London. Notice even adjacent houses don't allways line up: http://i8.photobucket.com/albums/a37...stryLondon.jpg Large scale industry, Hungary. Notice several lines of line-up: http://i8.photobucket.com/albums/a37...ryBudapest.jpg |
Type of improvement: better effects and animations
Explanation of proposals: some visual effects in COD cause dramatic fps reduction, e.g. clouds, dust, etc. why? Its not the complexitiy of the game when i have stable 60 fps with 30 planes around but i lose 25 fps instantly when i look at bad looking clouds!!! battlefield 3 is a good example of good effects, maybe the best. it has always good fps even if a lot big explosions are going on. so please have a deeper look or even a talk with the bf3 developer dice and change the effects in COD then. Benefits: much smoother game and visual more attractive = more sells of the game for sure! |
Type of improvement: Please put 1 bridge on the Fields Online Map (Land$Online_Map2) in the next patch.
Explanation of proposals: Currently all the AI tanks & Vehicles re-route around the bottom of the map to get around the river. Benefits: Great online games can be plaid with ai vehicles and This mission would then be great for both sides to jump into tanks and AAA guns to defend and capture the front lines. |
Type of improvement: wingtip smoke trails
Explanation of proposals: Return optional red/green wingtip smoke trails from original il2. Include it as realism option. Benefits: smoke trails were very usefull for new virtual pilots training pourposes and for improving capabilies or more advancd pilots testing how well they perform in the fly. |
Type of improvement:
Basic tank gameplay / tank AI Explanation of proposals: The most cost efficient and easy way to introduce tank gameplay into CloD could be programming tank AI to follow a human player if he spawns in or switches to one of tanks in a group. E.g.: 1) Mission designer or generator creates an online war missions similar to original Il-2 online wars. 2) If no player is present in any tank of a tank-group tanks follow the route programmed by the mission designer/programmer. 3) If one player is spawning in a tank, the tank group will follow the player that would allow flanking manoeuvres, say around artillery positions. If 2 or more players spawn or switch to a tank group AI should be programmed to split the group into 2 or more parts and each part of a group would follow a human player. Applicable mostly for online wars but can be adopted for offline. Benefits: Will motivate players to use tanks. Will motivate players to invite their friends who are not flight-simmers to buy the game and play tanks for starters. Sales and salary increase, huge bonuses. |
Type of improvement: Dinamic aifield AI and populated maps as opton in quick missions.
Explanation of proposals: It would be really nice if when you set a offline instant play ( quick mission ) you have the option to automatically fill all territory with targets, AA, and enemy airfields that lauch planes to intercept you when detected as it would happen in real life. Benefits: This would bring the land to life and improve the feeling of being in a populated world. Actually all quick missions have life in the target but you can freely fly anywhere over enemy territory with no enemy presence with fells very dull and boring at the least. We need something more dinamic by default. |
Type of improvement:
delete the conf.ini from 1c softclub folder Explanation of proposals: currently there are 2 conf.inis in the game, on in the apps folder on in 1c softclub folder. both this inis have effect on the game and it gets really hard to track wish line does what like this. get rid of one of the confini and make just one document that controls everything. Benefits: Easier configuration of the game Type of improvement: Controls Explanation of proposals: ADD the option to have zoom in a axis. Benefits: makes the game easier to play. |
Type of improvement: glass ice and oil in exterior views
Explanation of proposals: Ice and oil splahes should be visible also from the exterior view. Benefits: Improved realism ( when watching others ) and inmersion. It would be nice. |
Type of improvement: A detailed damage debriefing.
Explanation of proposals: The debriefing gives a detailed description of the damage(s) and how and why the damage(s) happened and the percentage of damage or if the plane is a write out. Benefits: The pilots notices easier his mistakes and learns faster how to fly without breaking his plane. Type of improvement: Possibility to turn on/off differnet kinds of shadows. Explanation of proposals: The player can select which shadows he keeps on and which off. E.g. cockpit shadows, cloud shadows, building shadows, tree shadows, plane shadows, vehicle shadows etc. Benefits: Better FPS with the game. |
Type of improvement:
Historical / Immersion Explanation of proposals: An airfield under attack should have a hand-crank siren going and a city or town with enemy planes over it should have air raid sirens on. Same event that triggers AA should also trigger this. Benefits: Completely historical and Immersion. |
Type of improvement: Simplification of Noseart/Bow painting through the plane selection menu
Explanation of proposal: As there is allready a section for Noseart in the pane menu it would be really helpful to just apply your squadron/individual emblem through this drop down list Benefits: You don't have to apply your emblem onto every single skin on every single aircraft via some Photo editing programm. You can just apply your painting onto every aircraft on a specific place. Great way to individualize your plane with ease |
Type of improvement:
realism driver and its shadow in the internal and external view. Explanation of proposal: ca would be more real to see customized template for the pilot and cockpit are shadows in the cockpit and on the wings when the sun is on one side or the other and see the impacts of bullets outside view. Benefits: just more realistic. |
S!
Type of Improvement: Easier use of in-game chat. A single button to bring it up instead of mouse + ALT. Explanation of proposal: As of now using the ingame chat is cumbersome and has caused some WTF moments when canopy opened etc. when chat was not active even visible. Benefits: Quicker and easier access to chat. |
Type of improvement: Small white smoke plume to FMB
Explanation of proposals: Small white smoke plume in FMB could be used to depict a more lifelike landscape with stubble burning that could look very cool from air. Just playing with FMB and missing that a lot. Another option could be a generic smoke plume with parameters like size, color diameter etc, so we can build any smoke plume we need from countryside, burning cities to battlefields. Benefits: Inmersion |
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Explanation of proposal: Facilitate in "set-up" a "tick box" for users with colour blind problems, especially in the red green spectrum. Benefits: Colour blind users would be more able to identify "friend or foe" when flying for the Axis forces. IE: Not trying to sight red icons against a green back drop. Also make AC colour icons more visually apparent at a distance. |
Type of improvement: Smoth FOV change - Zoom IN & Zoom OUT
Explanation: It's very annoying to use only 3 FOV settings ( wide, normal, gunsight) like it was in old IL2. Most nowadays simulators use smoth ZOOM settings. Benefits: More practical and better immersion |
Vehicle Convoys
Type of improvement: Convoy Commander Role
Explanation of proposals: As playable role, a single player selects a mission, then determines make-up of convoy and route. Commander controls departure/stops/route changes, coordinates crossing open spaces, bridges, or other higher-threat areas. Commands to unclude setting up/striking organic AA, requesting intel, requesting air support, ordering stop/cover/camoflage, including repositioning errant AI vehicles, sending detached recon ahead and recalling, making minor vehicle repairs. Penalty to include forced rest/maintenace stops, increased for heavily-equipped units, and inability to cross certain areas for those heavier units. Completion of mission gives side an advantage (temporary increase/availability of higher-octane A/C fuel, uprated A/C engines, more effective airfield defenses, continued progress of combatant units). Aifields, train depots, combatant units in the field (especially if their ammo/fuel has limits), or factories would be destination. Latter suggests mixed civilian/military units, which again determines terrain limits/alternate routes. Mixed could also allow second player role, where Military commander concentrates on protection, while civilian leader herds the sheep. Benefits: More useful/welcome to flying units. Greater challenge to pilots with less impact on player seats and possibility for more widespread/realistic impact on battlefield (e.g., 5 players could field as many convoys/complimentary missions). Rewards pilots who assist even when not their primary mission. Overall, a more constructive/cooperative "meeting" of ground and air units. |
Type of improvement:Graphics
Explanation of proposal: The low grass looks rather bad; it's better not to have it unless it's about a foot tall. The ground textures are nice and should be seen. Tall grass and wheat look great. benifits: Added FPS and it looks better. |
Type of improvement: Interface
Explanation of proposal: Make the user-face look better and more user-friendly, get rid of the aircraft icons; replace with list form, enable easy quick missons like 1946. Il-2 1946 functionality crossed with the presentation of ROF. Some film clips of gun-cam and appropriate theatre footage in the background of the menus would look fantastic. Benefits: I will buy the entire series. :grin: |
Type of improvement:Graphics
Explanation of proposal: Far too much long grass on areas of airfields where it would have been mown. These are not rough Landing Grounds rushed into action in France during 'Overlord' they are properly maintained airfields. Unnecessary graphics loading. Please reduce height and general size (its grass not wheat) and reduce the cartoon waving effect. benifits: Improved FPS and more realistic appearance. |
Type of improvement:
1. Su26 2. Software's stability Explanation of proposals: 1. Make it flyable, as fragged few days before the release. 2. No more launcher.exe issue. Benefits: 1. Being able to enjoy FMs, waited by all aerobatics users from IL2. 2. Being able to JUST play this game... Yes, that's all :rolleyes: :rolleyes: |
Not long I hope... B6 replied to the earlier version of the thread and said the suggestions had been looked through and found useful. Good enough for me.
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The funniest thing about users inserting small jabs that break the rules here and there and then deleting their own posts to prevent banning, is that they think we can't see them.
And while deleting a rule breaking post makes it acceptable (since the majority of users can't see anything breaking the rules) it doesn't help with the moderating team's perception of who is inciting trouble, which means it's even easier for us to make decisions regarding the access privileges of certain members here. In other words, in the event that a "should we give him another chance?" question pops up, shenanigans like these tend to influence the outcome in favor of a negative decision. Mind your manners, state your opinion and let others have theirs, nobody has to share yours if they don't want to. Most of all, in threads like these that serve a specific purpose and are not discussion threads, stick to the topic and the specified format. Furbs i'm looking at you. :-P |
Type of improvement: Ground control (vehicles, guns, girls etc) for any player joining the server while sitting in the waiting queue.
Explanation of proposals: For servers that have a waiting queue (for whatever reason, specific game started / no free for all etc), players can use ground vehicles while they wait. A player can joins server while a current game is in progress (and cannot allow newly joined players) and has the option to participate in ground action. When his / her place in the queue finally allows entry as a pilot, they are given the option to join in the list of pilots. Benefits: Immersion; gives players something to do while waiting in the queue. Also players wanting to join a specific / favorite server or wait on their favorite side can do so. Cons: possible lag if tons of players are in the queue using ground equipment, players will be given less chance to be "forced" into playing a side they normally would not play, team balancing harder due to players not forced into a side. |
Type of improvement:
Search lights focusing to AA gunners target sector on the sky. Explanation of proposals: At 1st we need functioning search lights. At nighttime any (man controllable) AA gun directing gun to the sky causes automated search lights start scanning the same part of the sky. Benefits: More immersion. Ability to defend against night raids more effectively. |
Type of improvement: Manually config the joystick output sensitiviness.
Explanation of proposals: Allow the player to build its own control response curves like in IL2 using a tool like IL2 Joy Config. Benefits: Great for the user of low end joysticks and more precision handling the aircrafts. |
Type of Improvement: Adjustment of the AI skill sliders
Explanation of proposal: Introduce a new slider, for ground attack/bombing Benefits: Separate bombing accuracy from turret gunner accuracy, currently, the only way to get consistent hits on target from an AI bomber vs. a smaller, moving target is to have their AI Gunnery set to Veteran or above. This produces nice ground attack results, but also increases the gunners' accuracy to the point of getting 100% kills within 2 seconds of enemy aircraft entering their arc of fire, regardless of approach angle or speed. |
Type of Improvement: Add in Options/Aircraft "Engine Start" assignment
Explanation of proposal: Allow user to map a key to start aircraft engine(s) Benefits: Allows user to designate key to start engine since the "Starter" button on the panel is not clickable and no assignment in Options exists. |
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Type of Improvement:
Sound hit FX Explanation of Proposal I know the sound engine is not final yet, but at least we need sounds for bullet and cannon hits in our AC, to actually know when we are hit by enemy fire, now all sound like passing by bullets around your plane with almost no hit sound. Benefits Pilots can know when they are hit by AAA or other planes and how hard the were hit Type of Improvement: DM, CEM Explanation of Proposal: Will be great for imersion to have randon damage on the plane and instruments like in RL was, sudenly a gauge stop working or just give a miss reading or jumping around, same for engine and guns. For CEM a few day ago i had a hard crash and when i hit the ground all the lights in the cockpit died, the batteries are modelled??? if it so can be enabled to be switch on/off in cockpit and this device can be damage by enemy fire??? Benefits: Pilots will also have to check not only fuel, oil, and temps but amper gauges too, and it will give more realism to start up and flight in general |
Type of Improvement:
Visible pilot in cockpit view. Explanation of Proposal A switchable pilot figure in the pilot's seatt of fighters and bombers that is visible in the 'in cockpit' view. Benefits: Chiefly for making movies, this feature would enhance the ability of movie makers to produce believable film using CloD. As it is pilots have to be inserted using third party software. |
Type of improvement:
game executable(rename) Explanation of proposals: Launcher.exe is too generic, Nvidia game profiles conflict because several other games also use launcher.exe . Rename the game to something like IL2COD.exe to remove the conflict with other titles that use launcher.exe as an executable. Benefits: Prevent profile conflicts / undesired game profile driver settings |
Type of improvement:
More realistic/dynamic engine temperature model Explanation of proposals: For full realism I'd also like to see the following factors affect engine operating temperature please: altitude (colder air at altitude = cooler) airspeed (more air through radiator = cooler) radiator obstructions (like lowered landing gear leg on spit) mixture (richer mixture = cooler) boost (lower boost = cooler) rpm (lower rpm = cooler) WE HAVE THIS ONE Also radiator flap setting should affect speed and yaw. In addition, the early marks of Spitfire had a single radiator that was partially obscured by a landing gear leg. This made in necessary to takeoff reasonably quickly and avoid lengthy taxying. It would be nice to feel the same urgency to avoid overheating on the ground as the real pilots did in the battle. Currently, I can run at high throttle on the ground for long periods without any overheating problems. Some interesting notes from Spit II manual: The coolant temperature is controlled by a thermostatic control (automatic) and a radiator flap which regulates the flow of air through the radiator, but which cannot be fully closed. The position of the radiator flap affects the lateral trim of the aircraft (the radiator being under the starboard wing) and can usually be kept in the closed position during cruising flight. ACTIONS AFTER TAKE-OFF Close the radiator shutter (unless a high power climb is done, when the lever should be a little forward). Benefits: Greater need to watch gauges and manage engine. Improved immersion - you feel you have a real engine up front. User experiences the same problems that pilots of the day had to face. Increased tension before takeoff. Thank you devs |
Type of improvement:
User interface Explanation of proposals: Changeable player name in-game. As in, have an in-game menu to change player name so that you don't have to change Steam name to have the desired name in CloD. Benefits: Many Steam users play in first-person-shooter clans as well as in flight sim squads, or so I would guess. Have one squad mate that qualifies for this. So if I use Steam name "Clan_MyName" or just "MyName", I could still use "Squad_MyName" in CloD. |
Questions...
1) Will i be able to join a Sqd and enter a pilots name? 2) Will there be a dynamic single player campagin? 3) Has the AI been improved upon for BOM? 4) Will BOM have new radio commands? 5) Has BOM been programed to handle the new types of FSAA? 6) Has the DM been worked on? 7) Is the ground handling better than CLOD? 8 ) The FMs i bet will be much more accurate than CLOD, can you tell me how? 9) Will BOM ship with the server docs and SDKs so the community can get to work creating new and exciting content for BOM straight way? |
Type of improvement: Separate Ground and Air kills and Deaths
Explanation: Ground kill stats should be available separately and it would be good if ground-attack deaths could be recorded separately from air-combat deaths to get separate K/Ds but I'm not sure how that would be done - perhaps "last target damaged" identification would classify the Death, perhaps for Ground Targets there might be a time window like 'death occurring within 10 minutes of last ground-target damaged'. The kills would come from the object type. Benefit: More relevant Stats. Not much point in having them if they aren't relevant. |
Type of modification: User Interface
Modification: Change color in the map for the active ariports. When in map about to enter in the game choosing an airport to take off would be better to change the active airports with the colour of the faction because the great amount of airports needs that the usable airports have a colour with much more contrast respect to the not usable ones. |
Hi!
The following list of your suggestions will be passed to Ilya Shevchenko. Some of the suggestions is taken from Russian forum. 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 5. Thank you for your work! P.S. List 3 (in Russian) - http://www.sukhoi.ru/forum/showthrea...=1#post1769386 Quote:
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wow, thats a great list B6, some great improvements listed there:cool:
shall continue waiting patiently. |
Thanks BlackSix.
Looking at that list you'd better add: Type of improvement: Send Ilya a crate of Vodka. Explanation: Has numbing effect on the brain and creates a feeling of well being. Benefit: Temporary escape from 'those guys'. |
Type of improvement:
Controls Explanation of proposals: Gradually increasing braking power with braking button. As in old IL-2, when you pressed the brakes, they would not got directly to 100% power. Instead, they started from some low power, and gradually increased to 100% when the button was kept pressed. Benefits: Helps people with no pedals with toe-brakes or other means of analogue braking. Currently, pressing the button causes the brakes to go to 100% power directly and using it while taxiing/landing/etc. causes an immediate face plant and a ruined propeller. |
Type of improvement:
Controls Explanation of proposals: Give flaps and rads axis assignments like elevator trim is in the game Benefits: support 9-turn saitek trim wheel as bf 109 flap, rad control |
Type of improvement: FMB Object
Explanation of proposals: Provide a FMB object that can: (a) have sound (wav) file attached to it (something like a dropbox with sound options for seagulls, waves on the beach, factory noises, forest birds chirping, people chatting, air-raid siren etc). (b) have an effect radius set (the sound becomes active when a player comes within the set radius of the object). (c) and a pickbox to set the sound for red, blue or both armies. The sounds would have to either be included with COD updates or downloadable from the mission host at mission-load/runtime. Could consider making a static object & an 'invisible' mobile object. Benefits: Provides a flexible means for mission builders to include ambient environmental sounds in their missions adding to game immersion. |
Type of improvement: FMB Object (airfield-airodrome runways)
Explanation of proposals: Currently there is no method to customise hard-coded airbase runways/spawn points. Change the behaviour of the airfield-airdrome runways object so that all hard-coded spawn points & runways within the object radius are removed on mission startup. The mission builder would then be free to place an airfield-airdrome runways object over a hard-coded airfield & create new runways & spawn points as desired. Benefits: Provides a flexible means for reconfiguring hard-coded existing airfields on maps. |
- Type of Improvement:
Gun Statistics for Each Type of Machine Gun or Cannon on the Player's Aircraft - Explanation of Proposals: For example, for the P-39 (although it has not been made yet), it looks roughly like this: 37mm M4: 10 rounds fired, 2 air hits, hit-rate air 20%; Browning .50: 278 rounds fired, 22 air hits, hit-rate air 8%; - Benefits: The cannon rounds and the machine gun rounds of a fighter are so different with regard to size, weight and, above all, damage power, that it does not make sense to count them as the same type of bullet in the guns statistics. --- |
Type of improvement:
FM/Messerschmitt 109 rudder trim Explanation of proposals: Messerschmitt 109 fighters did have a rudder trim. But it had to be adjusted on the airfield by the ground crew before take off and the pilot could not change it during the flight. It would be nice that it could be done also in the sim. Benefits: Added realism and better handling of the plane |
Type of improvement:
Airfield environment (off-line) Explanation of proposals: When in a British fighter, over a German airfield, I never see any flak. In addition, I can attack any plane in the pattern, without the others attacking me. Same for German plane over a British airfield. Benefits: Added realism binky9 |
Type of improvement:
Pilot briefing room Explanation of proposals: Have a movie play that gives you the mission description with a big map and pilots sitting in chairs. Also a way to skip it if you've already seen it or not interested. Maybe your buddy next to you is trying to show you a pic of his girl (hopefully pretty) or using his hands to show you how he shot down that plane Benefits: Added realism and better understanding of what your suppose to do so you can plan according P.S voices should be in your native language with russian, german, british, italian, etc. accents |
Black6, can you please include this one in your current list, its a rather important one that needs to be urgently fixed :)
Type of improvement: - we need to be able to set a specific FoV (field of View) for our different monitor sizes (eg, be able to select a FoV between 35 and 90 degrees), and then be able to assign our own chosen values for the FoV (between 35 and 90 degrees) to the 3 preset buttons for view changes that currently exist (narrow, normal, wide) - this feature existed in the il2 series, but has not been included in CoD Explanation of proposals: - for whatever distance you sit from the "monitor size" you have in front of you, that monitor occupies a certain % of your field of view (FoV). the "normal" FoV setting should be the correct FoV setting for the monitor size you are using, and as a result allowing you to see all ingame object on your monitor in their right "true to life" sizes (eg a 109 with a 10 meter wide wingspan that is 400 meters away from the player in the game, should be seen on your monitor at exactly the same size as if you were viewing it with the naked eye from the same distance in real life) - for a 19' or 30' monitor this "normal FoV" is very different, but the default value right now in CoD is 70 which is only approximately correct for somebody using a 30' screen (eg, for the 19' screen user having that same current default 70 FoV setting all ingame objects have suddenly become miniature toy size). this was easy to alter in the setup options in il2-1946, and you could assign any value between 35 and 90 FoV to all 3 kb keys zoom/normal/wide) but is currently NOT possible in the CoD program - we need to be able to set our own specific FoV sizes for all 3 preset buttons (narrow, normal, wide), - if possible we also need this "default FoV" (saved to "normal" button) saved ingame as the default setting so each time the game starts all objects are immediately seen in their correct sizes. note: please also consider how this can be correctly used in a multiple monitor setting, so people with for ex 3 monitors side by side can still set their correct FoV's Benefits: Greater realism, providing SIMULATION of correct "in-game object sizes" (and scenery) a player can see from the virtual cockpit. |
S!
Type of improvement: Documentation of game settings that can be changed outside the game, like conf.ini or adding these options to the GUI. Explanation of proposal: If possible devs could publish information on these settings to allow users to tweak the game more than just via the GUI. Or settings that have an effect could be added to the GUI for example as Advanced Graphics Options. Benfits: More options for users to tweak to achieve personal preference. Less problems as all applicable tweak options are available. |
Type of improvement:
Provide a means for mission builders to link to pdf documents, html web pages, jpg images & sound files (mp3, wav, ogg) for use from the mission briefing screens. Alternatively, show these document types from the briefing screen in in-game windows. Explanation of proposals: Currently mission briefings are limited to text descriptions only. The power of multi-media document content & use is lost. There is no easy method to include recon. photo's, verbal mission briefing voice-overs for mission backgrounds, or other types of multi-media documents appropriate to the mission. Benefits: Improved game imersion & mission briefing information. |
A question:
why screen of friday update are ugly? the game actually for us is better and look like more realistic and less aliasing screen of community are beatifull... |
A question.
On the picture of the IL2 with its guns firing whilst flying over the autumn landscape (30 March update) there is what appears to be a couple of tracer rounds. Have tracers been changed from the star wars lasers to something more like a round spot of light? |
Type of improvement:
Provide a means for mission builders to 'tie' flak units (rangefinders, radar, guns etc) together into an AA battery & to specify the type of flak method a group of flak units will use. Explanation of proposals: Historically, anti-aircraft batteries operated as a set of coordinated units. AAA batteries used rangefinder units, radar units & optical sight units to measure aircraft speed, height & direction, this information was sent to a director unit which calcualted the aircraft's future postion. The director unit then sent information to the AA guns directing them to fire at this predicted position. AA batteries used three different firing methods: continiously pointed fire, predicted concentration fire, barrage fire. http://www.youtube.com/watch?v=PIYVw...layer_embedded AA in the game, seem to use a kind of 'barrage fire' where they just put a number of rounds into a volume of space around the aircraft. You can see from the video above, that this is the least effective flak method, and that evasive procedures by pilots do not improve chances of avoiding flak. It would be useful to be able to tie the AA battery units together (maybe with the 'set' button, and be able to select the firing methodology (3 types) from a 'director unit'. Benefits: Improved realism to flak operations. Encouraging pilots to adopt historically used evasive manouvers. Attackers could target specific 'critical units' in an AA battery thus reducing the battery's effectiveness. |
A Question
With the release of BoM in the new Cliffs of Dover series from 1C Team, will they release the restriction of including an official BoB/Chanel map France/England for IL2 1946. I understand there's an agreement that Daidalos Team don't use any such map for IL2 1946 at present due to Cliffs of Dover being currently in the market place. I think after a year and seeing the present situation it would be fair to allow DT to be allowed to include a Channel map in IL2 1946. Assuming they agree to it of course. Thanks. :) |
Ground Vehicile Integration Request
Type of Improvement: How the control of ground vehiciles will be applied in-game for both single player and muiltiplayer missions.
Explaination of Proposals: I would like to see that the ground forces are put in a similar manner to aircraft. In the FMB (Full Mission Builder), I suggest adding a ground vehicile "spawner." It would be invisible so it could be put on a building without it being known and under the secondary tabs you can put in "branches" where the ground vehiciles will actually spawn (similar to how airfields work but much more customizable with where to spawn and orientation). This would also restrict the vehiciles able to spawn at that point similar to airfields as well. This way, they can be easily incorparted into dogfight mission scenerios with base capturing controlled by ground vehiciles. I also believe some basic missions should be included, possibly built by the community during the open beta test if need be including quick missions. For people who use the FMB a lot, ground vehiciles can selected in a similar manner to aircraft with something like a driver checkbox. Benefits: Easier interface for integrated vehiciles and allowing mission builders to create wars on the ground with much greater ease over learning a new system and should be simple enough for new people to get use to the interface. |
Ground Vehicile Improvement
Sorry if this is a repeat post. Mods can delete this if it is one or integrate it with my post above if it is improper to sperate different requests (It also applies to my next posting regarding controls as well as others posted in the near future from me in the next couple of days). Thanks
Type of Improvement: Easier "secondary" vehicile skinning ease. Explaination of Proposals: Right now, it is relatively easy to make a new skin for an aircraft but not really for other things like ships, boats, tanks, trains, etcetera. I propose that all vehiciles that can be skinned get a directory just like aircraft do for making skins so that mission builders can make custom schemes like desert skins for tanks if they wanted to. Benefits: New unparreled flexibility in skinning and map making with more variety for ground vehiciles in addition to the other skins in game. |
Question
Do you have think put some for setup 3d convergence? i cant use stereomode becausethe 3d convergence its wrong. I learn this using the 3d nvidia. Thanks |
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