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-   -   Suggesting to devs (http://forum.fulqrumpublishing.com/showthread.php?t=8616)

xNikex 08-13-2009 09:09 PM

Quote:

Originally Posted by Porcho (Post 89518)
Wait, what?! Really.. since when is this? I have played recent video games, example, Call of Duty: World at War, and there's Swastikas all over the place.. nobody got in trouble for that. And as long as I can remember, every WWII game I played, had Swastikas in it.

Please, Anton, don't get the impression that I'm angry, because I'm not.. I just think its stupid if you were forced to take them out because people thought it was inappropriate for the game when its based during WWII and shooting down the Germans.

[Edit]: Sorry, I misunderstood the situation, however, I still have a question, in the copies sold to North America, will there be swastikas in the game? Not really important, just curious.

No swastikas in the game. Period.

ishalleatyou 08-13-2009 10:12 PM

I don't know if this has been suggested yet or not, but one thing that would be good to see would be difficulty settings that you can customise like in the last game.

Because im not that experienced a flyer I like the arcade mode, but shooting down planes is far too easy as you only have to clip them from them to burst into flames.

I also seem to find it near impossible to get damaged by other planes or ground forces, so it feels like I am not properly witnessing the great damage engine:)

I don't mean to whine :)

FireFly 08-14-2009 04:20 AM

When IL-2 1946 hit the store's in 2007 here in N.C. i went to pic-up my copy,(Preorder) and they said we cannot sell-it yet:( I said why! "Becouse rumours of swastikas are on some of the content in game", and we have to hold-it. This was at bestbuy, finally got it 1 week later after checked O.K. So no swastikas in the U.S version.

If the swastikas are Clockwise-Symbol of Death and hate, Nazi Party
If the swastikas are counter clockwise-Symbol of life and good luck, so look very close to see if the swastikas in WAW are counter clockwise.
But any way you look at it, it looks bad.

Flanker15 08-14-2009 05:29 AM

Quote:

Originally Posted by FireFly (Post 89846)
When IL-2 1946 hit the store's in 2007 here in N.C. i went to pic-up my copy,(Preorder) and they said we cannot sell-it yet:( I said why! "Becouse rumours of swastikas are on some of the content in game", and we have to hold-it. This was at bestbuy, finally got it 1 week later after checked O.K. So no swastikas in the U.S version.

If the swastikas are Clockwise-Symbol of Death and hate, Nazi Party
If the swastikas are counter clockwise-Symbol of life and good luck, so look very close to see if the swastikas in WAW are counter clockwise.
But any way you look at it, it looks bad.

That's not right, there's no law against the swastika in the USA and even if there was an attempt to the 1st Amendment would prohibit the outlawing of Nazi symbols.
The ones in WaW are authentic swastikas, they only get removed in games sold where the swastika is legal when the dev use the swastikaless version for multiple countries. For example Silent Hunter 3 has swastikas in the US but no swastikas in the European version including Australia. However WaW has swastikas in the European/Austrailia version but not in the German version.

The problem you had with '46 being delayed would have been because the game uses the same version globally and it would have been stopped at the factory before being released.

loopdreams 08-14-2009 06:49 AM

After having played the demo dozens of times I have to say that were it not for this thread then I'd probably never even have noticed the lack of swastikas.

Swagger7 08-14-2009 08:25 AM

I'm guessing the delay Firefly experienced may have been due to an ESRB ratings issue if swastikas were in the game, kind of like when Oblivion got re-rated because of the topless texture on the disk.

Also Firefly, many of the "good luck"/religious symbol swastikas face the same way as the Nazi one. The Nazis didn't invert it themselves, since about half face that direction anyways. By the way, if you went up to a Nazi in WWII and asked him about swastikas, he probably wouldn't know what you were talking about. The Germans called it the Hakenkreuz, or hooked cross. (Learned that in German class, oddly enough!)


Just so this post isn't completely off topic, I do have a suggestion:

Please make the zooming in feature available in sim mode! I have a crappy standard TV and I can't see planes clearly (for IFF purposes) even sitting right up close. I can understand leaving it out of MP, but could it at least be made available for the campaign?

H Lecter 08-14-2009 08:50 AM

Quote:

Originally Posted by Swagger7 (Post 89890)
Please make the zooming in feature available in sim mode! I have a crappy standard TV and I can't see planes clearly (for IFF purposes) even sitting right up close. I can understand leaving it out of MP, but could it at least be made available for the campaign?

Zooming is there in sim mode.

Flanker15 08-14-2009 10:07 AM

Left trigger will provide all your zooming needs.

manintrees 08-14-2009 05:47 PM

Yup, the engine sound and pre-stall warning issues are paramount. As maxqubit stated, all other relevant games have variable engine noise, and for good reason.
Regarding the stall warning; another poster drew the comparison to squealing tires in driving games. This was an excellent example of how one can detect the limits of a machines capabilities and push the envelope when needed. Both these issues need to be addressed. I would put this issue at the top of the priority list regarding late in the game changes or DLC upgrades.
One cool thing about stall warning is that you would be able to easily tell if one plane had an manouverability advantage over another.
Please fix this.

butterfield 08-14-2009 06:24 PM

Quote:

Originally Posted by manintrees (Post 90000)
Yup, the engine sound and pre-stall warning issues are paramount. As maxqubit stated, all other relevant games have variable engine noise, and for good reason.
Regarding the stall warning; another poster drew the comparison to squealing tires in driving games. This was an excellent example of how one can detect the limits of a machines capabilities and push the envelope when needed. Both these issues need to be addressed. I would put this issue at the top of the priority list regarding late in the game changes or DLC upgrades.
One cool thing about stall warning is that you would be able to easily tell if one plane had an manouverability advantage over another.
Please fix this.

One of the first threads I posted on this board after the demo was released was about the missing shuddering audio before a stall. Somewhere Anton mentioned he had tested it out and it indeed WAS a glitch...so I'm expecting this to be fixed with a patch.

Still no word on the engine noise though...

Bgillespie 08-15-2009 10:55 PM

Quote:

Originally Posted by Anton Yudintsev (Post 87247)
As for belly landings - plane explodes if it is damaged heavy enough not to take off.
So it is not ruining gameplay. Why do you need it? It is flight sim, not crash sim...

It adds so much more to the sim if you could belly land a badly damaged plane. For instance, a bomber that is so shot up, one engine gone, bullet holes all over the place, missing both alerions, landing gear jammed up.

Dont give your opponent the credit for not being able to finish the job because he blasted away and used up all his ammo. Land that plane in the field on its belly!

Though it may not be able to get off the ground, a very soft landing is possible. I would be extremely upset if I made a "baby-bottom-soft" landing and then the plane exploded! It would ruin the game for me! In the orginal pc versoin of the game you could land a badly shot up plane.

Oh yea, I havent played game/demo (ps3 user), but am counting down the days till demo!

Bgillespie 08-15-2009 11:03 PM

Quote:

Originally Posted by manintrees (Post 90000)
Yup, the engine sound and pre-stall warning issues are paramount. As maxqubit stated, all other relevant games have variable engine noise, and for good reason.
Regarding the stall warning; another poster drew the comparison to squealing tires in driving games. This was an excellent example of how one can detect the limits of a machines capabilities and push the envelope when needed. Both these issues need to be addressed. I would put this issue at the top of the priority list regarding late in the game changes or DLC upgrades.
One cool thing about stall warning is that you would be able to easily tell if one plane had an manouverability advantage over another.
Please fix this.

I second this!

Roboslob 08-15-2009 11:13 PM

I would like to see a way to add custom skins to the planes. Maybe a website where you log in with PSN/LIVE account, download a plain skin, edit it, upload it and then it is sent your account, with an option to send to friends(similar to how objects are sent via LBP). That way your plane is unique, or can help you avoid shooting clan mates in team games.

Swagger7 08-16-2009 01:26 AM

Quote:

Originally Posted by Flanker15 (Post 89915)
Left trigger will provide all your zooming needs.

OOPS! I tried to use the X buttom, like in arcade mode. Mt bad! Thanks for the correction!

cfauvel 08-16-2009 02:05 AM

FOR THE PC too !!!!! we would like to play the game too
 
Quote:

Originally Posted by Anton Yudintsev (Post 87228)
Please, send all your suggestions about the game Title Update - here.
We'll try to do whatever we can, if there will be Title Update.
Please, stay reasonable - we can't add Pacific Theater or Mission editor in title update.
I don't promise we'll do everything, or even anything :) but we'll read all of your feedback carefully.

I can't read all these treads, and I do not read private messages either.
And, please, no flood or repeative suggestions here.

Thanks in advance!

P.S. As for sequel suggestions - let's wait for game release first.

From what I've seen the game looks awesome, wow what leaps and bounds have been made in graphics.

I was wondering if there could be stats or penalties if one's stray shots landed on civilians. Such as in the air battles above a city, when a defender is going after an enemy there must have been stray bullets hitting people, no?

Any way make a version for the PC please.

I rember seeing a version of this game a few years ago, is it the same? I don't think so.

trk29 08-16-2009 02:17 AM

Quote:

Originally Posted by cfauvel (Post 90313)
From what I've seen the game looks awesome, wow what leaps and bounds have been made in graphics.

I was wondering if there could be stats or penalties if one's stray shots landed on civilians. Such as in the air battles above a city, when a defender is going after an enemy there must have been stray bullets hitting people, no?

Any way make a version for the PC please.

I rember seeing a version of this game a few years ago, is it the same? I don't think so.

The original is for PC made in 2001. This the first version for the consoles, it will not be coming to PC.

GhillieGuy93 08-16-2009 09:35 PM

hey, i'm sure its been mentioned, but maybe some way of using custom liveries, either by colouring set camofluages in-game. Or perhaps offering downloadable templates that users can use to add their own designs too on the Computer and then download to the game

just a thought :)

David603 08-16-2009 10:26 PM

Quote:

Originally Posted by cfauvel (Post 90313)
From what I've seen the game looks awesome, wow what leaps and bounds have been made in graphics.

I was wondering if there could be stats or penalties if one's stray shots landed on civilians. Such as in the air battles above a city, when a defender is going after an enemy there must have been stray bullets hitting people, no?

Any way make a version for the PC please.

I rember seeing a version of this game a few years ago, is it the same? I don't think so.

This won't be coming out on PC because it is the console spin-off of the original Il2 series, and Storm of War:Battle of Britain which comes out next year is the real next game in the PC series, and is based on an all new game engine. There are older PC Il2 games out there ranging from the original Il2 Sturmovik, launched in 2001, to the most recent which is Il2 1946 which came out in 2007 and is still being supported with official patches and absolutely huge numbers of unofficial mods covering everything from new aircraft and maps to graphical mods that bring the game up to visual levels not far below Birds of Prey, and while the official version has just about every theatre of the war covered, including Europe, Russia and the Pacific, there are mods that give Korean War scenarios with the appropriate aircraft out there and even a WWI mod called Canvas Knights under development.

soc5 08-17-2009 03:09 AM

Hello,
I am a big fan of il 2 sturmovik and am excited to be able to play on consoles since my computer is old and needs upgrading, the graphics are such a step up its amazing.
I played the demo and i thought it had huge potential, but there were some issues that I would like to comment on for possible fixes\
1. The hud should be more customizable in full hud there is too much screen clutter but in the minimal you can not see your engine power which is essential.
2. In third person view the airplane barely makes any noise and the engine noise is very weak unless you use wep
3. The look function does not work very well and is awkward to have to click the right stick, this hurts gameplay
4. The radio chatter is very repetitive and needs more variety, in the second mission of the campaign in the demo my partner kept saying "lower, lower" over and over again while the screen kept flashing the pull up sign, which incidentally would be great to have the option to remove since some missions require low flying
5.More camera options would be nice and in third person it would be convenient to have a more intuitive look around feature in which you can rotate around your plane instead of immediately turning the camera to the front of the plane
6. More customizable options ala pc, and the ability to map functions to buttons if you don't like the control scheme.
7.Better lock on tags, sometimes I couldn't tell which plane i was locked on to because it wasn't clear enough.
8. A replay feature

I love il sturmovik and hope that this game is a success and leads to future releases on consoles.

soc5 08-17-2009 03:28 AM

ps. in the demo after landing how do you brake??

SR91 Aurora 08-17-2009 03:31 AM

If you're using the control pad, hold the right stick back. If you're using a flight stick, use the trees.

David603 08-17-2009 03:57 AM

Quote:

Originally Posted by soc5 (Post 90586)
Hello,
I am a big fan of il 2 sturmovik and am excited to be able to play on consoles since my computer is old and needs upgrading, the graphics are such a step up its amazing.
I played the demo and i thought it had huge potential, but there were some issues that I would like to comment on for possible fixes\
1. The hud should be more customizable in full hud there is too much screen clutter but in the minimal you can not see your engine power which is essential.
2. In third person view the airplane barely makes any noise and the engine noise is very weak unless you use wep
3. The look function does not work very well and is awkward to have to click the right stick, this hurts gameplay
4. The radio chatter is very repetitive and needs more variety, in the second mission of the campaign in the demo my partner kept saying "lower, lower" over and over again while the screen kept flashing the pull up sign, which incidentally would be great to have the option to remove since some missions require low flying
5.More camera options would be nice and in third person it would be convenient to have a more intuitive look around feature in which you can rotate around your plane instead of immediately turning the camera to the front of the plane
6. More customizable options ala pc, and the ability to map functions to buttons if you don't like the control scheme.
7.Better lock on tags, sometimes I couldn't tell which plane i was locked on to because it wasn't clear enough.
8. A replay feature

I love il sturmovik and hope that this game is a success and leads to future releases on consoles.

Very nice first post, and I agree with all your points.

manintrees 08-17-2009 04:43 AM

Quote:

Originally Posted by SR91 Aurora (Post 90595)
If you're using the control pad, hold the right stick back. If you're using a flight stick, use the trees.

That was funny.

Hey Aurora, you stated in another post that your sig pic is an image of a Spitfire "tipping" a V2-rocket. Are you saying that RAF pilots would actually fly alongside a V2 and make physical contact with it to steer it off its intended course?

manintrees 08-17-2009 04:48 AM

Quote:

Originally Posted by David603 (Post 90599)
Very nice first post, and I agree with all your points.

Those are some solid ideas. A replay feature would be awsome.

David603 08-17-2009 04:49 AM

Quote:

Originally Posted by manintrees (Post 90607)
That was funny.

Hey Aurora, you stated in another post that your avatat is an image of a Spitfire "tipping" a V2-rocket. Are you saying that RAF pilots would actually fly alongside a V2 and make physical contact with it to steer it off its intended course?

It did happen several times, mostly when pilots ran out of ammo or their guns jammed, although it wasn't standard operating proceedure of course. Also, the rockets in question were V1 flying bombs, not V2s which flew too high and fast for any hope of interception. Think of V2s as the first ICBMs and you wouldn't be too far off.

Swagger7 08-17-2009 05:03 AM

Quote:

Originally Posted by David603 (Post 90609)
It did happen several times, mostly when pilots ran out of ammo or their guns jammed, although it wasn't standard operating proceedure of course. Also, the rockets in question were V1 flying bombs, not V2s which flew too high and fast for any hope of interception. Think of V2s as the first ICBMs and you wouldn't be too far off.

I heard that it was pretty common. The wings wouldn't actually touch, as the airflow from the fighter's wing was sufficient to push over the V-1 without making physical contact. Once the V-1 was tipped out of the horizontal, its gyroscopes would go berserk and it would crash. Intercepting V-1s often fell to Gloster Meteors, as they could match the buzz bomb's speed.

SR91 Aurora 08-17-2009 08:20 AM

Quote:

Originally Posted by Swagger7 (Post 90610)
I heard that it was pretty common. The wings wouldn't actually touch, as the airflow from the fighter's wing was sufficient to push over the V-1 without making physical contact. Once the V-1 was tipped out of the horizontal, its gyroscopes would go berserk and it would crash. Intercepting V-1s often fell to Gloster Meteors, as they could match the buzz bomb's speed.

That is what I got off the Wikipedia article, which isn't very well written. I figure it had to have happened at least once, hence the photo.

P-51 08-17-2009 09:27 AM

Quote:

Originally Posted by manintrees (Post 90607)
That was funny.

Hey Aurora, you stated in another post that your sig pic is an image of a Spitfire "tipping" a V2-rocket. Are you saying that RAF pilots would actually fly alongside a V2 and make physical contact with it to steer it off its intended course?

Yes it was done quite a lot. When they had run out of ammo they would do it.
Btw its a V1 rocket that spitfire is tipping!

P-51 08-17-2009 09:30 AM

Quote:

Originally Posted by Swagger7 (Post 90610)
I heard that it was pretty common. The wings wouldn't actually touch, as the airflow from the fighter's wing was sufficient to push over the V-1 without making physical contact. Once the V-1 was tipped out of the horizontal, its gyroscopes would go berserk and it would crash. Intercepting V-1s often fell to Gloster Meteors, as they could match the buzz bomb's speed.

Ohh spitfires were more than adaquate to catch up to one of these!

juz1 08-17-2009 10:29 AM

Quote:

Originally Posted by P-51 (Post 90632)
Ohh spitfires were more than adaquate to catch up to one of these!


true AFAIK...they also used the meteors too as they didn't deploy these anywhere over enemy territory, so home defence seemed the best ( and only use) against the V1......V2 was supersonic...not a hope of catching one...
anyone know if a doodlebug chase is in the game...? I would LOVE that! my late father used to tell me how you'd listen out for the doodlebug (he was 6 in 44 in North Green)...if you could hear it you were genuinely OK but if it cut out you'd best leg it to shelter...with the V2 there was no warning...just boom!
________
Best Penny Stocks

vonklinkerhofen 08-17-2009 12:46 PM

Sixaxis
 
A suggestion could be the use of Sixaxis to look around in cockpit.

By the way, is the sixaxis function available for the PS3?

The Doctor B 08-17-2009 06:39 PM

Quote:

Originally Posted by Swagger7 (Post 90610)
I heard that it was pretty common. The wings wouldn't actually touch, as the airflow from the fighter's wing was sufficient to push over the V-1 without making physical contact. Once the V-1 was tipped out of the horizontal, its gyroscopes would go berserk and it would crash. Intercepting V-1s often fell to Gloster Meteors, as they could match the buzz bomb's speed.


Sometimes the wings did touch (although not always the intention). In my local museum, they have the end of a wing which is very second hand. It was given to the pilot as a souvenir after he 'hit' a V1. I think this might be the occasion in the sig picture but don't quote me on this. Quite a hairy landing aparently. Also, I think this method was used by some pilots to avoid the massive explosion that comes with shooting a flying bomb.:cool:

The Doctor B 08-17-2009 07:23 PM

Back on topic, the only problem I have with the game is the looking around feature. I think the triggers would be better set as the rudder and maybe click the right stick to adjust the throttle. I think it is very important to have control of all surfaces whilst looking around in a dogfight!
Other than that, the game is great. Thanks to everyone who has made the best flight game for a console ever!:)

thundermuffin 08-17-2009 09:40 PM

Quote:

Originally Posted by The Doctor B (Post 90797)
Back on topic, the only problem I have with the game is the looking around feature. I think the triggers would be better set as the rudder and maybe click the right stick to adjust the throttle. I think it is very important to have control of all surfaces whilst looking around in a dogfight!
Other than that, the game is great. Thanks to everyone who has made the best flight game for a console ever!:)

The only problem with that is the fact that throttle control is just as important. If I can see my target but always over-shoot, lose lift or closing speed then we are back to where we started. I think the best option is a click toggle for looking around. You click R3 and then can look. Click it again to maintain throttle and rudder control.

The Doctor B 08-17-2009 10:52 PM

You are probably right. However you still wouldn't be able to look and fly properly.

( I am really quite happy that this is my only problem with the game)

thundermuffin 08-18-2009 12:45 AM

Quote:

Originally Posted by The Doctor B (Post 90884)
You are probably right. However you still wouldn't be able to look and fly properly.

( I am really quite happy that this is my only problem with the game)

Amen to that!!!

trk29 08-18-2009 03:37 PM

Guys this thread is for suggesting to devs.
There is some good conversation in here, but all I am saying that if this thread is off topic Anton and his team will probably not look at it anymore.

DannyBooze 08-18-2009 06:39 PM

I would suggest some tail art like sqaud leader, or ace tail paintings, and nose art would be nice touch to looks...:-P

trk29 08-18-2009 09:36 PM

Quote:

Originally Posted by DannyBooze (Post 91065)
I would suggest some tail art like sqaud leader, or ace tail paintings, and nose art would be nice touch to looks...:-P

I Second this.

Patchou 08-19-2009 12:06 AM

Zoom for the 3rd person View
 
Hi Anton,

First of all Thanks a lot for that game, I have been waiting for that kind of game on Console for so long and now it comes true :) Well I really enjoyed the demo, I played it many times now and I would really enjoy the little improvement here after:


Now here is a suggestions for the devs

I play realistic mode (The Sim mode is too hard for me). Shooting down enemy planes comes to be really challenging during the Ardennes mission which is really satisfying.

But I would welcome a zoom for the 3rd view while it is there for other views. It would be really helpful

Indeed against small fighter, It is easier to maneuver with the 3rd view and to see when the plane is going to stall. But we have to zoom with the (virtual) cockpit view to be accurate at 600 meters against the FWs.

Switching each time is not really convenient, and it would be really easier to be able to zoom with the 3rd view (I mean a real zoom not like the Target zoom)

I hope others will agree with me.

Thanks a lot again

Patchou

AVCG Stone 08-20-2009 01:59 AM

i tend to disagree gun convergence on most aircraft will be auto set at 200metre wich is what it was if u cant read ur brackets and dont know the diffrence between arcade realistic and sim then i hope you do so soon sim mode is what most ppl will be playing online once they master it but for the elite vets of il2 we will roll with sim mode from our first match as it requires true skill and knowledge to shoot down the bad guys and it gets rid of pesky padlock view with the spit sight the ring should be on the outside of the hairs but put it into practice ull get the hang of it

AVCG Stone 08-20-2009 02:10 AM

Reconmendations dowlaodable mission set or campaign for ozzies egypt or even make a push for pacific when u guys are ready planes for the ozzies allready in game p-40 spit mkv
blenhiem mkIV a-20 what we would like to see; mozzi beufort beufighter and specialy if u do pacific vengece wirraway boomerang

philip.ed 08-20-2009 12:58 PM

Quote:

Originally Posted by guiltyspark (Post 87296)
this thread is more along the lines of a patch , things that NEED to be fixed for gameplay reasons

I know, but it is such an easy fix that I feel it shouldn't be overlooked. I moderate on one of the main Il-2 forums and I know that having historically inaccurate skins could put some people off. :cool:

Danny M NL 08-20-2009 06:16 PM

A glitch I just discovered on the PS3 demo:

When flying in third-person, you can look around with the hat switch on the T-flight Hotas, but when you release it the camera doesn't go back behind the plane, instead the camera goes to cockpit view...

bussinrounds 08-20-2009 08:02 PM

Ps3 owner here. Playing the demo, and really loving the sim mode ! Finally a challenging flight game for consoles :) Great job guys. Somthing i did notice however, was a lack in varying engine noises when throttling, which i think was touched on before. Just reiterating, that's all.

manintrees 08-20-2009 09:21 PM

Quote:

Originally Posted by bussinrounds (Post 91733)
Ps3 owner here. Playing the demo, and really loving the sim mode ! Finally a challenging flight game for consoles :) Great job guys. Somthing i did notice however, was a lack in varying engine noises when throttling, which i think was touched on before. Just reiterating, that's all.

I'll be downloading when I get home from work and am very excited (wife working late tonight,Yay!)

The engine noise issue has been mentioned here but it is worth mentioning again. I really, really, really hope this gets fixed. Cars on my Colecovision had variable throttle noise for pete's sake!

Pup 08-21-2009 02:21 AM

Just tried the PS3 demo, already had the game on pre-order anyways.. but loving it so far.

I know a number of people have already mentioned control configuration already, seemingly for the gamepad.. but I would like to see more options for the Joystick config.

I have a Saitek Cyborg Evo, and none of the settings worked for me. At best my throttle level controlled the rudders and twisting the stick (usually for yaw) controlled the throttle. I read that another Saitek user (X52) has the same issue. Also the main trigger switched cockpit view, so essentially the current options are not viable at all for my Saitek joystick, so will have to stick to the gamepad for the time being.

Cheers.

DannyBooze 08-21-2009 02:36 AM

i think a good feature would be to have co op online campain so you could pass with friends or squadron mates, i think it would be funner than havin some ai wingmen that dont attack right targets or dont listen.......:rolleyes::rolleyes:

trk29 08-21-2009 02:21 PM

Supporting the Playstation EYE for head tracking would be the best thing to put into the game. For us PS3 users.

justathought 08-21-2009 05:03 PM

Toggle PS3 Free Look with R1
 
Hi,

The PS3 Birds of Prey demo is awesome, but there is a major problem with the game. Using R3 for Free Look is uncomfortable and prolonged use wears out the right joystick. A wonky joystick makes a flight simulation unplayable. Too little pressure and the joystick erratically reverts to rudder control making you crash when flying low. An urgent patch is needed to map Free Look to another button.

The problem is a game breaker because it frustrates the gamer and renders the Simulation mode unplayable. You need to look around manually quite a lot.

Solution:
R1 is the most obvious choice because it is little used. It is easy to quickly press and difficult to accidentally press. Making the button a toggle would be even better. It has been suggested to make R3 a toggle but this would not work in practice because in the heat of the battle when you are wrestling with the joysticks, the last thing you want is to lock into Free look accidentally.

It's a shame it was not spotted during the testing stage, but it's easy to correct with a quick patch via PSN for the retail version. What a great game this would be if sorted. It would be almost perfect. The gameplay and graphics are excellent. A bit of screen tearing here and there, but you can forgive that when you see the vast photo realistic environment and aircraft.

The only other problem is the over dominating aircraft text that hides the aircraft and its targeting guide. What is more important, the aircraft and gameplay, or the aircraft name? At present the text frustrates targeting gameplay and ruins immersion. You cannot make the text smaller, so I would just ditch it and go with a small enemy coloured triangle. or just use the short word 'Target".

Suggestion for the future:
An optional kill cam would really bring the planes to life and let you see the action in detail at close range. If you do not want to break the action during combat, you could create a cache on the PS3 hard drive and save a 'show reel' of highlights to be shown at the end of the mission. A highlight would be the 3 seconds leading to a kill and 5 seconds of the crash. If you constantly track 10 seconds worth of game physics, then you will have access to the highlight data every time you detect a kill. When this happens, you just spool the relevant data to the 'show reel' cache on the hard drive.

Thanks

Adonai Rifki 08-22-2009 07:43 AM

First, allow me to say that this is my first post, and so far I am enjoying the community. Secondly, I have read up to page 18 currently, and I am continueing to read on. But I needed to post my suggestions before I forgot them a third time. So if this has already been said a couple times prior, I give you my apologies.


Quote:

Originally Posted by Xx RTEK xX (Post 88494)
Arena Mode
8 players(human) engage the AI on one huge map which contains 2 friendly air fields, and one carrier surrounded by an escort fleet. Enemy AI are on regular patrol routes at various altitudes. Enemy has 2 airfields defended by anti air cannons which the buildings and the air defenses can be destroyed.

Objective of Arena Mode is for friends to take off from the main airfield and rid the skies of all Germans, and destroy all the enemy bases. Players are limited by fuel, and ammo so cooperation among teamates is critical to survive, in order to refuel and rearm, players simply land at a friendly base and re-up, then take off and get back into the fight.

Simulation Control Scheme OPTION
RS-looking around
LS-Pitch/Roll
LB-Throttle Down
RB-Throttle Up
RT-Yaw Right
LT-Yaw Left
A-Guns
B-Bombs
X-Rockets
Y-Zoom
Dpad Left-Landing Gear Up/Down
Dpad Right-Map
Dpad Up-Command menu .......at which point UP/DOWN/LEFT/RIGHT on the dpad will determine wingman commands
Dpad Down- Bail Out

I think someone might of been playing Over-G for the xbox [or whatever it was called under the original name]


Suggestion for the controls, to be added on. The R3 button, could function as the "track target" as well. Just moving it around would allow players the ability to look, while clicking it down would allow the tracking. And perhaps to allow the zoom, have it so that when an aircraft is centered relativly infront of you, it will automatically zoom in.


As for someone else's post about R1 and L1 being eject [or something along those lines]. I would suggest keeping it as the D-pad down, while making L2, and R2, the brake ability. Or possibly, a Chromehounds inspired suggestion. Holding down the select button for 3-5 seconds, could function as the eject.



Now, for the repeated belly landings, subject. I have a solution that might be able to influence score/points, and the landing issue. In the game Metal Gear Solid [online], you are awarded points for stunning enemies, or killing them. Why not have it so that a kill would result in a +2 point increase for your teams score, and give the killed pilot a 5 second respawn or something along those lines. While just downing a pilot [Either by belly landing, or him ejecting] Will give your team a +1, but allow the shot down pilot either an immediate, or shortened respawn... It would also give some incentive for pilots to try and eject, rather then being killed.


And unfortunately I forgot my previous suggestions, so I will probably make a second message later... Anyways, thank you all for taking the time out of your day's to read my message, and I wish you all a good day.




-Edit- Just a little addition... part of the reason I want the belly landing is because some friends and I would attempt to go bob-sledding down a mountain in the Russian bombers [the ones that looked like boats]. We just found it highly entertaining, to cut throttle, land on the slope of a mountain, and to try and slide our way to the bottom without crashing.

PF_Lizard 08-22-2009 01:43 PM

OK, this thread is clearly very popular and bloated, but I thought I'd throw my suggestion onto the stack! ;)

I'm unaware of whether custom button mapping will be included so if it is, I apologise. If not, can we please swap Rudder and Throttle about on Aviator layout? I'd prefer more accurate analogue rudder, and a toggle throttle; that is, I hold R1 until it reaches 90%, I let go and it remains at 90%.

Also, the planes do seem to blow up very easily. I mean, at 30mph, would a plane really explode like that? OK, occasionally they are heavy so there's a fair bit of force at 30mph, and there's likely to be a fire etc, but I've seen so many planes go up whilst trying to slow down from that wretched 31mph!

Seriously, almost perfect game so far, but trying to slow your plane down below 31mph is near impossible using aviator controls. even holding throttle at a constant say 19%, slowly clocks down 1mph every say 500 yards, but suddenly, at 30mph, BAM! you're over? Is it auto braking or something?

I understand I'm basing this on the demo which doesn't necessarily represent the final game. So again, apologies if button mapping will be included.

Thanks

lazyboy_se 08-22-2009 02:56 PM

Quote:

Originally Posted by PF_Lizard (Post 92152)
I'm unaware of whether custom button mapping will be included so if it is, I apologise. If not, can we please swap Rudder and Throttle about on Aviator layout? I'd prefer more accurate analogue rudder, and a toggle throttle; that is, I hold R1 until it reaches 90%, I let go and it remains at 90%.

+1 The rudder really needs to be assigned to an analouge button.

kharvick292192 08-22-2009 09:16 PM

Quote:

Originally Posted by Pup (Post 91846)
Just tried the PS3 demo, already had the game on pre-order anyways.. but loving it so far.

I know a number of people have already mentioned control configuration already, seemingly for the gamepad.. but I would like to see more options for the Joystick config.

I have a Saitek Cyborg Evo, and none of the settings worked for me. At best my throttle level controlled the rudders and twisting the stick (usually for yaw) controlled the throttle. I read that another Saitek user (X52) has the same issue. Also the main trigger switched cockpit view, so essentially the current options are not viable at all for my Saitek joystick, so will have to stick to the gamepad for the time being.

Cheers.

I agree with this post as I have the Logitech Force 3D Pro. I tried the configs that come with the demo, with the thrustmaster 1 config being close (throttle was throttle, twist did adjust rudder, hat switch looked around) but the trigger was the 11 button and not where it should be assigned. It would be nice for additional configs for other joysticks, or just a screen where you can assign it yourself. Thanks for making an enjoyable, realistic WW2 combat sim for consoles, something that has been lacking for quite sometime.

PF_Lizard 08-22-2009 11:57 PM

I know this is probably a nightmare for the devs, but I would love to be able to use my own skins.

I remember asking the Wipeout HD team and they explained what a nightmare that would be lol But flight sim fans are pretty hardcore and I'm sure many of us have experience painting the UV maps and keeping file sizes down.

A long shot I know... it's their fault for making it so close to a PC sim! Now we want it all! ;)

fuzzychickens 08-23-2009 12:19 AM

We need a poll for some of the possible additions.

I second the eye-toy for head tracking - this would be huge.

Tracking targets with analogue sticks is cumbersome/disorienting and the combat would feel so much more natural if the eyetoy was supported.

Actually, I'd pay for eyetoy support. Seems to me like developers have simply ignored what can be done with that thing - PD will change that with GT5, but seriously, all the developers must be too chicken-youknowwhat to develop new ways to experience games.

Hopefully NATAL will cause some activity and Sony and MS developers will do these things more often.

Reverend_Ed 08-23-2009 02:46 AM

Hi Anton and devs,

I'm sure you guys are probably already past Gold, and let me state that I also design multiplayer games for the Playstation (Zipper) so I know this is also a much-requested feature but I have to add my voice to those begging for co-op multiplayer :)

For me, competitive multiplayer is a nice distraction, but the meat in some of the greatest MP flight/space sims has been the ability to fly as a squad in campaigns or instant-action missions. Even if the Strike gametype could support AI for the other team I'd be over the moon. The fantasy fulfillment for me, and my co-workers (some of whom are veteran developers from Dynamix) and friends is flying as co-ordinated squadrons in the big battles, or against waves of bombers and their little friends.

Anyway, maybe DLC? :). Played the demo last night and I was hooked. Haven't been this excited to buy a console game since forever -- fantastic job you guys.

Irishmandkg 08-23-2009 05:16 AM

Quote:

Originally Posted by Reverend_Ed (Post 92277)
Hi Anton and devs,

I'm sure you guys are probably already past Gold, and let me state that I also design multiplayer games for the Playstation (Zipper) so I know this is also a much-requested feature but I have to add my voice to those begging for co-op multiplayer :)

For me, competitive multiplayer is a nice distraction, but the meat in some of the greatest MP flight/space sims has been the ability to fly as a squad in campaigns or instant-action missions. Even if the Strike gametype could support AI for the other team I'd be over the moon. The fantasy fulfillment for me, and my co-workers (some of whom are veteran developers from Dynamix) and friends is flying as co-ordinated squadrons in the big battles, or against waves of bombers and their little friends.

Anyway, maybe DLC? :). Played the demo last night and I was hooked. Haven't been this excited to buy a console game since forever -- fantastic job you guys.

The SOCOM and MAG Zipper? The old Socom games where fun, but the new one sucks. MAG is awesome though!

merro 08-23-2009 10:01 AM

To the Devs:

After the demo was released this week i checked boards all over the net about some feedback from the demo.
Guess what:
You hardly find any threads about il2.
People who did play it, liked it, but still this game is not being recogniced much from the gaming community.

The only good thing about this would be, that there will be a small hardcore base of players online, no kids, no problems.

BUT: Bad sells = maybe no support, ´cause you guys dont make enough money with this franchise.

Why did you not put a little more effort into marketing?
This game is still hardly known out there, and that is sad, since the demo alone is awesome!
I am aware that a "sim" game draws a smaller crowd of players to the franchise, but there are many players out there, which where looking forward to a game like this (me for example :D)

I still hope that more previews/reviews (positiv!!!) pop up the next two weeks prior to launch.
Otherwise this game will not sell too much i am afraid!

Riceball 08-23-2009 11:42 AM

It's nothing new that the game is not widely known. But most who care for this sort of game should know about it by now. Most, not all. I do know anyone who is looking to DL a demo on XBL will see BoP as the second most popular demo after Batman.

Consoles have been sorely missing games such as BoP. So even a small, loyal following can support it. Just imagine all the DLCs that could be made. I think we could get new DLC every other month or so and most of us here would happily buy them all.

And word will spread soon enouph. For my money, there is only a few more games coming this year that I will buy.

towman 08-23-2009 03:55 PM

1. Is there a chance to fire the cannon(s) independently form the MGs? Maybe in simulation mode?

2. Ju-87G in a future DLC please!

David603 08-23-2009 04:19 PM

Quote:

Originally Posted by towman (Post 92396)
1. Is there a chance to fire the cannon(s) independently form the MGs? Maybe in simulation mode?

2. Ju-87G in a future DLC please!

1. Not enough buttons to spare 2 for firing guns. Edit: Maybe use the analogue triggers for this, so you hold the trigger halfway down to fire just the MGs and all the way to fire MGs and Cannon.
2. Hopefully

Stanrosquain 08-24-2009 02:04 PM

1) It would be really nice if you add a view to first person for turret of bombers in "simulation".
At least for light bomber like Il-2 Sturmovik, ju-87 Stuka and Pe-2

2) Pe-2 in a DLC if it is possible ;) (sorry for my bad english)

Jimatay 08-24-2009 05:07 PM

Smarten A.I (especially allied aircraft)
Fix screen tearing on Ps3
Add the Mossie in DLC ;-)
Make it so we can crash land

fuzzychickens 08-24-2009 09:25 PM

Anton, I don't know if you have seen the method for head track using the playstation eye, but here is a video of a sony programmer demonstrating it's use and it looks quite nice.

Clearly, just by adding head tracking - the illusion of 3d is increase - plus the added benefit of hands free POV control in the cockpit or virt cockpit. BTW - you can find safety glasses in hardware stores with led lights, just swapped out for IR leds and you have your not-so-goofy headgear.

http://kotaku.com/351539/vr-head-tracking-for-the-ps3

I'm curious to see if polyphony digital will use this approach in GT5.

Kind of ticks me off that this ability has been there for this long and we aren't seeing this being utilized to enhance the gaming experience. I'm curious to see if polyphony digital will use this approach in GT5.

David603 08-24-2009 09:41 PM

Natal can do this without the LEDs or indeed any form of headgear.

irrelevant 08-24-2009 09:58 PM

Quote:

Originally Posted by David603 (Post 92688)
Natal can do this without the LEDs or indeed any form of headgear.

The last time I had to wear headgear, I couldn't sleep on my side and I lied to my orthodontist about how often I wore it. I refuse to go back to wearing headgear again! :mad:

fuzzychickens 08-24-2009 10:51 PM

Quote:

Originally Posted by David603 (Post 92688)
Natal can do this without the LEDs or indeed any form of headgear.

Apparently the eye can too, there is a another demo where it does tracking by facial feature recognition - an update by the same programmer who did it with leds.

http://www.youtube.com/watch?v=FFN8cW1mSVY

Anyways - BOTH the 360 and PS3 will have head tracking available, it's about time devs start enhancing our gaming experience.

David603 08-24-2009 11:37 PM

Quote:

Originally Posted by fuzzychickens (Post 92708)
Anyways - BOTH the 360 and PS3 will have head tracking available, it's about time devs start enhancing our gaming experience.

That's good news. Not that I was trying to go one up on the idea of the PS Eye having motion tracking, but people were talking about LEDs and headgear and I knew Natal didn't need that.

Should be good for gamers, because the PC has had TrackIR for a long time and so far there hasn't been anything similar on consoles.

CaptnStyker 08-25-2009 03:01 AM

Been playing the PS3 demo, has anyone commented on how hard it is to keep the crosshair distinguished from the sky especially heading toward the sunlight?
Any possible way to darken the cross hair or the HUD ??

thundermuffin 08-25-2009 04:36 AM

Quote:

Originally Posted by CaptnStyker (Post 92735)
Been playing the PS3 demo, has anyone commented on how hard it is to keep the crosshair distinguished from the sky especially heading toward the sunlight?
Any possible way to darken the cross hair or the HUD ??

Sure... by playing correctly... in the cockpit :P

NeoTechni 08-25-2009 05:37 AM

Could you please add support for the Ace Combat Flight Sticks?

On 360 I don't think you need drivers at all, 360's AC6FS works like a standard controller, you'd just need to support it's control scheme.

On PS3 you'd need to support PS2's AC5FS via a driver. Though I know some guy made his own PC driver so I'm sure a professional developer would be able to figure it out. I'm assuming it's not encrypted data.

These sticks make a huge difference for flight sims.

manintrees 08-25-2009 02:40 PM

Please, please, please make a DLC configuration for the Saitek AV8R. The config as it is right now is very poor.

SleepTrgt 08-25-2009 03:04 PM

I dont see how it could be THAT different then on the 360.

haitch40 08-25-2009 03:14 PM

id like to be able to mix difficulty levels

Omykron 08-25-2009 04:03 PM

In simulator, no HUD view. Only Virtual Cockpit.

Ability to configure controls (select six axis in ps3 for the head tilt control).

trk29 08-26-2009 12:21 AM

Quote:

Originally Posted by Omykron (Post 92842)
In simulator, no HUD view. Only Virtual Cockpit.

Ability to configure controls (select six axis in ps3 for the head tilt control).

That would be cool.

Avernus 08-26-2009 08:24 AM

Best flight simulation I've played since Aces of the Pacific. With that said here are my suggestions from the XBOX Demo.

- Better smoke optimization on burning planes up close and weapon fx:
Framerate dips when flying through smoke trails or when firing weapons in 1280x720. More guns = more fps loss.

- Realistic and Simulation unplayable on gamepad:
Demo impression leaves me wondering if the flight model in these modes is broken. Can't fly without stalling aircraft doing even the most simple move with or without speed. Normal flies perfect but lacks stalls, rugged gravity effects, and difficulty including enhanced options like flaps etc. Enhance realistic and simulation to correct this or add new medium difficulty.

- Change "right click and hold" on "right analog" for manual padlock to modifer "RB + right stick" for instant pov:
Needs to be quicker and easier to look around more naturally.

- More :)
I already want an expansion with the above issues addressed. I think this game might be something special.

PS thanks for a great demo. I'm still enjoying it.

Wireflyer 08-26-2009 02:30 PM

Hi to Anton and Devs from Germany !

Just downloaded the German PS3 Demo of BoP and I have to say I am positively surprised.:grin:Being a Sim Player for Ages (since LucasArts BOB and SWOTL) I was expecting a disaster like the latest "Secret Weapons over Normandy" on XBOX but you did a great job as far as the demo is concerned. I like the well kept balance of game play and simulation. The Sim Mode will work just fine for most of the player without losing the old Il-2 "Magic".

Nevertheless some issues here :

-It should be possible to configure the gamepad to the user´s choice.The "Freelook mode" is so essential to the game in Sim Mode and they way it is it`s just a pain to use it, especially when accidentally using the rudder controls.

-The translation of the mission briefings and radio chatter is O.K. in general, but why working with stereotypes here? Sounds like also the British/American voices are spoken by a German who thinks he is at some tea party. Would have been nice to have a native speaker there.

-Why no real advertisement in Germany? Even though the game is highly anticipated by the gaming community in Germany, there is not even a release date on the German web page. Not even a possibility to pre-order it on Amazon nor do the stores know about it. The demo say´s September 09 !?!? Interesting.

Otherwise great job and it was worth waiting for the game for such a long time.

Cheers

juz1 08-26-2009 02:51 PM

Quote:

Originally Posted by Wireflyer (Post 93137)
Hi to Anton and Devs from Germany !

-Why no real advertisement in Germany? Even though the game is highly anticipated by the gaming community in Germany, there is not even a release date on the German web page. Not even a possibility to pre-order it on Amazon nor do the stores know about it. The demo say??s September 09 !?!? Interesting.



Cheers

do people still get twitchy when mentioning WW2 in Germany? I should imagine the online gaming generation is globally aware and over all that but I can imagine some older people with "family values" will start fitting when they see WW2 combat sim on consoles...(of course console usage leads to drugs and the devil etc etc...)
________
Suzuki mr wagon

Wireflyer 08-26-2009 04:49 PM

Hi there !

Quote:

Originally Posted by juz1 (Post 93144)
do people still get twitchy when mentioning WW2 in Germany? I should imagine the online gaming generation is globally aware and over all that but I can imagine some older people with "family values" will start fitting when they see WW2 combat sim on consoles...(of course console usage leads to drugs and the devil etc etc...)

No, most of the people don´t. Il-2 on PC was a big hit in Germany and has a lot of fans. Nevertheless in Gameshops not too many people have heard about the title yet. At Gamestop there is no way to pre-order it.

The German BoP Site just got updated today and the release date for Germany is now the 30th September.

Cheers, Wireflyer

Eduardo Albertino 08-26-2009 08:36 PM

Hi,

This is my first post, really loving the demo.
My only suggestion is a mode to create a mission where i can choose,planes, sceneries,weather,etc.

Thanks for the fantastic job!!

Eduardo
Sorry for my bad english
:oops:

trk29 08-26-2009 09:27 PM

Quote:

Originally Posted by Eduardo Albertino (Post 93213)
Hi,

This is my first post, really loving the demo.
My only suggestion is a mode to create a mission where i can choose,planes, sceneries,weather,etc.

Thanks for the fantastic job!!

Eduardo
Sorry for my bad english
:oops:

You will be able to do this in the training mode.

xNikex 08-26-2009 11:05 PM

Quote:

Originally Posted by Eduardo Albertino (Post 93213)
Hi,

This is my first post, really loving the demo.
My only suggestion is a mode to create a mission where i can choose,planes, sceneries,weather,etc.

Thanks for the fantastic job!!

Eduardo
Sorry for my bad english
:oops:

If you have some time on your hands, you can watch this video which contains some answers to your questions and shows training mode options and customization(planes, weather, etc.).

http://www.ustream.tv/recorded/1976329

Swagger7 08-27-2009 05:34 AM

Quote:

Originally Posted by Wireflyer (Post 93137)

-The translation of the mission briefings and radio chatter is O.K. in general, but why working with stereotypes here? Sounds like also the British/American voices are spoken by a German who thinks he is at some tea party. Would have been nice to have a native speaker there.

LOL! You should put up a video of the bad voices! Some German guy trying to be British sounds like it'd be a hilarious thing to watch! (I find bad voice acting and accents hilarious)

merro 08-27-2009 06:09 AM

Quote:

Originally Posted by Swagger7 (Post 93322)
LOL! You should put up a video of the bad voices! Some German guy trying to be British sounds like it'd be a hilarious thing to watch! (I find bad voice acting and accents hilarious)

Dito, that sounds really awkward, i have a good laugh everytime i hear the voice sync.

JWkegger 08-27-2009 10:45 PM

how bout an easy bake oven in the cockpits, ive always wanted to make mini muffins while dogfighting for some reason

jodourad 08-28-2009 02:46 AM

Invert Commands on the PS3 Joystick
 
Hi,

Can you please also give us a option to switch controller sides, let me explain, I am a RC airplane pilot and we use the throtle and the rudder on the left hand and the elevator and the ailerons on the right hand, can you please insert this control option?

Thanks.....

juz1 08-28-2009 08:02 AM

Quote:

Originally Posted by JWkegger (Post 93584)
how bout an easy bake oven in the cockpits, ive always wanted to make mini muffins while dogfighting for some reason

C'mon..historical accuracy..it would only be in the allied aircraft...
The axis aircraft would have to have a mini strudel warmer and a knokwurst rottiserie in the shape of a spiked Kaiser helmet...( apart from Hitler's own "boss" 262 which has an Eva Braun photo in the window, a nodding churchill, FurherBunker postcard with "wish you were here" written on it ,a lunchbox full of cream cakes and amphetamines and a google map route to Argentina )

oh and the Italian planes need a salad bar, coffee maker and a big yellow "switch-sides" button...



oh yeah..suggestions...voice over for pacific campaigns should have an American actor... Robert Duvall...
________
Landy

Stanrosquain 08-28-2009 10:13 AM

Quote:

Originally Posted by Danny M NL (Post 89259)
I know that Swastika's were removed from the game because they are illegal to be displayed in public in france and germany, but I believe this rule does not apply when they are placed for historical accuracy, and as long as they are not shown in public. I know this is a sensitive matter, and that it might be a pain in the behind to have them in the game, but it just feels strange seeing a german plane with a black square instead of a swastika on the tail ( I'm all for historical accuracy).

Swastika is allowed in France, she is illegal in Germany and in Austria i think


Suggestion :

It will be very nice if devs add cockpit for some bombers like He-111 (The presence of cokpit for some bombers could insite some one to take bombers to the MP like "ground strike")

This game is simply magnificent (and it is his realistic side that gives it its strength)

The only thing I ask is more cockpit.
No need for more maps or more planes. This game is quite complex as that.
But the presence of all cockpits is crucial for a game that wants to be the FIRST FLIGHT SIMULATOR in console (That's why people have chosen Il-2 BoP)

mr71mb0 08-28-2009 11:47 AM

Quote:

Originally Posted by Avernus (Post 93058)

- Realistic and Simulation unplayable on gamepad:
Demo impression leaves me wondering if the flight model in these modes is broken. Can't fly without stalling aircraft doing even the most simple move with or without speed. Normal flies perfect but lacks stalls, rugged gravity effects, and difficulty including enhanced options like flaps etc. Enhance realistic and simulation to correct this or add new medium difficulty.

You are stalling because you are exceeding the AoA for the aircraft. You need to be less severe in turns (don't pull back sharply while turning, you have to be smooth). Try turning down the sensitivity on the elevator.

To get the most really requires a stick.

Pup 08-28-2009 09:32 PM

Couldn't get my usual jostick configured for il-2 (it works, but just mapped incorrectly), so I bought the T.Flight Hotas X which came yesterday.

After playing around with it for a few hours yesterday and trying both config setups there are a few issues which I think need to resolved in order to enjoy this game properly with this stick. I was only testing in Realistic mode though, not Sim.

In Thrustmaster Setup 1, there doesn't seem to be any way to issue flight commands. As far as I could tell the left thumb buttons which map to Circle and Triangle are not mapped to anything.
In Thrustmaster Setup 2, all flight commands are mapped, but now there doesn't appear to be any way to activate the Zoom function.

There is a noticeable deadzone with the stick, which makes the precise aim you need in Realistic and Sim modes quite difficult, awkward and a little annoying. From all accounts, there is no real deadzone with the stick itself if you plug it into a pc and test this, or previous il-2 games on pc.

I'm not too keen on the throttle setup. There is a massive 'deadzone' for the centre position of 55% and a large one for 0% and WEP, which makes 1-54% and 56%-100% fiddly to even get the rough power setting. The 55% range needs to be massively reduced, and I would like to see the 100% range increased (so that it doesnt take 10 seconds to try and select it) and WEP reduced to just very near the maximum of the throttles range. Same goes for 0%, as 0% and WEP are very easy to select quickly by moving the throttle stick to its extremities.

Related to the throttle control, 0% should activate the brakes with the gear down, as it does with the standard controller. Currently there seems to be no brake function when using a joystick.

The last thing seems to be specific to the Thrustmaster joysticks, the 8 way hatswitch only working for 4 positions, making it fairly useless for people playing in sim mode.


edit: Ok, I have now found out that with the TM1 setup, there is an orders button you can hold to assign orders with the hatswitch, so thats one less thing to worry about :)

daveblah 08-28-2009 10:59 PM

Any chance we could get "mouse controls free look" support as in il2 pc. Personally,i think it would really help the situational awareness issue.

one last thing, i have noticed that when firing rockets in 3rd person view, the rockets fly from the bottom of the screen past the aircraft firing them! just thought i'd mention it.
Thanks.

juz1 08-29-2009 01:08 AM

Flying helmet, goggles and "Biggles scarf" for XBL avatars...
________
BUY MARIJUANA SEEDS

Swagger7 08-29-2009 06:06 AM

Quote:

Originally Posted by juz1 (Post 93859)
flying helmet, goggles and "biggles scarf" for xbl avatars...

i second that!

skullblits 08-31-2009 01:18 AM

Hi, i dont know if this was mentioned. But how about Some kind of Bail out scenario?


If you have to bail out Then a ramdom button and a analog scenario thingy?

4 exsample 2 Ramdom buttons have to be pressed and analog sticks have to be used to Open the Door hatch thingy,
Then a few more buttons or Fast tapping of a button to jump out,
Then perhaps a Fast tapping or sum ramdom button pressing to get the shout open?

It would add sum more realism and deth into the game.

DannyBooze 08-31-2009 04:02 AM

i agree with skull that would make it more realistic and funner, some times you wouldnt be able to bail out either because of gravity, alot of bomber and pilot crews wouldnt be able to bail dew to the g's when ur hauling ass going 300mph in flames towards the ground......

YoHannes 08-31-2009 08:02 AM

Hi,

My reply is way too late and as I haven't read all the replies/suggestions for game developers this has been possibly already suggested, but here comes my shot anyway:

I would like to see Finnish front somehow represented on the game, either by having few planes included which Finnish Airforce was using during WWII or else to even expand Russian fighting scenes towards Finland where these to countries had their own David and Goliath -battle.

At least it would be fantastic to have an opportunity to afterwards download/purchase expansion packages for the game.

Thanks anyway for the coming game!
For long time I have been waiting for a proper PS3 WWII flying simulator since PS3 itself should be powerful enough for running games for this scene.
The few (unfortunately sadly small amount) previous PS3 WWII flight sims have been - so to speak - poor attempts...

Br,

Finnish pilot with only minor flying experience.

haitch40 08-31-2009 10:01 AM

ok id like mp racing I KNOW IT WAS A FAILURE IN blazing angels 2 but with realistic damage there would be nothing more satisfying than the guy in front pulling away then u hit his engine it smokes badly then u zoom past :P

spider_689 08-31-2009 02:57 PM

Inproper spin recovery directions
 
I noticed in the demo that the recommended steps to take to get out of a spin are to use ailerons and pitch forwards. While it may work in this game, the correct way (taught in flight schools the world over) is to:
1: neutralise the ailerons and use full rudder opposite to the direction of spin
2: release back pressure (stop pulling up) and push forwards slightly
3: once spinning has stopped, level the wings with the horizon
4: pull up out of the resulting dive gently (so as not to stall the plane again)

Steps 1 and 2 take place immediatly and essentially at the same time.
DO NOT do step 3 and 4 at the same time as the resulting stress may break the plane. (Take a pop can and push the ends UP together and it'll hold. Twist the pop can and it will also hold. But push and twist the pop can and it will crumble. This is the same idea as with the plane.)

But don't take my word for it, find out for yourself and more by joining your local flight club!


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