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-   -   4-12 wish list (Merged) (http://forum.fulqrumpublishing.com/showthread.php?t=29249)

Pursuivant 08-06-2012 10:23 PM

Quote:

Originally Posted by IceFire (Post 452092)
I do have to ask... you do know that we put together a half dozen to a dozen single missions featuring some of the new aircraft for the last couple of patches, right? The Hs-129 and IL-4 in particular get a bit of attention.

Oh yes. I've played and enjoyed all of these. That's why I was a bit surprised that the planes I mentioned which were released/made-flyable in 4.10 & 4.11 didn't get missions. In particular, you guys went to a lot of trouble to create all those wonderful guided bombs and programmable torpedoes and you didn't create any missions to feature them!

Quote:

Originally Posted by IceFire (Post 452092)
There isn't much in the way of historical scenarios that could be done with the CW-21. They had a short combat career and not exactly on any maps we have although the Singapore map could provide some limited possibility. It's mostly a hopeless fight where the players side looses all of their aircraft :)

Yep. That's why I suggested a fictional China mission over the Burma map, where odds might be a bit more even and the opposition a bit less formidable (i.e., Ki-21 or Ki-43 instead of A6M2).

Actually, historically, a U.S. pilot flying a demonstrator model of the CW-21 for the Chinese got a Japanese bomber. While you'd have to substitute the Ki-27 for the Br.20, it would make an interesting scenario.

For the KNIL, course, unlike doomed Dutch pilots, players can refly missions where they're vastly outnumbered. If players are willing to use unlimited ammo, such missions might actually be survivable. Also, there's no rule that missions can't be fine-tuned to even the odds.

Another possibility is to put the CW-21 in a position where it can really shine. Set up a scenario where Zeroes bounce a flight of hapless Buffalos and the Demons come to the rescue from superior altitude once the Zeroes are fully engaged.

Sillius_Sodus 08-06-2012 11:48 PM

My apologies if this has already been requested but I feel it would be nice if we could specify the number of passes an ai aircraft would make over a ground attack target, i.e. an airfield.

This could also be useful for ai attacks on bombers, then you could program them to do 'hit and run' attacks.

Thanks again for all your good work TD!:grin:

IceFire 08-06-2012 11:58 PM

Quote:

Originally Posted by Pursuivant (Post 452208)
Oh yes. I've played and enjoyed all of these. That's why I was a bit surprised that the planes I mentioned which were released/made-flyable in 4.10 & 4.11 didn't get missions. In particular, you guys went to a lot of trouble to create all those wonderful guided bombs and programmable torpedoes and you didn't create any missions to feature them!



Yep. That's why I suggested a fictional China mission over the Burma map, where odds might be a bit more even and the opposition a bit less formidable (i.e., Ki-21 or Ki-43 instead of A6M2).

Actually, historically, a U.S. pilot flying a demonstrator model of the CW-21 for the Chinese got a Japanese bomber. While you'd have to substitute the Ki-27 for the Br.20, it would make an interesting scenario.

For the KNIL, course, unlike doomed Dutch pilots, players can refly missions where they're vastly outnumbered. If players are willing to use unlimited ammo, such missions might actually be survivable. Also, there's no rule that missions can't be fine-tuned to even the odds.

Another possibility is to put the CW-21 in a position where it can really shine. Set up a scenario where Zeroes bounce a flight of hapless Buffalos and the Demons come to the rescue from superior altitude once the Zeroes are fully engaged.

For the other types I simply ran out of time to incorporate anything before they released. Maybe I'll try and put something together for the next patch.

Ace1staller 08-07-2012 01:57 AM

Quote:

Originally Posted by Sillius_Sodus (Post 452246)
My apologies if this has already been requested but I feel it would be nice if we could specify the number of passes an ai aircraft would make over a ground attack target, i.e. and airfield.

This could also be useful for ai attacks on bombers, then you could program them to do 'hit and run' attacks.

Thanks again for all your good work TD!:grin:

good one +1 (:

IceFire 08-07-2012 03:54 AM

Quote:

Originally Posted by Sillius_Sodus (Post 452246)
My apologies if this has already been requested but I feel it would be nice if we could specify the number of passes an ai aircraft would make over a ground attack target, i.e. and airfield.

This could also be useful for ai attacks on bombers, then you could program them to do 'hit and run' attacks.

Thanks again for all your good work TD!:grin:

A great suggestion for the Custom Waypoint settings... we already have some specific settings for takeoff and attack profile would be very useful.

The number of passes but also the type of attack (i.e. dive bombing, level bombing, strafe/wheel of death, etc.).

Sapper 08-07-2012 12:25 PM

AB250 and SD250 loadouts for the me262A2. Their usual loadout against allied ground forces in the ETO.

Woke Up Dead 08-07-2012 09:34 PM

Forward looking only F6
 
Have an option for a limited F6 (external lock) function, one that will lock on to enemies only in the front of the player's wing-line, or maybe only the front 270 degrees. This will allow bandits to sneak in on the player's six, while the player can still track the planes in front of him that he likely saw already.

Pursuivant 08-08-2012 03:31 AM

Quote:

Originally Posted by Woke Up Dead (Post 452772)
Have an option for a limited F6 (external lock) function, one that will lock on to enemies only in the front of the player's wing-line, or maybe only the front 270 degrees. This will allow bandits to sneak in on the player's six, while the player can still track the planes in front of him that he likely saw already.

+1

This would be very useful.

It would also be useful if there was the option for your point of view to immediately snap back to forward view (or whatever) as soon as padlocked targets are no longer visible.

I've nearly had heart attacks when I've been making attack run against a padlocked ground target and my point of view follows the target as it passes under my wings and behind me, when I really want my point of view to be forward as I pull out of my dive and maneuver to avoid flak.

JimmyBlonde 08-10-2012 09:26 AM

Quote:

Originally Posted by RegRag1977 (Post 452161)
We definitely need new dgen campaigns. I wonder if there is a TD plan to improve DGEN and to create some new ones? That would be nice...

It's good to see people still calling for more Dgen campaigns. A general Dgen revamp would be priceless.

I've been playing with Asura's Dgen mod lately and it rocks, much better than stock. The beauty of it is that I can add mod planes to the campaigns I already have and Asura is busy adding more maps for the next version.

From experimenting myself I have learned that creating Dgen campaigns is a very time-consuming and tedious process. It's understandable that not many people are willing to put in the effort that it takes to complete them.

I would love to see full use made of the new aircraft (And the old ones that have never had been available in Dgen) and features (Beacons, new loadouts, etc) as a part of official updates. It always puzzled me why this never happened when 1C was releasing things like the Aces Expansion Pack, and the Pe-2 stuff. After Pacific Fighters they just dumped new planes in the game, maybe with a static campaign, and then left it up to the player to make stuff which is far beyond what most people are capable of or just not prepared to do.

Some kind of user configurable UI tool for Dgen like DCG with pre-made maps and all aircraft/features available would be an awesome addition because quick missions, single missions and linear campaigns just don't cut it for me. It would be a huge effort to get all of that completed but the demand is there for it and I think there are a fair few people who would put in their time to make it happen. (I know I would).

csThor 08-10-2012 11:00 AM

The reason why the old DGen is static and grossly outdated is that it was never a Maddox Games program but an external one. And said developer disappeared years ago, taking the source code with him. As such there is simply no way to work with the old DGen anymore, at least not without jumping through too many hoops to justify the effort. This is also why Asura is writing a new DGen, the old one didn't offer enough flexibility and possibilities, not to mention that adding planes and maps was a chore.

Expecting TD to do any DGen work is therefor simply unrealistic. Support for Asura, yes that's being done, but anything beyond is simply not possible.


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