Official Fulqrum Publishing forum

Official Fulqrum Publishing forum (http://forum.fulqrumpublishing.com/index.php)
-   Daidalos Team discussions (http://forum.fulqrumpublishing.com/forumdisplay.php?f=202)
-   -   Daidalos Team's Room -QUESTIONS AND REQUESTS ONLY - For 4.11 (http://forum.fulqrumpublishing.com/showthread.php?t=18260)

Deliverator 08-11-2011 11:34 AM

Hello there team Daidalos !

First, i'd like to introduce why i'm going to ask you, what i'm going to do. I've been an spanish IL2 user for 6 years (i've started when i was 15 years old only :grin: ) and i've been all this time a member of an spanish squad called Escuadron 69 all this time. Nowadays, we mostly fly serious missions with or/and against other squads, so we mostly use SEOW mission generator and another one called Danger Zone that is under constant update.

For this both kind of mission generators, there is one kind of mission type for supply airfields and cities. To do that, we have to turn on smoke so eventlog register the point of supply, what is really innacuratte.

I'd like to ask you to add the option to register in eventlog the drop of supply cargo from planes, and the drop of paratroopers. If these both actions are registered in eventlog, it does open a new world of gameplay adding realistic supplies and paratroopers launching to take enemy airfields and cities. More than interesting, don't you think? ;).

Thanks for your hard working in IL2 series Daidalos !

Xilon_x 08-11-2011 12:13 PM

supply and repair the airport. launch of paratroopers on the city to win them.MMMMMMM good idea!!!
are years that ask for refueling at the airport and a very important thing.

i ask also optional comand for NAVY and ARTIGLIERY.

Azazello 08-12-2011 11:46 AM

Quote:

Originally Posted by IceFire (Post 322393)
Not to look down on the mod makers because they do fantastic stuff but often enough things are done just to get it in (which is fine) but not truly finished which is sometimes problematic over the long haul. Especially on lower end systems. This is often a problem with mods for other games too. Still I'd love to see some great content migrate over to the official patches... the mod world is a great place to iron out the kinks and get things right.

I don't know whether there's any lines open between TD and the mod makers, but it strikes me that some kind of communication might be constructive for both sides.

Perhaps someone from TD could assess the Spitfire XIV models present in UP3 to see whether they're good enough - at the very least they should provide a base from which to work.

There were as many XIVs produced as there were FW190 Doras so the XIV deserves to be in the sim, in my opinion at least.

ECV56_etendar 08-19-2011 02:59 AM

I do not know if was proposed, groups of naval force, ewxample: 1DD + 6Cargo Ships; 1CV + 1BB + 3DD; this moves at same form to vehicles columns.
Set the waipoints and the naval force move in the map as yuo want.

IceFire 08-19-2011 03:13 AM

Quote:

Originally Posted by Azazello (Post 322905)
I don't know whether there's any lines open between TD and the mod makers, but it strikes me that some kind of communication might be constructive for both sides.

Perhaps someone from TD could assess the Spitfire XIV models present in UP3 to see whether they're good enough - at the very least they should provide a base from which to work.

There were as many XIVs produced as there were FW190 Doras so the XIV deserves to be in the sim, in my opinion at least.

Some people work in both areas... which is great because some cool stuff gets implemented in the official releases later. I'd love to see more of that.

Bat*21 08-19-2011 07:28 AM

Quote:

Originally Posted by ECV56_etendar (Post 325072)
I do not know if was proposed, groups of naval force, ewxample: 1DD + 6Cargo Ships; 1CV + 1BB + 3DD; this moves at same form to vehicles columns.
Set the waipoints and the naval force move in the map as yuo want.

I would also like this. Very frustrating trying to get ships to hold formation in anything other than a straight line.

Stealth_Eagle 08-20-2011 03:56 AM

Would it be possible to incorporate the mod B 26 into 4.11 since some of us (like me) do not wish to run mods. Also, since there is so many requests for repaints of the cockpits, is it even a possibility to add the mod repaints of the cockpits. Also, I don't know if this has been mentioned but is it possible to use the ground AA 50 cal tracer in the aircraft tracer rather than the current red or is the red historically more correct than the white since I remember seeing gun camera footage of white 50 cals over Europe but red in the pacific.

Thanks for your dedication and time.

ElAurens 08-20-2011 01:03 PM

I think the mod cockpit repaints are way out of spec in regards to poly counts. This is why they do not get included in official TD patches.

CWMV 08-21-2011 07:05 AM

Quote:

Originally Posted by Stealth_Eagle (Post 325430)
Would it be possible to incorporate the mod B 26 into 4.11 since some of us (like me) do not wish to run mods. Also, since there is so many requests for repaints of the cockpits, is it even a possibility to add the mod repaints of the cockpits. Also, I don't know if this has been mentioned but is it possible to use the ground AA 50 cal tracer in the aircraft tracer rather than the current red or is the red historically more correct than the white since I remember seeing gun camera footage of white 50 cals over Europe but red in the pacific.

Thanks for your dedication and time.

.50 cal tracer is red/red-orange depending on the person looking at it.
This is true of ball, API, SLAP and I believe SLAP-T ammo.

Ace1staller 08-21-2011 03:03 PM

I would like to see a Netherlands Fokker G.I in the 4.12 patch as flyable or unflyable because it would be a great for my new Empires and Allies camapign. Which this might be included in the 2nd version of my campaign.


All times are GMT. The time now is 03:41 AM.

Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.