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KG26_Alpha 12-07-2011 06:07 PM

1C Team Questions and Requests (closed)
 
Welcome

This theme is designed to gather your questions and requests. I will regularly review it, compile lists and send them to the project manager. Feedback on your wishes will most likely not. If something is implemented - we will notify in the readme for the new patch. We'll publish the answer to your question with a definite period.

Please don't write here about the bugs,errors, FM, DM, etc. in the game. I can not gather and process this data.



Recommended form for registration requests is as follows:

Type of improvement:
Explanation of proposals:
Benefits:


How to make a post?

Think, is whether the offer is reasonable and whether its implementation is possible in principle, and whether it is for other users.
Copy of the above highlighted text in new message window.
Describe your proposal.
If you want to add someone offer simply quote him and describe the addition of the form given above

Type of improvement might be:

Interface
Full editor
Quick Editor
Scripts
AI
etc.


Examples of submissions >> http://translate.google.co.uk/transl...%23post1719908



The format used there should be adopted at these forums for the sake of continuity and ease of submitting information and requesting it.

Any posts not following the above format will be deleted to avoid clutter and help to stay focused.

You have a few days to prepare and get used to the submission/request format as used at Sukhoi so it becomes easy to communicate.

Many thanks.

BlackSix


PS:
I'm sure BlackSix will accommodate you all, but please remember His time is split between two forums and communities.
So please show some appreciation and respect with regard to the language barrier and time restrictions when he's replying to us here.

Alpha

PPS: Please don't use this thread for general discussion of questions and proposals >>>>> http://forum.1cpublishing.eu/showpos...4&postcount=96

This link is for all discussion of posts made in this thread >>> http://forum.1cpublishing.eu/showthread.php?t=28979






.

Peril 12-08-2011 06:44 PM

To clarify?

eg. you don't want changes to FM performance specs of aircraft suggested here, only changes to software format/style?

Correct?

BlackSix 12-08-2011 07:15 PM

Quote:

Originally Posted by Peril (Post 368348)
To clarify?
eg. you don't want changes to FM performance specs of aircraft suggested here, only changes to software format/style?
Correct?

I showed your proposal to Ilya.
http://forum.1cpublishing.eu/showpos...&postcount=178
If he is interested in this - it would be better to work directly and not through this topic.

JG52Krupi 12-08-2011 07:52 PM

Type of improvement:

Mulitplayer Skin Voting System

Explanation of proposals:

A voted for "Historical" and "Fictional" Skin set that is downloaded on this site, like the system used in Rise Of Flight.

Benefits:

Skins are not downloaded during a flight, this alleviates some of the problems that players with slow internet connections experience.

Also the server admins do not have to police skins (AKA Fictional Skins).

Removes potential to "cheat" with custom skins.

Thank you.

nakedsquirrel 12-09-2011 03:00 PM

Type of improvement: Full Mission Editor (Copy and Paste ability)

Explanation of proposals: Add the ability to copy and paste AI units with waypoints. Currently, we can copy and paste static objects or static AI (like AAA), but we can not copy and paste a tank or plane.

Benefits: This would make mission building much easier and faster.

Insuber 12-09-2011 03:23 PM

Type of improvement: correct the "sound radar"
Explanation of proposals: the sound of engine of other planes is very audible from your cockpit. This allows one to hear an assailant when closing in from one's 6 o'clock. The phenomenon is totally unrealistic and ruining the best surprise attacks
Benefits: oblige people to look behind, as it was in real life. Have a more realistic sound management. Reduce cursing, frustration, and aggressiveness towards moderators and developers.

adonys 12-09-2011 05:09 PM

Quote:

Originally Posted by BlackSix (Post 368526)
15. Can you make it so that airstart aircraft start with the radiator fully open?
Quote:

Can’t see why this should be a feature.

Type of improvement: Gameplay
Explanation of proposals: Just spawn the aircraft with the radiators on half/fully opened / cruising flight positions
Benefits: Starting with your aircraft in air is done be the game by spawning the aircraft in flight with engine working fully (max/cruising throttle/porp pitch positions). Yet, all the radiators are fully closed. Which means sensible engines will be broken in seconds, forcing the player opening the radiators a mandatory first thing to do while spawned. This is hard, specially for a newcomer to a flight sim, which might find his aircraft's engine broken in a matter of seconds, without having any clue why that happened.

6BL Bird-Dog 12-09-2011 09:25 PM

Full Mission Editor[
 
Type of improvement:Full Mission Editor
Explanation of proposals:To be able to make groups of objects such as an 88 AAA with gun crew, ammo ,supply boxes,sandbags etc or a row of stationary Aircraft & save as a group template that then could accessed to be pasted into any further mission you write in the future & also to be able to rotate the whole group to suit different locations.
Benefits:Templates could be made and shared across the comunity with the benefit of vastly reduceing build times & therefore encouraging more mission building.:cool:

Flanker35M 12-10-2011 07:47 AM

S!

Type of improvement: De-cluttering of online play

Explanation of proposals
: Clean up the log/messages of online play. There is no need to show everything what happens(murdered, crapping pants etc.) or add option what to show. Also clearing the AI messages getting killed when player actually exits his plane after landing and respawns.

Benefits: Less cluttered display, less generated messages by the game, propably slightly better performance.

Liz Lemon 12-10-2011 08:55 AM

Type of improvement: SDK
Explanation of proposals: Release it without any documentation, or whatever it is that you have now
Benefits: COD is similar enough to Il2 that some of the better modders in the community can figure out how to use the tool set. So instead of waiting ages for your programmers to have enough free time to write out documentation, you can start to have the community work on the bulk of documentation. Thus the community can have access to mod features sooner and you wont have to spend as many resources getting said SDK working.

Hot_Dog 12-10-2011 01:44 PM

Field Of View
 
Type of improvement: Changing FOV using FreeTrack or TrackIr

Explanation of proposals: Possibility in control setings to set Z-Axis translation as changing FOV instead of actually move your head backward and forward. Maybe also with possibility of some adjustment like maximal and minimal angle of FOV, or simultaneously changing FOV and head position with Z-Axis movement.

Benefits: Try using it this way in 6DOF mod for Il-2 1946 and you will see:-) For me, it's much more close to the reality, cause in reality you have wide FOV combinated with great resolution of objects, which is imposible in game. With that possibility, you can at least easily change between these two important parametres only with slight movement of head and your hands are still free for plane control. Personally, i don't need move my head backward and forward in cockpit almost any time, but if someone does, or does not like this idea, he still will have possibillity to leave it as it's now.

SIDWULF 12-10-2011 04:42 PM

Quote:

Originally Posted by Flanker35M (Post 368792)
S!

Type of improvement: De-cluttering of online play

Explanation of proposals
: Clean up the log/messages of online play. There is no need to show everything what happens(murdered, crapping pants etc.) or add option what to show. Also clearing the AI messages getting killed when player actually exits his plane after landing and respawns.

Benefits: Less cluttered display, less generated messages by the game, propably slightly better performance.

You can completely customize the in game GUI like you would in windows. hold alt while clicking on the message boxes to resize, change contents, remove box, even make your own custom message boxes.

So why would they remove anything?

slm 12-10-2011 06:51 PM

This is another idea to partly fix the problem that Flanker35 mentioned earlier, UI clutter

Type of improvement: support a 2 display configuration: 1 monitor for 3d gfx, 1 monitor for 2d gfx: logs, maps etc

Explanation of proposals: Now maps, event logs, chat messages etc are displayed in separate windows over the rendered 3 dimensional game graphics. Most display adapters support 2 monitors. Maybe this 2nd monitor could be used for displaying these overlay windows *only* - ie. the 3 dimensional world would NOT show on this second monitor. The main display would still show cockpit etc, but having map etc. open wouldn't hide what you see while flying.

EDIT: another way to fix this problem could be a keypress command that would toggle the visibility of map and all infowindows etc shown on top of 3d world, so it would be QUICK to get them all out of the way while flying.

Benefits: overlay windows wouldn't interfere with flying

nakedsquirrel 12-10-2011 08:33 PM

Type of improvement: Realism Setting
Explanation of proposals: Weathering/reliability for Weapons


I saw this posted earlier, and it sounds like a really cool realism setting.

Quote:

Originally Posted by BlackSix (Post 368526)

9. Can we have a Spitfire with Hispano Suiza 20mm cannon?


We discussed this with some members of the community a while ago and decided that it makes no sense. If we make the guns realistically crappy and unreliable no one will fly it. And if we make the weapons unrealistically reliable it will completely shift the balance and give the Allies a huge advantage. We do not need to add another questionable feature to the project and give the fans another thing no one can agree upon, except to say that we suck.

Seriously? Adding realistically unreliable weapons sounds awesome!

If you want to make it easier for the more 'casual fliers,' make it a realism setting or a slider when adding the plane in the FMB. (Like weathering)

Benefits:
Cannon misfire that plop out of the end of the gun like a dull potato, overheat the gun, explode in the barrel, or cause the gun to jam would all be very cool to see in this sim!

And if you make it an optional setting in realism settings or under the plane settings, it is a win, win. People who want realism get it, people who don't can either uncheck the box or not add it to their missions.

I really hope to see this kind of feature implimented. Especially when rockets are finally added to the sim.

HTML Code:

http://www.youtube.com/watch?v=xZUUuujR9UY&feature=related
The more realism, the better off this sim will be. There is a reason we are playing IL2 Cliffs of Dover over other arcade like flight sims.

Sokol1 12-11-2011 03:30 AM

Quote:

Originally Posted by 6BL Bird-Dog (Post 368696)
Type of improvement:Full Mission Editor
Explanation of proposals:To be able to make groups of objects such as an 88 AAA with gun crew, ammo ,supply boxes,sandbags etc or a row of stationary Aircraft & save as a group template that then could accessed to be pasted into any further mission you write in the future & also to be able to rotate the whole group to suit different locations.
Benefits:Templates could be made and shared across the comunity with the benefit of vastly reduceing build times & therefore encouraging more mission building.:cool:

This already exist. http://jimeez.weebly.com/flak.html

Sokol1

6BL Bird-Dog 12-11-2011 10:52 AM

Thanks for the heads up.

Gourmand 12-11-2011 11:44 AM

Type of improvement:
cosmetic upgrade prior to top priority
Explanation of proposals:
add wing light for night flight
add possibility to leave your plane when you are landed or see-landed
Benefits:
avoid to be killed by fire in cockpit or by drowning
see your friend when the land or nav in the night ;)
the community see the work and the change... ( for the time being, we can only see new color for ground and new sound ... :/ )

mugen 12-11-2011 12:07 PM

Type of improvement: Rearm, Refuel, Repair functions.

Explanation of proposals: Release script functions to rearm, refuel and repair objects during mission. Bind functions to objects.
An object stationary/chief can repair/refuel/rearm another stationary/chief object. Give the possibility to start an action (refuel,repair,rearm) by trigger (waypoint,distance,time,tab menu,...).

Benefits: These functions would be very usefull for a ext. resource system for longtime missions and campaigns.
I'm thinkin of fueltrucks driving empty to the station where a fueltrain just arrived and then loaded, back to the airports fueldepot. Not to speak of the possibillity, after you spit out your last bullet in a fight, to be able to get back to your airfield, taxi to the hangars and rearm, refuel and maybe repair your crate and get up again.

David198502 12-11-2011 12:54 PM

Type of improvement::in built voice recognition software

Explanation of proposals: once all the AI commands work to give orders to your flight, it would be awesome to be able to to that with your speech instead of typing on the keyboard several times.(i saw in a vid that this is already possible with external speech recognition software to give the ai commands with your own voice).

Benefits:
this would be a feature, which would make single player mode much more realistic and
it would be much more immersive to give orders that way.
besides it would be a feature which no other flight sim has yet, so possibly this would make the competitors squirming.

Gourmand 12-11-2011 01:03 PM

Quote:

Originally Posted by mugen (Post 369154)
Type of improvement: Rearm, Refuel, Repair functions.

Explanation of proposals: Release script functions to rearm, refuel and repair objects during mission. Bind functions to objects.
An object stationary/chief can repair/refuel/rearm another stationary/chief object. Give the possibility to start an action (refuel,repair,rearm) by trigger (waypoint,distance,time,tab menu,...).

Benefits: These functions would be very usefull for a ext. resource system for longtime missions and campaigns.
I'm thinkin of fueltrucks driving empty to the station where a fueltrain just arrived and then loaded, back to the airports fueldepot. Not to speak of the possibillity, after you spit out your last bullet in a fight, to be able to get back to your airfield, taxi to the hangars and rearm, refuel and maybe repair your crate and get up again.

+1 ;)

335th_GRAthos 12-11-2011 04:11 PM

I am sorry if this is a double posting, I thought I had posted this already but somehow I do not see it in this thread:


Type of improvement: Graphics

Explanation of proposals:
possible to run the game on 3 monitors view like with original IL2FB use3renders=1 option?
related to your question:
5. Will it be possible to run the game on 3 monitors?
Quote:

Originally Posted by Luthier
Personally, I'm flying on three monitors. If it’s not working for you, we need a more specific description of the problem.

The IL2FB conf.ini had the option use3renders=1 for users of Matrox Parfelia (and later users of TrippleHead2Go and later to everybody as most High level ATI/NV cards allow connection of three monitors) which would increase the field of view from the initial Center view by adding the left side vie and the right side view.
This would tripple the amount of view: When you are looking for excample front at 90° FOV view you can see 90° on the left side and 90° on the right side as well.
A screenshot (IL2FB, anno2007):
http://grathos.de/temp/TripleHead2Go_01.jpg


Benefits: Improved view, near to real-life "field of vision" view. Bring the game at the same level as other advanced flight sims and other games which already offer this option for players with high end PCs.


~S~

BlackSix 12-12-2011 07:12 AM

Quote:

Originally Posted by cheesehawk (Post 369387)
Question:

Are there any plans to flesh out the FMB ships? A few destroyers (either side) and a larger choice of merchant vessels, including some merchant vessels, would really help creating early BoB/Kanalkampf type missions. If not (since these probably won't be used in BoMoscow, lol), can we expect tools with which to let the community fill in the gaps in the current theater?

Yes, the problem with the ships in CloD situation is as bad as in Pacific Fighters. I am afraid that the new ships, we will not be able to add. All hope to SDK, but work on it is moving very slowly.

JVM 12-12-2011 12:02 PM

Quote:

Originally Posted by BlackSix (Post 369407)
Yes, the problem with the ships in CloD situation is as bad as in Pacific Fighters. I am afraid that the new ships, we will not be able to add. All hope to SDK, but work on it is moving very slowly.

Hello BlackSix!

Question:

I guess you mean you have resources issues, not intellectual property issues, haven't you?

Cordially,

JVM

BlackSix 12-12-2011 12:45 PM

Quote:

Originally Posted by JVM (Post 369459)
Hello BlackSix!

I guess you mean you have resources issues, not intellectual property issues, haven't you?

Cordially,

JVM

Yes, we don't have now resources to make the new ships.

Continu0 12-12-2011 05:05 PM

Type of improvement: Gameplay-World


Explanation of proposals:
Correct the Sunrise/Sunset time. Sunrisetime INGAME is about 4.00 at the moment. Earliest Sunrise time in Egland is 4.43, according to this site: http://www.timeanddate.com

Benefits:
makes the game more realistic
__________________

6BL Bird-Dog 12-13-2011 01:06 PM

Type of improvement:Greatly improve online gameplay
Explanation of proposals:New Coop Launcher like the old 1946 one
Benefits:One of the top selling points of the last game series and always been used as much as the dogfight option in the original game for online play,
see the poll here :http://forum.1cpublishing.eu/showthread.php?t=28429
These guys pretty well sum up generaly the Coop comunitys feelings on the matter. Please get this sorted as it will benefit any future releases too.

Quote:
Originally Posted by addman
Stop talking about the FMB! This is about the coop gui or rather lack of in the case of CloD. "edit name" ,have you even played a coop in IL-2 1946? Then you know how the coop gui looks and works and if you have played CLoD then you should know that it doesn't even exist!

beepee
EXACTLY!-thats why there are only 62 votes in the poll -nobody is interested in the game-nobody can play co-ops-who the hell just wants to fly on dogfight maps all the time -boring!-you cant even fly with your buddies on-line like in IL2 in co-ops.?

OBSERVATION ,2100 hrs uk time 13-12-2011 .Of 466 players in Hyperlobby 193 in Coop ,212 In or running Dogfight servers & 61 in Chat.
Showing Co-ops are importantant to the community.

Sven 12-13-2011 01:53 PM

Type of improvement: Sound correction inside BR20 bomber.
Explanation of proposals: Inside the Italian BR20 bomber you can hear the sound of the wind, as if the side panels are open. The sound does not change when you open or close those windows.
Benefits: More realistic, more comfort in flight :)

SEE 12-13-2011 04:09 PM

Type of improvement: Controls Interface - Flightstick Axis Sensitivity


Explanation of proposals: Greater degree of sensitivity control, maybe similar to IL1946 that used sliders to set the sensitivity over the full range of movement. Rudder on twist action flightsticks is still too sensitive using the current sensitivity option.


Benefits: Axis sensitivity can be user optimised to suit a wider range of Flightgear accessories/equipment.

TUCKIE_JG52 12-14-2011 10:03 AM

Type of improvement: Ground Behaviour Tuning (add propwash)

Explanation of proposals: propwash is missing or its very weak. Where a real propeller plane is taxiing and/or flying, part of the airflow in the tail surfaces comes from the propeller, even if the plane is stopped on the ground. This airflow is proportional on propeller rpm in fixed propellers.

Benefits: more realistic ground control and behaviour on flight. It gives more control over the plane specially on the ground by applying gas and rudder for turns, making differential brakes less necessary. It also helps avoid nose flipping when applying brakes, by the usual procedure to taxi with stick in full back position to make that propwash atuate over stabilizer downwards and the tail of the plane "glues" to the ground.


PS: I've read that taxiing behaviour is being tuned, but did not read anywhere that propwash was scheduled to be taken into account.

David198502 12-14-2011 10:22 AM

Type of improvement: damage model of buildings

Explanation: when buildings get bombed, they get destroyed, and have a pretty good damage model.
but in 1946, buildings also got destroyed, when a plane crashed into it.
this is absent in clod yet and would be nice to have.it would also be nice, that some buildings after they get bombed/or a plane crashed into it,
would catch fire.this should not be the case for every destroyed building,
but chosen randomly, whether the building catches fire or not, with a chance of maybe 20-30 percent.
not important but nice to have.

Benefits:

sorak 12-14-2011 10:41 AM

Type of improvement: Multiplayer Control Config Profiles

Explanation of proposals: On the Multiplayer Client screen where you pick a server to join, add the ability to pick a 'Profile' of mapped control configs to use on a specific server. A drop down box next to the server with the ability to also remember the server and use the last profile you used on that server.

Benefits: If you play on different type of servers you might want to have your keys mapped differently on a perticular server. 1 Example could be; A realism server vs a server with External views.. On the External view servers I like to have the different External Camera keys mapped to my joystick when on a realism server i want those buttons on the joystick mapped to other things.

GOZR 12-14-2011 03:49 PM

Type of improvement:
Sounds: Buffets wind and prop sounds wind..
Pilot views Need to be more forward

Explanation of proposals:
Sounds: this need to be much louder, While flying even if you cut or lower your engine throttle the aircraft should be very noisy inside the cockpit for sure. ( in RL )
Pilot View: The F1 position is a good pilot position while flying but it is locked at it is now. pilot eyes should be re-positioned OR unlock the axis limits F1 position .
( Pilot head should be more forward )

Benefits:
More realism. Please see work samples by me done on RoF Here..

Jugdriver 12-14-2011 09:50 PM

Type of improvement: Make the “Direct Connect” feature in multiplayer function correctly.

Explanation of proposals: At the moment the Direct Connect feature in Multiplayer does not work if Steam (the service) is not working, what is the point of having a direct connect if it is tied to Steam? Make the Direct Connect function where you can connect directly to a server even if Steam is not functioning or is disabled.

Benefits: This allows online players to continue to join and play on servers if Steam is not working.

JD
AKA_MattE

sorak 12-15-2011 12:50 AM

Quote:

Originally Posted by cheesehawk (Post 370091)
You can do this currently, albiet without a pull down menu in the server screen. Set up your single player controls, and choose Save As..., name it something, then set up your Multiplayer controls, again Save As..., and name it something else. Now, when you change plane types or whatever, you just go to Controls, Load, pick the one you want, and after it opens, hit Apply.

Yes i know.. which why it would be more plausible to add this feature to make switching your controls easier

ordway 12-15-2011 04:11 AM

Type of improvement: Gameplay (Campaign)

Explanation: of proposals: Add the campaign format of the original Red Baron simulator (the best flight simulator campaign I have ever played). For COD, this would mean in offline campaign mode, being able to first lead a flight, then lead a section then a squadron. Also it would mean getting the ability to get the best new planes' features first (metal ailerons, semi-no negative g cutout, pick of the best aircraft in the squadron (it performs a little bit better than others, climbs a little faster than others, has tighter controls, etc.). Thirdly, you would be able to choose a personal airplane marking as well as choose the pilots who fly with you.

Benefits: This would add more fun to COD, get higher magazine reviews and get more customers to buy the product so you can make more money.

Gourmand 12-15-2011 08:12 AM

hi, just one question :
Luthier said : the 08-30-2011
Quote:

Following that, we have other things in the works. We are finally ready to start knocking out SDKs, with the map making SDK being the first one you’ll see – quite soon, too! We’ll release more details on that, and on the plane-making SDK, after the upcoming beta patch is fully tested and goes live.
and the 10-17-2011 :
Quote:

5. SDK. As promised earlier, still planning to release a map-making SDK in the near future. More details will be released when we are ready for them.
My question :
how about the SDK ;) have you more details to give us ? :grin:

JG52Krupi 12-15-2011 09:12 AM

Type of improvement:

1st person bailout view and realistic bailouts with ability to look around when descending in a parachute.

Explanation of proposals:

Rather than popping out of the aircraft you see the whole jumping sequence.

Bailouts have to be done by the book or risk having a tail strike etc.

The ability to look around while descending in a parachute.

Benefits:

All three will add to a persons immersion in the game.

David198502 12-15-2011 09:14 AM

Quote:

Originally Posted by JG52Krupi (Post 370344)
Type of improvement:

1st person bailout view and realistic bailouts with ability to look around when descending in a parachute.

Explanation of proposals:

Rather than popping out of the aircraft you see the whole jumping sequence.

Bailouts have to be done by the book or risk having a tail strike etc.

The ability to look around while descending in a parachute.

Benefits:

All three will add to a persons immersion in the game.

+1 good one

zakkandrachoff 12-15-2011 10:40 AM

Type of improvement:

mission editor

Explanation of proposals:

Put enemy or friends aircraft on-standby in the airfields for take-off for a condition.

Benefits:

Some examples: i have a hurricane, and if i can't shot down some bombers, when they are close to a determinated city (a circle in the mission editor around the city), a condition makes hurricanes take off for intercept this bombers.

this tool can implement for a very dinamic mission, when you have to bomb a objetive, and in every enemy airfields have stand by in GAI mode. So, you try not to pass close of an airfield.

KG26_Alpha 12-15-2011 12:41 PM

Quote:

Originally Posted by zakkandrachoff (Post 370362)
Type of improvement:

mission editor

Explanation of proposals:

Put enemy or friends aircraft on-standby in the airfields for take-off for a condition.

Benefits:

Some examples: i have a hurricane, and if i can't shot down some bombers, when they are close to a determinated city (a circle in the mission editor around the city), a condition makes hurricanes take off for intercept this bombers.

this tool can implement for a very dinamic mission, when you have to bomb a objetive, and in every enemy airfields have stand by in GAI mode. So, you try not to pass close of an airfield.

Try this > http://forum.1cpublishing.eu/showthread.php?t=28487

Hurricanes take off/scrambling to intercept Do17's when triggered by Do17 flying into Target Pass Trigger




.

Guitar 12-15-2011 12:49 PM

Quote:

Originally Posted by TUCKIE_JG52 (Post 370029)
Type of improvement: Ground Behaviour Tuning (add propwash)

Explanation of proposals: propwash is missing or its very weak. Where a real propeller plane is taxiing and/or flying, part of the airflow in the tail surfaces comes from the propeller, even if the plane is stopped on the ground. This airflow is proportional on propeller rpm in fixed propellers.

Benefits: more realistic ground control and behaviour on flight. It gives more control over the plane specially on the ground by applying gas and rudder for turns, making differential brakes less necessary. It also helps avoid nose flipping when applying brakes, by the usual procedure to taxi with stick in full back position to make that propwash atuate over stabilizer downwards and the tail of the plane "glues" to the ground.


PS: I've read that taxiing behaviour is being tuned, but did not read anywhere that propwash was scheduled to be taken into account.

+1 i think that it can make much more realistic the control of the plane in the ground

hc_wolf 12-17-2011 01:57 AM

Repair, refuel, rearm script
 
Type of improvement:
Your scriptier to add in ability to land,
Refuel (in vacinity of fuel truck),
Re-arm (in vicinity of ammo vehicle),
Repair (in vicinity of Repair vehicle),

Explanation of proposals:

Provide the ability for mission scripts to have this in for online or continuous play. Also could then have true ongoing mission campaigns and fly the same plane.

Benefits:

This would give everyone on the Online server much greater ongoing war realisim. It would stop people ditching their planes in the oceans and re-spawning quickly as scriptis can be added to delay them restarting or punnish them on server. Much more realism this way. The times can be short but I am sure everyone would love these 3 abilities.

Richie 12-17-2011 12:00 PM

Quote:

Originally Posted by JG52Krupi (Post 370344)
Type of improvement:

1st person bailout view and realistic bailouts with ability to look around when descending in a parachute.

Explanation of proposals:

Rather than popping out of the aircraft you see the whole jumping sequence.

Bailouts have to be done by the book or risk having a tail strike etc.

The ability to look around while descending in a parachute.

Benefits:

All three will add to a persons immersion in the game.


+1

I love this

smokincrater 12-17-2011 12:13 PM

Type of improvement:
FMB

Explanation of proposals:
Make the follow command be able to create large flights of aircraft formations. Guppe`s of heinkels number in a full fguppe of 36. Also they were in a 5 aircraft arrow formation.

Also a return of the primary, secondary and hidden mission goals.

Also as the modeling has become more advanced, we need some documantion to stop buring out engines on the different models of aircraft.

Benefits:

Real raids could be reproduced in the game.

The sucess of a mission can be gauaged

Less frustration over having an engine fail and then crashing.

VO101_Tom 12-17-2011 03:36 PM

Type of improvement:
Downed plane pilot list

Explanation of proposals:
When AI plane crash, all former pilots also lists out.

Benefits:
It clarifies the air kills. You will know who teleported out of the plane before impact.

VO101_Tom 12-17-2011 03:47 PM

Type of improvement:
Disable teleporting.

Explanation of proposals:
Be an option in realism settings, to allow only the following cases to create new aircraft: landing, crash landing, destroyed plane, pilot bailed out.

Benefits:
Disable teleporting from plane.

Foo'bar 12-17-2011 03:56 PM

Type of improvement:
Destroyed ground/see target in netstats list

Explanation of proposals:
The netstats list should contain the amount of destroyed ground targets and sunken ships.

Benefits:
Many pilots are using bombers and ground strike planes. Their successes should be displayed in netstats as well as the fighter pilot's are beeing done.

Foo'bar 12-17-2011 03:58 PM

Type of improvement:
Tactical sign in netstats list

Explanation of proposals:
The netstats list should contain the plane's tactical sign.

Benefits:
Like in the old Il2 days it would be much easier to identify pilots of other planes with full real settings.

VO101_Tom 12-17-2011 04:15 PM

Type of improvement:
Aircraft create delay

Explanation of proposals:
Optional refly ban for a while, if someone does not landing at the airport or leave the plane away from the AFB.
Optional additions: that apply to the airports one-by-one, it takes time to pass from one to another, unless you aren't landed there. This could be the strategic importance of the huge maps only.

Benefits:
To prevent teleportation. Reward the pilot who takes home the aircraft, even if it is damaged.

VO101_Tom 12-17-2011 05:53 PM

Type of improvement:
Ground moving

Explanation of proposals:
When the engine is turned off, the aircraft can move (slowly) with the cursor keys. As the ground crew to move the aircraft.

Benefits:
In many object-equipped airports, spawn mistakes, tight spaces easier and safer handling of the aircraft on the ground.

Osprey 12-18-2011 10:46 AM

Type of improvement:
FMB layered and tied escort by multiple groups. BUG.

Explanation of proposals:
Presently if you set more than one group (fighter) to escort another (bomber) then all escorts will level out to a common escort altitude and position behind the bomber group REGARDLESS of the waypoint altitude. They will weave and crash into each other.

Benefits:
Allow mission builders to set altitudes for escort and escort types, eg, sweep ahead, close escort, top cover, low cover.

moxy 12-18-2011 12:15 PM

Type of improvement: Resizing/reconfigure GUI screens in some fashion.

Explanation of proposal: ATI Eyefinity, w/bezel compensation.
can not read GUI menu's. (3/4 behind bezels)

Benefits: Ease of playability, Quality of product.

PS. Ive posted of this before, and, am a daily reader. If I missed the solution/answer...My apologies.

Moxy

Kakashi 12-19-2011 02:42 AM

Type of improvement:
Get the promised Su 26/explanations on why we never got it for those who bought the game only for this one craft.
Explanation of proposal:
Yes I realize it is useless for combat and WWII... but Lots of people would most likely enjoy this other aspect of aviation, a pacific one, one where only flying counts.
Benefits:
Also judging how good the FM are in this serie this would be a plus for every virtual aerobatics players out there/virtual aerobatic teams. FS X just doesn't cut it at all. I'm sure people (Like me) would buy it just because its there.

Continu0 12-19-2011 09:05 PM

Type of improvement:
If you fly trough Fuel or Smoke that is lost by another plane in front of you, you get hit by that Fuel/Smoke, meaning that it hits your canopy.
Explanation of proposal:
Maybe some research is needed to find out what happens if you hit fuel in the air. Does it freeze on your canopy like you are flying trough a cloud? Or does it enter the coolant and causes damage to the motor?

The whole thing is probably easier to realise when rain is implemented in the game as you have a liquid hitting the plane....
Benefits:
WOW-Effect!

335th_GRAthos 12-20-2011 09:06 AM

Type of improvement:
Increase the level of upward lift of the wings and make the difference of "loss of airlift" from one side (e.g. when a wing is missing) more severe.

Explanation of proposals:
If you lose a tip of the wing, the plane is easily controllable with the remaining aileron.
In reality this should be much more difficult.
Picture #1. Wingtip+aileron is missing, no problem to control the airplane and land it. This is too easy.
http://grathos.de/temp/CoD/Bf109_Bad_Wing2.jpg

Picture #2 & #3
Half of the wing neatly sawn off. Airplane is at the limit and difficult to control. But it should be impossible to controll this damage at all as the good wing would produce so much lift that it would cause the plane to enter an uncontrollable roll which could not be recovered by the compensation from the remaining aileron.
http://grathos.de/temp/CoD/Bf109_Bad_Wing1.jpg
http://grathos.de/temp/CoD/Bf109_Bad_Wing3.jpg

Benefits:
Increase realistic response of the plane.

335th_GRAthos 12-20-2011 09:13 AM

Type of improvement:
Fix the "sound radar" of the Spitfires and Huricanes

Explanation of proposals:
Flying in a Spitfire/Huricane you can hear an approaching Bf109 coming from the behind and low (impossible to see it in the mirror) and you can take evasive action.
You can hear it from 200meters (min) and some from 300meters (max I have witnessed)

I have not experienced the same inside a Bf109.

Benefits:
Improve the realism of the game

335th_GRAthos 12-20-2011 09:26 AM

Type of improvement:
Make a "cockpit view" with the gunsight of the Bf109 centered on the screen (and free movement of the view) just as we had in the original IL2FB.

Explanation of proposals:
In the original IL2FB you could have the gunsight in the centre of the screen and still move your head freely around.
Now this is not possible, you only have one of two alternatives:
1. You are inside the cockpit, can move your head freely in all directions to scan the sky but, the gunsight is not centered.
2. You have the gunsight centered but your head movement is limited to approx 45° to the left and to the right.

I believe in reality the Bf109 gunsight was centered to the right eye so there was no need for complicated movements for the German pilots.
Because your simulation cannot show the difference between the left and the right eye view (at least as long as no 3D is available), you have penalised all German Bf109 pilots with your solution.
Unless if we buy TrackIR with 6DOF or Freetrack, in order to be able to make the adjustment through the extra hardware
Just fix this!

Benefits:
It is back to historic reality and it saves our money (no need ot buy 6DOF TrackIR or a camera+freetrack (freetrack is not working with TrackIR).

335th_GRAthos 12-20-2011 11:15 AM

Type of improvement:
Correct the Pitot-Heater indicator of the Bf109

Explanation of proposals:
The pitot-heater (Staurohr) lamp does not indicate when the heater is ON

Benefits:
minimal, just some improvent of the realist cockpit instrumentation

klem 12-21-2011 07:16 AM

Type of improvement: Automatic disconnect or aircraft destruction/pilot kill if on-line ping fluctuates above 1000 more than 3 times within 3 minutes.

Explanation of Proposals: Some players will use the PrtScr or other method to 'warp'. i.e. suddenly shift position dramatically, when they are about to be shot down, preventing the attacker from taking his shot. The proposal will also affect fair players but that is unfortunately the penalty of a bad connection which other players cannot help with. The ping levels and timings could be a server side setting so that mission builders can experiment with the best settings.

Benefits: Fair online play and the removal of players that cheat.

Bonkin 12-21-2011 09:45 AM

Type of improvement:
Allow markings to be applied to static aircraft in the FMB.

Explanation of proposals:
Currently all static aircraft have no markings. For mission builders creating realistic airfields it is desirable to show parked up aircraft (or aircraft undergoing maintenance) with the correct historic markings for greater realism.

Benefits:
Improve the realism of the game.

Flanker35M 12-21-2011 10:55 AM

S!

Question :
To dev team regarding the SpeedTree technology. We all know the problems with them: shimmering,LOD changes and what not. I scoured thru SpeedTree forums and saw similar issues with trees and also solutions. Add that there are new versions of it etc. So my question is that has dev team worked with SpeedTree Inc and using newer version and tools? Can anything be done with trees?

Thank you in advance..

Richie 12-21-2011 09:22 PM

Type of improvement: Ju-88 fuel cock levers.

Explanation of proposals: It's so hard to find these behind the Ju-88's seat. Could the hidden icons be made larger so you don't have to hunt around for ages trying to find them.

Benefits: Makes things a little less frustrating.

jimbop 12-21-2011 09:32 PM

Type of improvement:
Compass and gyro view improvement

Explanation of proposals:
Provide a compass and gyro view OR remove the control stick from the Glance at Dash view. It is difficult to see the compass and directional gyro, especially in allied planes.

Benefits:
Easier to navigate and I'm certain it wouldn't have been that difficult to view compass IRL.

JG53_Valantine 12-21-2011 11:02 PM

Type of improvement:
AI

Explanation of proposals:
Improve the AI so that it reacts much more regularly and to the situation it finds itself in. If a fighter formation that is returning home or disengaging is engaged by an enemy fighter it frequently flies away in a straight line in formation rather than defend themselves.
The AI needs to be much more happy to defend itself and fight rather than ignore the cannon fire hitting it and continue flying straight and level.

Benefits:
Increased realism of offliners and Co-op onliners as well as online dogfights with AI formations present.

klem 12-21-2011 11:08 PM

Quote:

Originally Posted by jimbop (Post 372047)
Type of improvement:
Compass and gyro view

Explanation of proposals:
It is difficult to see the compass and directional gyro, especially in allied planes.

Benefits:
Easier to navigate and I'm certain it wouldn't have been that difficult IRL.

+1

The Gyro isn't so bad but the Compass is hard to see if the player doesn't have TrackIR or other means of looking around the stick at it. Could the 'Glance at Dashboard' have the Stick removed?

jimbop 12-21-2011 11:16 PM

Quote:

Originally Posted by klem (Post 372064)
+1

The Gyro isn't so bad but the Compass is hard to see if the player doesn't have TrackIR or other means of looking around the stick at it. Could the 'Glance at Dashboard' have the Stick removed?

Now that's a good suggestion! I've edited my suggestion above. Agree that gyro is not so bad.

Stealth_Eagle 12-22-2011 01:48 AM

Type of improvement: Train mission builder overhaul.
Explaination of proposal: Instead of searching the map for railroad tracks, have them appear on the map. Also smoothen out the "rough edges" of the train track in existing maps so we don't have unrealistic train behavior such as climbing steep cliffs (go to Dover and follow the train tracks away towards the west along the coast and then you'll see what I mean). Also make it possible for trains to stop to simulate train stops and make the sidings able to take on trains. Also add a collision model for trains vs trains since they currently pass right through each other.
Benifits: Mission builders in general as well as scripting train deliveries for online war were supply matters (hint hint) and can turn the tide of war.

Acid 12-27-2011 02:20 AM

Quote:

Originally Posted by ordway (Post 370283)
Type of improvement: Gameplay (Campaign)

Explanation: of proposals: Add the campaign format of the original Red Baron simulator (the best flight simulator campaign I have ever played). For COD, this would mean in offline campaign mode, being able to first lead a flight, then lead a section then a squadron. Also it would mean getting the ability to get the best new planes' features first (metal ailerons, semi-no negative g cutout, pick of the best aircraft in the squadron (it performs a little bit better than others, climbs a little faster than others, has tighter controls, etc.). Thirdly, you would be able to choose a personal airplane marking as well as choose the pilots who fly with you.

Benefits: This would add more fun to COD, get higher magazine reviews and get more customers to buy the product so you can make more money.

Agree with this, make it like rise of flight with a dynamic career mode :)

JG26_EZ 12-27-2011 10:52 AM

Type of improvement:

Ground Personnel - (the lack of)
Vehicle Crew - (the ability to "populate/unpopulate" a vehicle)

Explanation of proposals:

Many people enjoy the ability to populate the airfields for missions so that when a pilot enters the mission and is sitting in his cockpit, he sees an airfield that is busy with trucks being unloaded, a pilot inspecting his aircraft, or whatever the scenario might be. The static personnel, like in "1946" is what I'm asking for (not asking for moving dudes or dudettes, I figure that might be too much to ask). These really need to be added to the FMB, though they're already there (kinda) with troops manning a AT gun or standing around a field kitchen for example.

Currently, with a slight edit, we have the ability to see a vehicle we've added, have a crew inside it.. (ie. A static truck appears with a driver inside it.)

It would be nice if we could somehow be able to check or un-check a box that decides wether or not the vehicle will be populated or not, ie.. I want a truck to be parked on the side of the road with no crew in it, yet in a truck down the road that is stopped at a checkpoint, I DO want a driver/crew in it, or a parked (static) field kitchen that isn't feeding people every time it appears in the mission.

Benefits:

Visual stimulants that raise the immersion levels.

Acknowledgements:

I DO realize some things are more important than others, but it would just be nice, that's all. ;-)

6BL Bird-Dog 12-27-2011 11:19 PM

Level Stabaliser
 
Type of improvement: Level Stabaliser

Explanation of proposals: Add Level Stabaliser key for Bombadier position in bombsight mode with the ability to trim left or right.

Benefits: Players can concentrate on setting the Bombsight without the need to pilot the aircraft at the same time .
Players are requesting this on other parts of the forum & it worked well in the iL2 series when it was added.
This would also benefit further sequels .

jayrc 12-28-2011 07:30 AM

Type of improvement: Pilots goggles

Explanation of proposals: Add option to toggle pilot goggles where the whole screen would tint kinda like when the pilot gets wounded

Benefits: Increase realism

BlackSix 12-28-2011 08:10 AM

Hi!

The following list of your suggestions was given to Ilya Shevchenko today. 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 3.

Thank you for your work!

Quote:

1. FMB

1.1 Type of improvement: Full Mission Editor (Copy and Paste ability)

Explanation of proposals: Add the ability to copy and paste AI units with waypoints. Currently, we can copy and paste static objects or static AI (like AAA), but we can not copy and paste a tank or plane.

Benefits: This would make mission building much easier and faster.

http://forum.1cpublishing.eu/showpos...44&postcount=6


1.2 Type of improvement: Your scriptier to add in ability to land,
Refuel (in vacinity of fuel truck),
Re-arm (in vicinity of ammo vehicle),
Repair (in vicinity of Repair vehicle),

Explanation of proposals: Provide the ability for mission scripts to have this in for online or continuous play. Also could then have true ongoing mission campaigns and fly the same plane.

Benefits: This would give everyone on the Online server much greater ongoing war realisim. It would stop people ditching their planes in the oceans and re-spawning quickly as scriptis can be added to delay them restarting or punnish them on server. Much more realism this way. The times can be short but I am sure everyone would love these 3 abilities.

http://forum.1cpublishing.eu/showpos...1&postcount=46


1.3 Type of improvement: FMB

Explanation of proposals: Make the follow command be able to create large flights of aircraft formations. Guppe`s of heinkels number in a full fguppe of 36. Also they were in a 5 aircraft arrow formation.
Also a return of the primary, secondary and hidden mission goals.
Also as the modeling has become more advanced, we need some documantion to stop buring out engines on the different models of aircraft.

Benefits: Real raids could be reproduced in the game. The success of a mission can be gauaged. Less frustration over having an engine fail and then crashing.

http://forum.1cpublishing.eu/showpos...9&postcount=48


1.4 Type of improvement: damage model of buildings

Explanation: when buildings get bombed, they get destroyed, and have a pretty good damage model. But in 1946, buildings also got destroyed, when a plane crashed into it.
this is absent in clod yet and would be nice to have. It would also be nice, that some buildings after they get bombed/or a plane crashed into it, would catch fire. This should not be the case for every destroyed building, but chosen randomly, whether the building catches fire or not, with a chance of maybe 20-30 percent.
Not important but nice to have.

Benefits:

http://forum.1cpublishing.eu/showpos...2&postcount=33


1.5 Type of improvement: FMB layered and tied escort by multiple groups. BUG.

Explanation of proposals: Presently if you set more than one group (fighter) to escort another (bomber) then all escorts will level out to a common escort altitude and position behind the bomber group REGARDLESS of the waypoint altitude. They will weave and crash into each other.

Benefits: Allow mission builders to set altitudes for escort and escort types, eg, sweep ahead, close escort, top cover, low cover.

http://forum.1cpublishing.eu/showpos...9&postcount=56


1.6 Type of improvement: Train mission builder overhaul.

Explanation of proposal: Instead of searching the map for railroad tracks, have them appear on the map. Also smoothen out the "rough edges" of the train track in existing maps so we don't have unrealistic train behavior such as climbing steep cliffs (go to Dover and follow the train tracks away towards the west along the coast and then you'll see what I mean). Also make it possible for trains to stop to simulate train stops and make the sidings able to take on trains. Also add a collision model for trains vs trains since they currently pass right through each other.


Benefits: Mission builders in general as well as scripting train deliveries for online war were supply matters (hint hint) and can turn the tide of war.

http://forum.1cpublishing.eu/showpos...8&postcount=72


1.7 Type of improvement: Ground Personnel - (the lack of)
Vehicle Crew - (the ability to "populate/unpopulate" a vehicle)

Explanation of proposals: Many people enjoy the ability to populate the airfields for missions so that when a pilot enters the mission and is sitting in his cockpit, he sees an airfield that is busy with trucks being unloaded, a pilot inspecting his aircraft, or whatever the scenario might be. The static personnel, like in "1946" is what I'm asking for (not asking for moving dudes or dudettes, I figure that might be too much to ask). These really need to be added to the FMB, though they're already there (kinda) with troops manning a AT gun or standing around a field kitchen for example.

Currently, with a slight edit, we have the ability to see a vehicle we've added, have a crew inside it. (ie. A static truck appears with a driver inside it.)

It would be nice if we could somehow be able to check or un-check a box that decides wether or not the vehicle will be populated or not, ie.. I want a truck to be parked on the side of the road with no crew in it, yet in a truck down the road that is stopped at a checkpoint, I DO want a driver/crew in it, or a parked (static) field kitchen that isn't feeding people every time it appears in the mission.

Benefits: Visual stimulants that raise the immersion levels.

Acknowledgements: I DO realize some things are more important than others, but it would just be nice, that's all.

http://forum.1cpublishing.eu/showpos...9&postcount=74


1.8 Type of improvement: Allow markings to be applied to static aircraft in the FMB.

Explanation of proposals: Currently all static aircraft have no markings. For mission builders creating realistic airfields it is desirable to show parked up aircraft (or aircraft undergoing maintenance) with the correct historic markings for greater realism.

Benefits: Improve the realism of the game.

http://forum.1cpublishing.eu/showpos...8&postcount=65


2. Multiplayer

2.1 Type of improvement: Multiplayer Skin Voting System

Explanation of proposals: A voted for "Historical" and "Fictional" Skin set that is downloaded on this site, like the system used in Rise Of Flight.

Benefits: Skins are not downloaded during a flight, this alleviates some of the problems that players with slow internet connections experience.
Also the server admins do not have to police skins (AKA Fictional Skins).
Removes potential to "cheat" with custom skins.

http://forum.1cpublishing.eu/showpos...61&postcount=5


2.2 Type of improvement: Make the “Direct Connect” feature in multiplayer function correctly.

Explanation of proposals: At the moment the Direct Connect feature in Multiplayer does not work if Steam (the service) is not working, what is the point of having a direct connect if it is tied to Steam? Make the Direct Connect function where you can connect directly to a server even if Steam is not functioning or is disabled.

Benefits: This allows online players to continue to join and play on servers if Steam is not working.

http://forum.1cpublishing.eu/showpos...3&postcount=37


2.3 Type of improvement: De-cluttering of online play

Explanation of proposals
: Clean up the log/messages of online play. There is no need to show everything what happens (murdered, crapping pants etc.) or add option what to show. Also clearing the AI messages getting killed when player actually exits his plane after landing and respawns.

Benefits: Less cluttered display, less generated messages by the game, propably slightly better performance.

http://forum.1cpublishing.eu/showpos...2&postcount=10


2.4 Type of improvement: Greatly improve online gameplay

Explanation of proposals: New Coop Launcher like the old 1946 one


Benefits: One of the top selling points of the last game series and always been used as much as the dogfight option in the original game for online play,
see the poll here:
http://forum.1cpublishing.eu/showthread.php?t=28429
These guys pretty well sum up generaly the Coop comunitys feelings on the matter. Please get this sorted as it will benefit any future releases too.
http://forum.1cpublishing.eu/showpos...2&postcount=28


2.5 Type of improvement: Automatic disconnect or aircraft destruction/pilot kill if on-line ping fluctuates above 1000 more than 3 times within 3 minutes.

Explanation of Proposals: Some players will use the PrtScr or other method to 'warp'. i.e. suddenly shift position dramatically, when they are about to be shot down, preventing the attacker from taking his shot. The proposal will also affect fair players but that is unfortunately the penalty of a bad connection which other players cannot help with. The ping levels and timings could be a server side setting so that mission builders can experiment with the best settings.

Benefits: Fair online play and the removal of players that cheat.

http://forum.1cpublishing.eu/showpos...5&postcount=64


2.6 Type of improvement: Aircraft create delay

Explanation of proposals: Optional refly ban for a while, if someone does not landing at the airport or leave the plane away from the AFB.
Optional additions: that apply to the airports one-by-one, it takes time to pass from one to another, unless you aren't landed there. This could be the strategic importance of the huge maps only.

Benefits: To prevent teleportation. Reward the pilot who takes home the aircraft, even if it is damaged.

http://forum.1cpublishing.eu/showpos...2&postcount=53


2.7 Type of improvement: Destroyed ground/see target in netstats list

Explanation of proposals: The netstats list should contain the amount of destroyed ground targets and sunken ships.

Benefits: Many pilots are using bombers and ground strike planes. Their successes should be displayed in netstats as well as the fighter pilot's are beeing done.

http://forum.1cpublishing.eu/showpos...6&postcount=51


2.8 Type of improvement: Tactical sign in netstats list

Explanation of proposals: The netstats list should contain the plane's tactical sign.

Benefits: Like in the old Il2 days it would be much easier to identify pilots of other planes with full real settings.

http://forum.1cpublishing.eu/showpos...7&postcount=52


2.9 Type of improvement: Downed plane pilot list

Explanation of proposals: When AI plane crash, all former pilots also lists out.

Benefits: It clarifies the air kills. You will know who teleported out of the plane before impact.

http://forum.1cpublishing.eu/showpos...8&postcount=49


3. Plans

3.1 Type of improvement: Ground moving

Explanation of proposals: When the engine is turned off, the aircraft can move (slowly) with the cursor keys. As the ground crew to move the aircraft.

Benefits: In many object-equipped airports, spawn mistakes, tight spaces easier and safer handling of the aircraft on the ground.

http://forum.1cpublishing.eu/showpos...7&postcount=54


3.2 Type of improvement: If you fly trough Fuel or Smoke that is lost by another plane in front of you, you get hit by that Fuel/Smoke, meaning that it hits your canopy.

Explanation of proposal: Maybe some research is needed to find out what happens if you hit fuel in the air. Does it freeze on your canopy like you are flying trough a cloud? Or does it enter the coolant and causes damage to the motor?
The whole thing is probably easier to realise when rain is implemented in the game as you have a liquid hitting the plane....

Benefits: WOW-Effect!
http://forum.1cpublishing.eu/showpos...5&postcount=59


3.3 Type of improvement: Make a "cockpit view" with the gunsight of the Bf109 centered on the screen (and free movement of the view) just as we had in the original IL2FB.

Explanation of proposals: In the original IL2FB you could have the gunsight in the centre of the screen and still move your head freely around.
Now this is not possible, you only have one of two alternatives:
1. You are inside the cockpit, can move your head freely in all directions to scan the sky but, the gunsight is not centered.
2. You have the gunsight centered but your head movement is limited to approx 45° to the left and to the right.

I believe in reality the Bf109 gunsight was centered to the right eye so there was no need for complicated movements for the German pilots.
Because your simulation cannot show the difference between the left and the right eye view (at least as long as no 3D is available), you have penalised all German Bf109 pilots with your solution.
Unless if we buy TrackIR with 6DOF or Freetrack, in order to be able to make the adjustment through the extra hardware
Just fix this!

Benefits: It is back to historic reality and it saves our money (no need ot buy 6DOF TrackIR or a camera+freetrack (freetrack is not working with TrackIR).

http://forum.1cpublishing.eu/showpos...9&postcount=62


3.4 Type of improvement: Correct the Pitot-Heater indicator of the Bf109

Explanation of proposals: The pitot-heater (Staurohr) lamp does not indicate when the heater is ON

Benefits: minimal, just some improvent of the realist cockpit instrumentation

http://forum.1cpublishing.eu/showpos...6&postcount=63


3.5 Type of improvement: Ju-88 fuel cock levers.

Explanation of proposals: It's so hard to find these behind the Ju-88's seat. Could the hidden icons be made larger so you don't have to hunt around for ages trying to find them.

Benefits: Makes things a little less frustrating.

http://forum.1cpublishing.eu/showpos...3&postcount=67


3.6 Type of improvement: Compass and gyro view improvement

Explanation of proposals: Provide a compass and gyro view OR remove the control stick from the Glance at Dash view. It is difficult to see the compass and directional gyro, especially in allied planes.

Benefits: Easier to navigate and I'm certain it wouldn't have been that difficult to view compass IRL.

http://forum.1cpublishing.eu/showpos...7&postcount=68


3.7Type of improvement: Level Stabaliser

Explanation of proposals: Add Level Stabaliser key for Bombadier position in bombsight mode with the ability to trim left or right.

Benefits: Players can concentrate on setting the Bombsight without the need to pilot the aircraft at the same time.
Players are requesting this on other parts of the forum & it worked well in the iL2 series when it was added.
This would also benefit further sequels.
http://forum.1cpublishing.eu/showpos...9&postcount=75



4. Realism

4.1 Type of improvement: Disable teleporting.

Explanation of proposals: Be an option in realism settings, to allow only the following cases to create new aircraft: landing, crash landing, destroyed plane, pilot bailed out.

Benefits: Disable teleporting from plane.

http://forum.1cpublishing.eu/showpos...3&postcount=50


4.2 Type of improvement: Gameplay-World

Explanation of proposals:
Correct the Sunrise/Sunset time. Sunrisetime INGAME is about 4.00 at the moment. Earliest Sunrise time in England is 4.43, according to this site:
http://www.timeanddate.com

Benefits: makes the game more realistic

http://forum.1cpublishing.eu/showpos...6&postcount=27



4.3 Type of improvement: Ground Behaviour Tuning (add propwash)

Explanation of proposals: propwash is missing or its very weak. Where a real propeller plane is taxiing and/or flying, part of the airflow in the tail surfaces comes from the propeller, even if the plane is stopped on the ground. This airflow is proportional on propeller rpm in fixed propellers.

Benefits: more realistic ground control and behaviour on flight. It gives more control over the plane specially on the ground by applying gas and rudder for turns, making differential brakes less necessary. It also helps avoid nose flipping when applying brakes, by the usual procedure to taxi with stick in full back position to make that propwash atuate over stabilizer downwards and the tail of the plane "glues" to the ground.

http://forum.1cpublishing.eu/showpos...9&postcount=32


4.4 Type of improvement: Realism Setting

Explanation of proposals: Weathering/reliability for Weapons
I saw this posted earlier, and it sounds like a really cool realism setting.


9. Can we have a Spitfire with Hispano Suiza 20mm cannon?

We discussed this with some members of the community a while ago and decided that it makes no sense. If we make the guns realistically crappy and unreliable no one will fly it. And if we make the weapons unrealistically reliable it will completely shift the balance and give the Allies a huge advantage. We do not need to add another questionable feature to the project and give the fans another thing no one can agree upon, except to say that we suck.


Seriously? Adding realistically unreliable weapons sounds awesome!
If you want to make it easier for the more 'casual fliers,' make it a realism setting or a slider when adding the plane in the FMB. (Like weathering)

Benefits: Cannon misfire that plop out of the end of the gun like a dull potato, overheat the gun, explode in the barrel, or cause the gun to jam would all be very cool to see in this sim!
And if you make it an optional setting in realism settings or under the plane settings, it is a win, win. People who want realism get it, people who don't can either uncheck the box or not add it to their missions.
I really hope to see this kind of feature implimented. Especially when rockets are finally added to the sim.

http://forum.1cpublishing.eu/showpos...0&postcount=15


4.5 Type of improvement: Increase the level of upward lift of the wings and make the difference of "loss of airlift" from one side (e.g. when a wing is missing) more severe.

Explanation of proposals: If you lose a tip of the wing, the plane is easily controllable with the remaining aileron. In reality this should be much more difficult.
Picture #1. Wingtip+aileron is missing, no problem to control the airplane and land it. This is too easy.

http://grathos.de/temp/CoD/Bf109_Bad_Wing2.jpg

Picture #2 & #3
Half of the wing neatly sawn off. Airplane is at the limit and difficult to control. But it should be impossible to controll this damage at all as the good wing would produce so much lift that it would cause the plane to enter an uncontrollable roll which could not be recovered by the compensation from the remaining aileron.

http://grathos.de/temp/CoD/Bf109_Bad_Wing1.jpg
http://grathos.de/temp/CoD/Bf109_Bad_Wing3.jpg

Benefits: Increase realistic response of the plane.
http://forum.1cpublishing.eu/showpos...0&postcount=60


5. Sound

5.1 Type of improvement: correct the "sound radar"

Explanation of proposals: the sound of engine of other planes is very audible from your cockpit. This allows one to hear an assailant when closing in from one's 6 o'clock. The phenomenon is totally unrealistic and ruining the best surprise attacks

Benefits: oblige people to look behind, as it was in real life. Have a more realistic sound management. Reduce cursing, frustration, and aggressiveness towards moderators and developers.
http://forum.1cpublishing.eu/showpos...50&postcount=7


5.2 Type of improvement: Sound correction inside BR20 bomber.

Explanation of proposals: Inside the Italian BR20 bomber you can hear the sound of the wind, as if the side panels are open. The sound does not change when you open or close those windows.

Benefits: More realistic, more comfort in flight

http://forum.1cpublishing.eu/showpos...0&postcount=29


5.3 Type of improvement: Fix the "sound radar" of the Spitfires and Hurricanes

Explanation of proposals: Flying in a Spitfire/Hurricane you can hear an approaching Bf109 coming from the behind and low (impossible to see it in the mirror) and you can take evasive action. You can hear it from 200meters (min) and some from 300meters (max I have witnessed).
I have not experienced the same inside a Bf109.

Benefits: Improve the realism of the game

http://forum.1cpublishing.eu/showpos...2&postcount=61


5.4 Type of improvement:
Sounds: Buffets wind and prop sounds wind..
Pilot views Need to be more forward

Explanation of proposals: Sounds: this need to be much louder, while flying even if you cut or lower your engine throttle the aircraft should be very noisy inside the cockpit for sure (in RL).
Pilot View: The F1 position is a good pilot position while flying but it is locked at it is now. Pilot eyes should be re-positioned OR unlock the axis limits F1 position.
(Pilot head should be more forward)

Benefits: More realism. Please see work samples by me done on RoF
Here..
http://forum.1cpublishing.eu/showpos...0&postcount=36


6. Other

6.1 Type of improvement: 1st person bailout view and realistic bailouts with ability to look around when descending in a parachute.

Explanation of proposals: Rather than popping out of the aircraft you see the whole jumping sequence. Bailouts have to be done by the book or risk having a tail strike etc. The ability to look around while descending in a parachute.

Benefits: All three will add to a persons immersion in the game.

http://forum.1cpublishing.eu/showpos...4&postcount=41


6.2 Type of improvement: AI

Explanation of proposals: Improve the AI so that it reacts much more regularly and to the situation it finds itself in. If a fighter formation that is returning home or disengaging is engaged by an enemy fighter it frequently flies away in a straight line in formation rather than defend themselves. The AI needs to be much more happy to defend itself and fight rather than ignore the cannon fire hitting it and continue flying straight and level.

Benefits: Increased realism of offliners and Co-op onliners as well as online dogfights with AI formations present.

http://forum.1cpublishing.eu/showpos...3&postcount=69


6.3 Type of improvement: Resizing/reconfigure GUI screens in some fashion.

Explanation of proposal: ATI Eyefinity, w/bezel compensation.
Can not read GUI menu's. (3/4 behind bezels)

Benefits: Ease of playability, Quality of product.
http://forum.1cpublishing.eu/showpos...2&postcount=57


6.4 Type of improvement: Gameplay

Explanation of proposals: Just spawn the aircraft with the radiators on half/fully opened / cruising flight positions

Benefits: Starting with your aircraft in air is done be the game by spawning the aircraft in flight with engine working fully (max/cruising throttle/porp pitch positions). Yet, all the radiators are fully closed. Which means sensible engines will be broken in seconds, forcing the player opening the radiators a mandatory first thing to do while spawned. This is hard, specially for a newcomer to a flight sim, which might find his aircraft's engine broken in a matter of seconds, without having any clue why that happened.
http://forum.1cpublishing.eu/showpos...86&postcount=8


6.5 Type of improvement: SDK

Explanation of proposals: Release it without any documentation, or whatever it is that you have now


Benefits: COD is similar enough to Il2 that some of the better modders in the community can figure out how to use the tool set. So instead of waiting ages for your programmers to have enough free time to write out documentation, you can start to have the community work on the bulk of documentation. Thus the community can have access to mod features sooner and you wont have to spend as many resources getting said SDK working.

http://forum.1cpublishing.eu/showpos...6&postcount=11


6.6 Type of improvement: Changing FOV using FreeTrack or TrackIr

Explanation of proposals: Possibility in control settings to set Z-Axis translation as changing FOV instead of actually move your head backward and forward. Maybe also with possibility of some adjustment like maximal and minimal angle of FOV, or simultaneously changing FOV and head position with Z-Axis movement.

Benefits: Try using it this way in 6DOF mod for Il-2 1946 and you will see
[IMG]file:///C:/Users/MARTIN%7E1/AppData/Local/Temp/msohtml1/01/clip_image001.gif[/IMG] For me, it's much more close to the reality, cause in reality you have wide FOV combinated with great resolution of objects, which is imposible in game. With that possibility, you can at least easily change between these two important parametres only with slight movement of head and your hands are still free for plane control. Personally, i don't need move my head backward and forward in cockpit almost any time, but if someone does, or does not like this idea, he still will have possibillity to leave it as it's now.
http://forum.1cpublishing.eu/showpos...9&postcount=12


6.7 Type of improvement: support a 2 display configuration: 1 monitor for 3d gfx, 1 monitor for 2d gfx: logs, maps etc

Explanation of proposals: Now maps, event logs, chat messages etc are displayed in separate windows over the rendered 3 dimensional game graphics. Most display adapters support 2 monitors. Maybe this 2nd monitor could be used for displaying these overlay windows *only* - ie. The 3 dimensional world would NOT show on this second monitor. The main display would still show cockpit etc, but having map etc. open wouldn't hide what you see while flying.

EDIT: another way to fix this problem could be a keypress command that would toggle the visibility of map and all infowindows etc shown on top of 3d world, so it would be QUICK to get them all out of the way while flying.

Benefits: overlay windows wouldn't interfere with flying

http://forum.1cpublishing.eu/showpos...5&postcount=14


6.8 Type of improvement: Rearm, Refuel, Repair functions.

Explanation of proposals: Release script functions to rearm, refuel and repair objects during mission. Bind functions to objects.
An object stationary/chief can repair/refuel/rearm another stationary/chief object. Give the possibility to start an action (refuel, repair, rearm) by trigger (waypoint, distance, time, tab menu...).

Benefits: These functions would be very usefull for a ext. resource system for longtime missions and campaigns.
I'm thinkin of fueltrucks driving empty to the station where a fueltrain just arrived and then loaded, back to the airports fueldepot. Not to speak of the possibillity, after you spit out your last bullet in a fight, to be able to get back to your airfield, taxi to the hangars and rearm, refuel and maybe repair your crate and get up again.

http://forum.1cpublishing.eu/showpos...4&postcount=19


6.9 Type of improvement:: in built voice recognition software

Explanation of proposals: once all the AI commands work to give orders to your flight, it would be awesome to be able to to that with your speech instead of typing on the keyboard several times.(i saw in a vid that this is already possible with external speech recognition software to give the ai commands with your own voice).

Benefits: this would be a feature, which would make single player mode much more realistic and
it would be much more immersive to give orders that way.
besides it would be a feature which no other flight sim has yet, so possibly this would make the competitors squirming.

http://forum.1cpublishing.eu/showpos...1&postcount=20


6.10 Type of improvement: Gameplay (Campaign)

Explanation: of proposals: Add the campaign format of the original Red Baron simulator (the best flight simulator campaign I have ever played). For COD, this would mean in offline campaign mode, being able to first lead a flight, then lead a section then a squadron. Also it would mean getting the ability to get the best new planes' features first (metal ailerons, semi-no negative g cutout, pick of the best aircraft in the squadron (it performs a little bit better than others, climbs a little faster than others, has tighter controls, etc.). Thirdly, you would be able to choose a personal airplane marking as well as choose the pilots who fly with you.

Benefits: This would add more fun to COD, get higher magazine reviews and get more customers to buy the product so you can make more money.

http://forum.1cpublishing.eu/showpos...3&postcount=39


6.11 Type of improvement: Controls Interface - Flightstick Axis Sensitivity

Explanation of proposals: Greater degree of sensitivity control, maybe similar to IL1946 that used sliders to set the sensitivity over the full range of movement. Rudder on twist action flightsticks is still too sensitive using the current sensitivity option.

Benefits: Axis sensitivity can be user optimised to suit a wider range of Flightgear accessories/equipment.

http://forum.1cpublishing.eu/showpos...2&postcount=30

150GCT_Veltro 12-28-2011 08:22 AM

Shake when we start the engine is not included in the list, would be possible add it for Luthier in the next one? There is not feeling at all now when we are going to start the engine if not the sound.

BlackSix 12-28-2011 09:09 AM

Quote:

Originally Posted by 150GCT_Veltro (Post 374017)
Shake when we start the engine is not included in the list, would be possible add it for Luthier in the next one? There is not feeling at all now when we are going to start the engine if not the sound.

Yes. Give me a link to this request, please.

150GCT_Veltro 12-28-2011 09:13 AM

Thank you very much!

http://forum.1cpublishing.eu/showthread.php?p=347177

BlackSix 12-28-2011 09:51 AM

Quote:

Originally Posted by 150GCT_Veltro (Post 374027)

Ok

BlackSix 12-29-2011 05:43 AM

Your suggestions have been studied. We found many interesting and useful things, some of them are can be implemented in the future.

All new requests fall into the list of number 3.

Thanks again for your work!

Verhängnis 12-29-2011 06:14 AM

Thank you very much, this is great news! :grin:

FG28_Kodiak 12-29-2011 06:27 AM

Type of improvement: Full Mission Editor

Explanation of proposals:
Add a Only Ai command to Airgroup Option.

Benefits:
Usefull for CooP Game, so Missionbuilder can better manage the planes that can select by players.

---
Type of improvement: Full Mission Editor

Explanation of proposals:
Add a speed parameter to ground actors.

Benefits:
At the moment the speed of ground actor differs, which is nice but if you build for example a german "Panzer Keil" the medium and light tanks are faster than the heavy tanks. So building of a historic correct "Panzer Keil" is impossible at the moment.

---
Type of improvement: Full Mission Editor

Explanation of proposals:
Add a wait-Waipoint to ground actors (maybe AiAircrafts also).

Benefits:
So it would possible to let a train wait at a trainstation. Maybe it would possible to add a idle command to AiGroundActors, for better Mission-Timing. Ok i can use gpPostMissionLoad, but i get Spawn Lags if using.

---
Type of improvement: Full Mission Editor

Explanation of proposals:
Add a Despawn Waipoint.

Benefits:
So a Missionbuilder can easily clean up his mission to avoid slow down. Ok i can use OnActorTaskComplete but it would easier without scripting. :rolleyes:


---
Type of improvement: Script

Explanation of proposals:
A command or Parameter to avoid generation of "server" chat messages

Benefits:
I would like to use my own messages, at the moment i get both.

---
Type of improvement: Script

Explanation of proposals
:
A command or Parameter to get player statistics generated by the game

Benefits:
Maybe its possible but i didn't find a way to get them, .

Damixu 12-30-2011 10:18 AM

Type of improvement: User Interface

Explanation of proposals:

The mouse pointer should disappear automatically when ever mouse is been inactive for 3 seconds and reappear upon moving the mouse.

Benefits:

Less clutter on the screen. The mouse pointer typically distracts the view by hanging front of something more important.

jimbop 12-30-2011 10:48 AM

Quote:

Originally Posted by Damixu (Post 374674)
Type of improvement: User Interface

Explanation of proposals:

The mouse pointer should disappear automatically when ever mouse is been inactive for 3 seconds and reappear upon moving the mouse.

Benefits:

Less clutter on the screen. The mouse pointer typically distracts the view by hanging front of something more important.

If implemented please make this optional. I like to leave the pointer over where the directional gyro sits at level flight for easy readout!

Damixu 12-30-2011 10:52 AM

Quote:

Originally Posted by jimbop (Post 374689)
If implemented please make this optional. I like to leave the pointer over where the directional gyro sits at level flight for easy readout!

Oh no! The directional gyro bearing should be readable without resorting to mouse "tooltip" workaround. This should be entirely another development request on this thread. All gauges should be readable without any gamey tricks.

klem 12-30-2011 11:23 AM

Quote:

Originally Posted by Damixu (Post 374692)
Oh no! The directional gyro bearing should be readable without resorting to mouse "tooltip" workaround. This should be entirely another development request on this thread. All gauges should be readable without any gamey tricks.

See 3.6 in the second list of requests to BlackSix in this post:

http://forum.1cpublishing.eu/showpos...6&postcount=77

In RL the Spifire and Hurricane compasses weren't so easy to see, I guess the head position seems to be hard to set up on flat screens in CoD without affecting other aspects of the view especially if you don't have TrackIR/other head tracker.

csThor 12-30-2011 12:39 PM

Quote:

Originally Posted by FG28_Kodiak (Post 374307)
Type of improvement: Full Mission Editor

Explanation of proposals:
Add a speed parameter to ground actors.

Benefits:
At the moment the speed of ground actor differs, which is nice but if you build for example a german "Panzer Keil" the medium and light tanks are faster than the heavy tanks. So building of a historic correct "Panzer Keil" is impossible at the moment.

---
Type of improvement: Full Mission Editor

Explanation of proposals:
Add a wait-Waipoint to ground actors (maybe AiAircrafts also).

Benefits:
So it would possible to let a train wait at a trainstation. Maybe it would possible to add a idle command to AiGroundActors, for better Mission-Timing. Ok i can use gpPostMissionLoad, but i get Spawn Lags if using.

This. Very very much, in fact. In 1946 coordinating ground columns of different vehicles was a pain in the rear and without a speed setting it will be one in Clod and beyond, too.

JG52Krupi 12-30-2011 01:13 PM

Type of improvement:

Performance

Explanation of proposals:

Extra Shadow options, i.e. Cockpit Shadows, Aircraft Shadows, Ground Shadows.

Benefits:

Useful for all players as it allows players to improve performance without losing all shadows.

klem 12-31-2011 04:45 PM

Type of Improvement: Swap the Tiger Moth Student and instructor seating on Training mode.

Explanation of Proposal: According to a former Air Force pilot friend of mine who learned to fly in the TM the Student sits in the rear and the Instructor in the front. In the Training Mission these are apparently the wrong way round.

btw, he's also not impressed with the landing which runs on too long for a tail dragger with a tailskid.

Benefits: Realism

bongodriver 12-31-2011 07:33 PM

Type of Improvement: Swap the Tiger Moth Student and instructor seating.

Explanation of Proposal
: I am an experienced Tiger Moth pilot (270 hours) all as an instructor, the only time the instructor is required to sit in the rear seat is when the student is brand new to flying or is just a passenger as the full range of controls are not reproduced in the front cockpit so a new student will not know their operation, this is also the reason students 'did' sit in the back seat (whats the point of trying to learn functions of controls that are in the other cockpit, the other controls I am refering to are the slat controls, also the student is expected to solo the aircraft at some point and the aircraft is soloed from the rear, and it is a commonly known fact so I am surprised that 1C don't have this right.

Benefits: Realism

pilots sit in the back when the other guy is just a passenger.....

VO101_Tom 01-01-2012 02:04 PM

Type of Improvement: Enable skins folder when the skin download is disabled.

Explanation of Proposal:
If the skin download is not allowed, the program allow to load the skins from the main folder (C:\Program Files (x86)\Steam\steamapps\common\il-2 sturmovik cliffs of dover\PaintSchemes\Skins\...). (I'm not talking about the netcache folder, just the default skins folder). If you flying together with teammates, it is important to see the other aircraft painting, even if everyone else is disabled.
We send each other these skins in e-mail, copy all to my default folder, it will solve. If the file names start with the pilot's name, the skin is much easier to handle.

Other options these feature: allowed skin selection to server. Download skins from the server's webpage, copy them to the main skin folder. So you'll know what people see and what not.
If you do not copy anything, you see only the default skins, as now. And of course, that does not affect, if the skin download is enabled, then everyone can see everything.

Benefits:
- It makes it easier to identify team members when flying online.
- Plus, you can filtering the allowed skins on your own server.

ATAG_Bliss 01-01-2012 04:52 PM

#1

Type of Improvement: Introduce the re-fly button similar to old IL2

Explanation of Proposal: Currently, in online play the server has to use a script to destroy landed/abandoned planes or they will pile up over time and clutter up the airfields. We need a refly button option that will stop people from A.) hopping out of their planes before landing, crashing, dieing and B.) one that despawns the plane after being pressed and C.) one that doesn't mess with stats upon doing this. Currently with the despawn scripts, once an abandoned plane has been despawned the stats will show up as "AI has been killed by X player (when X player has put at least one bullet in that plane) thus giving that player a complete kill, which is wrong.

Benefits: The old IL2 method was perfect as explained above

#2

Type of Improvement: Server settings for clients

Explanation of Proposal: Currently a dedicated server only has the ability set netspeed and turn VAC on/off through the [Net] code, but there is no options to control the clients connected. This leaves exploitation wide open in the online environment. For instance, you could unplug your modem, go fix yourself a whiskey, come back and plug your modem back in and never be kicked from the server. Only being allowed to set server netspeed doesn't exactly cut the mustard.

For comparison here's just a few of the commands in the old IL2 confs.ini to help with this:

Quote:

[Net]
checkServerTimeSpeed=1
checkClientTimeSpeed=1
socksHost=
checkTimeSpeedDifferense=0.3
checkTimeSpeedInterval=10

[MaxLag]
farMaxLagTime=10
nearMaxLagTime=2
cheaterWarningDelay=10
cheaterWarningNum=3
Benefits: To make MP a much more enjoyable and stable atmosphere.

#3

Type of Improvement: Allowing all the default skins to show when custom skins have been disabled.

Explanation of Proposal: Currently in the dedi server environment it's a must to disable custom skins online by adding the command "SkinDownload=0" to the [Net] section of the confs.ini. If these aren't disabled, MP is a terrible stuttery mess every time a custom skin has been loaded in. But with custom skins turned off, only 1 default skin will appear in game. Everyone's game comes with several different default skins based on unit, plane type, squadron etc, yet only 1 skin (the default's default I guess?) is visible to all players online. Since these default skins all come with everyone's game, they should all be able to be displayed online with out any sort of download (aka - stutter)

Benefits: Immersion / Bug fix perhaps?

#4

Type of Improvement: Custom skins online

Explanation of Proposal: Currently custom skins online cause huge stutters when loading in. Even with the 10gbps connection we have there is no stopping this problem for a dedicated server. Many of these custom skins deserve to be seen and used online.

I suggest creating another folder somewhere in the game install where the server could use that folder as an allowed skins folder. This would allow a hoster to create a downloadable skin pack that would match the allowed skins folder for the dedicated server, thus making a custom skin act like a default skin as the server would have them as well. All users without the skin pack will get default skins appearing online. While those with the custom skins should not get the bandwidth "stutter" that is cursing custom skins online atm.

Benefits: To allow all those wonderful skinners to have their work shown online.

And finally #5

Type of Improvement: Dedicated Server Files

Explanation of Proposal: We need true dedicated server files like every other Steam MP game. Currently the server connects to steam like a client (steam actually has to be running). Steam has a problem with both disconnecting at random and also people failing auth at random. Because of this we have had to create and code a few programs to A.) just keep the server running and B.) make the server restart after a certain amount of time. If the server was left running 24 hours a day, these (null) entries can not be removed from the server and that leaves players not being able to join until the server is completely restarted again as these (null) players don't show up in the player listing and therefore can't be removed. Players are essentially stuck in limbo land when this happens.

Benefits: Allowing for a real dedicated server to run that could rotate missions and actually stay up without the use of 3rd party tools to attempt to make it work.

KG26_Alpha 01-01-2012 06:48 PM

Hi

Please use the correct format for asking questions and requests.

See the first post in this thread.

Also please don't use this thread for discussions of requests and questions,
simply make a new thread in the main forum and link it to the relevant thread here, or use the PM system, to keep this thread clear uncluttered and easy to read.

Many thanks.

Sven 01-01-2012 11:17 PM

Type of improvement: Static damaged air-plane objects

Explanation of proposals: Right now there doesn't seem to be a way to spawn static aircraft in a (visible) damaged condition.

Benefits: I can think of many ways how this can aid in building immersive and exciting missions/campaigns as well as creating a more life like airfield.

Foo'bar 01-03-2012 11:50 AM

1 Attachment(s)
Type of improvement:
Map Tool Protractor

Explanation of proposals:
The map tool protractor does only display any angle from 0° to 180° and from 180° back to 0°. The protractor should display any angle from 0° up to 360° instead.

Benefits:
To get the vector e.g. from Marck to Wissant there's no way to display the right value 245°. Calculating a course vector and set it to the compass (Peilzeiger) gauge would be much easier (see image).

Excuse my bad english ;)

acare84 01-03-2012 11:55 AM

Type of improvement: Usable Steam Overlay in game menus.

Explanation of proposals: We can't use Steam Overlay in game menus right now, it would be good to use it in the game menus.

Benefits: We can chat with our friends with our Steam friends in Steam Overlay and prepare multiplayer matches quickly. It would be really good. I hope it will be happen.

VO101_Tom 01-05-2012 06:48 AM

Type of improvement:
Chat refresh

Explanation of proposals:
When I want to see the chat history, very bad, that the new message immediately jumps back to the bottom line, making it impossible for longer rewind. This should be improved. The only solution now is to quickly pull the window border, which uncomfortable, and cumbersome.

Benefits:
Readable chat history

csThor 01-05-2012 07:08 AM

# 1

Type of improvement: Enhance custom vehicle columns & export them to a new txt file

Explanation of proposals:
Currently custom vehicle columns are limited to 8 vehicles. This doesn't allow for more than a battery of guns (with towing vehicles), a platoon of tanks or a small supply column. That greatly limits the ability to merge different vehicle types into road traffic that brings the world around the player alive.
My suggestion is to remove the 8-vehicle limit completely (it can be circumvented by using an external txt editor anyway) and save user created columns in specific txt-based files in a new folder in the missions folder (i.e. PRESETS).

Benefits:
This way custom columns could be saved for later use & shared via the internet. More and longer columns can be created easily to ease the workload of mission designers. Additionally a "library" for real-life columns can be created to give other mission designes access to such information.

# 2

Type of improvement: Create definable "target zones" for artillery

Explanation of proposals:
Currently (again) artillery objects such as the german 10,5cm leFH 18 acts as if it were an AT gun. That means it will fire only on directly visible enemy objects within a rather short range (under 1000m). This is totally incorrect for what artillery really is, it's an indirect-fire weapon used over greater distances.
I propose to create a "target zone" category which can be placed by the mission designer on the map and assigned to objects of this type (meaning mid- and long-range howitzers and artillery guns) for shelling. If the target box is within the gun's range (i.e. the 10,5cm leFH 18 had a range of about 10000m) the gun will shell the assigned area. Add values for timing (i.e. "start shelling at [GAMETIME]" and "cease shelling at [GAMETIME]") and intensity of fire (i.e. harrassing fire [= 1 or 2 shells per minute] to annihilation fire [= as fast as the gunners can manage]) to further enhance the control of the mission designer)

Benefits:
With this method the mission designer can finally have the amount of control over the artillery objects that he should have. And, of course, give the artillery the role it had in reality. ;)

Sutts 01-05-2012 10:32 AM

Type of improvement:
Implement floating camera mount to give a more natural appearance to aircraft views - like watching your aircraft from another aircraft.

Explanation of proposals:
I believe the current (non-flyby) external views are implemented as if the camera is fixed to the aircraft with a long pole and moves with the aircraft as it rises and falls in flight. This view to me looks quite unnatural, as if you're viewing a model on a turntable.

My proposal is that this fixed mount is replaced with a floating mount (as if attached to another aircraft in formation). The camera would roughly follow the aircraft movement (perhaps smoothing the camera movement out using a moving average of the altitude). In this way the movement of the aircraft within the air mass will be much more obvious and natural in appearance - floating up and down as if filmed from another aircraft alongside.

Benefits:
Aircraft movement will look more believable and better for film makers too.

NSU 01-07-2012 06:48 AM

1 Attachment(s)
Type of improvement:
Briefing Map

Explanation of proposals:
we need the same tools like in the ingame Map

Benefits:
so we can read the Briefing commands and we can plan our flight with the Tools in the Briefing room, befor we start the game.

Torian 01-09-2012 08:29 AM

#1

Type of Improvement: Introduce the re-fly button similar to old IL2

Explanation of Proposal: Currently, in online play the server has to use a script to destroy landed/abandoned planes or they will pile up over time and clutter up the airfields. We need a refly button option that will stop people from A.) hopping out of their planes before landing, crashing, dieing and B.) one that despawns the plane after being pressed and C.) one that doesn't mess with stats upon doing this. Currently with the despawn scripts, once an abandoned plane has been despawned the stats will show up as "AI has been killed by X player (when X player has put at least one bullet in that plane) thus giving that player a complete kill, which is wrong.

Benefits: The old IL2 method was perfect as explained above

#2

Type of Improvement: Server settings for clients

Explanation of Proposal: Currently a dedicated server only has the ability set netspeed and turn VAC on/off through the [Net] code, but there is no options to control the clients connected. This leaves exploitation wide open in the online environment. For instance, you could unplug your modem, go fix yourself a whiskey, come back and plug your modem back in and never be kicked from the server. Only being allowed to set server netspeed doesn't exactly cut the mustard.

Benefits: To make MP a much more enjoyable and stable atmosphere.

#3

Type of Improvement: Allowing all the default skins to show when custom skins have been disabled.

Explanation of Proposal: Currently in the dedi server environment it's a must to disable custom skins online by adding the command "SkinDownload=0" to the [Net] section of the confs.ini. If these aren't disabled, MP is a terrible stuttery mess every time a custom skin has been loaded in. But with custom skins turned off, only 1 default skin will appear in game. Everyone's game comes with several different default skins based on unit, plane type, squadron etc, yet only 1 skin (the default's default I guess?) is visible to all players online. Since these default skins all come with everyone's game, they should all be able to be displayed online with out any sort of download (aka - stutter)

Benefits: Immersion / Bug fix perhaps?

#4

Type of Improvement: Custom skins online

Explanation of Proposal: Currently custom skins online cause huge stutters when loading in. Even with the 10gbps connection we have there is no stopping this problem for a dedicated server. Many of these custom skins deserve to be seen and used online.

I suggest creating another folder somewhere in the game install where the server could use that folder as an allowed skins folder. This would allow a hoster to create a downloadable skin pack that would match the allowed skins folder for the dedicated server, thus making a custom skin act like a default skin as the server would have them as well. All users without the skin pack will get default skins appearing online. While those with the custom skins should not get the bandwidth "stutter" that is cursing custom skins online atm.

Benefits: To allow all those wonderful skinners to have their work shown online.

And finally #5

Type of Improvement: Dedicated Server Files

Explanation of Proposal: We need true dedicated server files like every other Steam MP game. Currently the server connects to steam like a client (steam actually has to be running). Steam has a problem with both disconnecting at random and also people failing auth at random. Because of this we have had to create and code a few programs to A.) just keep the server running and B.) make the server restart after a certain amount of time. If the server was left running 24 hours a day, these (null) entries can not be removed from the server and that leaves players not being able to join until the server is completely restarted again as these (null) players don't show up in the player listing and therefore can't be removed. Players are essentially stuck in limbo land when this happens.

Benefits: Allowing for a real dedicated server to run that could rotate missions and actually stay up without the use of 3rd party tools to attempt to make it work.

JG52Krupi 01-09-2012 09:54 AM

Type of improvement:

Fairness/Historical accuracy.

Explanation of proposals:

Historically accurate ammo load outs on server settings.

Benefits:

With the ability to set your own ammo belts players can make lethal setups that have no basis to ones used during ww2. This can be seen as an exploit and realistic servers need to have a preset ammo belt set to stop potential exploits.

Buchon 01-09-2012 11:12 PM

I did not read all request so not sure if is already posted but here is :

Type of improvement:

FOV customization

Explanation of proposals:

Allow the player to set the FOV used by the FOV keys (Del, End, PageDown)

Benefits:

A option to allow the player to redefine the FOV used in this keys provides better support for the now days wide range of screen´s sizes and the possibility of set a default wide FOV for multi-screen setups.


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