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#51
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Would be helpful, really, if MG was talking to external contributors. I met a wall of silence for months, same for foo.bar and his railway stuff ...
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#52
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Error description: Cannot use mouse on pop up windows after flying.
Details: Mouse works fine when I start the game and until after I fly. It still works on main windows but not on the pop-up windows (the ones that ask for a yes/no response). Can it be consistently reproduced?: Yes, happens almost every time I fly. Screenshot or video: Can't take one OS, system specs: Vista 64, AMD II X4 635, 8GB RAM, nVidia 550Ti 1GB |
#53
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Intel Core i7-2600K ASUS MAXIMUS IV Motherboard G.SKILL Ripjaws X Series 16 GB Noctua NH-D14 CPU Cooler Palit GTX560 Ti 2 GB DDR5 Trackir 5....Saitek X52pro COOLER MASTER HAF X CORSAIR AX850 Power Supply LG 21'' flatron wide LCD |
#54
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Suggested improvement: Can we have a variety of actor voices instead of just the one or two?
Detailed description: I've been wondering about this for a while, sorry if it's been posted/explained previously. It sounds to me like the same voice is being used for every pilot, or at the most there are two different voices. It is not only confusing in general, but doesn't do much for immersion when every voice on the radio sounds identical. I know there can't be 10 different actors, but at least 4 would really help. Proposed benefits: More varied sounding chatter, improved immersion, increasing the general sense of 'polish' of the game. If money were an issue, perhaps see if volunteers from the community could help record additional voices. -thanks for starting this thread. |
#55
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AI issues I've seen so far:
- generally, the planes behave too much like synchronized swimmers when they're in formation. Especially in pre-combat mode (e.g. just before they engage enemy fighters) this interlinked behavior can be seen when one wingman slightly banks to create some distance or get into position, the other one does exactly the same. Bomber formations show same behavior: when one banks, all seem to bank at exactly the same time. - when the leader turns, the wingman usually looses sight and flies dangerously close to and just above its leader (but it's unable to see it). It should keep more distance and fly behind its leader and try to keep a clear line of sight. - formation changes are deadly right now. Tell 12 bombers to close up or spread, likely 2 will crash trying to do so. The formation change is performed far too quickly. Formation changes in old IL2 were very slow and very gradual and looked far more real. - when wingmen need to close some distance with their leader, they rush in and seem to hit the brakes real hard at the very last moment. All of a sudden they fly exactly the same speed as their leader. Speed, inertia and drag (or FM if you will) do not seem to be active for AI at those times. - AI/FM: AI should use player flight model. Ufo-like behavior of fighters and bombers kills immersion and does not look good. Maneuvers are far too sudden and executed too quickly and seem to defy rules of FM. - Bombers are usually big and heavy, but are able to turn at the flick of a dime. Course corrections seem to be instant and also defy FM. - In old IL2 each wingman looked to be more of an individual and somewhat oscillated around a fixed position relative to its leader to make it look more real. It was sometimes a bit closer to its leader, sometime further away. This was quite convincing AI behavior I think. - Shooting: they're empty their magazines far too quickly and keep firing when tracers should tell them they're way off. Shorter bursts and aces and veterans should get better at deflection shots. They're wasting too much ammo right now. - AI bombers and targeting: when a flight of e.g. Ju88's targets a pre-set ground target (I set an altitude of 2000 meters and set mode to slightly dive on a group of ground targets), they drop their first bombs at the target when they're straight and level (usually they fall short), but then the entire flight of Ju88's turn and scatter the remaining bombs over a wide area while turning. - When AI fighters encounter each other head on they simply pass (or collide). They make no evasive maneuvers or try to gain altitude to get a better position. Only after they have passed each other, the combat/attack mode of AI starts and the flight splits up into pairs and engages any enemies. - AI six 'o clock radar: the moment the player is in a good firing position, the AI seems to 'know' and immediately starts with defensive maneuvers. - AI bombers and formation: when I give the command 'line abreast' to line up the bombers for a bomb run, the AI auto pilot overrides and automatically decides to use a echelon right/left a few moments before the IP is reached. - Radio commands: please make the ones present right now work first. Right now, it's hard to assess if they're sufficient or not since most of them don't work right now. Although TD's latest additions look very nice to have as well: Drop Bombs On My Command, Drop Bombs At Will, Keep Ordnance and Drop Ordnance At Will. But, please also talk to Team Daidalos ![]() Surely, allowing them to further improve the original il2 will also mean all the knowledge they've gained and improvements (largely based on communities' suggestions and bug hunting) will also flow back to CoD as well? I mean, there ought to be some reciprocity here, right? The stuff they did with 4.10 and now 4.11's AI, visibility, detection and deflection shooting in general looks quite promising and I'd love to see those features in CoD as well. Regards, FP
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Intel Core i7 2600 @ default clocks MSI P67A-GD65A Motherboard Vertex2 SSD Raid1 1 Tb data disk 8GB DDR3-1600 MSI Geforce 680GTX @ default clocks Hotas Cougar X-Fi Music |
#56
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#57
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he can. Speacially the angry one when you screw up. ![]() |
#58
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You deserved that! lol
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#59
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Lol, I'm not joining your squadron, you'd end up doing nothing but shout at me
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i5 2500k - Asus P8P67Pro - Crucial M4 64GB - 8GB DDR3 - Geforce Ti 560 1GB - Xonar DG - W7 X64 SP1 |
#60
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You know the CLoD AI is bad when you start thinking the '46 AI was good.
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