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IL-2 Sturmovik The famous combat flight simulator. |
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#1
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Actually I believe the score system is for the dustbin, but I'm afraid it would be pretty far down on the priority list.
BTW never thought anyone cared for those scores. ![]() |
#2
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About the fuel tanks, do you think it would be possible to separate the fuel tanks in the FM ?
I fly the 110 quite extensively and I get hit in the tanks eventually. When one tank is hit, the whole fuel is escaping, no matter if just one tank is hit or I have underwing tanks. Other thing, would it be possible to introduce a fix for aircrafts about burning fuel tanks. Usually, when a fuel tank is on fire en multi engined aircrafts, all the fuel runs out. Instead of extinguishing the fire, the plane just continue to burn until it eventually explode. But, if there is no more fuel in the tank and you can extinguish the fire by diving faster than 400 kph, thefuel tank shouldn't take fire again, right ? Other problem on the 110, sometimes, one of your engine gets litteraly blown off the aircraft. If the falling engine catch fire, then your aircraft will be contaminated by the fire even if the engine is miles away, this eventually leading to a fuel tank fire and boom. At last, a final fix I would like to see on the P38 : online, it can fly forever with a burning engine. It can also fly at over 380 kph on only one engine (whereas a Bf110 will struggle to stay in the air). Can you please fix this DM issue ? Thank you. |
#3
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Dear Team D,
Perhaps you would consider making AI level bombers* drop their bombs when the human formation leader drops his or an easy command to make the AI level bombers drop their bombs. It is currently very hard to get them to do this and if you do manage it, they all leave the formation as soon as they drop. In other words, leading AI level bombers is currently a broken feature, even tho we have dynamic level bomber campaigns. Thankyou for your consideration of the matter. *He111, Ju88, TB3, Pe2, B25, A20 etc. |
#4
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if anything, the 38 has poor DM, LMGs can ridiculously remove its rather large and robust elevator, and its two tailbooms, with separate control runs share the same target box, meaning that what IRL would be a minimal chance for losing elevators or rudders happens WAY too often in game RE: single engine speed on P38; from a pilot operating manual: (I) PERFORMANCE - The airplane flies well on one engine. Using normal rated power, it will climb to about 26,500 feet, and can be flown at more than 255 mph (true speed) in level flight at 20,000 feet. and from a pilot training manual: "You will find that the P-38 flies very well on one engine. Using normal rated power, it can climb above 20,000feet and have a TAS greater than 225 mph" note that it says "normal rated power" = MIL power, not even pushing it to WEP in-game we run almost constant WEP 380kph = 234 mph the Bf 110 is simply not in the same league as the P-38 and should really not be compared |
#5
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unhooking gliders would be nice aswell
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#6
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Hello Team,
Thanks for the work on our latest update. I am very appreciative of your hard work. I don't wish to put the cart before the horse, and I realize your team has many issues to deal with currently regarding future updates. I understand that at least for now the FM and other parts of the game are locked. However, once you have approval from Oleg, I hope to see many more possibilities for the future of the game. I will be happy with any update, and I understand that other things have priority, but here is a list of updates that in my (humble, and not very knowledgeable) opinion are achievable: Addition of torque/P-factor increase as a function in the difficulty menu. Increase of the difficulty of Bf-109 ground handling. Conversely, a fix of the He-111 ground handling (unless this is accurate) A fix of the overheating issue in the Grumman Hellcat Move the Center of Gravity slightly forward to reduce the 'wobblies' in the P-51 Use existing cockpits with modifications in existing AI aircraft: ex: B-25 variants, P-36 using P-40 cockpit, other instances of the MC.200, G4M2, Beaufighter, Mosquito, Gladiator, early Bf-110, etc. Modify existing models and use existing cockpits with modifications: Ju-88C, Hurricane MkIID, 2 seat Yaks, A-36, A-36 w/4x Hispano, etc. Brand new cockpits for existing AI: Pe-8, Su-2, R-10, Ms-406, B5N, Ki-21, A5M, IL-4/DB-3, SB-2, Tu-2, Ms-210/410, Fw-189, Fw-200, Po-2, Li-2, C-47, Junkers 52, etc. New Aircraft: ![]() Reworking of existing 3d models: Mig-3, Il-2, possibly Bf-109, etc. (low priority) And of course, the changes to AI as you know about, and as others have requested. Once again, thanks Team Daidalos, I am looking forward to whatever work you put out for us demanding gamers! ![]() |
#7
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Any chance of fixing the AI for gliders, so that you could specify a landing point and flight path way points? I never could get my Pegasus Bridge mission to work properly.
Ashe |
#8
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I could see it being a very good thing especially in teamplay..
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#9
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"Kill stealers", shooting at burning planes, or planes without pilot, who bailed previously, or shooting at broken planes falling down in pieces or even to planes with a stopped engine, get and unmerited kill. AFAIK, IL-2 is now giving the kill to the pilot who hits the last impact on the E/A before it is desroyed. This is the root of the problem. Let me know if I am wrong. IMHO this could be easily solved by: 1) Once a plane caught fire, or had a broken wing or tail, or motor hit and stopped, (not intentionally) or without pilot, or with 3-control lost, no further impacts on it are taken in account to give the kill. 2) If several pilots hit a plane, the Sim could count and store how many impacts or how much damage was caused by every pilot in a 0-100% basis. (I don't know if this is possible, with the Sim Engine, anyway). Of course the damage from of a 30 mm shell or from a 7.62 ball, is not the same and may be should be taken in account (I do no know how, however). 3) Once the enemy plane hits the ground and is officially lost, all pilots who shot to him in "good" condition are credited on the screen by the message "xxxxx was shot down by pilotA and pilotB and ....etc" 4) Regarding points, if shooting down an enemy fighter worths 100 points, every pilot would get points as: 100*(% damage produced). For instance , if: Pilot A caused 70% damage, gets 70 points Pilot B caused 30% damage, gets 30 points This should be stored also in the Coop.txt file, to allow on line war parsers or dogfight servers to use this info in the best way. From all said here, I think this could help on line fair-playing and IMHO it should deserve a good order of priority, more than other plane or technical-related issues, as it affects directly people mood and behaviour. Thanks for your efforts, mates, and sorry for my long speech and not too good English. Last edited by FAE_Cazador; 09-30-2009 at 08:39 PM. Reason: Spelling |
#10
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![]() Quote:
though *historically* a confirmed victory usually did go to the last pilot that caused damage, and the pilots were more concerned about knocking the enemy's plane out of action than getting credit for the kill none-the-less, people play for different reasons, and if a dogfight server's purpose is for pilots' bragging rights on stats, there's nothing "wrong" with that format and your idea above would be a great improvement to reduce arguements and real hostility between players |
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