Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik: Cliffs of Dover

IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games.

Closed Thread
 
Thread Tools Display Modes
  #1  
Old 01-15-2012, 10:52 AM
David198502's Avatar
David198502 David198502 is offline
Approved Member
 
Join Date: Dec 2009
Location: Austria
Posts: 1,536
Default

type of improvement:
prop pitch

explanation:
through various sources there seems to be the common knowledge that the prop pitch of the 109 needed exactly 4 seconds to increase or decrease as much, that the relevant gauge made a change of 360° or 1hour.
now its 6seconds.
furthermore, the pp position to glide, should be 6 o'clock,a position which isn't available anymore.during one of the patches you changed the realistic behaviour for some dubious reason i don't know anymore.

benefits:
realism (cliffs of dover is supposed to be a simulator)
__________________

Last edited by KG26_Alpha; 01-15-2012 at 12:41 PM.
  #2  
Old 01-21-2012, 09:01 PM
Ataros Ataros is offline
Approved Member
 
Join Date: Jun 2010
Location: USSR
Posts: 2,439
Default

Type of improvement: Particles optimization

Explanation of proposals:
Some particles instantly cause FPS to drop from 40-50 to 2-3 FPS:
- ground particles produced by wheels touching a runway during takeoff and landing
- debris particle produced by 20 mm AAA gun shells hitting a ship side (e.g. tanker)

Benefits: consistent FPS, perceived performance increase
  #3  
Old 01-22-2012, 01:08 PM
Sutts Sutts is offline
Approved Member
 
Join Date: Jan 2010
Posts: 566
Default

Type of improvement:
Engine and prop sound improvements

Explanation of proposals:
At the same RPM, an engine under load will sound quite different to an engine under less strain. Listen to the change in pitch of your car engine when starting to climb a hill while maintaining the same RPM. You can hear that the engine is having to work harder. The same is true of aircraft. This effect is obvious when exercising the prop on an aircraft on the ground - as the pitch becomes more coarse, biting more air, the engine has to work harder and the engine note changes. The RPM reduces because the engine can no longer deliver enough power to maintain the new pitch.

At the moment, when coarsening the pitch, it sounds like the throttle is just being pulled back to reduce the RPM. It should sound like the RPM is being forced down due to increased engine load caused by the coarser pitch.

I think to summarise:
1. an engine should sound different under higher loads than when under lower loads, given the same RPM.
2. an engine should sound different at higher power settings (boost) than at a lower power, given the same RPM.

At the moment in CloD I can add +5 of boost while maintaining a constant RPM and the engine sounds exactly the same. The sound only changes when I allow RPM to change.

Also, the sound of the props biting the air should be more obvious. I live close to an airfield and can hear the props being exercised from several miles away. They make a very distinctive beating noise as they are forced to bite into more air. Hard to explain I know but adding such an effect would give a real sense that the prop is biting real air and not just spinning in a vaccum. It does sound rather impressive too when running up on the ground.

Benefits:
More realistic sound experience, greater variety in engine tone and the player gets a greater awareness of the energy state of the engine.

Last edited by Sutts; 01-26-2012 at 11:16 AM.
  #4  
Old 01-22-2012, 01:51 PM
Sutts Sutts is offline
Approved Member
 
Join Date: Jan 2010
Posts: 566
Default

Type of improvement:
Improved CEM

Explanation of proposals:
CloD is so close to full real startup that it is a real shame we can't use the primer and parking brake. Please consider implementing these to make the package complete.

Benefits:
Increased immersion and the feeling of having a real engine up front that can be temperamental if flooded etc.

Would be great if number of primes was dependent on outside air temp, temp of engine etc. Too many priming strokes for the conditions and you risk failing to start or having a stack fire. Too few strokes and the engine catches but fails to continue and must be restarted. I really hope you can add this when things become more stable - I know others feel the same. As this is pre-start code I don't feel it would have a performance hit.

Having a parking brake would really help when warming up the engine and testing the prop. At the moment I need to keep my finger on the brakes as the aircraft turns slowly otherwise.
  #5  
Old 01-22-2012, 03:38 PM
III/JG53_Don III/JG53_Don is offline
Approved Member
 
Join Date: Jun 2011
Posts: 219
Default

Quote:
Originally Posted by Sutts View Post
Type of improvement:
Improved CEM

Explanation of proposals:
CloD is so close to full real startup that it is a real shame we can't use the primer and parking brake. Please consider implementing these to make the package complete.

Benefits:
Increased immersion and the feeling of having a real engine up front that can be temperamental if flooded etc.

Would be great if number of primes was dependent on outside air temp, temp of engine etc. Too many priming strokes for the conditions and you risk failing to start or having a stack fire. Too few strokes and the engine catches but fails to continue and must be restarted. I really hope you can add this when things become more stable - I know others feel the same. As this is pre-start code I don't feel it would have a performance hit.

Having a parking brake would really help when warming up the engine and testing the prop. At the moment I need to keep my finger on the brakes as the aircraft turns slowly otherwise.
I want to add sth. to this idea: Is it possible to doubleset the brakes for the planes which dont have a differential left/right toe brake in the axis menue? In german planes its just great that you can handle the brakes left and right with my rudder pedals. For Hurricane/Blenheim etc I had to assign a new button for it. Would be great if you can response the "general brake" for british planes through the pedals as well
  #6  
Old 02-19-2012, 07:16 PM
pupo162 pupo162 is offline
Approved Member
 
Join Date: Feb 2010
Posts: 1,188
Default

Type of improvement:
delete the conf.ini from 1c softclub folder

Explanation of proposals:
currently there are 2 conf.inis in the game, on in the apps folder on in 1c softclub folder. both this inis have effect on the game and it gets really hard to track wish line does what like this. get rid of one of the confini and make just one document that controls everything.

Benefits:

Easier configuration of the game


Type of improvement:
Controls

Explanation of proposals:
ADD the option to have zoom in a axis.


Benefits:

makes the game easier to play.
  #7  
Old 01-22-2012, 09:46 PM
robtek's Avatar
robtek robtek is offline
Approved Member
 
Join Date: Oct 2007
Posts: 1,819
Default

Type of improvement:
Improved CEM

Explanation of proposals:
CloD is so close to full real startup that it is a real shame we can't use the oil pressure to know the max. rpm's during warm-up.
The oil-pressure must change with the oil-temperature

Benefits:
Increased immersion and the feeling of having a real engine up front that can be damaged by too high rpm's during warm-up etc.


I.e. in the manual for the DB601A, a and B the warm-up rpm limits are described as follows:
keep the rpm so low that 6 bar oil pressure are not exceeded.
Something similar will excist for the merlin engines, i assume.
__________________
Win 7/64 Ult.; Phenom II X6 1100T; ASUS Crosshair IV; 16 GB DDR3/1600 Corsair; ASUS EAH6950/2GB; Logitech G940 & the usual suspects
  #8  
Old 01-24-2012, 06:09 AM
Octocat Octocat is offline
Approved Member
 
Join Date: Dec 2011
Posts: 22
Default

Type of improvement:
API Method to send radio commands.

Explanation of proposals:
Add API method for sending radio commands from the script.
Like SendRadioCommand(AiActor actor, RadioCommand command), where:
actor - AiAirGroup or AiAircraft;
command - enumeration of radio command types;

Benefits:
Mission designers can use this feature to build more interesting and live environment.

EDIT: *** This post about controlling AI behavior through radio commands API ***

Last edited by Octocat; 01-24-2012 at 05:58 PM.
  #9  
Old 01-24-2012, 01:24 PM
Sutts Sutts is offline
Approved Member
 
Join Date: Jan 2010
Posts: 566
Default

Type of improvement:
More realistic/dynamic engine temperature model

Explanation of proposals:

For full realism I'd also like to see the following factors affect engine operating temperature please:

altitude (colder air at altitude = cooler)
airspeed (more air through radiator = cooler)
radiator obstructions (like lowered landing gear leg on spit)
mixture (richer mixture = cooler)
boost (lower boost = cooler)
rpm (lower rpm = cooler) WE HAVE THIS ONE

Also radiator flap setting should affect speed and yaw.

In addition, the early marks of Spitfire had a single radiator that was partially obscured by a landing gear leg. This made in necessary to takeoff reasonably quickly and avoid lengthy taxying.
It would be nice to feel the same urgency to avoid overheating on the ground as the real pilots did in the battle. Currently, I can run at high throttle on the ground for long periods without any overheating problems.

Some interesting notes from Spit II manual:

The coolant temperature is controlled by a thermostatic control (automatic) and a radiator flap which regulates the flow of air through the radiator, but which cannot be fully closed. The position of the radiator flap affects the lateral trim of the aircraft (the radiator being under the starboard wing) and can usually be kept in the closed position during cruising flight.

ACTIONS AFTER TAKE-OFF
Close the radiator shutter (unless a high power climb is done
, when the lever should be a little forward).


Benefits:
Greater need to watch gauges and manage engine. Improved immersion - you feel you have a real engine up front.
User experiences the same problems that pilots of the day had to face. Increased tension before takeoff.

Last edited by Sutts; 03-03-2012 at 10:03 AM.
  #10  
Old 03-31-2012, 11:20 AM
Gourmand Gourmand is offline
Approved Member
 
Join Date: Jun 2010
Posts: 208
Default

A question:
why screen of friday update are ugly?
the game actually for us is better and look like more realistic and less aliasing
screen of community are beatifull...

Last edited by KG26_Alpha; 03-31-2012 at 03:48 PM.
Closed Thread

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 02:09 PM.


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