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

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik > Daidalos Team discussions

Reply
 
Thread Tools Display Modes
  #1  
Old 02-11-2017, 07:25 PM
310thDiablo's Avatar
310thDiablo 310thDiablo is offline
Approved Member
 
Join Date: Oct 2007
Posts: 56
Default P-47

I would love to see the 50 cal loadout to be API-api-api-api-apit
__________________
Reply With Quote
  #2  
Old 02-12-2017, 12:59 PM
Bouma004 Bouma004 is offline
Approved Member
 
Join Date: Feb 2011
Posts: 13
Default Triggers can reborn the IL2 ?

I think that the Triggers added to HSFX 7.0.2 and 7.0.3 must be added to the vanilla game. It's a great improvement for FMB and adds huge possibilities to mission makers.

manual : https://1drv.ms/b/s!AutwPlOKpNiE7n3vdQWQqu_-baJb

Keep going guys you're doing great work !
Reply With Quote
  #3  
Old 02-13-2017, 06:01 AM
iMattheush iMattheush is offline
Approved Member
 
Join Date: Nov 2010
Location: Warsaw, Poland
Posts: 51
Default

1536x1536/2048x2048 texture support
Reply With Quote
  #4  
Old 02-13-2017, 07:34 AM
Pursuivant Pursuivant is offline
Approved Member
 
Join Date: May 2010
Posts: 1,439
Default

Quote:
Originally Posted by 310thDiablo View Post
I would love to see the 50 cal loadout to be API-api-api-api-apit
Player-controllable ammo loadouts would the be ideal solution, and might be possible given the game's limits.

Even better would be custom loadouts with options for historically realistic loadouts which either prevents the player from using custom loadouts, limits custom loadouts below a certain rank in the campaign, and/or limits availability of certain types of ammo which were historically in short supply (e.g., minengeschoss).

Loadouts could and did vary depending on local supply conditions, tactical doctrine, and intended mission.

For example, some squadrons (and air forces) only used tracer at the end of ammo belts to indicate that the shooter was low on ammo (this was quickly determined to be a bad idea, since it also told the enemy you were low on ammo). Other squadrons discarded tracer ammo altogether and just used a mixture of API and AP.

Another thing that needs to be added is the option of plain "ball" ammo for MG. That is, no HE, AP, API, Incendiary, or Tracer effects. This ammo was often used by AAA MG which also doubled as anti-personnel weapons, and occasionally by air units which were low on supply or which primarily were hunting unarmored ground targets.
Reply With Quote
  #5  
Old 03-17-2017, 09:57 AM
Marabekm Marabekm is offline
Approved Member
 
Join Date: May 2013
Location: USA
Posts: 243
Default Photo reconnaisance

Here's an idea.
But how about some way to make photo reconnaissance missions. I don't really know how/if you could do it though.
Just some button perhaps so you could take like a screenshot (but of the ground below you) and it could save that file to your game folder?
Reply With Quote
  #6  
Old 03-17-2017, 10:26 PM
Pursuivant Pursuivant is offline
Approved Member
 
Join Date: May 2010
Posts: 1,439
Default

Quote:
Originally Posted by Marabekm View Post
Here's an idea.
But how about some way to make photo reconnaissance missions. I don't really know how/if you could do it though.
The actual mechanics of adding PR missions to the game would be easy. Adding dedicated PR variants of various planes would be harder. Getting a decent selection of flyable PR planes would be a huge task.

But, if you're willing to add hypothetical camera loadouts to combat aircraft rather than using actual PR aircraft variants, it wouldn't be that hard to add high altitude PR missions to the game.

In FMB, set a waypoint and specify PR mission. Select required altitude, speed, and direction of flight. Mission success is based on how well the player flies that course while flying straight and level and operating the camera, and whether they successfully land back at their base. If you wanted to get fancy, mission success could also be based on how much cloud cover was between the camera and the mission's target area.

In GUI, you'd have to bind a key to turn the PR camera camera on/off (and possibly gun camera, too).

For the player, a high altitude PR mission consists of flying to a specific location on the map. Once there, in order to successfully complete the mission, you must fly absolutely straight (i.e., while compensating for crosswinds) and level at a fixed altitude along a certain course, for a fixed amount of time, while operating the camera.

Optionally, players can view the results of their work as black and white still pictures of the ground taken while the camera was operating.

Low level PR missions using obliquely-mounted cameras would require entirely different mechanics. Success would be based on how long you kept a specific ground object within camera view and within a certain distance while the camera was operating.
Reply With Quote
  #7  
Old 03-20-2017, 09:26 AM
RPS69 RPS69 is offline
Approved Member
 
Join Date: Jan 2008
Posts: 364
Default

Quote:
Originally Posted by Marabekm View Post
Here's an idea.
But how about some way to make photo reconnaissance missions. I don't really know how/if you could do it though.
Just some button perhaps so you could take like a screenshot (but of the ground below you) and it could save that file to your game folder?
There is a recon target available on the full mission builder. It won't generate pictures, but on many developed campaigns, a succesfull recon mission will hilight the units spotted over the recon target on the campaign map.
Reply With Quote
  #8  
Old 03-28-2017, 07:45 PM
Music Music is offline
Approved Member
 
Join Date: Mar 2015
Posts: 132
Smile

I've been off line the past month, and it has given ma a good spell of 4.13.3 testing.

My request for GunCamTracers is not necessary, veryt good job TD, shooting % is up to 3+ (some days 5%, against Average fighters), and I can see when I have hit by the Cloud of smoke from my target.
And am I seeing random belt startups, seems to be with the fighters, but AA still have tracers grouped. Flack bursts look great, and smoke from GRN targets burning is lush, and dark.

All in all, great job again TD, (Sita).

I still have every enemy fighter chasing ME, but I will be back on the IRSS server soon, lets see if I have learned to "fly fast".

FS~Music

**EDIT**
I just finished playing last last few days on the AleXserver, closed pit, w externals, I am not shooting 3%, more like 0.45%. lol

Last edited by Music; 03-31-2017 at 07:54 PM. Reason: Gunstats OpenPit
Reply With Quote
  #9  
Old 03-29-2017, 01:20 PM
sturmovikfan101 sturmovikfan101 is offline
Approved Member
 
Join Date: Mar 2017
Posts: 23
Default

the map to follow the plane once it leaves the edge you have to move it up manually.
Reply With Quote
  #10  
Old 04-02-2017, 02:02 PM
major.kudo major.kudo is offline
Approved Member
 
Join Date: Nov 2013
Location: Japan
Posts: 64
Default

My wish.
Gun shooting of AI's fighter more inaccurately.

Detail.
http://forum.1cpublishing.eu/showthread.php?t=229400

I'm still waiting.
I always hope this.
And every time I'm disappointed, when the new version is announced.
But I keep waiting.
Reply With Quote
Reply

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 02:23 AM.


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