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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games. |
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Thread Tools | Display Modes |
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#1
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#2
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Level Stabaliser sensative to "trimelevator & rudder" would probably sort the stablity for the bombadier position,iL2 does it to a point but you tend to loose alt if your not careful.I Try to set the Bombsite before take off so it is an approximation of setting for when reaching the target.
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#3
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An Air Superiority mode.
Make an area in the centre of the map a capture zone, the team with the most aircraft in the zone capture it. It would encourage more people to meet up in a certain area for dogfighting.
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#4
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Good idea! Maybe even have an altitude parameter so that people are not mowing grass with their props. Every time I go online I get a little ticked that most of the aircraft are skimming the ground or hiding in a corner at 20,000ft.
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#5
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Squadron Series- The most fun I ever had was flying as sim was the S3 events on Warbirds back 10 years or more ago. Getting a historical scenario whipped up with commanders on each side and squads given specific assignments by those commanders. Victory is a completion of objectives within a preset loss range and for the other side denying victory to the aggressor is victory. Maybe a good commander will win or maybe the better squads? Limited lives-If you bail over friendly territory you get another plane after a set time out. Die and you can go back to the quake server and practice. Events have a preset start time and a limited length. No AI no co-op. All living targets.
To me, and I know a lot of others, flying with your squaddies in a coordinated objective-based manner is the most compelling reason to fly and by far the most satisfying. Anyone can get good enough flying to shoot down plenty of enemies but it is something else to keep a cohesive formation in the air and fight as a team. Now, can we do this without any changes to the existing CLOD? Yes probably, but maybe some tools to help organize multi-squad missions, like scoring tools, squad based briefings, recon photos and waypoint maps would help. -SKUD |
#6
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#7
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I'm pretty easily pleased. Convincing AI chatter would improve things immensely. The current setup has just FOUR voice actors. Each one sounds like he's pulling words out of a hat and reading them with different expressions.
That and ai crews that actually do their jobs (but that will never happen). |
#8
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sdk
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#9
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I think CloD - once its stability issues and AI problems are sorted out - could be a very fine base for such a setup, especially since we can actively use AI formations for types rarely flown by human players (bombers, Stukas, recon etc) but a few more things have to be added, yet. First I can think of is the ability to designate, target and destroy (and read from log) static area targets such as airfields, supply dumps, factories, supply lines (i.e. railway lines which can be broken) and similar targets. Right now that is not possible. Second would be an easier FMB, or rather the scripts part of it, since unless you know your stuff in C or similar languages you're stuck with very basic functionalities. |
#10
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I think most of us are attracted to this genre because we kind of wish we had been there and could become that part of history. Of course its nice not to face real death. It's also neat to see real life results emerge from a simulation. -SKUD |
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