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#1
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I seem to remeber that sometime in the past Luthier has indicated that this is so.
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#2
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another one; during the summer of 1940 the Uboats had their first happy era. will the sinking of ships in the Atlantic lead to less fuel (or other things) available?
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#3
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just a reminder, another month has past, perhaps we'll see some new pictures soon
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#4
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Just a request for SOW...
I don't think this as been ask before so here it goes. Presently we only have one stick setup profile available in game. If someone want to change profile he has to drop of game, select a new profile (swaping files or manually changing setting) and come back in again. Could it be possible to have multiple stick setup available. Maybe a stick setup that is link to a plane type/variant that could be selected when you choose your plane. The way I picture this: A) In a control menu like we have now in iL2, have the option to select the plane for which we want to edit the stick controls (pitch, yaw, roll, etc.) (i.e.: Spit Mk1); B) Have the option to edit one or more "user defined/pilot" stick setup profile(s) were one could enter is prefered value for stick sensitivity, filtering, limits (kind of what we have now with iL2 (but maybe more detailed)); C) Have the option to link the plane (Spit Mk1) to either a "default" profile or to the edited "user defined/pilot" profile so that each time that this plane is selected in game the proper stick setup "file" is loaded; D) Give the option to edit the "default" stick setup that is applicable to all plane. This "default" stick profile would be more of a universal stick profile that is applicable to all planes rather then a profile the you can't edit. It would be loaded by "default" unless the user as choosen to have a custom (or edited) profile link the the given plane (in this example the Spit Mk1).This would give us greater flexibility and would help alot as different plane sometime need very different stick setup (in terms of sensitivity, filtering, limits). So to recap this would allows us to customize a general profile (default profile) available to all planes... And fine tune some profiles that are specific to planes that we fly most often. Also being having them link to a plane means that when you change plane (i.e. a Spit Mk1 for a BF109-E3/4) in a server (or campain) your stick profiles get automatically switched without you having to do anything. Most importantly you don't have to drop out of the game. If one was to push this idea further, all controls could be specific to given aircraft (made to work in a similar fashion to what was explained above)... not just the stick basic 3 axis. This could help guys that fly single, twin or four engine aircraft from the same setup. Hope this help, |
#5
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#6
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Hi 1c team/Oleg,
Would it be possible in BoB SOW to have active front lines in dogfight/coop missions, where mission targets are achieved and the front lines actively move during the mission to indicated captured/lost territory. This would/could work along side the "triggers" that will be a feature in mission building then win loss scenario missions made by the host can be used instead of the limited/overcomplicated campaign engines currently present, that control the map results from the log output file. At the moment the "Red/Blue Won" needs an overhaul but nothing as complicated as the Dgen Ngen or Lowengrins DCG. Cheers |
#7
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The mission victory parameters as they are currently are not coded by 1:C. Rather they are added programs that individual servers run in the background (FBDaemon and ServerCommander). Having an in-game programmability like this would definitely be cool and, at this point, it is a rarity to fly on any online server that doesn't run one of these. I'd like to see it added too with some more real-time dynamic capability...and moving vehicles/ships.
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#8
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Hmm you miss the point methinks.
FB Deamon and IL2SC are just dedicated server GUI's. Im asking 1c to use the triggers they have planned for BoB mission building to incorporate moving front lines during the mission all this means is the front line markers get an AI ability to move when set triggers mission events occur, and not using Ngen Dgen DCG to compile the next map from the log file output. This could include airfields becoming active for either side as territory is captured, and in df servers timeout on af's so you can land rearm closer to the action once mission parameters are met. So active real time front lines first for me please ![]() Cheers Last edited by KG26_Alpha; 07-10-2008 at 04:40 PM. |
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