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#1
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Exellent news, finally I could maybe make my german alternative history campaign with the he 177.
![]() For the N1K1-Ja,it's a good idea but what about the "normal" waterbased version? ![]() Thanks for everything you have done for us. ![]() |
#2
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I registered mainly to congratulate you on your excellent published work.
Also I admit I haven't been through all 25 pages of this thread, so I don't know if this has been mentioned, but I was really pleased to see in the Copilot preview video that the HUD was in Imperial units. Does this mean it will be an easily selected option in 4.13? Once again, many thanks for your excellent work, past, present & future. Best regards, Balla. ![]() Last edited by Ballacraine; 12-28-2013 at 09:34 PM. |
#3
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IL2 should also remember which setting you used last. So if you have it set to imperial in one game, it should start out that way in the next. |
#4
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Thanks for that info.
I had discovered that after my post. ![]() Balla. ![]() |
#5
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The last Video is a forestep for trainer aircrafts!
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#6
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Very sweet! The amount of work required to make the co-pilot stations functional must have been huge. Thank you TD!
Actually, it pretty much makes training planes possible, as long as you count the student pilot as a "copilot" and allow the pilot to instantly override copilot control inputs. A flyable U-2 trainer would be quite welcome, since they were occasionally used as co-op and night harassment planes. Co-pilots also makes fully-functional Norden type bomb sights possible, since the pilot can temporarily grant the bombardier the ability to "fly" the plane, but with control only along certain axes (pitch and yaw). Additionally, it makes bombardier/pilot cooperation possible for non-Norden type sights, since bombardier commands to the pilot are nothing more than delayed input, short-lived flight control commands. As a bombardier, it allows you to "control" the pilot using a variant of trim tab commands for the rudder and elevators. |
#7
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I hope we will get some trainer for il2, it would spice up this still very good old sim.
I have offered TD my help to build the trainer Me-262, if it makes sense or not, doesn`t matter. I want that plane and as you guys know it, do it yourself ![]() |
#8
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Unfortunately, not for me. |
#9
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Just found IRL:
When fuel dumps or fuel trains got hit, it would be great if we had some real real great firework like the Dakota train incident: |
#10
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We need an even bigger, denser smoke and fire effect than we currently have in the game. It would be realistic and meaningful for game play, since big smoke columns can be been for miles and can obscure the ability of bombers to bomb accurately. It would also be nice to have persistent smoke and fire effects linked to specific targets which could be placed by mission builders, possibly with a setting for how long they will last, to simulate things like destroyer smoke screens. The only drawback is that really huge smoke or flame effects might slow the game to an unacceptable degree. While the smoke effects from damaged ships are pretty good, in some cases they could be even bigger, to simulate really massive fires like those that engulfed the USS Franklin (skip to 1:16 on the clip): or Tirpitz (skip to 0:56): Smoke and fire for burning oil tanks and cities should be massive! For example, the bombing of Ploesti (skip to 4:38 to get a sense of the intense smoke): Or the bombing of Tokyo (skip to 2:34 to get a sense of the smoke and fire effects): |
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