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#1261
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Point 3. Suppose you are flying a TB-3 carrying 4*FAB-500 and 20*FAB-100. Now you have no choice but to release 500 kg bombs first and then 100 kg. I do doubt that it was not possible to vary - say, to release 2*100 to hit the minor target or to check the aim, then 500s, then remaining 100 kgs. Last edited by =FPS=Salsero; 01-26-2013 at 06:49 AM. |
#1262
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#1263
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for example, work for yak-1/1b, i think it's could be very helpful if DT will do new markings... have and other works, but, if i'm not mistaken, they are not finished how and "yak-1"... |
#1264
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#1265
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If there's a complaint, it's that the default numbers are a bit smaller than they were historically on most WW2 era Soviet planes. But, it seems that there was no standard for Soviet aircraft numbers or squadron markings as there for most other air forces. Numbers were sometimes applied at the factory, but more often applied at the squadron level, sometimes with no sequential order. Furthermore, the "font" used for the numbers, and its size, could vary widely. The location where numbers was applied could also vary - nose, fuselage or tail were all options. Color was usually white, occasionally rimmed with some other color, or occasionally yellow or red. Blue or green seem to have been rare, although anything might have been possible. |
#1266
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![]() so, it's can be not easy... and just for fun, naive soviet pin-up... |
#1267
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__________________
Find my missions and much more at Mission4Today.com |
#1268
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Dear Team Daidalos
I have some further slight suggestions which came up recently. 1.) If I bellyland a stricken plane with engine allready dead, the prop does not need to bend like if its spinning blades hit the ground. 2.) In FMB if I open an existing mission and pick on one of the allready existing waypoint or object, it would be great if the "viev-object" pane pops up automatically. Did not mean to disturb..... and away ![]() |
#1269
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As you can't just bend the blade that's actually touching the ground, it's either all or none. For this to change, either multiple prop models need to be modelled for various damage states, or the blades made individual parts. Even if the old models are reused and adapted this is not a small task. In addition, for full realism the unbent blades should rotate downward(provided the engine isn't seized up). Another feature would be in-flight prop damage, where the propeller could get unbalanced and induce vibration at higher RPM. This could be done with a damage texture so the pilot knows why the effect is produced. |
#1270
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I think i mention this before(sorry), but here it goes: I have assigned several pilots (key and axis assignements, like the ones when we "create new pilot" comes John Mad Doe by default). I have more that one pilot because of the types of aircraft i fly.
E.g.: if i fly bombers, i have assigned all those keys for the bombsight, and if i fly fighters, the same keys are assigned to diferent things. My wish is: When flying, can we be able to change the selected pilot? If i am online and i forgot to change the previous pilot,(or playing in turns with a friend in my house), i have to close the game, open it offline select the pilot i want and connect to server again. Maybe this is not very difficult to implement... ... and it is painfull to change keys one-by-one each time i change fighters to bombers. Last edited by Bolelas; 01-28-2013 at 04:54 PM. |
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