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#1
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Type of improvement:
Allow markings to be applied to static aircraft in the FMB. Explanation of proposals: Currently all static aircraft have no markings. For mission builders creating realistic airfields it is desirable to show parked up aircraft (or aircraft undergoing maintenance) with the correct historic markings for greater realism. Benefits: Improve the realism of the game.
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Intel® Core™ i5-2500K CPU @ 3.30GHz ASUS P8P67 Rev3 EVGA 1280MB GeForce GTX 570 HD Superclocked 8 GB DDR3-1600-Corsair Vengeance 750W Corsair Enthusiast 750TXV2UK PSU Microsoft Windows 7 Professional 64 bit Microsoft Sidewinder 2 FFB and NaturalPoint TrackIR3 |
#2
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S!
Question : To dev team regarding the SpeedTree technology. We all know the problems with them: shimmering,LOD changes and what not. I scoured thru SpeedTree forums and saw similar issues with trees and also solutions. Add that there are new versions of it etc. So my question is that has dev team worked with SpeedTree Inc and using newer version and tools? Can anything be done with trees? Thank you in advance.. Last edited by KG26_Alpha; 12-21-2011 at 04:28 PM. |
#3
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Type of improvement:
Map Tool Protractor Explanation of proposals: The map tool protractor does only display any angle from 0° to 180° and from 180° back to 0°. The protractor should display any angle from 0° up to 360° instead. Benefits: To get the vector e.g. from Marck to Wissant there's no way to display the right value 245°. Calculating a course vector and set it to the compass (Peilzeiger) gauge would be much easier (see image). Excuse my bad english ![]() |
#4
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Type of improvement: Usable Steam Overlay in game menus.
Explanation of proposals: We can't use Steam Overlay in game menus right now, it would be good to use it in the game menus. Benefits: We can chat with our friends with our Steam friends in Steam Overlay and prepare multiplayer matches quickly. It would be really good. I hope it will be happen. |
#5
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Type of improvement:
Chat refresh Explanation of proposals: When I want to see the chat history, very bad, that the new message immediately jumps back to the bottom line, making it impossible for longer rewind. This should be improved. The only solution now is to quickly pull the window border, which uncomfortable, and cumbersome. Benefits: Readable chat history
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#6
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# 1
Type of improvement: Enhance custom vehicle columns & export them to a new txt file Explanation of proposals: Currently custom vehicle columns are limited to 8 vehicles. This doesn't allow for more than a battery of guns (with towing vehicles), a platoon of tanks or a small supply column. That greatly limits the ability to merge different vehicle types into road traffic that brings the world around the player alive. My suggestion is to remove the 8-vehicle limit completely (it can be circumvented by using an external txt editor anyway) and save user created columns in specific txt-based files in a new folder in the missions folder (i.e. PRESETS). Benefits: This way custom columns could be saved for later use & shared via the internet. More and longer columns can be created easily to ease the workload of mission designers. Additionally a "library" for real-life columns can be created to give other mission designes access to such information. # 2 Type of improvement: Create definable "target zones" for artillery Explanation of proposals: Currently (again) artillery objects such as the german 10,5cm leFH 18 acts as if it were an AT gun. That means it will fire only on directly visible enemy objects within a rather short range (under 1000m). This is totally incorrect for what artillery really is, it's an indirect-fire weapon used over greater distances. I propose to create a "target zone" category which can be placed by the mission designer on the map and assigned to objects of this type (meaning mid- and long-range howitzers and artillery guns) for shelling. If the target box is within the gun's range (i.e. the 10,5cm leFH 18 had a range of about 10000m) the gun will shell the assigned area. Add values for timing (i.e. "start shelling at [GAMETIME]" and "cease shelling at [GAMETIME]") and intensity of fire (i.e. harrassing fire [= 1 or 2 shells per minute] to annihilation fire [= as fast as the gunners can manage]) to further enhance the control of the mission designer) Benefits: With this method the mission designer can finally have the amount of control over the artillery objects that he should have. And, of course, give the artillery the role it had in reality. ![]() |
#7
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Type of improvement:
Implement floating camera mount to give a more natural appearance to aircraft views - like watching your aircraft from another aircraft. Explanation of proposals: I believe the current (non-flyby) external views are implemented as if the camera is fixed to the aircraft with a long pole and moves with the aircraft as it rises and falls in flight. This view to me looks quite unnatural, as if you're viewing a model on a turntable. My proposal is that this fixed mount is replaced with a floating mount (as if attached to another aircraft in formation). The camera would roughly follow the aircraft movement (perhaps smoothing the camera movement out using a moving average of the altitude). In this way the movement of the aircraft within the air mass will be much more obvious and natural in appearance - floating up and down as if filmed from another aircraft alongside. Benefits: Aircraft movement will look more believable and better for film makers too. Last edited by KG26_Alpha; 01-05-2012 at 04:17 PM. |
#8
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Type of improvement: Aircraft SDK
Explanation of proposals: The ability to create and use aircraft from the community, with a multiplayer option with the server allowing what aircraft can be used. Benefits: This allows for the continued longevity of the series, much in the way the original IL2 is going with it's unofficial mods. Some time ago, it was said we will have the ability to do this, back when Oleg was in charge. The question is, is this still the plan? It should be. Allow the community to grow the same way IL2 has, but with some sort of actual in game support to make it easier to implement. |
#9
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Type of improvement: Spit II Mixture Operation
Key points: 1. Currently impossible to use +2.5 boost on lean mixture at 2650 RPM (maximum cruising value specified in manual for 87 octane). Maximum possible is currently +1.1 boost. 2. Mixture should have a direct effect on the temperature of the oil and coolant - at present it has no effect. 3. Smooth engine operation is possible at extreme boost levels +5 upwards. These are way above the maximum permissable on a weak mixture and from what I've read should result in severe detonation - rough running and eventual engine damage. Explanation of proposals: I've been experimenting with the auto-rich / auto-lean mixture settings on the Spit II. My original Mark II manual states that auto-lean cruising should be possible at 2650 RPM up to +2.5 boost on 87 octane and up to +4 boost on 100 octane fuel. I'm not sure which fuel is being modelled for the Spit II but I guess 87 octane since boost only registers up to +8 and not +12 as mentioned in the manual. I'm finding that I can't use more than +1.1 boost without the engine starting to miss. This is at sea level. As you climb the boost must be backed off to keep the engine running smoothly - I'm no pilot but this seems logical enough - higher altitudes = less air so mixture becomes richer and starts choking the engine. I'd like to request that mixture is tweaked to allow me to operate according to the manual please. I'd also like to see an effect on oil and coolant temperatures when switching between rich and lean mixtures. It is also possible to operate very high boost settings on lean mixture (way above the maximums in the manual) without any signs of detonation or engine trouble. Benefits: More accurate mixture behaviour allowing user to fly by the manual and obtain higher boost settings in a lean cruise. Introducing effects of mixture on engine temps would make engine management more interesting and varied. Thanks ![]() Last edited by Sutts; 01-30-2012 at 10:03 PM. |
#10
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Type of improvement: Boost cutout mechanism
Explanation of proposals: The boost cutout switch/knob in the game simply allows the throttle to be moved further forward to higher boost levels. In the real aircraft this was not the case. The real switch immediately removed the restriction on boost for the current throttle setting - allowing boost to surge without having to adjust the throttle at all. This means that even if the throttle isn't at it's fully forward position, a surge in boost is still likely when the switch is flicked - as any current restrictions on boost will be removed. Benefits: More accurate boost behaviour. This is also better for the player since at the moment if the throttle is fully open when the switch is operated, the lever must be moved back and then forwards again to achieve the higher boost. Thanks |
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