Mysticpuma Posted June 12, 2016 Posted June 12, 2016 Just one piece of visual immersion I would love to see added. When you crash land your aircraft in the original IL2 and upto 1946, you could bail out and run away. The pilot animation in BoS is really beautiful and it would be great to crash land an aircraft and hit the bailout key/button, the Pilot slides/pops the canopy and walks away.....BUt....if the aircraft is smoking/burning he pops/slides the canopy scrambles out, runs away and dives for cover (like the original IL2). Watching a Pilot sit in a burning aircraft really goes against the grain as you want your pilot/ ritual life to survive. Would be a really nice feature to add as it's all about saving your 'virtual' life and bringing an aircraft back. To get your aircraft back damaged, smoking, perforated like a teabag and make a crash landing and then escaping the wreck is just something I miss from the original. 2
curiousGamblerr Posted June 12, 2016 Posted June 12, 2016 I second this, used to love that in 1946! I still hit Ctrl+E after a belly landing out of habit from time to time.
216th_Lucas_From_Hell Posted June 12, 2016 Posted June 12, 2016 Considering there is human animation in the airfields for walking, and pilots are usually with some degree of trauma after a belly/crash landing, they could incorporate the regular walking animation into the pilot and have him stumble away before sitting down. Animation would have to be added differently for getting out of each aircraft though, and there would have to be parameters in place for situations when the cockpit or doors are jammed/stuck due to terrain or the aircraft being upside down, preventing a safe evacuation. That way you would still have the realistic and traumatic side of being stuck upside down in a burning plane with no chance to escape.
coconut Posted June 12, 2016 Posted June 12, 2016 On the subject of ejection, when you eject from the i16, the side doors are blown out. Not sure if it's supposed to be that way, did pilots really bother "opening the door" before jumping from an i16???
Requiem Posted June 13, 2016 Posted June 13, 2016 Being able to get out of a burning aircraft on the ground would be great! I would like to see the return of the first person bailout sequence like we had during the beta before it became external view immediately upon bailing out like we have now. 2
seafireliv Posted June 13, 2016 Posted June 13, 2016 Being able to get out of a burning aircraft on the ground would be great! I would like to see the return of the first person bailout sequence like we had during the beta before it became external view immediately upon bailing out like we have now. I would prefer that. I hate the extrenal view effect. Kills immersion for me. Hope they bring the 1st person mode back, i`ve never seen it.
Jade_Monkey Posted June 13, 2016 Posted June 13, 2016 Jumping out in first person with VR would be awesome.
ShamrockOneFive Posted June 13, 2016 Posted June 13, 2016 I noticed in Rise of Flight that they had some really cool water on the goggles effect when flying through rain and through clouds. It'd be interesting to see that kind of detail (perhaps on the next level) appear on the windscreens. I realize this would be more complex than on the googles (which is really just on the players viewpoint in RoF) but it would be neat!
Jade_Monkey Posted June 13, 2016 Posted June 13, 2016 I noticed in Rise of Flight that they had some really cool water on the goggles effect when flying through rain and through clouds. It'd be interesting to see that kind of detail (perhaps on the next level) appear on the windscreens. I realize this would be more complex than on the googles (which is really just on the players viewpoint in RoF) but it would be neat! They already answered a similar question. In short it seems like its a lot more complicated to do it over the canopy than over the goggles (which would be a filter for the entire screen). It sounded like they were not going to implement it any time soon. Too bad
ShamrockOneFive Posted June 13, 2016 Posted June 13, 2016 They already answered a similar question. In short it seems like its a lot more complicated to do it over the canopy than over the goggles (which would be a filter for the entire screen). It sounded like they were not going to implement it any time soon. Too bad Yep. I know. But seeing as this thread is about adding visual immersion... I'd definitely like to see that sometime. I'm guessing they may get around to it sometime.
6./ZG26_5tuka Posted June 13, 2016 Posted June 13, 2016 (edited) Not so eager for 1st person bailouts (although we had them and they were nice to have). I'm more looking forward to better instrument and material reflections as in RoF in cockpits. Edited June 13, 2016 by 6./ZG26_5tuka 1
coconut Posted June 13, 2016 Posted June 13, 2016 I dislike that grass grows around me as I move. I just can't stop focusing on that edge between dry land and high grass. When playing on the ground in tanks, the polygons that make up the landscape are too sharp and obvious. There are ways to smooth that out. Reflections on water are too pixelated. Shadows inside the cockpit are too pixelated. The list is pretty long, but in the end none of this matters too much to me. But it's things I hope will get better with time as the game keeps being developed. 1
seafireliv Posted June 13, 2016 Posted June 13, 2016 I dislike that grass grows around me as I move. I just can't stop focusing on that edge between dry land and high grass. When playing on the ground in tanks, the polygons that make up the landscape are too sharp and obvious. There are ways to smooth that out. Reflections on water are too pixelated. Shadows inside the cockpit are too pixelated. The list is pretty long, but in the end none of this matters too much to me. But it's things I hope will get better with time as the game keeps being developed. I was taxing in one mission, looking for the runway. I could see the edge of the grass and thought that must be the runway start. So I kept taxing and taxing and that little edge of grass kept appearing. This on maximum graphics. Yea, that short range pop-up grass is not very helpful. I like the grass, but does it really have to be that close before it vanishes?
Feathered_IV Posted June 13, 2016 Posted June 13, 2016 For me, I'm more in need of aural pleasure... That awful AI speech is killing it for me.
Frequent_Flyer Posted June 14, 2016 Posted June 14, 2016 For me, I'm more in need of aural pleasure... That awful AI speech is killing it for me. All these years of seeing your posts, I never knew you were into that
Jade_Monkey Posted June 14, 2016 Posted June 14, 2016 All these years of seeing your posts, I never knew you were into that Lol
CUJO_1970 Posted June 15, 2016 Posted June 15, 2016 I would like to see an even more dynamic damage model for aircraft. 1
216th_Lucas_From_Hell Posted June 15, 2016 Posted June 15, 2016 I have mixed feelings about the radio chatter here. They're going the right way, but it needs a lot of work and fine-tuning to get there. That standard exchange between the pilot and ground control ('Tiger, this is Swallow, pair, on station') very well-made for example, and something I always missed in the other game. It feels realistic and a good depiction of what you see on memoirs. On the other hand once the bullets start flying the AI gets a little weird over the radio, and the commands can give are in general very limited. The main problem appears to be in the logic system behind the radio calls. Many feel out of place or make no sense at all.
Feathered_IV Posted June 15, 2016 Posted June 15, 2016 I have mixed feelings about the radio chatter here. They're going the right way, but it needs a lot of work and fine-tuning to get there. That standard exchange between the pilot and ground control ('Tiger, this is Swallow, pair, on station') very well-made for example, and something I always missed in the other game. It feels realistic and a good depiction of what you see on memoirs. On the other hand once the bullets start flying the AI gets a little weird over the radio, and the commands can give are in general very limited. The main problem appears to be in the logic system behind the radio calls. Many feel out of place or make no sense at all. I know what you mean about the dialogue between pilot and control. It comes across better than the combat chatter which I find to be the most repetitive and unnatural of any sim I've owned in the last ten years. One aspect of the pilot/control dialogue that I really question however is the way the game delivers your own lines completely unbidden. When a pilot begins talking there is no way of knowing if it is actually your own character speaking or someone else. You can be halfway through a conversation before you realise the message is for you and your in-game self has already replied on your behalf. CloD does this as well and the whole speech system is a mess because of it. It would be so much the better if the player character was your Gordon Freeman style, silent protagonist until you key in something for him to say. It would be great if messages to the player were programed to flow like a real conversation. The controller for example calls you and waits for you to respond, then gives you his message. After that you key in the message received over and out and the conversation ends. If you do not respond he keeps calling for you a few times more, before finally giving you up for lost. It would be much better than hearing the controller just reading from his laundry list to nobody in particular with no introduction and no end, he needs to do something like the following: "This is control to Alpine 1 (the player or lead of your flight) Are you receiving?" He awaits your response. When none is forthcoming he repeats, "This is control to Alpine 1. Are you receiving?" Ah right! You need to do something here. You hit TAB and press the affirmative key. Yes I am receiving you... "Alpine one, enemy aircraft in sector G12. Bearing 220. Altitude 1600" Thank you control. You press TAB again and from the list of responses choose the Received and Understood option. Job done. You felt like you talked to someone and got some useful information in return. 4
Mac_Messer Posted June 15, 2016 Posted June 15, 2016 Visually : better cockpit damage modelling. I`ve flown close to 200 missions in this game now and I have yet to see my gauges or instruments peppered with bullet holes as opposed to the original where it happened often. Especially when I get wounded I`d like to have my panel full of holes and smoke/fire in the cockpit. As for the sound I really miss IL2 radio chatter. AI pilots warning me about enemy on my six, complementing my kills or telling others to bail out or wounded pilots screaming about bailing out. It really did wonders for my immersion, even in a period when I was flying online most of the time. In BoS flying offline feels lonesome. 2
216th_Lucas_From_Hell Posted June 15, 2016 Posted June 15, 2016 Nice ideas F_IV! The structure they have could really shine with some improvement, those are good examples of relatively simple implementations.
JG5Deadstik Posted June 18, 2016 Posted June 18, 2016 I want to be able to give other pilots hand gestures.... While on the mat starting up.... and not the nicest of nice gesture is what I am implying lol!
216th_Lucas_From_Hell Posted June 18, 2016 Posted June 18, 2016 Press ' (or whatever is the top left key on your keyboard) and a menu will appear which allows you to give pilots a thumbs up, point forwards and a 'kill' motion.
Picchio Posted June 18, 2016 Posted June 18, 2016 Visually, I'd like to see an improved shadowing system... I'd like to see shadows being cast by all the 3D elements in the cockpit. I'd like to see my own aircraft's shadow on the ground. I'd like to see shadows cast by trees onto the environment: especially with snow and sunny weather, what we have right now just doesn't look right.
seafireliv Posted June 18, 2016 Posted June 18, 2016 Visually : better cockpit damage modelling. I`ve flown close to 200 missions in this game now and I have yet to see my gauges or instruments peppered with bullet holes as opposed to the original where it happened often. Especially when I get wounded I`d like to have my panel full of holes and smoke/fire in the cockpit. As for the sound I really miss IL2 radio chatter. AI pilots warning me about enemy on my six, complementing my kills or telling others to bail out or wounded pilots screaming about bailing out. It really did wonders for my immersion, even in a period when I was flying online most of the time. In BoS flying offline feels lonesome. Totally agree, especially on the lack of AI pilot chatter. SP Campaign does feel quite lonely. 2
CF-105 Posted June 18, 2016 Posted June 18, 2016 (edited) As always, I would love a more immersive damage model, but that's not really "just one bit" of immersion, that's a bunch rolled into one. I think that hard landings can really break immersion for me, the way the gear still withstands the force of the entire plane smacking into the runway, but doesn't immediately break or collapse. The devs have done a good job with the gear damage in BoM, but it could be even better. Another thing that bothers me is how wings behave in high-G situations, they stay perfectly rigid, unflexing, until the moment they start to break. Also, the effects of over-G are binary, if you pull too hard, you suffer catastrophic structural failure, pull just barely not enough, and you are perfectly fine, not damaged at all. I would love for spars to be damaged dynamically, so that one overload might only bend a wing a slight amount, but 2 or 3 similar maneuvers could tear you apart. Edited June 18, 2016 by CF-105 1
Guest deleted@30725 Posted June 20, 2016 Posted June 20, 2016 (edited) I know what you mean about the dialogue between pilot and control. It comes across better than the combat chatter which I find to be the most repetitive and unnatural of any sim I've owned in the last ten years. One aspect of the pilot/control dialogue that I really question however is the way the game delivers your own lines completely unbidden. When a pilot begins talking there is no way of knowing if it is actually your own character speaking or someone else. You can be halfway through a conversation before you realise the message is for you and your in-game self has already replied on your behalf. CloD does this as well and the whole speech system is a mess because of it. It would be so much the better if the player character was your Gordon Freeman style, silent protagonist until you key in something for him to say. It would be great if messages to the player were programed to flow like a real conversation. The controller for example calls you and waits for you to respond, then gives you his message. After that you key in the message received over and out and the conversation ends. If you do not respond he keeps calling for you a few times more, before finally giving you up for lost. It would be much better than hearing the controller just reading from his laundry list to nobody in particular with no introduction and no end, he needs to do something like the following: "This is control to Alpine 1 (the player or lead of your flight) Are you receiving?" He awaits your response. When none is forthcoming he repeats, "This is control to Alpine 1. Are you receiving?" Ah right! You need to do something here. You hit TAB and press the affirmative key. Yes I am receiving you... "Alpine one, enemy aircraft in sector G12. Bearing 220. Altitude 1600" Thank you control. You press TAB again and from the list of responses choose the Received and Understood option. Job done. You felt like you talked to someone and got some useful information in return. This Edited June 21, 2016 by deleted@30725
-TBC-AeroAce Posted June 20, 2016 Posted June 20, 2016 Re the op isn't there an animation for the aaa gunners running and taking cover? So that part basically already exists. What would be hard Imo would be animating the pilot actually climbing out of the pit. 1946 just magically placed the pilot outside
216th_Lucas_From_Hell Posted June 21, 2016 Posted June 21, 2016 ...and if the aircraft was a tall one, like the TB-3 the pilot jumped and died when reaching the ground if the undercarriage was intact. Good stuff
Original_Uwe Posted June 21, 2016 Posted June 21, 2016 The one thing that's missing immersion wise? The horizon. Not even LA air quality is as bad/hazy as what we have in this series.
6./ZG26_5tuka Posted June 21, 2016 Posted June 21, 2016 That's one of the limitations of the engine. Hopefully it willl be improved over time because this is a real issue when flying at higher altitudes.
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