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Developer Diary 234 - Discussion


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Posted
2 hours ago, ZachariasX said:

 

This:

doesn't work for you?

 

When moving the mouse left or right with you move the yellow indicator to a position the tank turret now tries to reach. Only if you move the mouse cursor slower then the turret can rotate, the the gun will only travel as you exactly point it with the mouse. Faster movements make the turret lag the now appearing yellow indictaor. Just move the mouse pointer slowly.

 

You just say "it doesn't work". But what does it do on your end if you move the mouse?

 

 

I dont use HUD, but when I try to turn turret with the mouse slowly its quite OK, but if I try to turn faster, there is no way to stop the turret turning.

I have to wait or try to reset to default view (numlock 5), which immediately stop turning the turret, but it returns to the forward view.

 

So with the faster movements with the mouse I cant stop the turret moving even with slower movements with the mouse to opposite direction.

 

  

  • Like 1
Posted
Quote
2 hours ago, ZachariasX said:

 

This:

doesn't work for you?

 

When moving the mouse left or right with you move the yellow indicator to a position the tank turret now tries to reach. Only if you move the mouse cursor slower then the turret can rotate, the the gun will only travel as you exactly point it with the mouse. Faster movements make the turret lag the now appearing yellow indictaor. Just move the mouse pointer slowly.

 

You just say "it doesn't work". But what does it do on your end if you move the mouse?

 

 

I have a similar problem ?. The new yellow indicator is usefull to know the turret position in regarding to the vehicle, and that's important if the tank is moving... But it's too much fast ; a slight mouse movement sends the indicator at 180 degrees or more, I've tryed it at Expert and Custom settings and the result is the same , I can only handle it well when apply zoom magnification  ( just for the turret main gun ) . What sense is the future position point indicator of the gun is moving much faster than the turret?. The new system reacts directly to the zoom,  I think it is necessary to develop an optical magnification of the turret's own viewfinder as well as binoculars for the commander

  • Like 1
Posted
16 minutes ago, andres43 said:

I think it is necessary to develop an optical magnification of the turret's own viewfinder

When you mean the gunsight with viewfinder, it has magnification. This is the reason, why you can see better with it than as commander zoomed in. The gunsight view should be zoomed in, anyway, to get the correct view, like the gunners had. An additional way to zooming in, to make the turret turn slower is to reduce the mouse sensitivity. 

For this yellow mouse indicator, it is the most arcade possibility to handle this. Putting the indicator, where you want your turret to turn to, and then wait until the turret turned there. I hope noone thinks, this has anything to do with how it worked in real life. This is something of modern main battle tanks, but has absolutely nothing to do with a WWII simulation.

25 minutes ago, andres43 said:

binoculars for the commander

This a thousand times, plus the completely sense free turning back to twelve o'clock of the turret, when leaving gunsight view, which makes the tanks to large assault guns, as you loose too much time with the turning of the turret, when aiming to a side.

  • Like 1
Posted (edited)
On 11/1/2019 at 6:16 PM, Avyx said:

Bodenplatte and FC maps should have more buildings 

 

On 11/1/2019 at 8:26 PM, Gambit21 said:

 

That would be useful info on several levels.

 

Hello community,

 

firstly I want to say thank you to the developpers for their great work to shape the BoBP map to what it is today. Creating a map of Central Europe for a flight simulator is an at least ambitious goal and there's a risk to choke on it. After the release of the map I updated the most famous stretch of the River Rhine Valley between Ruedesheim and Koblenz and now I know how much work goes into the even most confined space. During two weeks time I spent almost every free minute on the Rhine Valley, beginning with research about the appearance of the villages in the 1930/40's. You may download the result from this location:

 

https://forum.il2sturmovik.com/topic/14803-the-groups-sharing-corner/page/8/?tab=comments#comment-834258

 

In my opinion we simply cannot expect the developpers to fill every corner of the Rhineland map with minute detail, not to mention the fact that too much "world" would affect the game performance. The missing white spots might be added by interested members of the community who want to provide more detail of their own backyard. Mission builders could then enhance their scenery with these updates in areas where more detail is required. I will continue along the banks of the River Rhine to Mainz/Wiesbaden and down to Nierstein/Oppenheim where Gen. Patton's 3rd US Army crossed the river on 23rd March '45.

 

However, from my experience and from other comments in this thread emerges a wishlist of elements crucial to recreate a credible Central European backdrop, elements which the developpers may consider to provide. My personal priorities are:

 

1. Castles and castle ruins in different sizes and shapes. These exposed landmarks are so typical for Germany, Belgium and France. The current toolbox provides several types of windmills but these buildings are to be found mainly in the Low Countries and Belgium close to the sea.

 

2. River barges to animate the long courses of the Central European streams. River traffic is an important part of the European transportation system throughout all countries so it shouldn't be absent. It was a primary target of allied fighter bombers during the late stages of the war.

 

3. Double track railway lines. As far as the German railway system is concerned it must be noted that currently only the most important main lines are present on the map. At least these main lines already present must be double tracked in order to resemble the prototype. Single track lines aren't credible in these locations. I suppose that the same applies to the Dutch, Belgian and French railways.

If time permits more railway lines could be added e.g. double tracked lines on the right bank of the River Rhine, of the River Moselle and secondary lines e.g. the one that calls Bastogne in Belgium.

If more time is available the major railway stations should be extended following the example of the Velikie Luki station and marshalling yards should be added (e.g. Bingerbrueck marshalling yard). Note that in the 1930's the European railway system was at its peak and railway sidings were sometimes as large as the adjacent cities. Seen from the air the first indication of a settlement may have been the rusty ballasted surface of the railway sidings.

 

4. Correct appearance of the motorway network. The first German motorways were opened in the 1930's and those are actually pictured on the map but they currently look like dusty country roads. In reality these roads - by the way an Italian invention from the 1920's - were revolutionary in design due to their two double lanes made of concrete slabs separated by a grass strip along the center line, features which are clearly visible from the sky and which make a difference. In the final stages of WWII these motorways helped the allied armies to quickly advance through Germany so they may figure in various ground attack and interception missions.

 

5. Extend the highway network. The German road system was a primary target of allied fighter bombers. The tighter the road network is the more targets it offers.

 

Cheers

 

Edited by Hamaha15
  • Upvote 11
Posted
1 hour ago, Voidhunger said:

I dont use HUD, but when I try to turn turret with the mouse slowly its quite OK, but if I try to turn faster, there is no way to stop the turret turning.

Adjustable mouse sensitivity is handy. I use the Logitech G series mouse. It has buttons to toggle sensitivity. Other than that, you just gotta learn where you moved your (virtual) mouse pointer and be able to move it back to the starting place without seeing it.

 

I think the current system is rather handy, as it doesn‘t require you to keep your mouse skating across the desk to get your slow turret to turn far. But it takes some practice to get used to it.

Posted (edited)
8 hours ago, ZachariasX said:

Adjustable mouse sensitivity is handy. I use the Logitech G series mouse. It has buttons to toggle sensitivity. Other than that, you just gotta learn where you moved your (virtual) mouse pointer and be able to move it back to the starting place without seeing it.

 

I think the current system is rather handy, as it doesn‘t require you to keep your mouse skating across the desk to get your slow turret to turn far. But it takes some practice to get used to it.

Yep i use slow sensitivity. It would be nice to have key binding for turret movement and correct it more precisely with the mouse.

Edited by Voidhunger
  • Upvote 1
Posted

@Han

 

Better and realistic way is turn turret on target by the buttons(simulate gunner pedals or hand levers for fast electric or hydraulic drive)  , and then precision aiming with mouse.

Block turn by mouse on big angles, 5-10 degrees limitation for "mouse turn" will be good as simulation manual precise aim. 

If developers make direction(yellow arrow) - no problem to limit that direction to +- 10 degrees, right?

Posted

Will there be a Career for Flying Circus?

Posted (edited)
13 minutes ago, Stolle said:

Will there be a Career for Flying Circus?

 

No, not unless they go ahead with a Flying Circus Volume Two (which we have no word on whether it will be made or not at this point). If you want career, you will need to use PWCG.

http://www.pwcampaignmanager.com/pwcgbos/web/PWCGBoS.php

https://forum.il2sturmovik.com/forum/99-pwcg-for-bos/

 

Edited by Redwo1f
PatrickAWlson
Posted

Per Tanks: played a mission for a couple of hours yesterday (failed every time, but what does one expect the first time out).  I managed to get some control by setting sensitivity ALL the way down to1.  Even then lost control sometimes.  It can be made to work but, speaking for myself, further refinement would be nice.  It also seems as if Tanks does not respect assignments to my throttle buttons.  Maybe because I have mouse set for turret control and not joystick?

 

Looking forward to the WWI ground units.

 

Thanks for the machine guns for WWII.  That allows me to at least add MGs to PWCG battles as an infantry element.

 

Posted (edited)
On 11/4/2019 at 7:46 AM, Hamaha15 said:

 

 

Hello community,

 

firstly I want to say thank you to the developpers for their great work to shape the BoBP map to what it is today. Creating a map of Central Europe for a flight simulator is an at least ambitious goal and there's a risk to choke on it. After the release of the map I updated the most famous stretch of the River Rhine Valley between Ruedesheim and Koblenz and now I know how much work goes into the even most confined space. During two weeks time I spent almost every free minute on the Rhine Valley, beginning with research about the appearance of the villages in the 1930/40's..............

 

Let me say up front that I love the BoBp map and fully understand that there are expected compromises to be had to make a map of such size and complexity flyable, so the following are not meant as any type of criticism, and are merely observations:

 

The absence of any power and or telegraph line network crisscrossing the landscape seems a tad strange, not a game killer by any means, just looks a tad off IMO, the addition of such infrastructure would also offer up yet another hazard for all us weed huggers to avoid.

 

Like the missing Rhine castles, dams are another rather prominent man made feature that would seem to be absent from Rhur industrial complex, either that or Operation Chastise was way more successful than was reported, or the camouflaging techniques used by the Germans are extremely effective, just take a trip along the Möhnesee to see what I mean.  

 

One last thing, not that there would have been much call for it historically I guess, but it does seem a tad odd that when flying axis and choosing trains as a target on the new map that we still get Soviet trains, ideally these should now just be re-purposed DR trains with allied equipment,  AA and the associated troops.

 

My 0.02 dollars worth......

Edited by spudkopf
Grammar, it's always the grammar
  • Upvote 2
Posted

I love this game. As a former Air Force Pilot, this is the most realistic game I’ve played relative to air combat. Their are a few suggestions I have though. I unfortunately can’t play online. I only have satellite internet available and it’s too slow so I play the campaigns and quick missions. As a former Air Force pilot and present airline pilot I like to fly formation off of the AI aircraft. I wish you guys would remove the AI that has other aircraft freak out when you fly close to them. That wouldn’t happen in most formations. Lead is supposed to fly a stable platform. The wingman’s job is to stay in position. Therefore when the lead plane, who would not be looking at the wingman freaks out when you get close it causes a situation where your more likely to hit the other plane. As opposed to just maintaining level flight.  Also with formations, lead aircraft should always give a power advantage to wingmen.  Limiting the power changes on the AI aircraft when flying enroute and home from combat missions would make the formation flying more realistic.  I have been able to fly wing takeoffs and landings with this game, but the AI freaking out when you fly close makes that much more difficult. You should change the landing pattern to an overhead style pattern where each plane flies over the numbers and pitches out for a landing.  I’d love to see a formation practice level. Two aircraft on the runway with the lead taking off and rolling through some basic aerobatics like a Loop, turns and a barrel roll ending with a landing to practice. On the quick play missions it would be awesome to be able to chose which aircraft in the formation your flying. Like I can chose to be a wingman instead of always taking off first. It would also be cool to have a formation lead give you orders like covering them or shifting from wing to trail.  The main aspect of Air Combat that is hard to simulate on a game is the teamwork involved.  Wingman covering lead aircraft and the mutual support involved.  It’s probably easier to simulate with on line play, but would add to the realism of the campaigns.

 

  • Thanks 1
  • Upvote 9
Posted
5 hours ago, Stolle said:

Will there be a Career for Flying Circus?

Dream on you can always use ROF more aircraft, better and larger maps, a career mode and is very well made it is to, balloons, a better sky (in my opinion), in fact a sim devoted to WW1 need I go on. Or you could wait a few years and with a bit of luck you may have FC  with all the ROF content in it.

Ok FC aircraft look better and and and.

 

Posted
9 minutes ago, CB77Don246 said:

Dream on you can always use ROF more aircraft, better and larger maps, a career mode and is very well made it is to, balloons, a better sky (in my opinion), in fact a sim devoted to WW1 need I go on. Or you could wait a few years and with a bit of luck you may have FC  with all the ROF content in it.

Ok FC aircraft look better and and and.

 

 

There is always Wings Over Flanders Fields Platinum Edition (just released) as well :)

  • Like 1
  • Upvote 1
PatrickAWlson
Posted
4 hours ago, Redwo1f said:

 

There is always Wings Over Flanders Fields Platinum Edition (just released) as well :)

Is that still based on the CFS3 engine?

Posted
22 minutes ago, PatrickAWlson said:

Is that still based on the CFS3 engine?

 

Yes, deep under the hood - but it isn't fair to call it a mod as it is torn and altered greatly. 80+ aircraft,  454 historically researched squadrons - a dynamic campaign sharing similarities to what you do, and the most sophisticated AI I have ever seen modeled in a flight sim to date. You will recognize some old members from RB3D over there as well I think (I know you got your roots there as well). 

  • Thanks 1
354thFG_Leifr
Posted

CFS3, now there's an old name where I had a lot of fun...

 

I digress, apologies.

Posted

hello Il-2,

 

Just got into the new expansion and have lots of fun,.... but something is missing.   The hawker typhoon developed a fearsome reputation as a ground attack fight bomber,  hated and feared by the German forces.

This was due to the weaponry, four canons in the wings, bombs, fuel tanks and a converted mortar round into a rocket by removing the mortar propellant and attaching a rocket motor in the propellants place,...... Sound  a little silly but it work'd brilliantly.

For some reason you have not included the rocket system for the typhoon in the latest release,  the rocket system was the most feared part of the aircraft arsenal and was used to destroy most of  the heavy Germany armour, and was the main attack weapon for a number of mission on German command HQ and other fortified emplacements mission during the main WW2 campaign.

 

Q>  Will the rocket system be included  in a later update,... or are going to nurf the fearsome Typhoon and if so,........why?

 

Click

  • Haha 1
Posted
3 minutes ago, Click said:

For some reason you have not included the rocket system for the typhoon in the latest release,  the rocket system was the most feared part of the aircraft arsenal and was used to destroy most of  the heavy Germany armour, and was the main attack weapon for a number of mission on German command HQ and other fortified emplacements mission during the main WW2 campaign.

 

The Hawker Typhoon is not in the game. You are confusing it with the Hawker Tempest, which is.

Posted (edited)

There isn't a Tiffy in game mate...

 

edit...Talon beat me to it, lol

Edited by Trooper117
Posted (edited)
15 minutes ago, Click said:

 

Q>  Will the rocket system be included  in a later update,... or are going to nurf the fearsome Typhoon and if so,........why?

 


As others have said, we have the Tempest, not the Typhoon. AFAIK the Tempest did not have rockets, so their absence is historically accurate.

 

The rockets weren’t that effective anyway. In Operation Goodwood, Typhoon pilots claimed to have destroyed 222 German tanks. When the British analysed the destroyed tanks, they found that only 10 had been destroyed by Typhoons.

Edited by [Pb]Cybermat47
Posted
2 hours ago, Trooper117 said:

There isn't a Tiffy in game mate...

 

edit...Talon beat me to it, lol

Well, there are static Typhoons. I found a hack where I can jump out of my plane, run over to a Tiffy and sit in it and make airplane noises. Very satisfying flight model, since it exists perfectly in my mind!

 

2 hours ago, [Pb]Cybermat47 said:


As others have said, we have the Tempest, not the Typhoon. AFAIK the Tempest did not have rockets, so their absence is historically accurate.

 

The rockets weren’t that effective anyway. In Operation Goodwood, Typhoon pilots claimed to have destroyed 222 German tanks. When the British analysed the destroyed tanks, they found that only 10 had been destroyed by Typhoons.

My effectiveness with rockets is even worse than my effectiveness with everything else...and that's saying something.

  • Haha 3
Posted
25 minutes ago, RedKestrel said:

I found a hack where I can jump out of my plane, run over to a Tiffy and sit in it and make airplane noises. Very satisfying flight model, since it exists perfectly in my mind!

Made my day!

  • Han unpinned this topic

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