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Discussion of Planned Improvements to DESERT WINGS - TOBRUK Game Engine


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  • Team Fusion
Posted

Please post comments and observations re. Team Fusion's plans for future improvements here.

  • Thanks 1
  • Buzzsaw pinned this topic
Posted

Hope that the one-on-one dogfight "quick missions" wouldn't always be identical no matter which plane isI used. Opponent does a couple passes, then climbs to 18k feet, makes a pass while diving to 300 ft on the way back to base and, hopefully, gets shot down on the way back; that is if it's "Spider-senses" don't make me run out of ammo by preternaturally dodging right as I pull the trigger while it's flying straight and level. 

 

Happens every time without exception. It even happens every time to YouTubers as well. 

  • Upvote 2
LLv34_Temuri
Posted

Regarding VR support, I posted this comment in the VR thread:

As someone who is working towards getting a VR rig, I’d like that kind of functionality in CloD.

  • Upvote 1
LLv34_Flanker
Posted

S! 

 

Looks like a solid plan. Personally for me the most awaited features are the new weather/cloud system and graphics refinements. VR comes third, but that has to wait a bit.. ? 

  • Like 3
Posted (edited)

[EDIT-as I was commonly known to do in school I have answered before reading the question] I see you have a few of these in the works-Good Job!?

 

 

In order of priority

 

Finish Original Sim

  1. Night
  2. Weather- including variable wind speed/direction at different altitudes
  3. Cockpit, landing and Nav Lights
  4. Make sure beacons and receivers operate like they should
  5. Fix existing AC known model and control errors
  6. Upgrade old cockpits to new standard
  7. Update a/c textures to 4K

Improve Existing Features

  1. Redo GUI, don't be shy about looking at what DCS or BoX have done. A unique key mapping assignment for each aircraft would be really nice.
  2. Improve Tobruk map artwork including getting the feel more like google earth looks with more naturally shaped and distributed features, ocean wave breakers, wakes from vessels etc
  3. Improve stats engine to make bombing count based on target assignment i.e. hangars, storage depots, transportation units etc , BoX is good template
  4. Broaden Loadout options to include torps, mines, frags etc
  5. Upgrade radar to add more realistic interaction

Future Features

  1. Tools to help MP hosts make dynamic persistent campaigns with rapid or automated object placement (incl. mine fields), moving, shooting and fighting ground and sea based AI, kill logging and tallying, map advancement
  2. A better integrated or separate mission planner map with tools like E6B calculator, magnetic declination, etc. Perhaps Curious Gambler could make one for Tobruk map
  3. Photo Recon tools

New Maps, AC and Domains

  1. Malta with carrier ops-(maybe rudimentary controlled u-boats?) , El Alamein, Tunisia
  2. Flyable Ju 52, SM.79, Sunderland, Boston, FW 200, Spit IX, Fw 190 A3, P38F, BF 109 G-2 & G-6

Way way in the Future

  1. Sicily, Anzio, Crete
  2. Do 217, Hs 293/Fritz-X, B-24,  Mustang B/C, 

:salute: skud

That should keep you busy for a while:popcorm:

Edited by ATAG_SKUD
  • Like 5
  • Upvote 8
Posted (edited)

Campaign / career mode wishlist:

- have squadron roster . Player should be assigned to a flight / schwarm . Keep track of kills , wia status, promotions. For aircrew as well.

- AI pilot skill should improve with experience

- Starting rank should be selectable. As Flight Leader / Squadron Leader, have some influence over mission planning

- Start in flight school option 

- Start date / theatre should be selectable and cover Battle of France , BOB, Desert War, Post-BOB Channel war (Rodeo missions etc)

- Realistic absence if wounded. Be able to request leave (and also be denied) , be rewarded with 48 hour pass etc

- Moving frontline... according to history would be enough

- Attrition / fatigue..stand down if losses are too big

- War news (optional)

- Mission frequency selectable. Realistic mission types and targets for the squadron.

- Object density selectable ( maybe needed if frame rate takes a hit...)

- Realistic career length / country. For example , a British pilot could complete a tour, serve as instructor for a period an then start a 2nd tour.

..etc

 

 

 

 

 

 

Edited by BB5000
  • Like 1
  • Upvote 2
Posted (edited)
3 hours ago, ATAG_SKUD said:

[EDIT-as I was commonly known to do in school I have answered before reading the question] I see you have a few of these in the works-Good Job!?

 

 

In order of priority

 

Finish Original Sim

  1. Night
  2. Weather- including variable wind speed/direction at different altitudes
  3. Cockpit, landing and Nav Lights
  4. Make sure beacons and receivers operate like they should
  5. Fix existing AC known model and control errors
  6. Upgrade old cockpits to new standard
  7. Update a/c textures to 4K

Improve Existing Features

  1. Redo GUI, don't be shy about looking at what DCS or BoX have done. A unique key mapping assignment for each aircraft would be really nice.
  2. Improve Tobruk map artwork including getting the feel more like google earth looks with more naturally shaped and distributed features, ocean wave breakers, wakes from vessels etc
  3. Improve stats engine to make bombing count based on target assignment i.e. hangars, storage depots, transportation units etc , BoX is good template
  4. Broaden Loadout options to include torps, mines, frags etc
  5. Upgrade radar to add more realistic interaction

Future Features

  1. Tools to help MP hosts make dynamic persistent campaigns with rapid or automated object placement (incl. mine fields), moving, shooting and fighting ground and sea based AI, kill logging and tallying, map advancement
  2. A better integrated or separate mission planner map with tools like E6B calculator, magnetic declination, etc. Perhaps Curious Gambler could make one for Tobruk map
  3. Photo Recon tools

New Maps, AC and Domains

  1. Malta with carrier ops-(maybe rudimentary controlled u-boats?) , El Alamein, Tunisia
  2. Flyable Ju 52, SM.79, Sunderland, Boston, FW 200, Spit IX, Fw 190 A3, P38F, BF 109 G-2 & G-6

Way way in the Future

  1. Sicily, Anzio, Crete
  2. Do 217, Hs 293/Fritz-X, B-24,  Mustang B/C, 

:salute: skud

That should keep you busy for a while:popcorm:

Really good inputs. I would add improvements in visibility in Wellington cockpit and a flyable Avro Lancaster for my whish list.

Edited by tovarisch
Posted

The list of proposals looks good, though I'm not sure I'd make the ' integrated Air/Land/Sea system' a priority - it looks like a lot of work, and could become a real time sink to get right. On a more fundamental level though, I'd have to ask what TFS considers its objective to be. If the idea is to attract new players at a significant rate, rather than to satisfy the needs of the existing player base, it might be wise to take a long hard look at the experience new players go through. People who've flown CloD for years tend not to notice just how awkward and counter-intuitive the user interface is, and how difficult it can be to set up things that they would expect to be simple - the mess that armaments selection is in being the obvious example. In my opinion, if the end result is intended to attract new customers in significant numbers, getting the initial experience right needs to be the number one priority. And that may require a fundamental interface redesign.

 

These sorts of changes may not be practical though (I fully understand the limitations of working with a small part-time team), and might not be particularly popular with some within the existing player base, who know the work-arounds etc, and would prefer new content. Ultimately, I suppose it depends on what TFS's ambitions are: what you should be doing now depends on where you expect to be in say five years time. Maybe TFS could give some sort of indication of what they are working towards, as a long-term objective. Keep existing customers supplied with new content? Or attract new players in large numbers? 'Both' would be ideal, but given limited resources, one or the other may have to be the priority, and may involve making compromises that some may not like.

  • Like 3
  • Confused 1
  • Upvote 7
Posted (edited)
4 hours ago, ATAG_SKUD said:

[EDIT-as I was commonly known to do in school I have answered before reading the question] I see you have a few of these in the works-Good Job!?

 

 

In order of priority

 

Finish Original Sim

  1. Night
  2. Weather- including variable wind speed/direction at different altitudes
  3. Cockpit, landing and Nav Lights
  4. Make sure beacons and receivers operate like they should
  5. Fix existing AC known model and control errors
  6. Upgrade old cockpits to new standard
  7. Update a/c textures to 4K

Improve Existing Features

  1. Redo GUI, don't be shy about looking at what DCS or BoX have done. A unique key mapping assignment for each aircraft would be really nice.
  2. Improve Tobruk map artwork including getting the feel more like google earth looks with more naturally shaped and distributed features, ocean wave breakers, wakes from vessels etc
  3. Improve stats engine to make bombing count based on target assignment i.e. hangars, storage depots, transportation units etc , BoX is good template
  4. Broaden Loadout options to include torps, mines, frags etc
  5. Upgrade radar to add more realistic interaction

Future Features

  1. Tools to help MP hosts make dynamic persistent campaigns with rapid or automated object placement (incl. mine fields), moving, shooting and fighting ground and sea based AI, kill logging and tallying, map advancement
  2. A better integrated or separate mission planner map with tools like E6B calculator, magnetic declination, etc. Perhaps Curious Gambler could make one for Tobruk map
  3. Photo Recon tools

New Maps, AC and Domains

  1. Malta with carrier ops-(maybe rudimentary controlled u-boats?) , El Alamein, Tunisia
  2. Flyable Ju 52, SM.79, Sunderland, Boston, FW 200, Spit IX, Fw 190 A3, P38F, BF 109 G-2 & G-6

Way way in the Future

  1. Sicily, Anzio, Crete
  2. Do 217, Hs 293/Fritz-X, B-24,  Mustang B/C, 

:salute: skud

That should keep you busy for a while:popcorm:

I add  Mc200 Saetta, a must for this map... And priority about map graphics, ok it's a desert, but too much "graphically" desert... 

Edited by EAF51_Luft
  • Like 2
  • Upvote 2
No.54_Reddog
Posted
Quote

-  Addition of an integrated Air/Land/Sea system which will allow the players to control the ground vehicles and ships.  Basically a player will be able to pull up a screen showing the various vehicle formations and ships... and to be able to create new waypoints and orders for these elements.

 

Essentially this will allow the player to control these AI elements and order them to attack or maneuver.  This will add to the overall immersion of the Sim, and provide the opportunity to experience a realistic battlefield environment.

@Buzzsaw I'm interested in this, but also concerned. Is this intended to be a default option, SP only, MP Compatible etc? If it were to be MP compatible, please ensure that it is possible to ensure that a) certain players only can use this, b) that certain AI groups/Elements are able to be exempt from this. I can very much see the potential for this to add massively to certain roles such as a Ground Commander, or Air Commander but if it's a free for all then it could be a PITA. Its also imperative that mission makers are able to safeguard against players randomly "doing stuff" with assets. For example, someone signing in as a Red player, sending all air assets to point B, in order to switch sides and either farm said assets, or avoid them knowing they're not at point A.

  • Like 2
Posted

 

”Essentially this will allow the player to control these AI elements and order them to attack or maneuver.  This will add to the overall immersion of the Sim, and provide the opportunity to experience a realistic battlefield environment.”

 

Flying as a NCO and commanding ground forces, immersive ? Not so sure about that statement...

343KKT_Kintaro
Posted
1 minute ago, BB5000 said:

Flying as a NCO and commanding ground forces, immersive ? Not so sure about that statement...

 

 

We talk about IA. I guess that all of this will be pre-prepared in the missions editor.

 

Otherwise, generally speaking, the list of improvements looks absolutely fantastic.

 

I look forward to the clouds and trees improvements. Please take your time: even if the sim remains the same for one entire year, this will be acceptable if the final rendering is good.

 

Are there stil any non-collidable trees in "Cliffs of Dover"? I tested a few times and, apparently, the 2011 status with non-collidable trees is completely behind us. In the present day, all trees in "Cliffs of Dover" are collidable. I'm I wrong?

Posted
11 minutes ago, BB5000 said:

 

”Essentially this will allow the player to control these AI elements and order them to attack or maneuver.  This will add to the overall immersion of the Sim, and provide the opportunity to experience a realistic battlefield environment.”

 

Flying as a NCO and commanding ground forces, immersive ? Not so sure about that statement...

I'm guessing this is maybe something along the lines of what Air Marshal was going to be someday. I think this will open up a whole new dimension in the game. Agree, somebody has to be in charge if MP-that's ok. I love it

:salute:

skud

 

Posted
45 minutes ago, 343KKT_Kintaro said:

Are there stil any non-collidable trees in "Cliffs of Dover"? I tested a few times and, apparently, the 2011 status with non-collidable trees is completely behind us. In the present day, all trees in "Cliffs of Dover" are collidable. I'm I wrong?

 

Yes, they are and in a good way, you can pass through leaves, but colide with trunk. :good:

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343KKT_Kintaro
Posted (edited)

Thank you Sokol1, let's look forward to further improvements by means of the Speedtree software. Anyway, I like the trees as they are in the sim. If they look better it's ok, that's all, I'm not in a rush for that. Otherwise, well-rendered volumetric clouds... that's gonna be great! As I said, take your time TFS, the final result is more important than fan's impatience. Do not let yourselves be swayed by them...

Edited by 343KKT_Kintaro
do not LET yourselves
  • Like 1
Posted

Compatibility with SimShaker-Wings software for force feedback seating would be great and especially if it was available sooner rather than later.

 

Happy landings,

 

56RAF_Talisman

  • Upvote 2
Posted

Just out of curiosity: The Bf-108 - are there plans to improve it? Such as being able to fly from the co-pilot's seat (or even ride in a passenger seat)? It looks feasible and I was wondering if it might have been a planned feature that was delayed in order to include the Bf-108 as part of the initial release (instead of delaying it - as I had heard suggested). I'm asking this as the Bf-108 has become something of a favourite of mine.

 

Regarding directing ground units... one issue is that their effectiveness in the game may not match their effectiveness historically. So, it'd be interesting to discuss the possibility of using some underlying calculation to determine which unit should be advantaged and automatically adjusting their accuracy (perhaps using scripts during the mission itself) to control when and where they succeed. It might also be a bit important to model the chance of tanks breaking down (as that was a very significant source of attrition). Of course, it would be fun to control units without having these features - it just isn't as strategically meaningful. I also think it'd be pretty cool to have a catapult launched floatplane someday - and have it be able to direct a ship (e.g. radio course changes to avoid a submarine, or even radio corrections for the fire of the naval guns). That is a lot of additional coding of course... but since the idea of remotely directing ground units was raised it seems, well, relevant.

  • Team Fusion
Posted
7 hours ago, No.54_Reddog said:

@Buzzsaw I'm interested in this, but also concerned. Is this intended to be a default option, SP only, MP Compatible etc? If it were to be MP compatible, please ensure that it is possible to ensure that a) certain players only can use this, b) that certain AI groups/Elements are able to be exempt from this. I can very much see the potential for this to add massively to certain roles such as a Ground Commander, or Air Commander but if it's a free for all then it could be a PITA. Its also imperative that mission makers are able to safeguard against players randomly "doing stuff" with assets. For example, someone signing in as a Red player, sending all air assets to point B, in order to switch sides and either farm said assets, or avoid them knowing they're not at point A.

We would have options for the Server builder to set minimum time limits that a player must have been on the server on the blue or red side before they can change the AI ship/vehicle waypoints.  And once a set of waypoints have been set, they cannot be re-set for a period of time.

 

Also, a player may need to spawn in a particular type of vehicle or ship to do so.

 

For example, we have included the Dorchester Command vehicle which was used by commanders on both sides in the campaign.

 

And we could allow on the person who has spawned on a designated type of ship.... for example one of the Battleships... or the Italian Heavy Cruiser, to set waypoints for the ships.

 

An ordinary player in an aircraft could not change Ship/Vehicle waypoints.

  • Like 2
  • Upvote 2
Posted

Planned features look great.

 

I don't really see a ton of use for controlling ground units and ships from the air personally, in most MP and SP missions it's not a huge focus. It is a very cool feature nonetheless, I think the only other sim that does it is DCS combined arms. If I could decide the development I would overhaul the GUI, AI, or make a dynamic career mode instead of controlling ground units. Now that I say that, controlling ground units could be very fun IN a dynamic career mode. But I am not Team Fusion and it's up to them.

 

I am very excited for the new clouds and weather, I think that is definitely one of the most important updates, along with VR. The sooner the better for these features!

Posted

Did not see any mention of career/dynamic campaign on your list -- and that is very concerning.

343KKT_Kintaro
Posted
1 hour ago, Avimimus said:

Just out of curiosity: The Bf-108 - are there plans to improve it? Such as being able to fly from the co-pilot's seat (or even ride in a passenger seat)?

 

 

I remember that in the old "IL-2 1946", during any campaign's mission, if one of us landed on enemy terrotory within the very same area  where a friendly pilot just had bailed out previously with his parachute... and after that managed to take off ang go back home with the rescued collegue... this counted as if the pilot that had jumped into enemy territory had been set free, not being a POW during the remaining missions in the campaign. The real thing is that in "IL-2 1946" all jumped pilots disappear after a few seconds, thus the planes taking off after landing weren't really taking any new passenger...

 

"Deadstick: Bush Flight Simulator" is an upcoming sim. On "Deadstick" you can walk on foot on the landscape for hours, you can walk all the map if you want, from one airfield to another.  And you can jump into any plane at any spot on the map. Imagine now that in "Cliffs of Dover" this subjective walking function exists for all virtual pilots and crew members. You just bailed out over enemy territory... but a comrade, a friendly, arrives on board his Bf 108, lands... and you take a seat on board! he takes off and manages to reach your lines... you are rescued! That would be amazing in our campaigns, co-ps, or even in our dogfight servers.

  • Upvote 2
Posted (edited)

After a sorting few Gremlins to do with controls, I am glad I got Tobruk. The game's plane set offers excellent variety and detail now, with so many different types. I would definitely recommend it to anyone who remotely enjoys CloD.

Edited by 71st_AH_Barnacles
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  • Team Fusion
Posted
16 minutes ago, Redwo1f said:

Did not see any mention of career/dynamic campaign on your list -- and that is very concerning.

We are working on a DCG.

 

That is not a core game engine change... it is something which would use the existing FMB functions.

  • Like 2
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ITAF_Airone1989
Posted

I'm really curious about dynamic weather...

If I understood correctly with this system the weather will change through the time..

 

Will this also allow us to have different weather in different part of the map?

Like: light cloud in the South and heavy cloud in the North...

 

  • Team Fusion
Posted
6 minutes ago, ITAF_Airone1989 said:

I'm really curious about dynamic weather...

If I understood correctly with this system the weather will change through the time..

 

Will this also allow us to have different weather in different part of the map?

Like: light cloud in the South and heavy cloud in the North...

 

Would recommend you look at the trueSKY site and their videos... they have a lot of detail there.

Posted (edited)
39 minutes ago, Buzzsaw said:

Would recommend you look at the trueSKY site and their videos... they have a lot of detail there.

 

It looks really good if it can be integrated. I'd miss the existing water though - the water in Cliffs was always a strong point (in some ways better than Great Battles) and was very memorable back in 2011... but if one can get more flexible transparencies for hunting subs or updated wakes or really anything without it being a tremendous amount of work - I'm sure we won't mind!

Edited by Avimimus
343KKT_Kintaro
Posted

Mmmmmm... let's read again :

 

"Addition of an integrated Air/Land/Sea system which will allow the players to control the ground vehicles and ships.  Basically a player will be able to pull up a screen showing the various vehicle formations and ships... and to be able to create new waypoints and orders for these elements.

 

Essentially this will allow the player to control these AI elements and order them to attack or maneuver.  This will add to the overall immersion of the Sim, and provide the opportunity to experience a realistic battlefield environment."

 

This is fantastic! When connecting to dogfight servers, or playing in a co-op,  two players who do not really want to fly an aircraft could play the "high command" or "army staff" of each side. Just like two chess players they could face each other at strategic level... while we, the pilots and crew members on board our aircraft, do our duty at the tactical level of action.

 

I didn't get it at first, but I went back to the text and this time found it's a brilliant idea.

Posted

That looks like a very solid and laudable set of objectives.  If you can deliver all that within a reasonable timeframe, I for one will be a very happy end user.

  • Team Fusion
Posted

Added more detail regarding the Integrated Air/Land/Sea system.

Posted

Totally scrap the current GUI and create a new one  - including a new QMB. Create some type of career system....   

  • Upvote 1
  • Team Fusion
Posted
6 minutes ago, gn728 said:

Totally scrap the current GUI and create a new one  - including a new QMB. Create some type of career system....   

We are looking at re-building the GUI... but this will not happen till the next module... if we get there.

 

Re-building the GUI is an enormous task.

 

In the meantime, we are continually looking at ways we can implement incremental improvements to the existing GUI.

  • Like 2
  • Upvote 2
Posted

A feature I have never seen actually implemented in any sim but something I liked to do was to have AI pilots that were either co-op or single player, and the more missions they flew (successful) would improve their skills and gunnery.  If you could keep your AI squadron mates alive, your squadron benefits from it.  Playing other flight sims over the last 30 years it was always a real task to ignore your own score and simply try to keep at least your flight leader or later your wingman alive. I found that more challenging because the AI could really be a bonehead sometimes.

  • Like 3
  • Team Fusion
Posted
12 minutes ago, LarryLudwig said:

A feature I have never seen actually implemented in any sim but something I liked to do was to have AI pilots that were either co-op or single player, and the more missions they flew (successful) would improve their skills and gunnery.  If you could keep your AI squadron mates alive, your squadron benefits from it.  Playing other flight sims over the last 30 years it was always a real task to ignore your own score and simply try to keep at least your flight leader or later your wingman alive. I found that more challenging because the AI could really be a bonehead sometimes.

We would hope to include this feature in the DCG we are working on.

  • Like 4
Posted (edited)
2 hours ago, LarryLudwig said:

A feature I have never seen actually implemented in any sim but something I liked to do was to have AI pilots that were either co-op or single player, and the more missions they flew (successful) would improve their skills and gunnery.  If you could keep your AI squadron mates alive, your squadron benefits from it.  

 

Yes it has been done before...and indeed it has right over here in our local neighborhood (re: PWCG) ?

 

(as does Lowengrin's DCG for Il2 1946 and I believe both Wings Over the Reich and WOFF -- and Falcon 4 (did it not(?) - I think...trying to remember)

 

...anyway, it is a nice more immersive feature to have for sure :)

Edited by Redwo1f
No.54_Reddog
Posted
12 hours ago, Buzzsaw said:

We would have options for the Server builder to set minimum time limits that a player must have been on the server on the blue or red side before they can change the AI ship/vehicle waypoints.  And once a set of waypoints have been set, they cannot be re-set for a period of time.

 

Also, a player may need to spawn in a particular type of vehicle or ship to do so.

 

For example, we have included the Dorchester Command vehicle which was used by commanders on both sides in the campaign.

 

And we could allow on the person who has spawned on a designated type of ship.... for example one of the Battleships... or the Italian Heavy Cruiser, to set waypoints for the ships.

 

An ordinary player in an aircraft could not change Ship/Vehicle waypoints.

 

All I would say is try to keep it as flexible and as customizable as possible to allow mission makers freedom to implement it as they see fit.

Posted

Hi Buzzsaw. 

Regarding the night time environment, we all know the colours are terrible as is the transition from night to daytime in the current engine. 

 

As I understand it, TruSky brings its own lighting engine and it includes its own sky boxes too? With that in kind, have the team been able to test TruSky and see what effects this has on the awful sky banding and also how the night-time environment colours are affected and what the lighting looks like through the night and transition to daytime? 

 

Reading your input it looks like this is likely the first big update we will see (non bug fix) so would it be possible to ask Pattle to concentrate on a few video updates of the new weather system in action showing night and daytime features TruSky will bring? 

 

One final question. 

Now that Tobruk is out are there any thoughts on talking with 1C and asking if TFS will be able to release (while v6.00 is being created) aircraft packs in the interim. We know the map has taken the longest time and creating a huge amount of aircraft for v.500 was vastly time consuming but now it is out, rather than wait another 2-3 years for v6.00 and another large expansion, could it be considered that matched aircraft pairs be created by the team and released as collector aircraft for $20-25 thus giving the team an injection of cash and allowing them to keep development rolling on wherever v6.00 takes us (Italy?). 

 

I know it will probably require a renegotiation of the contracts but it's probably the best way to keep interest fresh and the forums talking about CloD? 

 

Cheers, Mysticpuma 

  • Like 2
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Posted
On 8/15/2020 at 10:02 AM, ATAG_SKUD said:

[EDIT-as I was commonly known to do in school I have answered before reading the question] I see you have a few of these in the works-Good Job!?

 

 

In order of priority

 

Finish Original Sim

  1. Night
  2. Weather- including variable wind speed/direction at different altitudes
  3. Cockpit, landing and Nav Lights
  4. Make sure beacons and receivers operate like they should
  5. Fix existing AC known model and control errors
  6. Upgrade old cockpits to new standard
  7. Update a/c textures to 4K

Improve Existing Features

  1. Redo GUI, don't be shy about looking at what DCS or BoX have done. A unique key mapping assignment for each aircraft would be really nice.
  2. Improve Tobruk map artwork including getting the feel more like google earth looks with more naturally shaped and distributed features, ocean wave breakers, wakes from vessels etc
  3. Improve stats engine to make bombing count based on target assignment i.e. hangars, storage depots, transportation units etc , BoX is good template
  4. Broaden Loadout options to include torps, mines, frags etc
  5. Upgrade radar to add more realistic interaction

Future Features

  1. Tools to help MP hosts make dynamic persistent campaigns with rapid or automated object placement (incl. mine fields), moving, shooting and fighting ground and sea based AI, kill logging and tallying, map advancement
  2. A better integrated or separate mission planner map with tools like E6B calculator, magnetic declination, etc. Perhaps Curious Gambler could make one for Tobruk map
  3. Photo Recon tools

New Maps, AC and Domains

  1. Malta with carrier ops-(maybe rudimentary controlled u-boats?) , El Alamein, Tunisia
  2. Flyable Ju 52, SM.79, Sunderland, Boston, FW 200, Spit IX, Fw 190 A3, P38F, BF 109 G-2 & G-6

Way way in the Future

  1. Sicily, Anzio, Crete
  2. Do 217, Hs 293/Fritz-X, B-24,  Mustang B/C, 

:salute: skud

That should keep you busy for a while:popcorm:


Great list.

id rather put the Martin Baltimore instead of Boston

  • Like 2
Posted (edited)
10 hours ago, Buzzsaw said:

We are looking at re-building the GUI... but this will not happen till the next module... if we get there.

 

Re-building the GUI is an enormous task.

 

In the meantime, we are continually looking at ways we can implement incremental improvements to the existing GUI.

Can I suggest as a starting point for incremental GUI improvements is getting rid of the key bindings for things that really need an axis like pitch, yaw and roll and updating the minimum requirement to having a stick and rudder? You can't fly this thing with a keyboard-it's impossible

:salute:

skud

Edited by ATAG_SKUD
Posted

In conversations with many other IL2 .. DCs etc users... please get rid of the ridiculous rabid kangaroo hopping/takeoff ... just smooth it out .. it is ruining a sim beyond its cause. 

Absurd. Really. Do your self a favour.

 

  

  • Upvote 1
Posted

New weather looks amazing!! Can’t wait to see it integrated. Very happy to hear it will be fall / winter 2020 !!

 

As for VR I think this is also hugely exciting. I don’t have VR and this is the game that will make me buy a VR system. Waiting with baited breath!

 

Good luck!

  • Like 1

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