Enceladus828 Posted April 15, 2021 Posted April 15, 2021 (edited) First of all, I'd like to give a big thanks for everyone at Team Fusion for all of their hard work these past years, this is pretty phenomenal. I really enjoy flying the new planes that were added in DW-T, especially the ones that have never been in/flyable any previous flight sim such as the Wellington, Dewoitine, Ju-88C, early Beaufighter, Gladiator, Bf-110C-6, Hurricane Mk. IID, Martlet, Bf-108, etc; adding many ships that have only been in Silent Hunter 3 and 5, and not in any prior flight sim, and for giving us a proper and highly detailed North Africa setting. Lastly, I'd like to thank you for your dedication in releasing 18 19 patches since August of last year. Now that I've said that, here's a list of things that could be fixed/improved upon in coming patches: 1. More accurate shooting. I understand that the AI is not meant to be 100% accurate with shooting -- Jason even stated in an interview with Rod White that they could make the AI 'Superman', but then everyone would get shot down. What I am talking about here is that there are times where the AI shoots way off target, and it's not it's leading the target. I have noticed this several times in some missions and have a picture from mission 1 of the Desert Hawks campaign where this occurred. BTW, the Macchi did not descend, and the P-40C did not climb and just kept shooting in that position with all the shots missing. Had Autopilot on when this happened. 2. Trains being destroyed/damaged when colliding with each other: Used to do a lot of this in IL-2 1946 where 2 trains would collide head-on due to a breakdown in communication. I did it here and the trains went through each other without exploding or getting damaged. 3. Tree collisions for ALL aircraft. 4. Skid marks for airplanes when taxiing on sand, grass, or after a forced landing in a field, or on the desert. 5. I was flying a Blenheim in the mission where you bomb Calais and Bf-109s appear behind you. I managed to get away unscathed, but one of the Blenheims got shot at over Calais and lost several control surfaces. IMO, the damage to it would most likely cause uncontrollable flight, yet it managed to limp back. 6. When planes, especially undamaged planes, land back at base, after a while they disappear and it says " Pilot of 'plane' (AI) is dead". " AI in 'plane' crashed". Can we fix this please? Lastly, just some questions: 1. Is it possible for submarines to fire torpedoes? I once created a mission were a submarine was to torpedo an enemy ship, and no matter what it only fired its deck gun. 2. Any chance of adding French and Australian voices to the game? 3. Any chance of an NET (no earlier than) date for TrueSky? Edit: 4. Are there any consequences for taking off and landing a non-trop aircraft variant, and incorrect air filter positioning on the Tobruk map? Thanks guys. Picture for #5. Edited April 15, 2021 by Enceladus added a 6th thing to the list 3
Team Fusion Buzzsaw Posted April 15, 2021 Team Fusion Posted April 15, 2021 Hello Enceladus The accuracy of the AI pilots is adjustable in the Mission Builder. At lowest level, they will not hit much. At a high level, they can hit targets at extreme distances and even those which are moving fast and perpendicular to the firing aircraft. Typically most mission builders have a mix of skill levels on the different sides. You can adjust those skill levels by going into the mission file and changing the numbers if you feel the pilots are too inaccurate. Historically the big difference between the Ace and the ordinary pilot was shooting skill. It was extremely difficult to hit moving aircraft and most pilots would never achieve success unless they got very close and the target was not maneuvering. All of the other elements you mentioned are being considered for incorporation in upcoming modules. Regarding tree collisions: Which aircraft are unaffected by trees? You should be aware, only the main trunk of the tree has the capability to destroy an aircraft in a collision.... the branches do not have an effect. There are many recorded historical instances of aircraft flying through tree branches and surviving... we cannot create the type of detailed modeling required to have every trees branches accorded different levels of damage when collided with.
Enceladus828 Posted April 15, 2021 Author Posted April 15, 2021 20 minutes ago, Buzzsaw said: Regarding tree collisions: Which aircraft are unaffected by trees? It seems to be that tree collisions affect the player aircraft, but for the other aircraft, trees have no effect to them. 1
Team Fusion Buzzsaw Posted April 15, 2021 Team Fusion Posted April 15, 2021 2 minutes ago, Enceladus said: It seems to be that tree collisions affect the player aircraft, but for the other aircraft, trees have no effect to them. AI aircraft will not deliberately go below a certain altitude... (approximately 20 meters) unless landing... so normally they will not encounter trees. There may be instances where a crashing or fatally damaged AI aircraft might encounter trees... and no damage be seen when they contact that tree... but these aircraft would have crashed into the ground anyway... so the only element being lost is the visual display of the crash. At this point to add the extra load on the players computer required to track each and every AI aircraft and its proximity to trees is more than we want to add... there is already the fact the player computer has to track all other human flown aircraft. We would also have to re-program the AI to voluntarily allow them to go below their current minimum altitude, as well as to create object avoidance routines... all of which would add to the player computer load and which would require Coder time which we do not have available. 1
FTC_Karaya Posted April 16, 2021 Posted April 16, 2021 (edited) One thing I'd like to see improved is the winter Channel map. I really appreciate the fact that both the autumn and winter maps were updated to be on par with the summer map. However the winter map is a bit of an eye sore because literally everything is white. Would it be possible to rework the texture tiles so we have some variation in the amount of snow on fields. A field with less snow or no snow here and there would go a long way to improve the overall look of the winter season. Edited April 16, 2021 by Karaya 1
Mysticpuma Posted April 17, 2021 Posted April 17, 2021 (edited) On 4/16/2021 at 10:42 PM, Karaya said: One thing I'd like to see improved is the winter Channel map. I really appreciate the fact that both the autumn and winter maps were updated to be on par with the summer map. However the winter map is a bit of an eye sore because literally everything is white. Would it be possible to rework the texture tiles so we have some variation in the amount of snow on fields. A field with less snow or no snow here and there would go a long way to improve the overall look of the winter season. Originally there was an early Spring Map which was a work in progress and had a scattering of snow. This is the only image I can find of it but there were more which showed about 40% of the landscape covered in snow. Genuinely I can't remember but I think the decision to go with a complete snow map was made because of the file size for each individual map version? Edited April 17, 2021 by Mysticpuma 1
Enceladus828 Posted June 4, 2021 Author Posted June 4, 2021 (edited) A few more things to add 1. The collision bug is still present. The He-111 only loses its aileron Edited June 4, 2021 by Enceladus 1
TDK1044 Posted June 20, 2021 Posted June 20, 2021 (edited) I would love the option to start a mission just before the first encounter with enemy planes. Even if you select the option not to take off, you are still several waypoints away from any action. I understand that to some people the journey is part of the realism, but others like me use the time compression to get to the action faster. It would be nice to have the option to start the game a short distance from where the action will begin. Edited June 23, 2021 by TDK1044
Angry_Kitten Posted June 21, 2021 Posted June 21, 2021 the picture used for the collision bug, how do we get those gauges on screen? would be nice to have that when inside the cockpit
Angry_Kitten Posted June 21, 2021 Posted June 21, 2021 Then i want camels with lewis guns mounted for tobruk
Majakowski Posted August 8, 2021 Posted August 8, 2021 I would like to see some "advanced" (I would call them basic) possibilities in the mission builder. Something like "radio activation" of certain units making it possible - for example - to send rescue aircraft to a reported location when being near (as we won't see flyable flying boats or seaplanes) simulating giving coordinates back to base to be processed either for artillery strikes or air-sea rescue operations. Or some triggers that activate near a unit without having to write half a program to get it done. By the way, is there a documentation of what you can do via scripting? Also the AI needs much attention. I tried to fly some simple bombing missions without activating the AI autopilot but doing navigation myself. No way to get it done with AI wingmen as they won't follow and can't be ordered to attack ground targets or drop bombs with oneself as flight leader. I really hope and wish that these basic functionalities get fixed and not be neglected or sacrificed for the umpteenth Bf109 variant.
Buffo002 Posted August 10, 2021 Posted August 10, 2021 Statistics for each offline campaign It would be nice if this excellent flight simulator introduced statistics management functions for each offline campaign. Numbers of kills, types of aircraft, numbers of destroyed ground targets, etc. Furthermore, the name of the aircraft with which I fly and the setting of weapons (in the campaign). I think this is also hampered by a larger purchase of the product. 2
Mysticpuma Posted August 10, 2021 Posted August 10, 2021 Things I would love to see added: A B24 That'll do
Enceladus828 Posted December 12, 2021 Author Posted December 12, 2021 On the Tribal Destroyer (both 1940 and 1941 versions), there is a bug with how the propellers spin.
Mysticpuma Posted December 13, 2021 Posted December 13, 2021 On 6/21/2021 at 5:40 AM, pocketshaver said: the picture used for the collision bug, how do we get those gauges on screen? would be nice to have that when inside the cockpit Ctrl+F1 1
5th_Barone Posted December 16, 2021 Posted December 16, 2021 One thing would be nice to see improved would be ground handling. 2
LLv34_Flanker Posted December 17, 2021 Posted December 17, 2021 S! @5th_Barone In what way would you like it to be improved? One thing I would like to see reviewed is the tyre bursting at 200km/h during take-off. A heavy loadout plane, like 110, would need more speed to lift off safely. What I would like to see improved is the pilot map. It is a clutter fest with overlapping town names when zoomed in. Town names could scale accordingly to keep it clearer and readable.
5th_Barone Posted December 17, 2021 Posted December 17, 2021 (edited) Surely I would see improved the use of differential braking for the turns and the way plane taxi. At the moment, brakes are quite useless and turns are indeed quite sluggish. Once you slow down to a certain speed the wheels seems to anchor on the ground and that's quite odd. This would be for me the first thing that regarding ground handling should be reworked. The following steps would be to rework how the friction works depending on the surface the plane is on. But this is less essential imho. Edited December 17, 2021 by 5th_Barone
Mysticpuma Posted December 17, 2021 Posted December 17, 2021 (edited) I would just like the track recorder to be able to play back tracks without the aircraft juddering, jerking and warping across the screen and that is Single Player replay. Lots of issues currently with track player which makes creating videos practically impossible. Edited December 17, 2021 by Mysticpuma
LLv34_Flanker Posted December 18, 2021 Posted December 18, 2021 (edited) S! @5th_Barone Agree. And add a slight wind = makes turning even harder. Especially in single engine plane. Not so pronounced in twins as you can use differential throttle to assist. Othewise I like the taxiing etc. The planes do not want to spin like fidget spinners but have weight and some directional stability, if that is the right word for it. One issue though. The brakes. Maybe a bit too powerfull at the moment. Have to be really carefull when applying brakes or you end up nosing over. Only have some info on 109 and pilots stated you could brake hard without nosing over or tail lifting. They preferably let plane roll and slow down to save brakes as they lost efficiency if braking too hard and too long. On some shorter fields they had to brake harder though, but never nosed over due this. Just my 0.02€ Edited December 18, 2021 by LLv34_Flanker
5th_Barone Posted December 18, 2021 Posted December 18, 2021 The nose drilling the ground in the 109 has always been a problem on clod. And it's a problem of cg probably. Like you said I also always heard statements from pilot that you could hold the plane on brake with no problems. And that's make sense since it has a lot of weight in the tail (tank is behind the pilot and equipment like radios is quite far back).
Bobus Posted January 4, 2022 Posted January 4, 2022 Wellington bomber: NDB beacon indicator doesn't work, primary NAV frequency can't be set.
Enceladus828 Posted June 12, 2022 Author Posted June 12, 2022 Plane would lose all longitudinal stability and tumble from the sky almost immediately after losing both horizontal stabilizers, but it continued to fly as if the stabilizers were still there and just the elevators were missing or the control cables were broken. Bombers not dropping their bomb loads. Myself and 7 other Ju-88A-5s reached the target, however, only myself and 2 other bombers dropped the bombloads, the rest did not. Was from the mission, Dawn Over The Desert. Cheers.
Bf109Ace Posted August 20, 2022 Posted August 20, 2022 Hi All Coming into the "request session" a bit late. Clod and DW have many small inconsistencies and bugs that have been fixed over the years and praise and salutations to those who have been involved. Made the sim a WHOLE lot better. One thing that I would like to see is the stopping of the aircraft becoming casualties AFTER landing. After x amount of time the aircraft disappears and is counted as a loss. This makes setting up a campaign or sequential missions a nightmare, as no track can be kept of aircraft losses. Likewise the stats displayed at the end of a mission ( always in FMB, not sure if this happens in Single Player: Missions ), often/ sometimes does not reflect the ammunition expenditure. I might be beating an old drum, but can something not be done to fix these issues? Thanks in anticipation. 2
Larry69 Posted August 20, 2022 Posted August 20, 2022 (edited) Hello BF109Ace, I was also always annoyed by the disappearing aircraft after landing after a mission. But there is a remedy. Open the file of the respective mission with a text editing programme and add the following text: "DespawnAfterLandingTimeout -1". After that, the planes remain on the airfield until you finish the mission, unless they are damaged! Edited August 20, 2022 by Larry69 1 1
Bf109Ace Posted August 22, 2022 Posted August 22, 2022 Hi Larry69, Thanks for the tip! Works great and such a simple fix!! This now begs the question...... Why did the Devs not do this years ago???? Happy landings! 1
Enceladus828 Posted October 21, 2022 Author Posted October 21, 2022 Collision bug is still present. Knocked off the CR.42's wing with the left landing gear but the Gladiator kept flying as if nothing happened. 1
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