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Type of improvement: Graphics and Gameplay

Explanation of proposals: If there is not time for variety please make ability to draw clouds bigger in height. Those present looks more like pancakes. What make sky unique and beautiful, danger or asylum like not clouds? They need some love.
 

Benefits:  immersion, aesthetics, realism

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Type of improvement: Graphics

 

Explanation of proposals: Modify dynamic resolution so the resolution is degraded only at the margins of the screen, leaving a small center view area at the normal resolution (fixed foveated rendering)

Maybe this can be accomplished through NVIDIA Multi-Res Shading: "MRS enables us to decrease the resolution of the game’s graphics on the periphery of the screen, improving performance without affecting image quality on the center of the screen where your eyes are focused during gameplay"

 

Benefits: Improved performance, especially relevant to VR implementation. Also "foveated rendering" is a huge selling point :)

Edited by Nibbio
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Type of improvement: Gameplay

 

Explanation of proposals: To completely remove the sliding canopy was a fairly common practice in the VVS. Mainly because it let them bail out of the planes instead of crash and burn, but also because it greatly improved visibility/situational awareness.

 

I'd like to see an introduction of a "modification" to completely remove the sliding canopy from Russian fighters (same category of modifications like removing head protection in Bf 109s, adding armoured glass, etc) to gain those benefits, while also reducing the drag and increaseing the visibility to the back even more..

 

Benefits: A plane flying with a removed sliding canopy rather than an open sliding canopy would suffer slightly lower drag, weight a tiny bit less, and improve pilot visibility.

  • Upvote 6

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Type of improvement: Interface / Graphics / Gameplay

 

Explanation of proposals: An option to have the Briefing screen show as knee boards instead of a large image taking up the FOV.

 

Benefits: Flying in VR bringing up the current objectives window is a real immersion killer, but I believe that it would benefit all players regardless to provide the suggested proposal. The idea would show the map of the route with Waypoints and markers on a knee board pad instead of as a window if selected in the game options.

 

I would not expect any interactive control of the knee board with the mouse as exists with the current implementation, however and option much like the DCS implementation where a previous and next page could step through waypoints or action points of the route would be fantastic.

  • Upvote 2

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Type: Interface

Explaination: Fix/Add chat history to the in-flight briefing map display. At least so it appears like in the pre-flight briefing menu.

Benifits: Not having to request "repeat" or saying "sorry, what? I didn't get it because of the 20 PLAYER destroyed Opel Blitz truck" destruction streak..."

  • Upvote 2

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Type: User nterface

Explainatiob[/n]: Add displaying ping in the server browser to the refreshing function of the server browser

Benifits: So fidning out what ping people get to a particular server is easier
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Type: Gameplay

Explaination: ​Start with trim set to take-off or neutral mode if the player started on the ground

 

Benifits: Less hassle for players
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Type: Engine / Interface

Explanation: Lock the mouse in the game window unless alt-tabbing out

Benifits: Allows "square-screen" players to play with the benifits of higher aspect ratio monitor screens without suffering the problems of accidentally clicking out of the window (or alt-tabbing out). Some other players also have an issue with duel monitors where they accenetally click out as well.
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Type: Interface

Explaination: Provide debugging controls/details within the game

Benifits: Helps more efficient bug finding/reporting/information

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Type: Gameplay / Graphics

Explaination: Improve lighting on a low level of detail  (lod) model

Benifits: Helps spotting players. As a 5:4 1080p user, I cannot even identify between a yak and a bf109 from the rear at 200 meters. That's just about the same distance in which the netcode fails to predict angles and tracers miss (and hit me) 150-200 meters behind.
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Type: Netcode

Explaination: Add an option and functionality for the players to toggle client-side angle/orientation prediction of other aircraft

Benifits: Players with high ping can actually see if a tracer is even close to hitting them. The side effect is that planes will look twitchy without decent quality client prediction of other player's angles (which is what you see in war thunder)

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Type: Gameplay: 'intermediate' reality mode for SP campaigns

 

Explanation:

Piloting Assistance: only 'autopilot' enabled

Simplifications: only 'warmed up engine' enabled

Gameplay: only 'object markers' and 'navigation markers' enabled

 

Benifits: 'object markers' help people with non-high res display and non-eagle eyes (but ready to use CEM); 'autopilot' helps people smoking and drinking beer or wine between takeoff and action. Could be rated for 75% difficulty.

Edited by sniperton

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Type of improvement: Full Mission Editor

Explanation of proposals: Realistic limitations to fuel, ammunition and spare parts

When building a map for online playing, the creator can set an amount of available ammo, fuel and spare parts to each individual airfield (or make them unlimited). Everytime a player takes of with a plane, a certain amount of ammo and fuel is removed from the storage. If he lands on his home field, the amount of fuel and ammo remaining in his plane is transfered back to the storage. If his plane was damaged, spare parts are being removed.

Moving trains or convois with trucks could transport these supply goods to the airfields and thus make themselves interesting targets for the enemy. These limitations should be made optional of course.

Benefits: Playing online would be more dynamic and realistic and players would have greater influence. In old Il-2 days we just took off, destroyed the target and returned. There was no need for tactical considerations and plans because nobody felt a difference even if thousands of trucks and trains were destroyed. But in historical terms sufficient supply was, especially in Russia, the backbone and weak spot of both sides.

 

+1. Server side perspective:

Add corresponding RCON serverinputs to query/add/deduct personal/total resources from the airfield. This allows external command software to handle complex logistics logic.

 

Type of Improvement: Full mission editor / mission building

Explanation of proposals: Currently, if you want to draw a frontline to the map, you need to target link the icon MCUs to tell where the frontline goes. This is fine for small missions with near-static frontline. For larger, more dynamic missions, this is very cumbersome. Implement an icon type and logic that doesn't need icon MCU target linking. Instead client/server will automatically draw frontline between the new frontline type of icon MCUs that are currently active.

Benefit: Makes it a lot easier to use dynamic frontlines in big missions.

+1. Old IL-2 had these flags (blue/red) that you put on the map, and the border was automagically generated between them. Using these flags in the new IL-2 would allow dynamic border lines by activating/deactivating them.

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Type of improvement: Multiplayer
Explanation of proposals: Radar(spotter) modes / options:

1) Show own plane. After some update not so long ago, we lost the own plane symbol in the radar. Give us the option to show it.
2) IFF on/off. Currently we see the red/blue planes in radar. This gives an unrealistic advantage in this era of technology. Give us an option to turn IFF off, so all the planes would be neutral color.

3) Radar altitude limit. Give us an option to set a lower limit (off the ground) at which radar can see. Say, if set to 200m, anything below it won't show up on radar. And I hope, when we get Kuban (and mountains) that there will be line of sight checks for radar also. So anything behind an obstacle won't show up on radar.
Benefits: Added realism and more gameplay opportunities.

 

Type of improvement: Multiplayer
Explanation of proposals: Airfield threat circle. Give us the option to set the threat circle on/off and if on, the option to set the range at which to show the threat indication. Currently the threat circle is shown when enemy is at 10km(not sure about exact range) or closer. This is quite a big range, and we would like to tone it down, as the main indicator for airfield activity for us is the radar.
Benefits: Added realism and options for server admin.

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Type of improvement: Multiplayer/Gameplay

 

Explanation of proposals: Supplies Ticket System:

EuroTruck + Train Sim meets IL-2. Creates an actual purpose for supply lines and consequences for players actions in large scale online play.

See Link for full explanation.

 

Benefits: Added realism and more gameplay opportunities.

  • Upvote 1

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Type of improvement: Aircraft numbers on skins

 

Explanation of proposals: Feature, where you can select a number/marking of a plane on top of a skin. Bonus would be, if could also select a unit logo in a similar way, though less important.

 

Benefits: Adds immersion. Ability to have a unique planes with different number markings. ID teammates, when flyign as a squad. When having squad skins, one skin could be enough and just having different numbers on top of it, instead of having several separate skins that are the same otherwise, but only difference is the number on it.

  • Upvote 3

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Type of improvement: gameplay

 

Explanation of proposals: add butterfly bombs for germans, could be nice to create minefields on roads etc.

 

Benefits: balance du to il2 having new AT bombs and more fun.

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Type of improvement: Graphics

Explanation of proposals: La5 outlets shutters  when opened its texture does not represent  proper inside 3d curvature of that object – it is looking like flat object at first glance

OkAoi7k.jpg

Benefits: better immersion

Edited by 307_Tomcat

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Type of improvement: Graphics / Realism

Explanation of proposals:  Steam coming from radiators of overheated inline engines as coolant boils off.

Benefits:  As coolant temp goes above boiling point it has to vent somewhere, and I think this steam would be visible in real life, so adding these graphics would be appropriately realistic.  The pilot of the overheating plane would have an additional visual indication about the thermal state of his engine (as would his foes).

Edited by Iceworm
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Type of improvement: graphics/damage/realism

Explanation of proposals: 

1. Separating and flying off engine from main airplane body after explosion or certain crashes.

2. Ability to damage propeller by bullet/cannon with modeled effect of it on airframe/engine
Benefits: yet better realism and immersion plus thrilling show to watch
Edited by 307_Tomcat
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Type of improvement: graphics

Explanation of proposals: Please give us option to run game in 32bit color, rather than just 16bit.

Benefit: sundown and sun-up and night images on screen have too many lines separating each color. It does not look good currently.

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Type of Improvement: Control
Explanation of Proposal: additional mapping options for right+left wheel brakes (one axis, centered); edit: half range deadzone?
Benefits: posibility to utilise more centered axes of game controllers (rudders and mini joysticks), more control options thus better accessibility; explanation: https://forum.il2stu...opers/?p=420088


Type of Improvement: Interface
Explanation of Proposal: possibility to check specification for every aircraft in game, non-dependant on whether player owns them himself
Benefits: clearer, more accessible information about in-game plane characteristics, for everybody, not only specific plane owners


Type of Improvement: Interface
Explanation of Proposal: option to select a custom flight record tracks location
Benefits: possibility to record more tracks when drive is full, possibility to preserve space and lifespan of certain drives (eg game on SSD, tracks on HDD)

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1) Graphics
Aircraft render distance increased to a minimum of 15k. Actually, the a/c does not need to be rendered only have its location represented by a few pixels on the screen to give the player a chance to spot it. Furthermore it would be desirable to have this dot glimmer or flicker in the color and recognition color of the airframe /skin. It would make it possible to IFF bogeys at longer distances without the use of tags.

Explanation: Real-world visual detection ranges in clear weather is well beyond 10k and arguably up to 3-4 times that. As for visual ID on type of aircraft, that could be closer to 10k. Naturally totally dependent on weather conditions but assuming best conditions ie limited by eyesight. 20k is a fair middleground, considering not all pilots have exceptional vision, most only just exceed the required minimum. A possibility to distinguish between friend-or-foe could be given at extended ranges by having the dot flicker, or glare depending on conditions, occasionally in the ID color for that side. For example Luftwaffe commonly used yellow ID bands to make it easier to distinguish between friend and foe.

Benefits: It would provide a better no-tag environment in that it would make detection ranges more realistic. It would also greatly increase the possibility to build good Situational Awareness if visual friend-or-foe type can be detected at ranges beyond aircraft-type detection. All to create a more exciting combat environment that better reflects historical conditions.


6) Multiplayer

Add MP server settings: Friendly tags on/off, Enemy tags on/off, Friendly tag distance enable, Enemy tag distance enable + Tag show distance yes/no, Tag show type yes/no. If the option is set to no distance, no type then it could default into showing a Red Star, or a black/white Balkenkreuz.

Eplanation: To facilitate better customization for MP servers. For example enemy tags could be set to <1k and friendly tags to 5k in order to create a customizable intermediate difficulty between tags or no tags.

 

Benefits: Provides a more customizable enviroment for MP servers and will cater for a wider spectrum of the player community. Furthermore if visual range can not be increased for whatever reason this is a crutch to help alleviate the problems caused by the 10k bubble the player is confined to.

 

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Type of improvement: Multiplayer
Explanation of proposals: More radar(spotter) options:

1) Radar update interval. Ability to set the update frequency in seconds.
2) Radar picture delay. When the radar picture is updated, the image is from X -seconds from the past.
Benefits: Added realism and more gameplay opportunities.

 

Example: Set the interval at 30s, with a delay of 30s. The picture updates every 30s, and when it does, it is already 30s old information. In reality, WWII pilots got updates on radar contacts through radio with possibly many minutes of delay. With these options, we can simulate this, and mitigate the "all-seeing-eye" effect in dogfight situations.

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Type of improvement: Graphics
Explanation of proposals: Increase colour and/or brightness difference between taxiways on Stalingrad Summer/Autumn map and surrounding grass land to ease taxiing from the cockpit perspective. I have found it very difficult to spot the taxiways on unfamiliar airfields due to the nearly identical colours/lighting of both areas. The problem does not exist on winter maps, because the difference between uncompressed snow and the compressed taxiways is large enough to easily spot them, in summer or autumn the situation is different.
Benefits: Better useability for those who neither live in their cockpits ( ;) ) nor wish to use outside views.

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Type of improvement: Menu

Explanation of proposals: Smoother, less laggy menu, fluidity.  Replace Hangar with images to save frames.

Benefits: Adds a layer of finer touch that can further make this game feel more modern and less dated.  

 

An example of a game that I think has achieved this level of fluidity in their menu is Battlefield 1.  Whenever you click on something in the menu, the transition and "click" sound all sounds very pleasant and smooth.  Replacing the menu with epic WWII art that you already have, performance on the menu can further be improved.  The reason I say this is because for me, the menu has always been very hard or frustrating to use.  Going through my flight records or choosing a quick mission, there's always a split second lag you can feel.  In addition, maybe this has to do with my sensitivity settings, but the mouse on the menu feels very heavy and bulky, but in-game its very sensitive and free, just like I imagined it.

 

 

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Type of improvement: Menu
Explanation of proposals: New Menu background that better shows off these menacing war machines and also allows player to look around the hangar.  Refer to WT for example.

Benefits: Instead of the dark, barely active, hangar that is currently implemented in the game. Instead, why don't we have the aircraft parked outside on the grass, typical russian countryside airstrip of WWII, on a bright sunny or snowy day to better show off the aircraft.  The aircraft should not be hiding inside a hangar, but as this is a dedicated WWII aviation sim, should instead be showing off the beauty, scale and intimidating presence of these fighting machines.

 

I know many in this community seem to dislike War Thunder, but I mean, we shouldn't disregard the accomplishments they've made.  I personally think their hangar/menu is very fluid and accessible.  A great job.  Something that I truly believe IL2 can learn from.  The player can look around his airplane and when he is inactive, the camera will go into this cinematic mode and almost like Top Gear, show off the aircraft in its stunning beauty.  That is what IL2 ought to do.

 

You guys have made a very thorough sim that shines in the gameplay, but why don't you bring that level of progress into your menu?  In short, I believe the menu needs to make a better impression of the game than it currently suggests.  As a player, I want to enjoy both my time in game and in the menu.  Both contribute to making a solid lasting impression on us gamers.  For us all, it's the first and last thing we see when we play IL2, so impressions matter in this case.

 

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Type of improvement: In-Game World
Explanation of proposals: 3D Bomb craters

Benefits: Added realism and immersion.  Most importantly, gives us simmers a sense of the destruction a 1800 kg bomb can do.

 

I've always seen IL2 series as a game that has very much brought WWII aviation to life.  What I mean is that it is immersive.  Back in 1946, you could practically live as a member of the Luftwaffe and do sorties in Kursk and when you shoot trucks, people run out etc... There's detail and that makes the world believable.  Now currently in BOS, craters are nothing but mere objects placed on top of the current world. They do not show off the destruction of these bombs as much as they should.  I mean, this approach of simply applying a black circle over the grass I just bombed has been used for as long as I can remember.  Much of my suggestions focus on modernizing IL2.  You ask, what should a WWII flight sim of 2017 look like?  While IL2 seems to be leading in that regard, there is much to further improve of course and this is one. 

 

As of the moment, the bomb explosions look pretty impressive if I do say so myself.  I remember the first time seeing a "Satan" go off and watching from 3km above with a gasp.  Seeing the explosion go off and seeing the houses being dwarfed by the explosion made my experience that much more real.  However, as I flew away, this black "crater" was all that was left and I knew that was almost pathetic to look at visually.

 

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Type of improvement: Control

Explanation of proposals: Remove the ability to auto disable the auto-level off when in bomb sight when you move the joystick.

 

sorry for the confusing point so i get straight to the point and give you a back story so you know what i meant.

 

 

so i was bombing in bomb sight view, and i was almost reach my target. however i accidentally move my joystick which cause it to disable the auto-flight. and of course everything messed up and i missed my target. 

Benefits:

us bomber pilots can be forgiven if we accidentally move the joystick  :biggrin:

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I would like to turn off that spam messages about x destroyed y ground object showning during multiplayer dogfight missions. Please imagine what is happening on the screen for all team players when 1 tone bomb explodes in the middle of dozen enemy objects.

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Type of Improvement: Gameplay - Mission Building enhancement.

 

Explanation of proposals:  I propose adding an "On Radio/Request for Air Cover" key (for the player) and a corresponding "On Radio (or request)  Air Cover" event in the aircraft event list, and Complex Trigger MCU  event list.

to be utilized in single player missions and campaigns. Online use is also possible.

This is a VERY simple improvement that will yield benefits far beyond the short development time required, as the functionality/logic is already present in the sim.

We simply need this extra added event type and corresponding key.

 

The event/hey stroke should also include a simple "This is (call sign) request air cover (location dependent on spotter MCU being present)"

 

Benefits: Many. For starters it will allow me and other mission builders to stage and pre-link air cover flights to the player aircraft. So when the player hits the Radio for Air Cover Key, it will trigger whatever flights are linked

to this event, via spawning or linked aircraft leaving it's route to respond to the "Command Cover" MCU.

This will be a huge cost/benefit addition to the sim. It will drastically increase player interactivity with the campaign and increase immersion immeasurably...thus increasing the overall quality of the product to an extent

rarely possible with such a small addition to the logic/functionality.

 

I can already link this type of air cover to an event such as "on killed" for instance, and link that to the player's wingman for example. So that when his wingman is killed, the player sees a "Request Air Cover!" subtitle, and

a linked fight is triggered and flies to the player to provide cover. Even better if I can add the option for the player to request this on his own via this added 'event' type.

 

From my point of view, the cost/benefit of this functionality is hard to argue with.

 

I've attached two sample missions where I demonstrate this functionality, using other triggers in place

of the "on radio for air cover" trigger that I'm requesting.

Gambit21_AI Air Cover to Player demo.zip

Edited by Gambit21
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Type of improvement: Graphical 

Explanation of proposals: Make stuff float during negative G maneuvers e.g. dust, harness straps... :P 

 

Benefits: Immersion

Edited by screamingdemon

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Type of improvement:  Interface/Multiplayer

 

Explanation:  Selectively block/Ignore Chat messages of other players in Multiplayer.

 

     In Multiplayer, Chat is used to convey important messages about what is happening in the game, but it is also occasionally used for social purposes between players.  Nothing wrong with some friendly conversation, but occasionally there are players who talk and talk and talk and talk and talk and talk and talk and talk and talk, and in such cases this can be a real distraction to players actually playing the game.  Currently we have the ability to disable chat entirely, but I think it would be better if we could click on a users name to selectively disable their messages from appearing in the chat box, because we'd still like to see shootdown information, position reports from others, etc...

 

Benefits:  Peace and Quiet

  • Upvote 1

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Type of improvement: Graphical

 

Explanation:  Eliminate the large solid smoke puff that appears on a target aircraft being hit by a cannon, and replace with particles or remove altogether.  It looks like what would emerge from a ground target, not from an airplane.  

 

Also only have smoke emanate from certain hit points on a plane.  Currently most hit points result in vapor trails and after a few hits it can have 4 or 5 vapor trails coming from everywhere on the plane.

 

Benefits: Immersion

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Type of improvement: Interface (Map)

 

Explanation:  It would really be nice to be able to pull up a mini map on screen (just the map - no icons, target symbols, etc. - at least some option not to have any of that stuff on it) without having to worry about having the whole HUD on (and tanking FPS, especially for VR users), or being defeated by or dependent on difficulty settings, or whatever is going on now that prevents easy use of a mini-map on screen.

 
What would be really cool would be an option to have the mini-map come up in your cockpit (like it was on your knee-board or something) - that would be especially cool for VR users, although other players could benefit from that as well.
 
Benefits:  Immersion, and making navigation across these great maps more feasible (especially for VR users). All players would benefit, but especially VR users who do not have an option to use external maps (paper, iPad, etc.) while flying. With no icons or other such extraneous info displayed on the map, there should not be any need to restrict the use of the mini-map to specific realism setting presets or MP server settings.

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Type of improvement - Misc.

Explanation of Proposal - Add battles relating to the battles in the pacific, such as midway

Benefits - Adds diversity to the gameplay, I think it would be cool and different to be able to go around in out PBY 5s, or b5n2s torpedo bombing ships, or having dog fights with a6m2's for control over islands like midway

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Type of Improvement: Damage Model

 

Explanation of proposals: Random Failures

 

Set random failure linked to a probality setup(0% to 100%) choosed by the player or mission. It could be in a online or offline flight. It could be increased with the evolution of a campaing simulating the aircraft stress. Like Early war : 1%. Late war: 3%

 

Ex: Failure Probability : 2%.   There are a 2% chance of a  pre modeled failure/malfunction occours during any time(also random) of the flight.

 

It could be any pre-modeled failure or malfunction: Engine, Oil Pressure, Hydraulics controls, comunications, Gear, Flaps, Radiator, guns, bombs, gunsigth, leaks, fuel pumps, prop pitch, etc

 

And they also might  be followed or not by a visual/sound effects. : Ex: Engine Failure: bursts sounds ; Gunsight Failure: Gunsigth blinks

 

Benefits: In an aircraft there are several gauges. But the virtual player NEVER check them because he knows the aircraft will be every time ok. 

 

If random failures/malfunctions were modeled and the player knows it....the DOUBT of aircraft health could make him check the oil pressure sometimes as example, like a real one.

 

In adition, the failures may be logged in the debrief to prevent any bug or war damage confusion

 

I think this is a easy implement with a great consequences in gameplay and il2 series :salute:

 

Some of the readiness numbers for the different airforces can be found in the book:

"Brute Force"

By John Ellis

The book is a treasure trove of evidence based statistics.

It is only available second hand

ISBN 0-233-97958-1

 

 

Im quite sure that a random failure option based on historic data, would change the players choice of aircrafts as well as the result of campaigns.

 

As an example, the Ki-84 (Franks). "On the 4th of november 1944, 80 was flown from Japan to Lingayen Bay, where only 14 planes reached their destination" - Brute Force 

The book describes that this was the norm.

It also describes that a lot of equipment was missing. Especially armour plating  :o:

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Type of improvement:  Dedicated Server / Advanced setting

 

Explanation:  Seperation of HUD information AND server control with HUD

 

It would be nice that aircraft settings AND the cheat compass are not grouped together.

That way it would be possible have the cheat compass enabled while getting rid of the aircraft information settings (trim, engine, etch)

 

 

Benefits:  Increased Immersion and ability to filter less hardcore simpilots out of your server.

 

It an EAF we like to train our pilots to fly full-real and rely on the instruments.

  • Upvote 2

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Type of improvement:  Dedicated Server/Advanced settings  /  FMB/Mission setting

 

Explanation:  Changing control of enviromental settings between server or mission

 

It would be nice for the mission file to dictate "Advanced settings" on the Server.

This should be enabled or disabled by the server

 

 

 

Benefits:  Increased flexabilty and decrease admin time / Learning

 

On the EAF OTU server we need Spectator enabled on some training scenarios as it enable pilots to continue to see the action even though their aircrafts have been disabled.
  • Upvote 2

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Type Of Improvement:   Gameplay

 

Explanation: 

 

Make Spitfire fuel gauge work correctly by allowing a key mapping to select it.

 

 Spit needed a button held down to see fuel content.  The current system of having AI press it every minute (but only if straight & level. Even the gentlest of turns stops it working) is irritating and it can be quite a few minutes before it happens and even longer to see it if you are not staring at the gauge waiting.   Even leaving the gauge turned on permanently would be preferable.

 

Benefits:  Less irritation for spit pilots :-)

Edited by 56RAF_Roblex
  • Upvote 4

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Type of improvement: Gameplay, Interface

Explanation of proposals: IL2 1941 add rear glass as a modification choice

Benefits: Playing with different skins and loadouts I noticed the IL-2 1941 has the availability to remove rear part of the cockpit and replace it with an armored glass. I don't understand if it is random or if it's due to the selected weapon load. It would be useful to have that as a mod selection.

  • Upvote 1

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Type of improvement: Gameplay

Explanation of proposals: Pe2 Series 35, spawn with Prop Pitch already at 100% .

Benefits: Don't waste time holding-on your control (keyboard or hotas) to get the prop pitch at 100% for take-off.

I wasted more time (and virtual planes) on an Expert server, trying to take-off with prop pitch at 0%, haven't figured it out yet, and crashing into the grass and trees. Very funny.

  • Upvote 2

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Type of improvement: Gameplay, interface.

Explanation of proposals: Ability to at least replay Campaign missions and even save/export them.

Benefits: I like the idea to level up owned planes, like it was in the Unlock-era, so I play SP Campaign. Actually I'm on last Chapter of Battle of Moscow. Sometimes the generated missions are so good, it's a pity I could not replay them, if I fail objectives, or just for fun. Now every time it gets re-generated and always different.

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Type of improvement: Gameplay

 

Explanation of proposals: Remove some simplifications in the game (auto gear when it should be manual and auto tail wheel lock)

 

Manuel Gear: I-16 gear is auto raised when it should be manual, the main reason I want this is because the F4F wildcat has manual gear. Make it to where you have to hold the gear button to raise or lower it.

 

Removal of auto tail wheel: For some reason they added auto tail wheel lock to alot of aircraft and I dont know why, make it the way it was irl, I dont like the simplification. If the wheel was locked by moving the stick back then make it that way, if it was locked by manually locking it then it should work like that.

 

Benefits: A more realistic and immersive experience.

Edited by Legioneod
  • Upvote 2

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Type of improvement: Gameplay

Explanation of proposals: Pe2 Series 35, spawn with Prop Pitch already at 100% .Benefits: Don't waste time holding-on your control (keyboard or hotas) to get the prop pitch at 100% for take-off.

I wasted more time (and virtual planes) on an Expert server, trying to take-off with prop pitch at 0%, haven't figured it out yet, and crashing into the grass and trees. Very funny.

My suggestion to your suggestion. Have the startup sequence include revving up to a decent safe taxiing RPM with a message to make it clear that the plane is set to Taxi RPM at the end of start-up. Otherwise you will trade one noob problem for another, mainly people cooking their engines. When I first started flying the PE-2 I couldn't understand why my engine kept overheating before take off. Basically using wheel brakes for steering with 100% RPM while taxiing doesn't work out so great

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