Jump to content
BlackSix

Thread to gather your suggestions

Recommended Posts

Type of improvement: Multiplayer (Dserver.exe).

Explanation of proposals: Improvement to the DServer client to enable heavy use of multithreaded cpu's with particular attention paid to the way clients who are connecting are queued up.

Currently there does not seem to be any queuing system which means when multiple people try join a server at once a lot of users get kicked back to the multiplayer server selection screen with no message explaining why, further to this because everything is running on a single thread even low amounts of AI can have a significant impact on the servers ability to maintain a workable tickrate. This will also make it easier to find suitable hosting for servers as the lowered reliance on a single fast core cpu by spreading the load across multiple cores would open up cheaper dedicated hosted server options.

 

Benefits: Multiplayer servers with High populations (both player and AI) become viable while maintaining missions that feel like a real battlefield.

  • Upvote 2

Share this post


Link to post
Share on other sites

Type: Single player wingmen commands

 

Explanation: Add a 'help me' call/command to get assistance from one or all of the rest of the flight.

 

Benefit: Now we can fly as a non-leader it is great, but it is frustrating not being able to call assistance.

  • Upvote 4

Share this post


Link to post
Share on other sites

Type of improvement: Gameplay/ Collector plane and DLC sales
 

Explanation of proposals: Add more payment options to the webstore such as "iDeal". Or adding all the Collector Planes and IL-2 GB DLC (BoK, BoM, ETC) to the steam store.

 

The reason for me to suggest this is as followed: I recently had some money to spend. So I wanted to buy the Ju.52 and BoK. But the problem was that I don't have a creditcard (As in PayPal, MasterCard, ETC), I use "iDeal" for online payments. And those two are not available on Steam either, so I wasn't able to buy them.

 

Benefits: Benefits for Players: More players will be able to buy Collector Planes and DLC's

                Benefits for 1CGS and/or 777Studio's: More players buying Collector Planes and DLC's, So more sales leading to more profit.

Share this post


Link to post
Share on other sites

Type of improvement: Campaign

Explanation of proposals:  Have an option to set the air start option to start you later in the mission like it was in previous versions of the game before the more complex campaign system. The air starts now offer no real benefit other than allowing the player to skip take off. Instead of starting 55km away from the objective, set it to 18-25km away like in previous versions.


Benefits: Allows players to play a few quick missions without spending a large amount of time in autopilot with 8x speed on. More air combat (fun) and less flying to and from the action.

Share this post


Link to post
Share on other sites

Type of improvement: Single player career mission set up

Explanation of proposals: Add additional waypoints so that bombers in particular can form up and gain altitude beforethe approach to target.

 

Benefits: It is difficult to set bomb sights on approach to and generally view for the target when the flight is still climbing

  • Upvote 2

Share this post


Link to post
Share on other sites
Posted (edited)

Type of improvement:  Gameplay

 

Explanation:  While introducing myself to Tank Crew, I realized how convenient it would be if we could jump directly to a selected crew position without the need to hit Ctrl-C to cycle through them.  For example, you could just hit "3" (or whatever is assigned) to go to the driver position, "1" commander position, etc...

 

Benefits:  slightly more efficient transition between crew positions.

 

Edit:  I was told by a guy on comms that this functionality is already present, so I need to try that out.  If so, then nevermind!

Edited by SeaSerpent
new information
  • Upvote 4

Share this post


Link to post
Share on other sites

Type: Menu/Career sound

 

Explanation: Enable different music to be the game menu background sound instead of the hangar sound and the one default. Ideally some in game ones that are not political in nature that can be selected to play according to side selected. But also ideally let people mod their own ones in. Then we can use scratchy old singers or marching bands as we see fit.

 

Benefit: Sound and music play a siginficant part in atmposphere and therefore enjoyment. Countless games in the past have hooked me in by their music; I adored that short Japanese music sound that played on a loop in the original IL2, somehow it just put you in a different place.

  • Like 1

Share this post


Link to post
Share on other sites

Type of improvement:

New modifications for existing planes


Explanation of proposals:

Now that we have the br21 rocket in-game, could it be included as a modification for bf 109g-6 and bf 110g-2?

 

Benefits:

More options for ground attack and some earlier planes made relevant in Bodenplatte (110g-2).

  • Upvote 2

Share this post


Link to post
Share on other sites

Improvement: option to enable / disable Bloom

 

Benefit: give players more control over the visual display of the game

  • Upvote 2

Share this post


Link to post
Share on other sites
Posted (edited)

Type of improvement: Education/Interface

 

Explanation of proposal: Include on the menu a plane comparator showing grafics about climb performance, turn rate, true air speed etc. On that comparator you can change load of the planes as gun pods gondolas etc or to select between engine mode (continuous, combat, emergency, boosted...) to see how the grafics are affected by changing parameters and comparing it with other planes. 

The information we have now on the specification button you can see on the map, is uncomplete becuase not every plane shows same altitudes and you can not see how affects the change of the stage on the supercharger. 

On the old IL2 1946 we had a similar tool called IL2 compare. I add here some screenshots from this compare tool to show what i am talking about.

1699969106_Sinttulo2.thumb.jpg.fb017b5a09ab8ea1f2898d14e541d82d.jpg

Sin título.jpg

 

Benefits: New or unexperienced players will have an easy way to understand diffent characteristics of the planes knowing who is faster, who climbs better etc. So that will improve the learning process. 

Old and experienced players can have the right info to exploit weaknesses and advantages of his plane and to have a complex knoledge of the planes at different circumstances to improve tactics. 

 

Edited by E69_geramos109
  • Like 1
  • Thanks 1
  • Haha 1
  • Upvote 8

Share this post


Link to post
Share on other sites

I corpi dei piloti! I corpi dei piloti in prima persona! Senza i corpi dei piloti in prima persona non esiste realismo, soprattutto in Realtà virtuale! Non è possibile essere fantasmi e pilotare gli aerei! Provvedete a mettere i corpi dei piloti in prima persona. Poi se uno non li vuole, " SHIFT-DX + P" e spariscono a comando! GRAZIE! 

 

The bodies of the pilots! The bodies of the pilots in the first person! Without the bodies of the pilots in first person there is no realism, especially in Virtual Reality! It is not possible to be ghosts and pilot the planes! Take care to put the bodies of the pilots in first person. Then if one does not want them, "SHIFT-DX + P" and disappear on command! THANK YOU!

 

Fenice59

  • Like 1
  • Haha 1
  • Upvote 1

Share this post


Link to post
Share on other sites

Improvement:

 

An option in SP for icons to show for friendlies only

 

Explanation:

 

Icons for friendlies show, enemies don't show.

 

Benefit:

 

It could act as a halfway house for people moving from icons to no icons, but perhaps more importantly,  help with keeping the flight together when you are in SP. Without having navigation calls possible on the wingmen options it is very easy to lose allied aircraft behind/in front of clouds, against forests etc. where in reality they would be able to communicate with you or, at least notice you were drifitng and facilitate coming back together/slow down. Also tracking bombers when escorting can be very difficult to keep track when there is no communication/correction possilble through wingmen/flight commands.

 

(Not an option for the purists admitedly, but one that may have value.)

  • Upvote 1

Share this post


Link to post
Share on other sites
Posted (edited)

Improvement:  AI

 

Develop use of much simplified FM and AI for flights / Squadrons of massive Level Bomber formations.

 

Explanation:

 

This was implemented in the game  Battle Of Britain :  Wings Of Victory II, which I never played, but heard / read plenty about it's fantastic AI and intense single player dogfights. I believe that this game didn't have complex AI for the HUGE bomber formations of Heinkel's and Dornier's, I even seem to recall that until the player got really close to the bombers, there wasn't individual AI, just the bombers in a flight of four maybe, or even AI for each squadron (I really can't remember the details).

 

Benefit:

 

I think that if IL-2 Sturmovik Great Battles were to implement this kind of logic for dealing with masses of bombers (B-17's over the Ruhr anyone?) then we could keep the individual AI for fighters and ground attack aircraft but have a much less detailed AI for Level Bombers. If there was just a simple AI script for each Bomber squadron that was accurate enough by the numbers (Cruise Speed, Cruise Altitude, Attack Altitude, number of defensive gunnery positions, likelihood of destroying an attacking fighter) then there would be scope for hundreds of Level Bombers without too much drain on CPU thread / threads. If an intercepting fighter aircraft were to get close (perhaps within gun range) then a more complex FM and AI could be activated for the Bomber / Bombers within that 'bubble'.

 

Another Forum member had a similar idea:

 

On 8/6/2018 at 9:30 AM, ZachariasX said:

 

I would propose that only planes entering the event horizon (however defined) should switch to complex control and management. Simplified AI vs simplyfied AI is again fair.

 

 

For example, if one was to fly with a formation of say 300+ bombers, only the ones that are within that event horizon should switch to complex FM, put up a real fight, and the rest can fly simplified and gunners can exchange hit probabilities. You‘re not seeing what happens at the other end of the formation, but if an AI formation attacks AI bombers there, you want an outcome that makes sense. And you should see that outcome once you fly there.

 

This way, you could potentially have 500+ aircraft in one mission, but only maybe 40 or so will be in  „realistic“ mode, the rest will be CPU-friendly.

 

 

Edited by Algy-Lacey
  • Upvote 1

Share this post


Link to post
Share on other sites
Posted (edited)

Improvement:

 

Enable target objects to have a greater draw distance

 

Explanation:

 

Increase the draw distance for all target/destroyable ground objects, or add a parameter that can be set per object (individually (preferably) or as a group) by mission makers.

 

Benefit:

 

It would revolutionise higher altitude level bombing which is severly hindered at the moment, and help with even low level attacks. It is very hard to identify objects as they pop in with little time/warning; trying to align on a target in level flight at 4000m+ is virtually impossible for me.

 

Moscow objects seem to be drawn from futher away and it shows how good it could be to have larger blocks appear at distance so you would be able to get a general fix on your target location for starters.

 

__________________________________________________________________________________________________________________________________________________________

 

Improvement:

 

Turn off or provde an option to turn off all the players in game automatic calls; ideally adding them instead to the orders/commands.(landing permission, take off, target sighted, engaging etc)

 

Explanation:

 

Hearing 'myself' call out that I am engaging targets that I:

 

a) have not actually seen yet

b)have no intention of attacking

 

is, ahem, simply quite annoying and immersion breaking.

 

Benefit:

 

It would just be brilliant.

 

(Sorry to whoever made this bit of the game, I just don't like it at all.)

 

___________________________________________________________________________________________________________________________________________________________

 

Improvement:

 

AI call 'rolling' (or whatever the real/historic equivalent is) as they start takeoff

 

Explanation:

 

Each aircraft in the flight calls 'rolling' when they throttle up at takeoff*

 

Benefit:

 

You easily know when it is your turn and what the flight are doing. You are more likely to keep a good formation from the start which will ease some of the issues there can be in keeping together with the AI. All giving a better game experience.

 

(Perhaps just do it for aicraft that historically had radios installed at some point.)

Edited by Karamazov
  • Upvote 1

Share this post


Link to post
Share on other sites
Posted (edited)

Type of improvement:

Graphics

 

Explanation:

The clouds have this strange flickering and morphing around their edges, while flying by and there is already a solution but its a mod. "coconut", figuered out, that the cloud samples can be adjusted via a lua script. He made a mod out of this, to allow high quality clouds for lower presets. Anyway, it also turned out, that the cloud flickering almost disappears with higher cloud samples of 512 and totally disappears (at least for my eyes) with cloud samples of 1024. It looks great but unfortunately its still a mod so it violates the file integrity, which is obviously bad for multiplayer.


My suggestion is, to give the customer the ability to set these high quality clouds (ideally up to 1024) via the regular graphics settings, so that we can use it in multiplayer too.

The performance impact seems to be very acceptable to me but of course it needs to be optional for everyone to avoid affecting slower systems, which can not handle it.

 

Benefit:

That way the clouds look just awesome! I really mean awesome! I would even say, there are no better looking volumetric clouds in any other game. And that with (I would assume) minimal effort because the technology is already there. It just needs to be activated.
Here is a short video to show, how it could look like. It was made with cloud samples of 1024.


Remark: This video is a bit brighter than normal, because I raised the ingame gamma. This has nothing to do with the cloud mod. The mod changes only the flickering.

 

 

Edited by PicksKing
  • Upvote 7

Share this post


Link to post
Share on other sites

Type of improvement: AI/Trigger/Commands

 

Description: Enable a return to base command for individual aircraft. This would be of use when one aircraft is damaged, if the player is the lead they can give the command to that individual aircraft, if the AI is the lead, they would tell the player to.

 

Benefit: Immersion & variety in missions.

 

_____________________________________________________________________________________________________________________________________________________

 

Type of improvement: Flight/Wing Commands

 

Description: Enable commands to be given per aircraft not everyone in the flight together. Example as above, but also if an 'attack bombers' and 'attack fighters' could be added as commands it woudl add greatly to the SP experience

 

Benefit: Better control/immersion

 

 

 

 

Share this post


Link to post
Share on other sites

Type: SP career missions

 

Description: Some life to the airfields in SP career: Unrelated AI flights that fly over as you await take off, that land after you take off, or just fly off into the distance and delete themselves.

 

Benefit: Immersion/variation

 

 

Share this post


Link to post
Share on other sites

Type of improvement: game play / education
Explanation of proposals: strategic bombing targets in quick mission builder.
Benefits: The opportunity to learn and enhance level bombing and use of bomb sight is now limited. The game only offers tactical targets for fighter bombers (trucks, trains, ships, artillery) but no clear stationary strategic targets (bridges, industrial sites, etc.)

  • Upvote 2

Share this post


Link to post
Share on other sites
Posted (edited)

Type: Mulitplayer server list

Explanation: Provide a seperate tab (or a 'filter out' by default option) to remove from the default view the countless private servers that are of no use unless you have the password therefore are actually looking for them.

Benefit: reduce OCD suffering and make the place look tidy (actually would make multiplaer look less of a deserted wasteland).

 

_____________________________________________________________________________________________________________________________________________

 

Type: Mulitplayer server list

Explanation: A new, larger text description field, displayed by hovering or clicking on the current description, or a button to 'display server detail'. This could then display more useful information on what is involved in the server (like what is in the descrption when you are in but with even more detail), at the moment it is not clear what is going on, partly due to strange naming of servers, but mostly due to lack of a place to show the information.

Benefit: Enable browsing of servers without having to join and leave each one.

Edited by Karamazov

Share this post


Link to post
Share on other sites
 

Type of improvement: Gameplay/Historical accuracy.

Explanation of proposals: Addition of Binoculars for Tanks,
Benefits: With this one out observe the surroundings way better than with the way it now is, i could be added for example like the flairgun let say STRG+4 is using Binos as a Tankcommander, this would give more imersion and overview to the battle. 

  • Upvote 5

Share this post


Link to post
Share on other sites
Posted (edited)

Type of improvement: Tank controls
Explanation of proposals: Let users bind the Tank traverse and elevation controls to any axis/button input rather than being limited to mouse input only.
Benefits: This will allow users to bind the traverse and elevation functions to buttons on their game controllers that utilize potentiometers such as throttles, knobs ect.

Edited by NETSCAPE

Share this post


Link to post
Share on other sites
Posted (edited)

Type of improvement: Graphical


Explanation of proposals: The transition between LOD1 and LOD2 on aircraft is very obvious because LOD2 lacks the shine/gloss of LOD1. Example pic;

1180979774_lodtransition.thumb.png.9170cad892ed26c3b128eeb65b7ce046.png

 

The solution is very simple, make the LOD2 model (10_planename.mgm) use the bumpchrome shader instead of specular.

 

Here is a low quality video demonstrating the fix. The 111 H-6 is stock while the H-16 has been modded so that 10_he111h16.mgm is using the bumpchrome shader.

https://streamable.com/log9a


Benefits: The transition between LOD1 and LOD2 becomes practically unnoticeable when the above fix is done.

Edited by LizLemon
  • Upvote 7

Share this post


Link to post
Share on other sites

Type of improvement: Graphical 
Explanation of proposals: Add multiple monitor support implemented similar to the way that multiple monitors are in x-plane 11 
Benefits: Very simple to set up and configure.  Allows for different types and size monitors to be configured.  Allows for a monitor to be set up beside, above, below.  All the tech chat, menus, etc would be on the main monitor and not slung clear to the edge of screen.  Would not force players to use surround when they would rather not.  A modern sim 2018 really should be able to use and configure multiple monitors 

  • Upvote 1

Share this post


Link to post
Share on other sites
On ‎7‎/‎12‎/‎2013 at 10:17 PM, Bearcat said:

Type of improvement: Gameplay/Immersion
Explanation of proposals: Make it easier for individual skins of aircraft and pilots to be used. GUI selectable as in IL2.
Benefits: Will enhance immersion and foster more personalized squad activities.

 

To add to Bc's comment: ability to have personal 'pin-up' or unit insignia to individual skins.

  • Upvote 2

Share this post


Link to post
Share on other sites

Type of improvement: Graphics
Explanation of proposal:

I really like the volumetric clouds in the game. The different cloud shapes and the lighting look really nice. Especially since you put in those multi-layered clouds, they look fantastic.
You managed to break up the shapes of the clouds on the upper side and this makes them look organic and realistic. 

There is just one thing that looks kinda odd. The clouds all have the same level at the bottom. Especially when the clouds are more dense, you always get this straight line at the underside of the cloud layer. Maybe this weather phenomenon might appear sometimes in the real world, but usually the cloud shapes vary in height on the bottom too, not just on the top, like you have already implemented it in the game. I made a little picture to illustrate the problem and my proposal.

TnU2dHW.jpg
 

Benefits:
More immersion through organic, realistic shaped clouds.

 

 

Edited by [I./JG62]Knipser
  • Upvote 9

Share this post


Link to post
Share on other sites

 

Type of improvement: Plane Modification/Role Extension for the Ju52/3mg3e

Explanation of proposalJu52/3mg3e is given a bomb-load through the modification system currently used in-game. Historically (although more so in the pre-war and extremely early stages of WWII) the Ju 52/3mg3e variant was equipped with bomb-release mechanisms, and is cited at being capable of carrying a bomb payload of up to 1500 Kgs. I understand they didn't see much use in the historical context and were quickly replaced by the Ju86 and He111s, but I believe it would greatly extend the use-ability and desire of the community to purchase and use the Ju52 premium plane.

Benefit: Increased usability and options for gameplay with the Ju 52/3mg3e. Would subsequently mean that the Ju52 has more than a completely non-combat role and may increase sales for the premium plane.

  • Upvote 1

Share this post


Link to post
Share on other sites

Type of improvement: Controls.

Explanation of proposal: Please give us full control over the altimeter atmospheric setting. We have already a function in the game to set the altimeter atmospheric setting to the nearest airfield alt or to standard atmospheric level (Left Alt + A). My proposal is to give us control over it so that we can set it ourselves (with a list of airfield altitudes in the briefing or on the map). You don't even have to model it anymore because it's already in the sim, all we need is control over it. We can keep the current way as an option for those who are not interested in doing the setting themselves.

Benefit: More realistic workload for pilots.

 

Have a nice day.

 

:salute:

Edited by FlyingShark

Share this post


Link to post
Share on other sites

Type of improvement:  Gameplay

Explanation of proposals:
Add an "I'm returning to base" command. Currently in game, if AI planes are damaged beyond a certain threshold, run out of ammo or run low on fuel, they will announce they're returning to base and then head off. If the flight leader does this, they'll hand over command of the flight to the next plane so the flight can continue the mission. As a player, if you're damaged or out of ammo etc and want to disengage, AI planes will follow you (and I've seen them plough into the ground as they try to follow me once I've landed). With a key to indicate you're withdrawing and relinquish flight command, the AI can continue the mission, and in co-op flights, the next player would then be able to give orders to the AI planes in the flight. Potentially this could even cause the player to actually request landing clearance when then returning to base.

Benefits:

Increased immersion in single-player flights, and possible benefits to coop play.

  • Like 1

Share this post


Link to post
Share on other sites

Type of improvement: Graphics, gameplay


Explanation of proposals:

Modification to remove Ju 88 front gun. This was common field modification in real life. The front gun has very limited firing arc and it takes a lot of space in the cabin and blocks pilot's view to the front right including on some gauges.


Benefits:

Inclusion of a historically common field modification for pilots who value cockpit visibility over having the front machine gun.

  • Upvote 8

Share this post


Link to post
Share on other sites

Type of improvement: Multiplayer
 

Explanation of proposals:
Custom skins in multiplayer (yes yes, I know, already been suggested, but it has been a while).

 

Current state:

Custom skin system in multiplayer enable two kinds of cheats:
1) Taking a skin that is in public distribution  and then repainting the skin (keeping the filename) with ridiculously bright colors/patterns -> you can see everyone using that skin online very easily, shining like a beacon in the sky.

2) Using similarly bright colors/patterns in a skin used by your squad. -> You can very easily identify friend from foe and see where friendlies are flying.

 

Suggested new system:

Do it like it was in old IL-2, hash check and download. Skin download with P2P (no extra load on server). If hash differs -> considered as new skin -> download. Setting for enabling/disabling skin download for both server and client(with low speed Internet). Server side locking of skins for certain aircraft as is now with conjunction of custom skins (so you can use the Ju-52 with locked skin for reds for example).


Benefits:

This would assure everyone using a custom skin is seen the same by all. No more use of ridiculous skins, or if seen/reported, can be banned by server admins.

  • Upvote 29

Share this post


Link to post
Share on other sites

Type of improvement: Miscellaneous

Explanation of proposals:  Currently there are two options for icons (aka labels): On or off. Please implement a realistic mode, where the icon viewing distances are based on real life data.
Benefits: Currently icons on is clearly unrealistic "cheating" and off means that viewing distances are much less than in real life, making combat geometry unrealistic. In VR the problem is even bigger and icons are practically mandatory.

 

I have made a quite detailed study on the issue. Please read it here: http://coshacks.blogspot.com/2016/03/why-icons-are-needed-in-combat-flight.html

There is some discussion on the subject in this thread:

 

  • Upvote 9

Share this post


Link to post
Share on other sites
Posted (edited)

Type of improvement: Historical accuracy
Explanation of proposals: Give the possibility of mix both types of ammo for the P-39's 37 mm cannon. The ammo load for the P-39's 37 mm cannon allows only HE or AP but not mixing both. It is in contrast to historical data (see for example Evgeniy Mariinsky's book "Red Star Airacobra" when he textually explains that Russian P-39's 37 mm cannon had both types of ammo mixed).
Benefits: The game will be more close to what was the real air combat in the Eastern Front.

Edited by Tag777
  • Upvote 1

Share this post


Link to post
Share on other sites

Type of improvement: Controls 
Explanation of proposals: ability to assign racing pedals to the rudder using the clutch and accelerator. At the moment it as seen as one axis. i.e clutch rudder left, accelerator rudder right
Benefits: for those who have a mixture of racing and flying setups to quickly have some useable feet operated rudders 

Share this post


Link to post
Share on other sites
On 6/11/2018 at 6:55 AM, RavNg00se said:

 

Type of Improvement: 

 

Multiplayer/COOP

 

Explanation of Proposal:

 

As there are a lack of user created missions for COOP mode (I cant find many), I think it would be a HUGE benefit for the COOP mode to add a mission generator (Im thinking career mode style). The host could set some parameters like time period and combat group and the mission would generate before users select aircraft. It could for example offer to pick at least one squad on each side. Perhaps the host could even pick the mission type prior or select from a list of options to have it randomly picked.

 

One example would be bomber intercept. Many other things would be going on at the same time like in career mode, but in the lobby, players could pick either intercepting fighters or the bombers that are to be intercepted.


Benefits:
 

It would make it much easier to jump in COOP mode and there would be endless possibilities of missions to play and each mission would be unique. It offers the ability to actually have a clear mission like in single player, but be able to play with a squad of friends both together and against each other. It would offer MP play for those that don't like the "chaos" of the popular multiplayer servers, without having to set up your own DServer and no need to create/find custom missions.

I think it would help to vastly improve the COOP mode and get more people to play together. Also perfect for training.

 

I am hoping that since the generator already exists in career, it would not require a huge amount of work to make it possible to use in the COOP mode, making it a small effort/big value feature.

 

 


Yes, I second that. In addition:

 

Type of Improvement: 

 

Multiplayer/COOP

 

Explanation of Proposal:

 

Currently the vast majority of multiplayer servers are curated by volunteers. It is either aero quake, or chaos of online wars with little coordination. The game is fantastic and has a gigantic unrealized potential for a wonderful and exciting multiplayer.  It would be nice if there were servers curated by dedicated devs who ensure the high-quality of the content and the mechanics. The suggested type of multiplayer:

 

0) First the game needs a built-in voice communication which is critical for the multiplayer
1) A server that lets people to form groups to fly the co-op missions together, with missions supplied either by a generator (suggestions above), or manually created by devs.
2) An online war kind of server curated by the devs with the emphasis on cooperation. For example, it would be nice if it was possible to form the squads with the players currently on the server with dedicated voice channels, plus maybe an interface to communicate and coordinate between squads so that a squad commander can coordinate with the other comms. Maybe having tasks assigned to squads by the server or an "officer" player.


Benefits:
 

Improved multiplayer experience.

  • Upvote 3

Share this post


Link to post
Share on other sites

Type of improvement: gameplay


Explanation of proposals: addition of a g-meter gauge to the HUD

 

Benefits: g forces acting on fighter pilots are very powerful and relevant to the pilot's actions. Although g-meters were not commonly used in wwII fighters the pilots felt those forces and used that information to adjust their control inputs. I'm a glider pilot myself and am routinely exposed to g-forces between -1 and +4 g. In that range i feel the slightest changes, e.g. an increase from 2 to 3 g. G-forces of course cannot be modeled in such a way that they can be felt by virtual pilots with simple sim setups. However, a g-meter meter as part of the HUD would be a great feature, enabling us to gather that important information visually.

Edited by JG27_PapaFly
  • Confused 1
  • Upvote 2

Share this post


Link to post
Share on other sites

Type of improvement: realism

 

Explanation: Realistic harmonization of guns:

 

a) Independent horizontal and vertical harmonization. Horizontal: the distance at which left and right bullets cross. Vertical: the distance at which the bullets cross the sighting line.

b) Independent harmonization of different groups of guns.

 

Benefits:

As an example, the FW-190 had quite elaborate gun harmonization patterns. They are described in detail on page 15 of annex B of the English manual of the A8 found here:

https://issuu.com/joete6/docs/pilot_manual_-_flugzeug-handbuch_-_/73

For one, the vertical harmonization was independent of the horizontal harmonization, which is called "crossover" in the manual. In addition, each gun group had a different harmonization pattern.

Gun          Harmonization   Crossover

MG 131         400 m              Parallel

Inner 20mm  550 m             600 m

Outer 20mm  550m             400 m

 

With those settings, all 20 mm bullets crossed the sighting line at around 150 m and again at 550 m.

 

IL2'46 allowed different harmonizations for the different gun groups, but not different crossover distances. I had my inner 20 mm harmonized at 550 m and the outer 20 mm at 150 m. With this setting the 20 mm bullets of all four cannons crossed the sighting line at 150 m, which resulted in very focused and accurate short-range shooting. At longer ranges, I only fired the machine guns and the inner 20 mm cannons, which were harmonized at 550 m.

 

As I said, the 190 is only an example. American fighters used to have different harmonization settings for each pair of machine guns, in order to achieve a good spread and a bigger effective range. This would be a great addition to the game, allowing players to adjust their guns to their shooting style. Aces would likely prefer very focused patterns, others might like to have more spread.

Screenshot_2018-11-01-00-24-33-213.thumb.jpeg.3d7af7d6525629bf40af091b535568d2.jpeg

Screenshot_2018-11-01-00-25-14-915.thumb.jpeg.282b22ab76026be3c6d61beb63eb318f.jpeg

Screenshot_2018-11-01-00-25-58-223.thumb.jpeg.322308ded046cb870d17b8052f30b32a.jpeg

Edited by JG27_PapaFly
  • Upvote 4

Share this post


Link to post
Share on other sites

Type of improvement: gameplay: COOP / Lobby environment


Explanation of proposals: add a Lobby type Base Environment where you can gather and chat without being on a server  or mission (or simply add Hyperlobby support!)

 

Benefits: COOP Missions will finally have a value and will be fun to fly. pilots will be able to gather, manage friends lists, chat and setup coop missions game slots BEFORE starting the game and without being dependent on having a slot on a server. Right now Friends list is kinda useless and chat system has no real value because you can only chat with others who are on the same server and the messages get lost in all the other unimportant chatter, you cannot even scroll back to see any form of chat log! that makes everything very anonymous, and community feeling there once was does not really build up. It is simply no substitute for real time pager chat to have just a forum...

  • Upvote 1

Share this post


Link to post
Share on other sites

Type of improvement: Graphics


Explanation of proposals: Grass does not appear on maps using the "summer_proc" shader, such as Lapino.

 

Benefits: Fixing an error in the game.

Share this post


Link to post
Share on other sites

Type of improvement:Graphics
Explanation of proposals:gauges don't look like protected by glass, there are any glass properties shown
Benefits: this would  add more realistic look to the cockpits

 

in game

image.png.e4b26cfb80a75ce931446610289f4b15.png

image.png.d1c2811b02b195ec960fac138cfa6c05.png

in RL

image.png.eb112c9ae5c891057ba43ff02b324197.png

 

image.png.eb23621cc219ac535443d684a2b39d1d.png

clod

image.png.6e6883be61354df4ebfbea873cf1864f.png

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×