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Posted (edited)

Type of improvement:

Option to export aircraft "telemetry" data via UDP (or some other low-overhead mechanism).

 

Explanation of proposals:

 

FM and related discussions inevitably deteriorate into arguments as players sample aircraft performance at specific points only and via the crude mechanism of inferring certain values (G, Z velocity - sink rate, AOA, etc) from derived outputs (turn rate, loss of altitude, visible pitch changes, etc). It would be most helpful in mapping the envelopes of aircraft in-game if telemetry could be recorded from a flight. I suggested UDP datagrams as this may be fairly easy to implement as a partial copy of the client-side game state used to generate client update packets. A side-effect of the existing process basically with familiar mechanics and existing implementation to borrow from. It is also OS-agnostic allowing me to capture the packets on my linux machine or iPad for example.

Example attributes might include acceleration and velocity in 6 DoF, AoA, altitude, static pressure, pitot pressure (airspeed), engine parameters and control deflections.

 

Benefits:

Telemetry data recorded in simulated flight testing would enable the existing discussions of game aircraft performance to have a basis in fact so that useful discussions could be had without some of the carp that follows presentation of anecdotal evidence or "real world" data. With such a facility we could also calculate E-M diagrams for each aircraft so that we could better learn to exploit the strengths of the aircraft we have rather than argue about the aircraft they "should" be. Given the changing nature of flight models this would be of even greater value to us adjusting as the goal posts keep moving.

Edited by Dave
  • Upvote 1
curiousGamblerr
Posted (edited)

#1)

 

Type of improvement: Ability to save a track after a mission ends without explicitly starting a recording

 

Explanation of proposals: Add an option to save a track of the mission when the mission ends without starting a recording manually. This would mean every mission was recording by default and if you choose not to save it, deleted. This could be disabled for those who see a performance hit.

 

Benefits: You never know if something exciting will happen on a flight until after the fact. As a result, boring and uneventful flights are recorded and exciting moments are missed. The ability to save the track at the end of the mission would mean not missing any excitement.

 

--------

 

#2)

 

Type of improvement: Reverse team chat/everyone chat controls

 

Explanation of proposals: Reverse the controls so team chat is ENTER and chatting to everyone is CTRL+ENTER. This would prevent accidentally sharing information with the enemy by forgetting to press control. 

 

Benefits: This would prevent accidentally sharing information with the enemy by forgetting to press CTRL. 

 

--------

 

Edit - seems like it wants to put both of these in one post, so I put a line between the two proposals

Edited by curiousGamblerr
  • Upvote 4
Posted (edited)

Type of improvement: Historical accuracy.

Explanation of proposals: P-40E-1 should have bomb switches on dash modeled, they are not currently active (instead have block-off plates). These should have animated switches which correlate to turning the breakers on with plane start, and to arming the bomb when carried.

Benefits: Greater immersion and historical accuracy. It makes no sense to have locations on the dash for bomb controls, which are blocked off on a plane which can carry a bomb (as we can).

post-16698-0-51681000-1461489672_thumb.jpg

Edited by Venturi
  • Upvote 2
Posted

Type of improvement: Historical accuracy.

Explanation of proposals: P-40E1 should not have dash placards light up with cockpit lights as if they were instrument gauges.

Benefits: Greater immersion and historical accuracy. It makes no sense to have locations in the cockpit light up if they didn't actually have lights.

 

 

post-16698-0-24843000-1461540912_thumb.jpg

post-16698-0-93274700-1461540917_thumb.jpg

  • Upvote 2
Posted

Type of improvement: Historical accuracy.

Explanation of proposals: P-40E-1 should have coolant warning light come on when coolant temp reaches overheat.

Benefits: Greater immersion and historical accuracy. It makes no sense to have a light on the dash which doesn't work when temp comes up.

 

 

post-16698-0-43004200-1461541428_thumb.jpg

  • Upvote 2
  • 2 weeks later...
Luger1969
Posted (edited)

Type of improvement: A separate key assignment to turn off object markers for enemy aircraft only.

Explanation of proposal: Currently I key turns off all object markers and hud. Add a second assignment modifier + I to turn of only object markers for enemy aircraft.

Benefits: Maintaining some of the key object markers to make flight still "easy" - hud, navigation, enemy and friendly ground units but adding to immersion as sky scanning needs to be better done (no easy id and may even be bounced if not awake or idéd threat).

Edited by Chandalier1969
Posted

Type of improvement: add Rectangular shape check zones in mission editor.

 

Explanation of proposals: Rectangular shape definition for check zones should be an option to reduce overlap in check zone areas, if there are a lot of them on the map. Addition should allow reduction performance hit on cpu. There are circumstances when this shape is needed more than circles.

 

Benefits: Greater definition in frontlines, lower cpu usage, more defined zone areas than covering the entire map with 50km diameter zones.

Posted

Type of improvement: Divide stalingrad map in half.

 

 

Explanation of proposals: Divide stalingrad map in two halves to reduce file size needed for mp mission.

 

Benefits: lower memory - cpu usage, improve response time for menu in mp session for user.

=EXPEND=Capt_Yorkshire
Posted

Type of improvement: black and white aerial photos of some of the targets mainly the factories in the mission brief .

 

 

Benefits:  some of the targets  are quite big  it would help us bombers flying in a formation plan the attack better.  i think it would add alot depth to the sim.

 

 

sorry if its been posted before  but i couldn't see it .

  • 1CGS
Posted

Thank you guys!

I've gathered your suggestions and created list which I'll send to my bosses. Next time I'll gather the suggestions approximately this fall.

  • 3 weeks later...
ESCOMM_FlyMaker
Posted
Type of Improvement: Gameplay / Immersion / Realism
 
Explanation of proposals: Improve distance view. 10 km is too low and planes pop out from screen, thats is so ugly and unreal. Clod do best job
 
 
Benefits: Will improve patrols making more enjoyable. Will make more strategic combats on servers. Community happy and i will buy BoM
 

Type of Improvement: Gameplay / Controls
 
Explanation of proposals: Add curves to joy, like old IL-2 1946
 
Benefits: More options to config joysticks.
  • 2 weeks later...
VBF-12_Stick-95
Posted (edited)

Type of improvement:  Gameplay/Graphic

 

Explanation of proposals:  Ground target draw distance from altitude needs to be improved.  Currently, when at altitudes above 4km, cities, towns and even small villages can be made out at distance.  Target facilities however, made up of multiple large buildings, e.g. hangars, major industrial facilities with tall chimneys, etc., do not resolve when flying above 4km until you are very close to them.  These targets just "pop up" at the last few moments.  The targets may actually be much larger than villages that can be seen at longer distances.  This makes high level bombing much more difficult due to the need to make last moment adjustments.  Many times there is not enough time and the bombing pass is missed.  My suggestion is that the actual individual buildings need to resolve at longer distances similar to cities.   First you would see a darkened area off on the horizon, these would resolve as you approached at the same rate as city structures. 

 

Somehow this needs to be applied to specific target types.  Larger structures should be visible longer however smaller targets such as individual artillery units I have my doubts about.

 

Benefits:  All other level bombing issues have been resolve except this one.  The implementation of the view "yaw" instrument is great.  Having the "O" map available in the bombsight mode is wonderful.  This is the last impediment to level bombing above 4km.

Edited by 12.OIAE_Stick-95
  • Upvote 4
  • 3 weeks later...
Monostripezebra
Posted (edited)

we need altitude weather information

 

Type of improvement:  Gameplay

 

Explanation of proposals: 

The weather info tab in the bombsight is limited to 5000m.. but with the possible extremely unlinar wind graduents, even extrapolation is next to useless.. it is very much impractical to bomb from just 500m more then the given info (ie:5500m) because accuracy starts to detoriate without what windspeeds are set for those altitude and in gameplay praxis I had complete direction changes of 190° etc. and other absolutely unpredictable changes, by whom ever set the weather for the map. So why not give weather info up to 7000m or 8000m where players still fly and where you also would have had a forecast in the real world?

 

Benefits:  Realistic bombing altitudes become playable, which currently aren´t

 

having a changed render distance for added 3d scenery objects that mission designers use as targets such as hangars, etc.. would also be cool currently, if you bomb them from 5k, they only plop into view in the bomb sight in the last second!

Edited by Dr_Zeebra
  • Upvote 1
SvAF/F16_Goblin
Posted

Type of improvement: Gameplay

Explanation: The game needs to stay open and not minimize in full screen mode when viewing maps and communicating on a second monitor.

Benefits: added situational awareness and navigation possibilities

  • 5 weeks later...
Monostripezebra
Posted

Type of improvement:  Gameplay

 

Explanation of proposals: Ripchord

 

idea: not having the chutes of bailed player aircrew open automatically (which enables chutekilling http://forum.il2sturmovik.com/topic/24178-do-you-think-chutekilling-acceptable/?do=findComment&comment=374128 ) but having the parachute of the player oben on keyboard comand, maybe even the same keys as bailing.. with an added difficulty of risk of entanglement when opened to short after bailing.

 

Benefits: more realistic gameplay and a game mechanic to fight back against shooting parachuting players to destroy their stats etc.


Type of improvement:  Gameplay

 

Explanation of proposals: re-supply container

 

idea: having an unloadable cargo for the Ju-52 that replenishes player tanks with ammo and fuel

 

Benefits: better gameplay usability for a transport plane

  • Upvote 2
Posted (edited)

Type of improvement:

Gameplay

.
Explanation of proposals:

Separate player CHAT from the game kill/destroy/etc notices (ie: "pilot destroyed bunker")

.

Benefits:

Would make CHAT more useful. Currently mixing player chat with these accomplishement notices frequently causes the chats to scroll out of view before they can be read.

--------------------------------------------------------------------------------------------

 

Type of improvement:

Gameplay

.
Explanation of proposals:

Add scroll bar to CHAT and Events while in flight/action. Currently only available while not in plane/flight.

.
Benefits:

Improve usability of this/these features. Chat/Events scrolls much too fast at times, especially when lots of players/activity (when it's needed/used most), to see/read it.

.

-------------------------------------------------------------------------------------------

.


Type of improvement:
Add playable trains, maybe armoured trains

Explanation of proposals:
the playable tanks have proven themselves to be quite benefical and working in multiplayer.. the eastern front also saw armored trains and a simple player controled train shouldn´t be too different from the tanks, even simpler in it´s implications of interaction with the map, but would make BoS/BoM quite unique and draw attention and new players as well as offering something noone has ever done before.

 

schwere_Spahzug_1945.jpg
 

.

would sure be interesting if these trains could deliver tanks, trucks, guns, troops, supplies, too.

.

when driving a tank (or convoy), an option to hop on a train to get somewhere would be very interesting.

Edited by Gump
  • Upvote 1
LTcommander
Posted

Type of improvement:

Gameplay/Visibility

.
Explanation of proposals:

Create a Fully customizable chat with Lettersize, backgroundcolor, colors for friend/enemy, option to choose which messages are posted or NOT posted like enemy player xy killed, player xy destroyed ground target - spammed in 15 lines, make it movable and sizeable, Maybe a filter for special words like damagemodel, flightmodel, su*a bly*t etc. 

.

Benefits:

only see what you need in a clear small box versus the big grey blocks that can block the sight midfight ,the lettersize is just too big and the lines are to less its near to that big like this ingame for me and i guess blind guys dont have fun in flightsim ,White text on grey blocks in a white environment ,seriously devs did you thought about it ?

Posted (edited)

Type of improvement: Historical accuracy.

Explanation of proposals: Bf-109 models should have same number of turns for each of the wheels for flaps and trim, to go from lock to lock. Currently the trim wheel has much fewer turns than the flap wheel.


Benefits: Greater flight model accuracy, historical accuracy. The Bf-109 takes much longer IRL to change the trim than it does in the sim, currently. It takes the same amount of time to change a certain % of the total flaps as to change a certain % of the total stabilizer trim in real life.

 

Flaps and trim wheels were next to each other and were designed to have the same number of turns lock to lock.... by Messer. design, lowering flaps also changed trim to maintain trim balance - this is why trim is opposite the way it is in some planes - if one simply grabbed both halves of the wheel and turned both equally then one was doing the right thing to either raise or lower flaps, and maintain correct trim balance.

 

Here's retracting takeoff flaps in a REAL bf 109.... https://www.youtube.com/watch?v=jenWQy4Zm-w&feature=youtu.be&t=1m8s

 

it's eight seconds to retract take off flaps.... watch his left arm....

 

and here's one showing what 6 revolutions of the flap wheel looks like.... 

https://www.youtube.com/watch?v=qcMjhihuuX8

Edited by Venturi
novicebutdeadly
Posted

 

Type of improvement: Historical accuracy.

 

Explanation of proposals: Bf-109 models should have same number of turns for each of the wheels for flaps and trim, to go from lock to lock. Currently the trim wheel has much fewer turns than the flap wheel.

Benefits: Greater flight model accuracy, historical accuracy. The Bf-109 takes much longer IRL to change the trim than it does in the sim, currently. It takes the same amount of time to change a certain % of the total flaps as to change a certain % of the total stabilizer trim in real life.

 

Flaps and trim wheels were next to each other and were designed to have the same number of turns lock to lock.... by Messer. design, lowering flaps also changed trim to maintain trim balance - this is why trim is opposite the way it is in some planes - if one simply grabbed both halves of the wheel and turned both equally then one was doing the right thing to either raise or lower flaps, and maintain correct trim balance.

 

Here's retracting takeoff flaps in a REAL bf 109.... https://www.youtube.com/watch?v=jenWQy4Zm-w&feature=youtu.be&t=1m8s

 

it's eight seconds to retract take off flaps.... watch his left arm....

 

and here's one showing what 6 revolutions of the flap wheel looks like.... 

https://www.youtube.com/watch?v=qcMjhihuuX8

 

From what I have read they do not have the same amount of turns.

 

The below is from a forum that dates back to 2012

 

"r/l 109 flap/trimming operation:-

11.7" dia wheel with 5 3/4 turns between full up and down ( ~+3.4- -8.4 deg movement of tailplane)

 

RAE report on a captured 109e notes excellent placement and ease of operation. Also noted is the ease of using both with one hand to counter the nose down effect of flaps on aircraft trim (~10 deg nose down at full flap)- taken from 109 pilots notes by Crecy.

I'd also point out that a big wheel has more 'leverage' than a small wheel- but i haven't seen any force measurements for this"

 

 

 

I'm pretty certain if it was the same amount of turns the dev's would have modeled this.

 

1PL-Husar-1Esk
Posted
Type of improvement: Multiplayer & Gameplay

 

Explanation of proposals: 

Recently i started flying bombers missions and found  that in Pe-2 bombing sight (V), auto pilot command to change direction (SHIFT+Z and X) are executed so slow - practically they become useless. I propose steeper angle of bank with addition of  rudder. If i remember correctly  RoF planes respond faster in those auto pilot corrections and RoF planes speeds were much slower giving bomber much more time to correct flying patch.

 

This is crucial - because bomb view mode - is not affected by wind drift and it is not consistent with the bomb drop view mode. Also it  would be nice to have some kind of reset buton for  view mode for align to drop view mode.

 

This lead to another issue - same object visibility and draw distance present in RoF are not enough in ww2 environment especially in high alt bombing scenarios.

 

Many of those supposed to be fun bomber missions become frustrating challenge. I hope for Dx11 change – meybe it can be ale to bear these challenges.  

 

Benefits: More ppl will fly bombers, better bombers gameplay overall

Posted

Type of improvement:

Rework the mg_position object.

Explanation of proposals:
Please rework the mg_position object, so the MGs don't always fire into the embankment? The front side of the object needs to be lowered, similar to the art_position_at objects.

Benefits:
Unobstructed field of fire.

Posted

Type of improvement:

Interface

Explanation of proposals:

I really like the way the flightsim is going but the interface is just lacking options to adjust.

On my monitor 2560x1440 the interface elements during flight take away a good 30 or even more percentage of the screen.

Should it not be so that we have more control over what elements are or are not shown and the scale and size of those. 

I personally would like to keep the radio messages but at the same time i want to scale it to a size that suits my needs. 

Same goes for enemy tags wich are way to big.

 

Some examples in the next 2 screenshots !

 

5fQqjH2.jpgcmWREKM.jpg 

 

Benefits:

A more user friendly experience. Elements that are chosen to the users needs in the size of the users needs.

  • Upvote 5
Posted (edited)

Type of improvement: Gameplay.

 

Explanation of proposals: AI wingmen always report when enemy aircraft come into view, specifically on their relative direction and height (i.e. "Bandits, 9 o'clock high!"), even if they do not engage them.

Benefits: It adds to immersion for single player, and helps those who have to use autopilot + time compression due to limited time to play the game.

Edited by Cybermat47
  • Upvote 3
Posted (edited)

Type of improvement: Change the way the scratches on the cockpitglass get visible

 

Explanation of proposals: , they are scratches and not fat white bloblines that only kill immersion because the look like painted with a pen on the glass (on ultra settings) 

Benefits:  visibility , Immersion 

Edited by Doktor_Schneider
  • Upvote 1
LLv34_Temuri
Posted

Type of improvement: Logging

Explanation of proposals: Include an option in dserver settings to make dserver write the location of each non-destroyed ground object into mission log after mission end.

Benefits: Enables tracking of moving ground forces, leading to easier dynamic mission generation/online wars (like TAW(?), SEOW)

  • Upvote 1
  • 1CGS
Posted

Thank you guys!

I've gathered your suggestions and created list which I'll send to my bosses. Next time I'll gather the suggestions approximately this winter.

=/WoVi/=kirumovka
Posted

Type of improvement: Game Play / Education

Explanation of proposals: Add a ruler function to measure distance and track, and perhaps a simple calculator in the briefing so users can calculate their ETA. Winds information would be nice to be included as well since the game doesn't seem to support varying winds and weather at different locations yet, though if it is, the departure airstrip winds information should be enough.

Benefits: This will make navigation flying more attractive in the game, meaning that users can train their navigational skills, which also may aid their navigational training in real life where applicable.

___________________________________________

 

Type of improvement: Interface

Explanation of proposals:  Chat history while in-flight briefing. It is annoying if you cannot scroll back to see an important comment made by someone, especially if their message gets pushed out of the 'chat window' by spamm destroyed objective messages. Destroyed objective messages can also be collective (e.g. DUN destroyed Opel Blitz truck (x15))

Benefits: Allows user to view chat history without needing to land

_____________________________________________

 

Type of improvement: Interface

Explanation of proposals:  Ability to toggle text chat

Benefits: Users that complain about "cancerous" chat won't have to complain again.


_____________________________________________

 

Type of improvement: Multiplayer (Servers)

Explanation of proposals:  Make servers with equal or more difficulty than their respective mode such as "Expert, without Spectator Camera" have the same reward rate rather than 0x.

Benefits: This way, users can have fun grinding their modules online, without the need for the instant-research function of 2.003


_____________________________________________

 

Type of improvement: Interface

Explanation of proposals:  Allow users to view their latency and / or framerate and / or packet loss and / or extrapolation timing etc. while in multiplayer.

Benefits: Allows user to determine if they have a certain internet related problem such as connection disconnection without any warnings.


 

_____________________________________________

 

 

Type of improvement: Interface

Explanation of proposals: Scoreboard needs a way of scrolling through users. Currently it can only show 14 users and yourself on your team and 15 users on the enemy team without any proper way of scrolling, especially if the mouse is being used as a pair of axis.

A possible solution is to add two binds (e.g. Ctrl+Shft+Pgup/Pgdn) to scroll the scoreboards. Alternatively, a "free mouse" keybind could work so the user can press on the arrow on the scoreboard (\if that works).

Benefits: Allows to player to see the playerlist when the server has more than 15 players per team

 

_____________________________________________

 

 

Type of improvement: Mission Editor

Explanation of proposals: Mission editor icons are too clustered. A simple mission can be painful to look at due to the cluster. A more user-friendly interface (to the point a user wouldn't spend a whole day figuring out the controls without a tutorial) and an official tutorial would be beneficial.

Benefits: Higher "interest retention" while using the mission editor due to simplicity.

Posted

Type of improvement: Gameplay


Explanation of proposals: Restore ability to accelerate time over 4x in SP campaign - now when campaign it's not tied to unlocks.  


Benefits: More comfortable cruise flights in campaigns. 8x and 16x acceleration was removed from campaign to prevent players "cheating" and quickly opening unlocks, there is no reason not to have them back.


  • Upvote 1
Posted

Type of improvement: Buffeting

Explanation of proposals: Add effect of wind buffeting (shaking) of airplane frame as it speeds up during a dive and approaches near 700 kph. Also the more you stick your head out the window the more buffeting of screen picture is noticeable, could be added.

Benefits: added realism and sense of being in cockpit. Simple solution of entire screen picture shaking could be added.

  • 2 weeks later...
Posted

Type of improvement: Interface

 

Explanation of proposals: Add key binds for scrolling and zooming the map.

 

Benefits: Currently the big map can be scrolled and zoomed only with mouse. It would be easier for HOTAS users if the map scrolling and zooming commands could be bound joystick buttons.

  • Upvote 1
F/JG300_Gruber
Posted (edited)

Type of improvement: Gameplay
Explanation of proposals: Add some small smoke puffs when the Italian 12.7 HE rounds hits the target
Benefits: Better feedback when getting hits since these guns require quite an amount of lead to shoot down planes. Also the Berezin UB already have them so why not the Bredas ? Maybe make them a bit smaller since Italian rounds had less explosive compounds than their soviet counterparts.

 

 


Type of improvement: Buffeting
Explanation of proposals: Add effect of wind buffeting (shaking) of airplane frame as it speeds up during a dive and approaches near 700 kph. Also the more you stick your head out the window the more buffeting of screen picture is noticeable, could be added.
Benefits: added realism and sense of being in cockpit. Simple solution of entire screen picture shaking could be added.

 

Reactivate the headshake function in the camera menu and the buffeting effect will be back ;)

Edited by F/JG300_Gruber
  • 2 weeks later...
Posted

Type of improvement: Gameplay


Explanation of proposal: Retain elements of current campaign mode as "Advanced mission generator" after it's replaced with new Career.


Benefits: While current campaign is not a substitute of career mode and is in need to replacement, it's second to none as quick mission generator for more casual play. The approach of "pick your plane, pick your field, pick your objective" is very good for fast fun 30 minutes sortie without worrying to much about results. With roleplaying elements removed (no airfield unlocking, selectable difficulty instead of pilot level), with huge map selection downsized to one map per season per theatre (two for Moscow, three for Stalingrad), with few airfields always available for each side, third SP mode would make great addition to current quick mission and future career. 


Posted

Type of improvement: Gameplay

Explanation of proposal: Custom Campaign difficulty

Benefits: The SP experience can then be tailored to ones preference. This has been asked for many times before and since the team seem more open to suggestions lately I thought I'd have another try, for the love of god this is in every other sim :)

  • Upvote 1
=EXPEND=Capt_Yorkshire
Posted

Type of improvement: Gameplay

Explanation of proposal:  russian side complain about how everyone is flying a 109's and very few bombers, this is because the bf 110 and ju 88  are often on fire and die after 1 hit . Please change this, it will get more axis flying more bombers and give the Russians something else to shoot at.  I believe both side would be happier with this.  Thanks.

  • 2 weeks later...
Posted

Type of Improvement:  Gameplay
Explanation of Proposal:  Give us the ability to resize and move the multiplayer Chat, the techno-chat thing and the HUD thing.
Benefits:  Wider variety of being able to customize the in game interface to suit individual preference/needs.  Sometimes, the in-game information that comes up, (i.e. m/p chat, certain feedback from flap position, throttle position, etc,) would be better suited in another place or larger or smaller for each individual player.


Type of Improvement:  Gameplay
Explanation of Proposal:  Come up with a algorithm that allows points to be scored when using a "difficulty" setting other than the crappy limited two that come stock.  I fly with settings that are actually HARDER than the "expert" stock setting and earn no points when I do.
Benefits:  Earning medals, badges, points, etc add a little extra incentive to play.  However, the stupid way it is currently implemented forces players to fly using crap limited difficulty settings and thus, for a rather LARGE portion of the base demographic can even take advantage of this.

Posted

Type of Improvement: SOUND - pilot "G" effects

Explanation of Proposal: It will be great to add some G-effect sounds of breathing pilot.
This effect is in DCS filght simulator and it sounds really good! Feel of like "yeas i am really in the plane".
Maybe it is not so hard to do something like this! It is only the sound, not graphic or physics parts. And it really helps to reality feeling!

look at this short video thats showing what i am meaning
https://www.youtube.com/watch?v=CVgmDAMt3a0

Benefits: better simulation of "be part of cockpit"

  • Upvote 2
Posted

Type of Improvement: Interface

Explanation of Proposal: Warn the user that his track has stopped recording through a pop up window (like in ROF) or make the record of a new track automatic once the previous has reached his maximum size.

Benefits: avoid good action (possible screens or video) to be lost because the pilot hasn't see the tiny record icon disappear without a warn.

  • Upvote 1
Posted

 

 

Type of Improvement: game assets

Explanation of Proposal: Barrage balloons

Benefits: additional (currently missing) object over target would make gameplay more interesting, reference design as it available in other sims like ROF.

Posted (edited)

Type of Improvement:  Miscellaneous

Explanation of Proposal:  Once Battle of Kuban is complete, convert existing RoF Channel Map and include it as bonus content (Vielkye Luki/Odessa style).
Benefits:  Re-uses existing content to give mission makers means for creation of missions over Channel Front in 1941/1942. The IL2 planeset after release of BoK (Spitfire Mark V, Bf-109 F variants, FW-190 A3, bombers) will be sufficient to represent Circus-style operations and fighter sweeps typical for that area and period. The minimal changes required for this to work would be redesigning airfields to service WW2 planes and removal of no mans land, leaving settlements and man-made structures in 1919 state.

Edited by Trupobaw
  • Upvote 4
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