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Improvement:  Field of view changes for AI gunnery, both flak and airborne

 

Explanation:  AI gunners *appear* to be able to see through objects which would obscure vision.  This allows flak to aim through clouds as if tracking by radar.  I've seen flak shooting into the side of a mountain on the Kuban map when there was an enemy fighter on the other side of the ridge. Also, not 100% sure if this is what's happenning, but it also allows AI gunners on bombers to be able to almost instantly have an accurate firing solution on a target as soon as it comes into the gunner's cone of fire.  I cannot confirm this is actually what happens, but it does seem, for example, when diving down on a bomber from above and continuing on below, that the belly gunner will have an accurate firing solution almost instantly upon entering his field of view, as if he had almost omnicient knowledge of exactly when and where you would appear.

 

Benefits:  Greater realism

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Objects in between player and AAA do not cause AAA to loose sight of player plane. AAA AI "see" you through houses, hills, trees etc. and track you without problems.

Next thing is that been shot down flying fast and low by high caliber AAA should be in miracle probability.

Edited by 307_Tomcat
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Type of improvement: Controls, Key Mapping

Explanation of proposals: Allow using combinations of joystick buttons in the Key Mapping screen (for example: joy0_b2 + joy0_b5)

 

Benefits: Allows users to map a much higher number of controls on the joystick/controller without resorting to 3rd party software (i.e. JoyToKey).

IL-2 Sturmovik needs a very high number of keys or buttons to control a plane, the ability to map these on one joystick helps enormously when it comes to have all the necessary controls within fingers reach - especially for players who use relatively simple joysticks with only a few buttons (i.e. Thrustmaster Hotas X) and for VR players, who cannot (heavily) rely on keyboard input.

N.B. Buttons combinations can be currently achieved with the use of 3rd party software such as JoyToKey but it would be awesome if IL-2 Sturmovik would allow buttons combinations 'natively', eliminating the need for external software.

Edited by =GEMINI=Framais
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Type of improvement: Controls, Key Mapping

Explanation of proposals: Highlight/bringing pressed key/joystick button into focus in they "key mapping" menu
 
Benefits: Finding they key binding of a certain key/joystick button without searching the rather long list of different actions / action type pages

Edited by I/JG27_Zimmi
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Type of improvement: Audio

Explanation of proposals: enable volume control of AI radio voices

Benefits: better ability to the hear the AI radio transmissions. Right now, the volume is too low when playing the game through a 5.1 speaker system.

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Type of improvement: Controls, Key Mapping

Explanation of proposals: Extend ON/OFF and TOGGLE functions by to separate ON and OFF functions

Benefits: I have recently created two rather simple panels with potentiometers and ON-OFF-ON switches (the same kind that are for instance on the Warthog HOTAS). Unfortunately, these buttons are not suitable for functions that are associated with “ON/OFF” or “TOGGLE” as you have to flip them up, back into OFF position and back up in order to switch on or off, for instance, the prop feather function. It would be great if, in addition also separate “ON” and “OFF” options would be given in the key mappings. 

 

For the sake of clarity I  also suggest to reduce the height (i.e., font size) of items in the key mapping menu and increase its opacity. The list currently holds only 6 key functions and must be scrolled down several pages. It would be better to have at least 10 items visible at one page.

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post-555-0-66619200-1515916519_thumb.jpg

  • Upvote 3

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Type of improvement: Communication

Explanation of proposals: Introduce a new Command Menu to improve Communication with your team using quick messages.

Benefits: Improves communication among team members without forcing them to type while flying. Especially useful for VR players, who, for obvious reasons, can't use the in-game textual chat.

 

Example of Quick messages:

  • I am at [position], [altitude]    (where position and altitude are automatically filled-in when using this message)
  • Bombs Away!
  • I need escort!
  • I need help!
  • Enemy spotted!
  • I need gunners

    [EDIT: adding a few more ideas as per 56RAF_Roblex suggestion]
     
  • Landing, clear the runway at [position]
  • Starting my take-off run at [position]

    etc.

iLUKOLn.png

Edited by =GEMINI=Framais
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Type of improvement: Communication

Explanation of proposals: Introduce a new Command Menu to improve Communication with your team using quick messages.

Benefits: Improves communication among team members without forcing them to type while flying. Especially useful for VR players, who, for obvious reasons, can't use the in-game textual chat.

 

Example of Quick messages:

  • I am at [position], [altitude]    (where position and altitude are automatically filled-in when using this message)
  • Bombs Away!
  • I need escort!
  • I need help!
  • Enemy spotted!
  • I need gunners

etc.

 

iLUKOLn.png

 

Hmmm.  Not sure I agree with the type of messages.  Most of these are for squadmates and should be done using Teamspeak etc.    What I would like is quick messages for those things you need to say to people not on Teamspeak or Discord etc.   Things like 'I am turning finals',  'Clear the runway!', 'I am starting my take-off run.',  'Check your 6' and make these only visible to people within 1000m of you.

Edited by 56RAF_Roblex
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Hmmm.  Not sure I agree with the type of messages.  Most of these are for squadmates and should be done using Teamspeak etc.    What I would like is quick messages for those things you need to say to people not on Teamspeak or Discord etc.   Things like 'I am turning finals',  'Clear the runway!', 'I am starting my take-off run.',  'Check your 6' and make these only visible to people within 1000m of you.

 

I disagree, the examples I posted are actually meant mostly for pilots in your team who you are not in touch with in voice chat (as opposed to your squad mates). But I really like the examples you made, they could be added to the list of quickmessages available.

Edited by =GEMINI=Framais
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I disagree, the examples I posted are actually meant mostly for pilots in your team who you are not in touch with in voice chat (as opposed to your squad mates). But I really like the examples you made, they could be added to the list of quickmessages available.

 

A better solution would be in-game chat available to everyone as some players  are not willing to organise into a team and use, say, Teamspeak comms.

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Suggestion:

Add in the settings of the launcher a a possibility to choose a language.

At the moment, the language (Russian, English or German) can be chosen only after the launch. The German language switches back to English after every game restart.

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I disagree, the examples I posted are actually meant mostly for pilots in your team who you are not in touch with in voice chat (as opposed to your squad mates). But I really like the examples you made, they could be added to the list of quickmessages available.

 

It would be nice if it is possible to edit those messages as it seems that some of us used different words.

 

Personally I am a fan of "Winchester! RTB!" "Bandit at...". etc.

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It would be nice if it is possible to edit those messages as it seems that some of us used different words.

 

Personally I think that editable messages are a great idea in principle, but as it also enable players to spam all sort of crap (swear words etc.) I think it will be frowned upon by 1C GAME STUDIOS.

In that respect predefined quickmessages are a safer option.

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Personally I think that editable messages are a great idea in principle, but as it also enable players to spam all sort of crap (swear words etc.) I think it will be frowned upon by 1C GAME STUDIOS.

In that respect predefined quickmessages are a safer option.

I would really want that up to the server admins or a editable list which can be used by the Dserver application.

Everything that have to be go over the developers will increase respons-time.

And your suggestion wont stop anything. I have seen it on Finish Airwar and people alway find time to write offensive stuff in the chat :-(

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Type of improvement: Controls, HUD

Explanation of proposals: HUD displays control status even if moved while at 0% or 100%.

 

Benefits: If a function (e.g. radiator) is at 0% or 100% the HUD will not show anything if you try and push that control past 100% or lower than 0%. Because of this it can introduce doubt as to whether you are using the correct control or that the controls are mapped properly. The solution is for the HUD to display the controls percentage when you move a control - even if you are trying to move it beyond the in-game limits.

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Type of improvement:

Gameplay

 

 

Explanation of proposals:

In single player quick mission, I propose to add a "flying straight" option into enemy skill drop down menu. Consequently, enemies would simply fly straight with no maneuvers or navigating for extended periods of time, despite being fired upon.

Benefits:

1. Possibility to practice deflection shooting on a non-suspecting target from different angles. Aerial drone target simulator essentially.

2. Preventing bombers from spreading around, leaving formation as soon as they are attacked.

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Type of improvement: Gameplay / Campaign
 
Explanation of proposals: Add an option in SP campaign missions to taxi to the runway instead of spawning lined up on the runway. If selected, you'd start in a parked plane and would have to start your engine and taxi to the runway yourself. If you're with a flight they'd follow your lead (I also like another person's idea of selecting which number you are in the flight so you're not always the lead. In this case, you'd taxi after the lead plane in the proper order).

Benefits: It adds to the immersion and realism when you start in a cold plane and taxi to the runway yourself. Also, when you always spawn in perfect formation on the runway it can become a little monotonous.

I'm not sure if this was already suggested of if it's planned in the next update (I'm kinda new to BoX), but I was playing a scripted campaign that required taxiing and it really added to the game and made me wish the normal campaign missions did the same.

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Type of improvement: Sound
 

Explanation of proposals:    Flyby sounds.
 

Benefits:  Many people knows of Tiger33 soundmod for il2 1946 and his flyby sounds. They are very real life like and powerful and the immersionfactor goes through the roof. Your game/sim is great and most of your sounds are very good and powerful but if you could create something like tiger33 flysounds for il21946 you would have a game/sim close to perfect.

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Type of improvement : 

 

Explanation of proposals ; White default skin for winter maps.

 

Benefits : Many players like use custom skins . On winter maps, default skin isn't white . This situation is unfair for custom skins users

 

thx

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I bought BOM today and sent it as a gift to the address ...

Why can not the other party to take an activation key (if any) !!! ???

What's the problem here ???

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I bought BOM today and sent it as a gift to the address ...

Why can not the other party to take an activation key (if any) !!! ???

What's the problem here ???

You're in the entirely wrong topic to be asking that.

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I bought BOM today and sent it as a gift to the address ...

Why can not the other party to take an activation key (if any) !!! ???

What's the problem here ???

Best to raise a support ticket for that.

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Type of improvement: AI

 

Explanation of proposals: Stop the AI from making unrecoverable dives.

 

Benefits: The AI will no longer kill itself when attacking ground targets or diving on enemy aircraft.

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Type of improvement: Controls / Key mapping

Explanation of proposals: A way to reset the head position independent of the view direction.

Benefits: I could keep looking at my target while moving my head in line with the gunsight. I would not be "forced" to look forward everytime I reset my head position which is bad for immersion.

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Scope: level of realism management

Explanation of the proposal: Add (as option) the limit of the zoom-in feature. The ZOOM-IN is the most Unrealistic feature. ZOOM-OUT even if not realistic can be maintained as Situation Awareness FOV. Servers can decide to add or not this options.

Advantages:  It will increase the total realism and it will limit people shooting at extreme distances or fly at ultra high altitudes looking down with zoom. Tactics will change and closer fights will be more common. Pilots that escape from a fight will not see snipers shooting at 6 o'clock or lower aircrafts in a fight will avoid to shoot to higher aircrafts.

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Type of improvement: Graphics

 

Explanation of proposals: Natural head movement in cockpit.

 

Benefits: Currently the cockpit view is very static; even though they are beautifully designed the cockpits feel very '2D'. The addition of subtle head movements in the vertical, lateral and roll would bring the cockpit view to life. Optional of course.

 

Here is a comparison video. See how even small movements reveal the shape and features of the cockpit, the proximity of the gunsight etc (imagine the new P-39 cockpit with some movement!). 

 

 

Edited by Valis
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Type of Improvement: Sounds

Explanation of proposals: Add bass  to engine and gun sounds. Piston firing, round detonation and impacts from cannon fire should be accentuated with bass hits

Benefits:Feeling of immersion especially when users have tactile transducers (i.e. Bass shakers & Buttkickers) In CoD Blitz I can feel every piston firing and every cannon round that I fire or get hit with (not happy with the MGs though) . Its wonderful! In BoS these sounds are flat and lifeless. Even for users without tactiles but have bass/subwoofer amps this would give the game greater depth for them. 

Edited by ATAG_SKUD
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Type of improvement: HUD

 

Explanation of proposals: 'Aircraft Ready to Fly' message when startup sequence is complete.

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Type of improvement: Interface/Multiplayer
Explanation of proposals: Change the way the selection between Coop and Dogfight is presented.
Since 3.001 when we go into the multiplayer section, the game ask us to choose between the Coop or the Dogfith type of server.
Unfortunately when we fail to connect to a server (too many people trying to connect in the same time for example), we are sent back to that selection menu instead of the already selected server list.
Benefits: Remove annoyance, faster retry to connect in the server we want.

Edited by -IRRE-Biluf
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Type of improvement: Gameplay/Career


Explanation of proposals: Add an option to control number of units (high-medium-low) generated in Career missions. Currently we have lots of units (both friendly and hostile) which makes Career missions very CPU intensive and it's impossible to maintain 90fps in VR. By trading a few units for performance, we'd have the ability to adjust scale of battles according to our PC's power.


Benefits: Better performance for Career missions - especially in VR.

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Type of improvement: Multiplayer / Gameplay / Wishful Thinking
 

Explanation of proposals: Multiplayer Career mode
 

Benefits:  Much like co-ops and other persistent dynamic campaigns created by the community, this option would allow players to join a squadron together and fly the new career mode as a group rather than individually offline in single player.  Whomever occupied the Squadron Leader position  when starting the career would be the one to start missions and request transfers to other aircraft/units/etc. 

 

This would allow for groups of players without the knowledge of using the mission editor to further benefit from the co-op mode and add another level of fun to the already fantastic career mode.

 

 

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Type of improvement: Graphics
Explanation of proposals: Implement pilot body in the cockpit.
Benefits: Complete immersion in VR

Type of improvement: Audio
Explanation of proposals: Remove some of the noise from the radio traffic. I speak some German but it's extremely difficult to pick up what the hell they are saying as it is VERY low quality. Alternatively, re-do them in English (but still in better quality)
Benefits: You wouldn't need to keep switching the HUD on and off just to make out what the radio traffic is trying to say.

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  • Upvote 6

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Type of improvement: Graphics/GUI Multi-Monitor Support
Explanation of proposals:  Please, redesign the GUI for all the menu Screens up until you actually launch into a mission to only use the center screen on a multi monitor system.  Trying to navigate through the menus is a bit of a pain when all the options are slung to the far end of a 5900 wide screen.  Also, the map and briefing screens are all but unusable in that they are not scaled properly for such an elongated resolution.  The crappy messed up release of Cliffs of Dover several years ago actually handles this better than this title.  I find this a bit baffling (DCS doesn't handle this well either for some reason so you guys would have something else up and them if you fixed it ;) ).
Also, make the in game "chats" (techno, multiplayer, status updates, pop up map and little hud thing in the lower corner) CUSTOMIZABLE.  Good grief.  We need to be able to move them, scale them, adjust their transparency, etc.  How long is this little feature (which the old Il2, and the crappy cliffs of dover have) going to take to implement?  At least make it to where we can move them.

Benefits: Would make the game easier to use and generally improve user satisfaction

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Type of improvement: Gameplay/Full Mission Editor
Explanation of proposals:  Dual Briefing Screens in Cooperation Mode, one for Germans, one for Russians, to give orders to one side individually. Possibly when a player selects his aircraft in Co-op mode, he gets access to his side's briefing only.
Benefits: Immersion/Fog of War/Enemy not knowing what your orders are. 

  • Upvote 2

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Type of improvement:  Gameplay/Graphics/realism

 

Explanation of proposals: Oil on the cockpit when your engine is leaking oil or is damaged, etc.

Now that we have a nice fluid effect on the cockpit when going through clouds it would be nice to see the same level of detail when your aircraft leaks oil, the oil could spread over the canopy and obstruct your view depending on how bad the leak is. You could have a minor leak that doesn't put much oil on the canopy or you could have a serious leak that completely blocks your view to the outside. 

The oil could also spread across the aircraft fuselage as well.

 

Benefits: More realistic gameplay and visual damage model, more immersive experience.

 

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  • Upvote 5

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Type of improvement:  Gameplay/Graphics/realism

 

Explanation of proposals: Being able to manned AAA gun like we do for tail gunner. I could fun to defend an airfield or a tank convoy. I also think that for the future pacific expansion, flak manning to defend the fleet could be fun.

 

Benefits:    Pure enjoyment and satisfaction of cutting the wing of a camper, among many other     

   

 

 

Edited by ATAG_dB

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Type of improvement: Audio / Usability / Immersion / VR

Explanation of proposals: Translate all radio messages at least in the English language.
Possibly reduce the radio noise effect to make all the sentences clearly understandable.
Ideally, translate them in multiple languages.
German and Russian radio messages only help the immersion if one actually understands them (like a German or Russian pilot would have). Otherwise they're just useless background noise.


Benefits: Radio messages in a language one understands allow for improved immersion (a real German or Russian pilot would have understood what a radio message says). Furthermore, VR players won't have to rely on the HUD for the translation of a radio message, and they could safely hide the HUD for a much needed performance improvement in VR.

  • Upvote 3

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Type of improvement: Interface

Explanation of proposals: Selection highlight should remain on last track replayed after track replay had stopped.

Benefits: Obvious. No need to remember exact track name and date in order to archive/rename (or to delete) the track recently replayed.

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Type of improvement: Multiplayer snapping

 

Explaination of proposal:  client and server tick rates differ severely at many times and cause sputtering of player locations (snapping back and forth) when multiple planes are within visual distance of each other (1-2km is very noticable).

This was solved in part or completely in today's star citizen bug smashers episode as seen here (short video).  The request is to implement the same solution to the communications with the dserver.   

 

 

 

Benefits:  Possible that clients will no longer see other players' position snapping back and forth severely when flying close by and shooting at each other.  Currently, multiplayer is unplayable due to this for me.

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