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Type of improvement: 

hot key that can cage/uncage gyro (western allies aircrafts)

Explanation: 

Caging gyro would be helpful before perform sharp turn, combat turn, Split S , Immelman and other sharp manouvers as well as before entering the combat.

After that while flying stright again one could uncage gyro and immediately can read actual direction (waiting so log for automatic gyro revival is often very distracting).

Benefits: 

Cage/ungage knob would allow pilot to cage gyro before performing violent manouver(s) and immediately read the course when flying stright again - that corresponds to the real life pilot's routine.

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Type of improvement:  Realistic air movement caused by near by expansion and interaction with the aeroplane.


This added acceleration  by air movement should influence the planes maunvers and pilot  physical limits. 

 

Explanation: In the game surronded air is static in regard explsoion and do not act realisticly upon aerplanes flying near by.

You can fly through flak explosion mid air without forces acting on the airplane.
This is not realistic unfortunately, those planes were thrown up and down or side to side when near them projectile
exploded.
Futher more - even when high speed and significant mass projectile flew above or below light aerplane, it was pressed down or baloon up in the air.

 

 

Benefits: Real behavior, game play changer, immersion add,  better air simulation

Edited by 1PL-Husar-1Esk
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Type of improvement: Interface / Technochat visual transparency

Explanation:  Chat/Hud transparency can be changed by a slider between 10 and 100%. Technochat as of yet seems to be unaffected by that.

Benefits: By coupling chat/hud transparency with technochat transparency visuals will be more consistent. Alternatively give technochat a seperate transparency slider, so that the user can find the most convenient look to his liking.

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Type of improvement: Interface / Settings

Explanation:  As of now, it's not possible (1) to set gamma below 0.8; (2) to switch off bloom when HDR is on; (3) to completely switch off grass (value = 0.0000). My physical display is set to 38% brightness, but it's still too bright when I switch on HDR and use the minimal gamma of 0.8. Please enable gamma to be set below 0.8, enable grass value set to "none" (for those who are not grasshoppers), and make the bloom effect optional.

Benefits: No need for workarounds or mods to enjoy the game.

Edited by sniperton

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Is the a chance for a few peaceful loading screens that focus more on flying and less on combat?

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Type of improvement: Enable the player to name his squadmates in career mode!
Explanation of proposals: Add the ability to edit pilot names in the Unit HQ screen in career.
Benefits:  Increases emotionial attachment to the squad members

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Type of improvement: Allow to use Cooperative servers if you are stuck while taxing

Explanation of Proposals: Create a Pushback function as it is in FSX so you press the key and the plane starts to go back as it where pushed by people

Benefits: Stop the frustration of not beeing able to fly a mission with your friends in cooperative servers, if you make a mistake while taxing.

Edited by Japo32
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Type of improvement:
Modify the bailout sequence such that the pilot will free-fall until the bailout command is issued a second time, which would then have the result of deploying the parachute.  

 

Explanation of Proposals: 
Use the same command for bailout but separate the existing combined bailout/chute deployment sequence as a two-step process to keep it simple and intuitive.  The first time the bailout command is issued, the bailout sequence executes and the canopy is opened or jettisoned and the pilot bails out.  Once the pilot has cleared the cockpit, the command would be required to be issued again to trigger the deployment of the parachute*.  To prevent premature chute opening while the pilot is exiting the aircraft and to mimic human physical limitations, the application should ignore any additional bailout commands that are issued from the time the cockpit exit sequence has begun, to the time that the pilot is clear of the cockpit.  

 

*Optional behavior:  
Apply some rudimentary pilot physiology to the sequence, to prevent parachute openings at very high speeds and/or lengthy free-fall from high altitudes, where a real pilot may be incapacitated and unable to actually pull the chute.  

 

Benefits:
1. Greater realism and immersion, requiring no additional key bindings
2. Intuitive even for users who do not read release documentation, since the only thing that's needed to make it work on the user's part is pressing the button a second time, which they are highly likely to do anyway in this scenario
3. Allowing control of time spent in "free fall" provides a solution for users who desire some amount of control to help evade the multiplayer "chute killers" who shoot pilots shortly after bailout.

 

Thank you in advance for your consideration.

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Type of improvement

Graphics


Explanation of proposals:

All the broad-leaved trees on winter-maps still have their leaves, wich looks really odd when the landscape around them is covered with snow. Just darkening and desaturating the leave-textures, like it currently is in the game, does not look very convincing. Since you are using Speed-Tree, you could just export  the tree-models without the leaves. If you want to add more detail you could export a texture with branches and twigs only, to add some more detail.


Benefits:
More realism on winter-maps

Here's a quick scribble:
4XaNcFQ.jpg
 

 

 

Edited by JG4_Knipser
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Type of improvement: explosions on ground correspoinding to what exploded

 

Explanation: Hitting a fuel truck or fuel train, should produce massive explosion with fireball and realy long lasting dark fumes. Other things that were set on fire should also fume much longer, but with correct intensity..

 

Benefits: better immersion

 

 

Type of improvement: less tree protected roads

 

Explanation: almost all roads now are fully obstructed by trees on both sides, sometimes making ground straffing too difficult for no apparent reason. Populate them instead.

 

Benefits: less frustration

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Type of improvement: Arras Summer map

 

Explanation: Summer map with NO soggy ground. It is summer. Ground is dry. Should be easy to do. Just take the soggy ground layer and change properties to solid. or get rid of soggy ground layer. 

 

Benefits: Easier to make missions, create new airfields and let people use more of the map. Mission makers would then have choice to use soggy ground or not.

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Type of improvement: Close vicinity of Y-29 (Ash) airfield missing typical big heaps of rubbish.

 

Explanation: There were very big heaps of industrial waste or rubbish near Y-29 (Asch) airfield. The battle od 1.1.1945 took place in very low altitude and fighters were sharply turning among the heaps. See the documentary "Operation Bodenplatte The Legend of Y 29" from 10:08 https://dai.ly/x6kr1ee

 

Benefits: Better historical background for the one of the most fierce aerial battles of 1.1.1945

 

Screens from the documentary (obviously the old computer graphics, but gives general idea how big the heaps were):

Y29_01.jpg

Y29_02.jpg

 

And this is the close vicinity of Y-29 in the sim - totally flat:

Y-29_IL-2.jpg

Edited by Tapi
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German and allied Clusterbombs

 

Should be looked at and included in the game if possible. Infos here:

 

 

Coniferous trees are missing from the Rheinland map.

 

here:

 

 

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Type of improvement: Rheinland map performance boost for VR users

 

Explanation: Ingame option (in game settings) to flatten cities and villages (it's buildings), already saw that is possible in ME.

 

Benefits: avioding stutters and fps drops on Rheinland map due to many cities and villages.

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Type: QMB Skins available for all aircraft. 

 

Explanation:

It may sound odd but the QMB is great for having some fun and yet there is a weird omission in that you can only choose one skin for your flight of aircraft! 

 

So if you flight has 4 aircraft they all have the same custom skin which sadly looks awful! 

 

Just wondering if it would be possible to somehow change the interface so each aircraft could have it's own custom skin like the player can choose for their own?

 

 

Benefits: QMB skins for individual aircraft, to make the situations much more authentic and realistic. Currently having 4 aircraft with the same paintwork is frankly awful! To be able to fly as a Fighter Squadron in a sweep and then be able to create images and videos from it is currently impossible. This is free publicity being missed out on due to the lack of choice. Flying for example as George Preddy in the P-51 in QMB is great. I then add 3 aircraft to my flight and now I have 4 George Preddies!!!!! There really should be an option to choose individual skins for individual aircraft. 

 

 

 

 

 

 

Type: Skin viewer in the interface when choosing custom skins for the players aircraft. 

 

Explanation: When choosing default supplied skins in QMB their is an image showing the skin on the aircraft. However choosing a custom skin only let's you load it from the text in the window, their is nothing that shows you what the skin looks like. 

 

Benefits: To be able to see skins that you want to use before loading the game, finding out you have the wrong skin and going through the whole process of choosing another. 

 

 

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Type of improvement: HOTKEY to switch gunsight ON/OFF

 

Explanation of Proposals: It was not common for WWII pilots to fly all the way with gunsight ON. That would lead to gunsight electric bulbs attrition and it would also distract pilot while taking off, flying in formation, navigating, landing etc. Pilots usually switch gunsights ON only when approaching combat zone and switch it off immediatelly after combat. 

IT WOULD BE NOT NECESSSARY TO ANIMATE THE SWITCH ITSELF. ASSIGN HOTKEY TO SWITCH GUNSIGHT ON/OFF WOULD BE SUFFICIENT. 

(Hopefully this IMHO would not be time demanding job)

 

Benefits: Possibility to switch gunsight ON/OFF brings this sim closer to reality and add more immersion as well because switching gunsight ON just before combat is cool 🙂

Edited by Tapi
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Type of improvement: Tweaking the Flight Mode of the P-51D-28 to make it more accurate

 

Explanation of Proposals: Watch this: 

 

Benefits: Improved Realism

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Career immersion improvement suggestions.

 

Type of improvement: Career injuries, length of absence linked to wound severity

 

Explanation: Currently, being injured in a career rarely requires more than a week to return to active duty. If shot, badly burned or in a serious crash-landing it would be more realistic with a longer absence.

 

Type of improvement: Being able to request leave / forced to take a leave

Explanation: Requesting a leave will advance the career a week (for example). Optional: After a number of successive missions, force a short leave to rest the pilot.

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Type of improvement: Adding manual fuel gauge switch option

 

Explanation of improvement: A button that can be bound to manual switch the fuel gauge to the nest tank, often as it is now the gauge can spend 30-40 cycling through empty tanks before showing you your only in-use tank fo 10 seconds.

 

Benefits: Would make low fuel counts less frustrating, would make low fuel flying on spitfires possible, would remove it showing tanks nobody cares about unnecessarily (looking at you tank 4)

 

 

 

Type of Improvement: Auto download other players custom skins temporarily

 

Explanation of improvement: You already download the mission files when loading into a match, you could also theoretically download other players custom skins when they or you join the match in a similar manner

 

Benefits: Encourage costom skin usage, as currently they often end up unused as on many maps you want camouflage and cant take your fancy costom camo pattern thats perfectly suited to the region. Also would make it nice to see different squads in their own skins and such

 

 

 

Note: Im still salty that the Tempest didn't get its RP-3 rockets, please if you add them to the Typhoon do so as well to the Tempest

Edited by [1/KG]SpysAreAMyth
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3 hours ago, [1/KG]SpysAreAMyth said:

Type of improvement: Adding manual fuel gauge switch option

 

Explanation of improvement: A button that can be bound to manual switch the fuel gauge to the nest tank, often as it is now the gauge can spend 30-40 cycling through empty tanks before showing you your only in-use tank fo 10 seconds.

 

Benefits: Would make low fuel counts less frustrating, would make low fuel flying on spitfires possible, would remove it showing tanks nobody cares about unnecessarily (looking at you tank 4)

+1

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Type of improvement: Make AI AA gunners revert to their initial facing after targets leave their attack area command zone or are out of range, perhaps after a short delay linked to their skill level.

 

Explanation. Currently, AA gunners fire at targets within their range or attack area command: once the target has left the area, they maintain their last orientation.  Real gunners should  revert to their priority arc.

 

Benefits: It is very easy to make all AA gunners face the wrong way: this is especially noticeable now that the speed at which gunners pick up and track new targets has been reduced:(Which is a good change overall, BTW, making the behaviour look much more realistic).  If they are facing the wrong way getting aligned before a low flying aircraft has passed over them is impossible.    

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Type of improvement: Add posibilty of selecting which rounds have phosphorus added at the bottom of the bullet (or at least how many of them in rounds belt)

 

Explanation: it seems that in curent version of il2 all the bullets have phosphorus and they are just smoking too much.

 

do you see any smoke here?

 

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Type of improvement: 

 

Audio messages to pilot in aircraft from ground control.

 

Explanation: 

 

As an optionMore audio messages to pilot, to simulate radio messages from ground control, when historically applicable, when aircraft have on-board radio and radar and observer corps are historically formed.

 

For example:  radio messages from ground control with enemy aircraft location reports, including enemy strength, direction of travel and altitude, especially when radar and ground observation units are in the area, together with messages from ground control when targets and airbases are being attacked. 

 

Note

 

1.  Radio messages to be passed to pilots with appropriate time delay to take account of time taken to pass messages down the line. 

 

2.  This suggestion is for when fighter control systems and ground control systems, radar coverage and officially formed and trained observer corps units are historically applicable only.

 

Benefits:

 

More realistic than typed messages on screen (screen text).  Especially for PC pilots who like to turn off on-screen messages and text for more realism and immersion. 

Messages on screen are more like a game than a simulation; the option to turn off on-screen messages and only receive audio radio messages would enable better simulation of historical combat flying and allow better immersion.

 

Better for PC pilots who use Virtual Reality Headsets as it would give the opportunity to add even more to realism and immersion. 

 

Thank you for your consideration of this suggestion.

 

56RAF_Talisman

 

Edited by 56RAF_Talisman
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Type of improvement: game play

 

Explanation:

 

I know for sure that in case of bailout of the plane, for example powered by DB601, the pilot must overturn it on the left side.  If this is not done, the centrifugal force prevents pilot from leaving the pilot's seat.  In the simulator, on the other hand, you can bailout with any attitude.

 

Benefits:

 

Greater realism. 

 

Thanks 

Edited by Startrek66
Better classification

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Type of improvement:  Cockpit customization of clock

 

Explanation: Cockpit clock displays real time of player's time zone in real life.

 

Benefits:  I know what time it is.

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Type of improvement: Control over reticule hiding lever.

 

Explanation: Please add the function of the reticule hiding lever on the K14 gunsight. The K14 gusnight has a lever on the left, it was used to mask the circle of the fixed reticule while stil maintaining the little cross in the middle. It was done in real life for better viewing very distant targets.

 

Benefits: Realism.

 

Have a nice day.

 

:salute:

 
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Type of improvement: Miscellaneous

 

Description: two new mods for the Ju 88 A-4: removal of the dive brakes and removal of the front machine gun. 

 

Benefits: the Ju 88 A-4 configuration we have right now is relevant essentially only for 1941 scenarios. From the beginning of 1942, it was not uncommon to remove the dive brakes and front machine gun in order to reduce weight and drag and to reduce the clutter around the bombardier's seat.

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Posted (edited)

Type of improvement: Controls

 

Description: The option to select the transparency in the in-game map was ported from the ROF but it is missing the binding of two keys to be able to do it while flying. Right now, it can only be done before or after you fly in the GUI.

 

Benefits: Easiness to adjust the transparency level according to the map or weather setting you have without having to abort your current flight.

Edited by =gRiJ=Roman-
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Type of improvement: Control

 

Explanation of proposals:

Macchi c202 Folgore has an automatic system that when the landing gear is raised, the tail wheel locks at the same time.  This prevents the error if the pilot forgets to lock it manually.

 

Benefits: Realism

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Type of improvement: Interface/Multiplayer


Explanation of proposals: Allow Users to rebind chat-to-all/chat-to-team. Right now, the key bindings table has entries for these chat commands, but they have no effect in game. Ctrl+Enter sends messages to your team, and Enter sends messages to everyone, regardless of what is bound. This is confusing, and I think just about every new player has had the experience of forgetting the keybindings and broadcasting to the entire server.


Benefits: Makes keybindings function as expected. Allows users to choose keybindings that are more natural to them.

Type of improvement: Interface


Explanation of proposals: Per engine feather controls. Right now, most engine commands have the option of separate keybindings for engines 1/2/3. Feathering is a notable exception: there's only one feather command for all selected engines. This is a real bummer for those of us who have hardware that provides duplicate engine controls and wouldn't otherwise need to worry about engine selection.


Benefits: Makes feathering consistent with other engine controls. Improve experience for players with fancy hardware.

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As I did not find such a suggestion in this thread since Page 20 I think its worth to do add following idea here:

 

Type of improvement: Full mission editor / Multiplayer / Miscellaneous

Explanation of proposals: Feature that allows to grant points for recon and arty spotting missions (or any other "special-type mission that is not tied to the destruction of an objective)

 

What I'd like to see is the possibility for mission builders to define "object completion conditions" in the mission builder that are recogniced by the server log and can be considered in stats-pages then!

How I believe this could work:

In analogy like the game is logging the damage and destruction of objects or the take off and landing of a plane it should also be implemented an option to log addtional events. The game engine should be extended by a set of only a few generic event objects in the code, e.g. simply called "Objective 1", "Objective 2", etc. and they should be assigned to different pre-given point-values.

Mission builders then can use the fullfillment of any conditions (as they are using already now for generating of sub-titles and activation or de-activation of other objects) to any of this generic objetives and the game then should log "Player <xxx> completed Objective <x>".

It is not needed to read in the log that it was a Recon or an Arty Spot or a spy pick-up or what so ever that was completed, as it this information can be given via the server info and/or mission info (e.g. "Objective 1" is a Recon and "Obejctive 2" is a Arty Spot etc).

 

As it is already now possible to generate very complex mission logic that is recogniced in the game correctly (otherwise how can the game provide specific sub titles after specific events?) I cannot see any reason why it would be such a big impact for engine to also write 1 additional line in the log then....?

 

As far as I thought through this most of the events can (more or less) directly be tied to a pilot:

  • For recon missions it is the pilot who fly over a specific area under certain conditions and land the plane undamaged... => the landing of the pilot after all other conditions are fullfilled would be the event to grant points.
  • In an arty mission it might be not so easy, as the pilot is only directing the arty fire and the completion event is triggered by the artillery then; but even then you could use the workaround, to tie each pass over the target and over artillery area to an objective that grants e.g. only 1 Point. But as u need to do anyhow several passes, the points for an arty mission are accumulated until it is finally complete... the more passes are necessary, the more risk you need to take the more points are granted....
  • In WW2 scenarios you can use those objectives e.g. for parachute or cargo dropping to log the events and grant some rewards....  

So I would say in any thinkable mission type flown by a human pilot that fullfills any specific object there is any kind of action/event that can be tied to such an objective and can be used for credit the player with some scores

I think 5 different types and values would be probably enough.

 

From my perspective the possibility to consider them in statistic pages of server is the most important part, but of course it would also be very nice if they are considered for the credited points after finish the flight direclty in the game too, maybe as one additional category: "plane kills: <X>", "assisted kills: <X>", "ground kills: <X>", "special objectives: <X>". In a further step this could also be used to  increase mission types in single player carreer or scripted campaigns including them for recognition in awards and promotions. 


Benefits:

  • Giving the MP mission builders the possibility to invent new mission types and give them the tools also to motivate players to fly those missions
  • Having the chance for post flight analysis
  • Open the possibility to credit players who fly strategic mission with appropriate scorings and awards and not only the Pilots that destroy something 😉
  • Overall I think that feature would mean a significant increase in the variety of the game engine and help to form a basis for overal rankings that reflect a much broader aspect of aeronoutic warfare  as it is the case now.

 

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Posted (edited)

1. Type of improvement: Parachuters not dying when landing in water
 

Explanation of proposals: Allowing the pilot to live after landing in the water. Currently if you bail out and the pilot lands in the water, even a few meters from shore he will sink like a stone and it will say " Player has been killed." This rarely happens IL-2 1946 and IL-2 CloD. In CloD the pilot will release himself from the parachute a few meters above the water and most of the time surface. If this doesn't happen/happens rarely in IL-2 1946 and IL-2 CloD, then why is this happing in IL-2 GBs, and almost 2 years after BOK was released?
 

Benefits: So that people aren't aerial hydrophobic when flying over the Black Sea, English Channel or Pacific like Midway Guadalcanal, etc. when a Pacific Battle is released.

- Realism in some ways.

 

2. Type of improvement: Pilots being able to exit the plane after landing
 

Explanation of proposals: Allowing the pilot to exit the plane after landing so that if it's a water landing like US Airways 1549 or the plane's on fire on the ground the pilot doesn't drown or burn to death because he couldn't get out of the plane. This doesn't happen in IL-2 1946 and earlier versions, and CFS3 which were released almost 20 years ago.
 

Benefits: Realism, though sometimes the plane can be upside and/or too badly injured to get out of the plane by himself.

 

Devs. For 1 and 2. Please make it so that a.) the pilot doesn't die when parachuting into the water and drowns/burns to death because he couldn't get out of the plane, or b.) fix the issue by allowing the pilot to surface and able to exit the plane after landing. Thank you.

 

3. Type of improvement: Radio Comms/Commands
 

Explanation of proposals: Allowing the pilot to give commands to squad mates as well as the squad leader to give Comms/Commands like "5 minutes and 1 minute to target." " Check your 6 o'clock." "Attention. Bombers, 12 o'clock." Requesting help from squad mates if an enemy is on your tail, and comms to Home Base. Essentially the Radio Comms/Commands in IL-2 1946.
 

Benefits: Realism, though sometimes the plane can be out of range of planes and/or Home Base and the terrain you're flying over can make it difficult pinpointing your position.

 

Thank you.

Edited by Novice-Flyer
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Type of improvement: FOV Snap keybindings.
 

Explanation of proposals: BoX already includes the pilot head zoom axis. However, it's hard to find a slider to map this to, and adjusting it with buttons is difficult. I can set inertia to 0, in which case the only FOV settings available are full in and full out, or I can set it to something nonzero, in which case it's slow when I do need to go from full-in to full-out. Please add bindings for preset FOV levels. E.g., one binding for 45 degrees, one for 55 degrees, etc... just like Il-2: 1946 has.

 

Benefits: Improved ergonomics when zooming. This would also allow users to choose a particular FOV that is correct for the distance to their screen and snap to that quickly.

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Type of improvement: Graphics.

 

Explanation: Currently tracers are scaled with view distance. My suggestion is, depending on what is possible and gives better results, to either:

A. Add an option in graphics or realism settings to disable the tracers scaling, or

B. Disable scaling altogether, or

C. Highly reduce the current scaling factor.

 

Benefits: In my opinion tracers would look better with no/less scaling, even if they are less visible.

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Posted (edited)

Type of improvement: Gameplay.

 

Explanation: Give us the option to let the pilot change his mind when jumping out of his plane and get back in after you choose to bail out (I know, it sounds funny). Off course, not when you're already actually out of your plane :biggrin:. But, when you accidentally press the bail out shortcut and you didn't really want to bail out, you should have the option to change your mind and stay in your plane. There is after all some time between when you press the key and the moment that your pilot is actually getting out of the plane.

 

Benefits: Realism, ease of use, less frustration when accidentally pressing the wrong button.

 

Have a nice day.

 

:salute:

 

 

Edited by FlyingShark

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Type of improvement:      New MCU that allows Photo Recon Mission in single play and Multi play.

 

 

Explanation:  

 

First object is an invisible  region. Object is listed as "Recon Target" in ME

Properties:

Name- Drop down Box   ex:    Mission 1      Mission 2     Mission 3   Mission 4    Mission 5      Mission 6

Enabled:   check box

Sphere of Cylinder   check box

Country:    ex  Germany WW I

Radius:    1 - 10000 m

Number of pictures:  1-20

Delay between pictures:  1-20 sec.

 

Mission object menu: On photos complete.     So you can select subtitles or other MCU. 

 

When plane enters object area a photo available light comes on in bomb sight. Click the photo available button. The light goes out for the time specified in the settings. Take next photo when light comes on again. If light does not come on, you have left the area.

When pictures are done  it changes the camera or plane to a photo complete status for this mission name  "Mission 1"  or whatever was selected..  If it knows when you are out of ammo it can know you have completed photos. A reverse bomb load counter.

 

 

Second object is an invisible region. Object is listed as "Recon landing zone" in ME

 

Properties:

Name- In ME creator must Select same name from drop down box ex:   Mission 1      Mission 2     Mission 3   Mission 4    Mission 5      Mission 6

Enabled:   check box   

Sphere of Cylinder   check box

Country:    ex:  Germany WW I

Radius:    1 - 10000 m

Photo complete status on plane for mission with this object name  is needed for completion of mission

Plane lands with acceptable % of damage :  1-50   More than 50% damage is a bit much for a successful mission.

 

 

Mission object menu: On Mission complete.     So you can select subtitles or other MCU. 

 

 

 

This is just a specific use of the complex trigger logic tied into the bomb sight graphics. The trick is to get the bomb sight graphic photo available button to light up in just the plane in the photo area. It should not be that hard. You need just three simultaneous conditions. The plane must be the correct coalition, have the camera load out and be in the area. If these conditions are met your "Photo Available" button lights up. All the usual complex trigger logic is hardwired in. It monitors object entered, object left, object made photo, object completed photos. object lands.

 

 

First object does not go away after photos complete unless deactivated by MCU. This allows another plane with camera load out to take pictures. Name of plane does not matter. Country and camera load out do mater. Since photo complete status is needed to complete mission any plane with a camera load out will not complete mission unless it has taken pictures. If you have photos available you should be able to do more than one mission. Photo complete status is stored by mission name. Camera or plane should be able to store more than one photo complete status. As many status locations as potential missions. Our example above was Mission 1 - Mission 6.

 

Benefit:   Photo recon mission for single play and multi play.    Many happy customers.

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Type of improvement: Mission editer
Explanation of proposals:

Allow fuel to be locked for individual aircraft
Benefits:

Currently fuel load can only be locked for every aircraft or none.

 

Enabling Fuel load locks on individual planes could be used as a balance mechanic: Example: 262s locked to approx 30 mins flight time (due to shortages of jet fuel.)

 

That would mean more people could have it, but they would be more vulnerable launches and landings that they would have to endure.

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Type of improvement: Damage Model

 

Explanation of proposals: Please fix the damage model for the Il-2 (1943)'s front sight post. Right now, the moment the engine cowling is hit and the bullet-hole decals are applied, the front sight post falls off. Effectively the tiny front sight post has a hit-box the size of the entire nose. The front sight post should be shot off only rarely, when a bullet actually hits it (or never, if you decide it isn't worth dedicating a hit-box to).

 

Benefits: The current damage model is ridiculous. What should be a rare event happens multiple times a day.

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Type of improvement: Runway numbers

 

Explanation of proposals: Adding on the map the numbers of runways.

 

Benefits: It's especially interesting for online communications. 

"I'm on finale runway 07" 

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6 minutes ago, F/JG300_Faucon said:

Type of improvement: Runway numbers

I don't think they put markings on the runways back then. This is West Malling:

C3TZR1g81UNaPs7vzNXHueW5ZM76DSHWEY7onmfL

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