Aurora_Stealth Posted June 7, 2020 Posted June 7, 2020 Type of improvement: Gameplay / Miscellaneous (Pilot Physiology) Explanation of proposals: Pilot's seating angle relative to the centerline of the aircraft to be a factor calculated as part of the pilot physiology. This was a significant factor to the resistance of G-forces in manoeuvres compared to a more upright design. Benefits: More accurate pilot physiology accounting for a key human factor that is attributable to an aircraft's design
2/JG26_rudidlo Posted June 9, 2020 Posted June 9, 2020 (edited) Type of improvement: Gameplay Explanation of proposals: Please make possibility to request landing permission like in the old IL2. Now planes are landing in SP according to AI orders, in multiplayer planes are using navigation lights to not crash into each other.Benefits: It would improve immersion in game play . ------------------------------ Type of improvement: Gameplay Explanation of proposals: RRR currently does not replace dead gunners and replenish their ammo, which makes this feature unusable in multicrew planes (I don't know if it works in tanks in the same way)Benefits: RRR could be reusable for all types of missions. ------------------------------ Type of improvement: Full mission editor Explanation of proposals: Toolbar divided into multiple tool groups are not working properly on 4K displays. Some of them are so tiny, that is almost impossible to use them. Also scroll viewers don't work properly on 4K displaysBenefits: Allow to mission builders work on missions on 4K displays. ------------------------------ Type of improvement: Full mission editor Explanation of proposals: Could you make mission tree to be shown/hide, that it will not refresh itself after grouping/ungrouping objects and/or other changes. Sometimes when there is a lot of objects and tree is refreshing itself, application crash without any error messageBenefits: It will make mission builder more stable. ------------------------------ Type of improvement: Fairness/Historical accuracy Explanation of proposals: Changing bombsights to historical ones improve game immersion and let user to use realistic bomb sights on bombers (Ju-88, He-111, Po-2)Benefits: Using real bombsights will improve immersion in the game and historical accuracy. ------------------------------ Type of improvement: Gameplay Explanation of proposals: When playing as bomber, switching to bombsight is available only to pilot, what doesn't make sense. For example in Ju-88, front gunner is responsible for operating the bomb sight. When player is switched into front gunner, he must switch back to pilot using Ctrl + V shortcut to be able to switch to bombsight view using "V" key. When plane is occupied by multiple players in multiplayer mode, it would extend activities for front gunner too.Benefits: Allowing to use bombsight from front gunner position would reduce time to bomb enemy targets as well as improve gameplay in multiplayer. Edited June 9, 2020 by 1stCL/rudidlo adding more suggestions 2
Eisenfaustus Posted June 9, 2020 Posted June 9, 2020 "Platzschutz" airfield protection missions Type of improvement: Career missions / historical accuracy Explanation of proposal: Platzschutzstaffel in later Stalingrad career and III/JG 54 were "Platzschutz" - meaning airfield protection. In career they are treated as regular fighter units mission wise. They could also also have specific mission sets according to their function: - top cover for starting/landing ju 52/me 262s - more frequent scramble missions to defend own airfield - escorting ju 52s out - meeting up with ju 52s and escorting them in such missions should be the bulk of action with bomber escort/free hunt/fighter bomber missions only accuring sporadicly for these units benefit: besides from historical accuracy and more variety in career gameplay such a campaign would be quite immersive because your own home airfield is often in danger and you would also have rather short routes to action. Especially in the rheinland career the very long air marches - though historically accurate - become tedious fast. With III/JG 54 we would have the opportunity to fly shorter combat missions without sacrificing historical accuracy. 5
twilson37 Posted June 10, 2020 Posted June 10, 2020 Type of improvement: Career missions / historical accuracy Explanation of proposal: The battle of Bodenplatte Career seems to be very repetitive. I have the exact same mission 10 times in a row provide CAP over ground forces. In this mission I have the same number of Allied aircraft taking on the same number of German Aircraft. I recommend mixing up the missions better and change the difficulty setting from number of aircraft I encounter to the probability of encountering aircraft at all. I would also like to see missions on the Allied side that are simply Armed Recon missions with only 2 or 4 aircraft. From what I have read these missions were quite prevalent, instead of attacking a specific target you attack any targets within a region. Benefit: Improved Historical Accuracy and more repeatability. 2
40plus Posted June 10, 2020 Posted June 10, 2020 Type of improvement: Controls Explanation of proposal: Allow us to bind VR zoom to an axis as is available in 2D config. Benefit: Binding multiple buttons for zooming on HOTAS controls can be difficult accommodate and remember when trying to use them. A single axis would be great. I, personally, have a shortage of touch-identifiable buttons but 2-3 unused axis on my HOTAS setup.
FTC_crane Posted June 11, 2020 Posted June 11, 2020 (edited) Type of improvement: Quality of Life Explanation of proposal: Virtual Knee Board with multiple pages that can be customized by players, that can be accessed during flight. Benefit: Especially VR users can't access hard copy print outs during a sortie. A Virtual Knee Board would allow access to flight plans and check lists during flight. This would also benefit 2D users. **** Type of improvement: Quality of Life for VR Users Explanation of proposal: 20degr. left or right head rotation by key press for VR users. Benefit: VR Head Sets are limited to a FOV of around 90degr. Human peripheral vision is +120degr. Adding 20degr of head rotation would allow VR users to check six more realistically. **** Type of improvement: In-Game display calibration Explanation of proposal: Add contrast and brightness sliders and a calibration image. Benefit: Brightness and contrast could be adjusted for the type of display used, to allow for ideal base settings to allow for optimal spotting. Edited June 11, 2020 by ACG_crane 1
Guest deleted@210880 Posted June 13, 2020 Posted June 13, 2020 (edited) Type of improvement: Defensive formations for Il2s and 110s Explanation of proposals: I've read of two tactics that were used as defence for Il2s and/or 110s under attack. It would be good to have these implemented to occur sometimes. Apologies, I can't recall the actual names of the tactics. 1) Il2s with no rear gunner would weave across each other when under attack (read this in Red star vs the swastika), this would help put off the aim of the attacker and allow a following il2 to maybe take a shot at an attacker. The player can actually do their part in this themselves and I've had two kills in two missions doing so which is nice, but it would be good if the AI could also weave, and shoot if the opportunity arises. 2) I've read a few accounts of aircraft such as bf110s (and I think il2s) making a defensive wheel and whilst the effectiveness of this seems to have been pretty poor, it would be nice to have the AI do so from time to time. For both of these it would be excellent to have the command as a leader to order this, or hear the command to enter and leave it given by the leader. They wouldn't need to do it everytime, perhaps just when over a certain altitdue and a distance from target to try and so make the execution of it easier. Other times, just flying as they do now would provide variety. Benefits: It would be massively enjoyable to dive on some 110s or il2s and see them implement a weave, or wheel, or similarly be commanded into it and endure the attacks or try and hit an attacker when flying a ground attacker. As far as the weave goes, I feel it is a very good tactic that would help mission survival as a ground attacker! I've never seen such defensive maneavers n a flight sim, maybe I am mistaken, but it would be a great 'first' if so and really help with the feel of the game. Edited June 13, 2020 by deleted@210880
VBF-12_Stick-95 Posted June 19, 2020 Posted June 19, 2020 (edited) Type of improvement: User control over RGB color adjustments. Explanation of proposals: Unfortunately everyone does not have the same monitor, eyes, room lighting, etc. and therefore the look of the game is different to each person, with some people being color blind. Reshade allows for the individual colors to be adjusted. This helps make the game look better to them than the standard in-game colors on their monitors. Since Reshade is now an admin option many of the servers no longer allow it. If the game included some basic ability to adjust the the RGB color, via e.g. sliders, it would allow players the choice of what looks best for them. The scale for each color would not have to allow the full spectrum of color adjustment from 0 to 255 but instead just the middle ground of each color to make tweaks with. I don't see this as any different from allowing each person to select the level of gamma, sharpening, type and amount of anti-aliasing, etc. that they prefer. Benefits: With the increase in servers opting to ban Reshade, a color adjustment built into the game would still allow players to see the game with the colors that looks best to them in their environment without the ability to use this as a cheat. Edited June 19, 2020 by VBF-12_Stick-95 1 1 6
Guest deleted@210880 Posted June 27, 2020 Posted June 27, 2020 Type of improvement: HUD/icon changes Explanation of proposals: 1) Please could you seperate HUD from radio messages and mission messgages I would like to turn off the direction compass and G indicators but retain the radio messages as I don't understand Russian/german. Its been a while since I did a scripted mission but I understand the screen messages (Mission complete etc.) are linked to HUD too. 2) Add icon options to determine which we want to see when icons are on, mods can only do so much. I would like the aircraft id (which is pilot in PWCG) to show, but not the distance. Especially no distance on ground objects. Also option to have friendly aircraft icons only, or vice versa and no ground icons. Benefits: Options are nice, they let people enjoy the game more and tailor it to their preferences.
1CGS LukeFF Posted July 2, 2020 1CGS Posted July 2, 2020 Suggestion: auto-dimming of the map at nighttime. Benefit: right now, when flying missions at night, the brightness of the map is extremely harsh. Something like the Silent Hunter games, where the map auto-dims when the sun goes down would be great. 1 13
Voyager Posted July 9, 2020 Posted July 9, 2020 Type of Improvement: UI/VR Explanation of Proposal: Create alternative default centered head locations for VR mode. Description of Benefits: Allows the VR head to be separately centered to the natural pilot head location for aircraft with offset gunsights, rather than the hindsight centric head location used for the monocular mode. Basically, centering the primary view axis on the gun sight makes sense for the monocular view, but puts the VR pilot sitting partly out of the plane in VR mode, and feels weird. Because you've got both eyes in VR, usually the gun sight lines up with the right eye when you are seated normally anyways.
69th_Mobile_BBQ Posted July 13, 2020 Posted July 13, 2020 (edited) Suggestion: Add oxygen masks to gunner models when at O2 altitude. Reason: While flying in the Pe-2 at 3500m, looking over my shoulder at the gunner not wearing an O2 mask makes me wonder, "How does he do it?" (lol?) Suggestion: Offer multiplayer server option to "set and lock FoV for all players" or "set and lock Fov zoom range for all players". Example: Server would be able to set and lock a specific FoV like 90 and then set the amount of zoom in and/or out that can be used. So: if base FoV was set by the server op at X, they could 'hard lock' all players to the same. Or, the base FoV could be set at X, then a +/- zoom range could be set. ie; Base Fov = 90. Max zoom in FoV = 85. Max zoom out = 95. Of course, the settings should be as variable as the server operator desires. Reason: Would be an option for the more 'hardcore' type servers and could be adjusted to simulate a more realistic level of focus range regarding the human eye. I also would like to be able to set my own custom min/max zoom range when using zoom in, zoom out keys as I find I usually stay within a certain range manually anyway. It would simply be an easy aid to better control the FoV zoom. Edited July 13, 2020 by 69th_Mobile_BBQ 1
SvAF/F16_Goblin Posted July 14, 2020 Posted July 14, 2020 Type of improvement: ImmersionExplanation of proposals: Add some sort of position reference to wingmen/flight call-outs when engaging targets. Perhaps a radio option to call out for a position from the flight?Benefits: In single player mode flying campaigns and missions it's very easy to loose the flight and wind up alone. To get a reference point to where the other flight members are located would be highly beneficial for immersion and "fun". 2
Real_NBD Posted July 15, 2020 Posted July 15, 2020 Type of improvement: Multiplayer Explanation of proposals: Give players an option to disable server messages, eg. "Player-XXXXXX connected" or "No position data from Player-YYYYYY" Benefits: This would reduce chat spam by a huge margin on highly populated servers, and allow the chat to be used more efficiently for actual communication. 3
SYN_Haashashin Posted July 15, 2020 Posted July 15, 2020 Hi all, This topic is not dedicated to discussion but to present your suggestions. As stated at the OP, I have deleted all posts that didnt follow the format asked for. Any posts not following the above format will be deleted to avoid clutter and help to stay focused. Please don't write here questions. I will not gather and process this data. Thanks for understanding, Haash
69th_Mobile_BBQ Posted July 15, 2020 Posted July 15, 2020 (edited) Suggestion: Ai and human: Multicrew planes don't seem to consider non-pilot (gunner) safety restraints or lack thereof during maneuvering. Change this. Some crew member do not have restraints and are reliant on their own strength to brace for maneuvers. At least one plane (IL-2 '42 gunner position) had historically inadequate restraints. ie; The canvas seatbelt which could snap when over-negative-G forces were applied to the gunner, thus throwing him from the plane. Reason for suggestion: Pilots would have to choose to potentially injure (or kill) their crew members during extreme maneuvering or fly within more realistic parameters. Of course, positive G maneuvers would be less dangerous. AI planes such as the He-111, Ju-88, Me-110, IL-2 (with gunner) and Pe-2 would no longer be as prone to pulling negative G or extreme aerobatic maneuvers that were realistically not possible due to crew considerations. Edited July 15, 2020 by 69th_Mobile_BBQ 2 3
Hawk-2a Posted July 17, 2020 Posted July 17, 2020 Suggestion: make bloom a seperate option instead of it being tied to HDR. While i like the HDR effect, i dont like the bloom that comes with it. so i have to manually edit the startup.cfg to disable bloom. it would be a welcome change to be able to have a checkbox for bloom seperately. 8
J2_Bidu Posted July 17, 2020 Posted July 17, 2020 Type of improvement: Damage model, Miscellaneous (server configurability) Explanation of proposals: Provide server configuration options to control the realism level of the damage model behavior. Specifically, three options allowing the adjustment of different aspects of the damage model: 1) Control failure adjustment (1/8, 1/4, 1/2, "normal", 2x) 2) Structural collapse adjustment (1/8, 1/4, 1/2, "normal", 2x) 3) Pilot health hit adjustment (1/8, 1/4, 1/2, "normal", 2x) Setting control failure to 1/4, for example, would mean control failure would happen only 25% of the times as expected in the normal (default) game behavior. Benefits: Allow server administrators to best target the profile of their player audience in terms of realism. 1
Enceladus828 Posted July 18, 2020 Posted July 18, 2020 Type of improvement: Disappearing planes (damaged planes) Explanation of proposals: Planes. Not your squadron mates, but enemy planes and other friendly planes appear and disappear in the game. What I really dislike is that after shooting up an airplane, as it’s limping away, the plane will just disappear. I would prefer it if damaged planes would Only disappear once they’ve landed back at base or have crash landed. Not in the air. Benefits: Would allow the player to not be credited for shooting down the enemy plane because it made it back to base, not because the plane just disappeared into thin air.
SkyStriker Posted July 18, 2020 Posted July 18, 2020 (edited) Type Of Improvement: Visual /Functional mod for the P-47D Thunderbolt (Bubbletop) - Addition of extended tailfin/ridge Explanation of proposal: Since we already have a P-47D 'bubbletop' version in game , would it be possible to add the extended tailfin / tailfin with longer ridge feature as a modification? Similar to how we're able to select either a clipped wing or a regular wing for the Spitfire Mk.IX? Benefits: There are reports that this feature improved the overall handling and stability of the aircraft. Link to images for reference: https://bit.ly/399QxQ4 Edited July 18, 2020 by SkyStriker 2
Caudron431 Posted July 18, 2020 Posted July 18, 2020 Type Of Improvement: View/Zoom control by increments Explanation of proposal: Would allow to zoom/widen view by increments by using 2 keys for increasing and decreasing Benefits: While i really appreciate the new quick zoom option it is sometimes still too fast and moving. Incremental (fixed) zooming will allow to track better by making it easier to zoom and adjust to center the view on the object progessively and in a more controllable manner.
Eisenfaustus Posted July 25, 2020 Posted July 25, 2020 Persistent planes in players squadron Type of improvement: career gameplay/realism Explanation of proposal: Saving the alterations and skins to all planes in the squadron and taking them off duty for several hours or one day when they are about to be altered. Historically modification like wb 151 gunpods could be installed/removed in the field, but not in 2 minutes before a scramble. Benifits: Would add an interesting management component to a squadron leader career as well as immersion because youcould recognize your planes in the sky as well. Maybe combine with limited modifacations like a G6/G14 squadron only recieving 2 MK108 and when they are lost, they are gone until new guns are delivered. Would also make the outcome of mission more meaningfull. 3
UFA_Bagel Posted July 28, 2020 Posted July 28, 2020 (edited) Ranks, promotions and roles in the career mode Type of improvement: career gameplay/realism Explanation of proposal: Note: read the bold text for the short version 1) Promotion is too fast. It’s unrealistic and damages the gameplay. Many players are able to progress from the lowest to the highest rank within one campaign and just 2-4 months even without having hundreads of kills but with just several dozens. Perhaps, it was initially designed to enable any player to get promoted to the commander in the original BoS but now we can enjoy a career from BoM to BoBP so it could get some overhaul. Another explanation could be that ranks almost have no effect on the gameplay until you gain a high enough rank for the commander position so it may be boring to experience a long way to the commander but see the next suggestion 2) that can change this. Now it's like almost any player demonstrates an exceptional career in the very beginning but then get stuck in the progress for the rest of the war. It seems that the promotion depends equally on individual performance (kill score) and mission success. Award system is already and primary to recognise the pilot’s individual performance while the promotion should've depended more on the number of successful missions especially for the higher ranks and flight leaders, in my opinion (the kill score contribution to the promotion may gradually decrease after gaining the first commissioned officer rank). Also the distance between ranks seems constant. Perhaps, the increasing distance would be better. For comparison, the earliest promotions to the next rank I can find for the best German pilots is 2 months between non-commissioned officer ranks for Marseille, 1 month to Leutnant for Werner Mölders, 11 months to Oberleutnant for Marseille (seems that is the most difficult promotion to get as it usually means the first serious unit commander postion as well and 2 years were more common), 3.5 months to Hauptmann for Graf, 11 days to Major for Graf as just Staffelkapitän (more like exception to recognise his absolute record of 200 victories at that time as he had already received any possible awards by that time) and 8 months to Major for Hartmann (that was on the last day, more like a farewell present before getting captured). So, in theory, it could be like 1.5 years from Feldwebel to Hauptman but IRL it's always at least a few years but definitely not a few months, e.g. it took 3 years for Graf and that's still quite fast. It was also not very unusual for some top scorers to stay in lower ranks for quit a long time as the higher rank the higher responsibility for other people therefore extensive experience and demonstrable leadership skills are absolutely necessary. It makes sense to associate this with the number of successful missions with the premium for leading the flight. Perhaps, addition some random element to promotions an not just a fixed score threshhold will help as well to balance everything. Another option is a cap for the number of promotions per campaign (a single campaign is BoM, BoS, etc). Also, if the player wish to start from the non-commander position but does not want to experinece all the way to this position, player should be abble to chose the rank they wish to start from instead of getting artifical acceleration of their promotion. Actually, I think, it all was pretty much like that in the old IL-2. Applying all these changes, I would prefer to see something like promotion to Oberfeldwebel or Leutnant in BoM, Leutnant in BoS, Oberleutnant or Hauptman in BoK and Hauptman or Major in BoBP if the player starts from Feldwebel in BoM. German side is used just for example. 2) As we don't have a proper flight management yet, there is no the pilot role such as pair leader but the current game design allows wingman and section/squadron leader roles. However, the rank almost has no affect on roles. Even when you are the commander you may be assigned as a wingman that you sure can fix but before that it's almost random and you have no choice. It seams that if you are the highest rank in the flight in the mission you are the leader, yes, but if there is somebody else of the same rank, that is highly likely, it's 50% chance and if there is a few of them, also quite common, it's just 20-30% chance. While pilots of the same rank are sorted by their score and whether they are the commander/deputy or not in the squadron roster, it likely doesn't happen during the flight generation. I would expect that, starting from some commissioned officer rank, the player could get a permanent position of the section leader that would result into getting the control over the flight in the missions where it's the flight of 4. Higher rank should allow to have higher ranked and more skilled wingmen in the player's section. The commander position must guarantee the leadership in any mission by default that is preferable for the most cases. Rank cap for wingmen in the player's flight of 4 is needed to enable that. Also, same pilots but not random ones in the player's flight would be great as some players even now manage to keep them alive for a while so it's part of the gameplay as well which is not possible until you are the commander. All this would be especially important in the combination with the proposal 1) as the player would spend more time in lower ranks. 3) It would be great to get the commander position back after just 2-3 days in hospital as that's what happened in the real life. In the game this position is hold by another pilot until some accident. 4) The deputy position is useless. It does not even mean the promotion of the pilot to the commander once it's vacant. It would be great to give it some meaning too. For example, the ability to choose pilots and/or planes but not missions and routes. 5) At further stages of the game it's possible to have several senior ranks in the squadron especially if wingmen survive long enough, e.g you can manage this if you assign the best pilots to the missions without player. I guess, these missions are modeled with simplifications, so they have better chances. The solution is to have a limit for every rank and transfer pilots to other squadrons as part of their promotion. Benifits: I think such changes would improve realism, immersion and gameplay. Edited July 29, 2020 by elegz 1
DEDMANcjp Posted August 1, 2020 Posted August 1, 2020 (edited) SUGGESTION: To be able to rotate the map thru 360 degrees. EXPLANATION: I would like the Devs to add clickable buttons to rotate the map CW, or CCW and to return to normal view. I could see that the grid and text might have to go when rotating map to simplify things, just towns, roads, trees and water and of course airfields would be all that is necessary to get re oriented when lost. REASON: Land marks are just that more easy to identify if top of map corresponds to your planes heading. I believe this is the way you navigate by map. Edited August 1, 2020 by DEDMANcjp improve idea conveyance 1 5
Aurora_Stealth Posted August 14, 2020 Posted August 14, 2020 (edited) Type of Improvement: UI Explanation of Proposal: Change default send setting of chat messages, currently pressing ENTER will send chat message to everyone in the multiplayer game and CTRL + ENTER for team chat. Could this be changed the other way around so that by default, a chat message is sent to the team only when pressing enter, and a specific "send to everyone" button can be selected or pressed to switch this around. You could have a nicely sized coloured icon to tell you which is the current setting (TEAM / ALL). This I feel would be more intuitive. Alternatively make team chat ENTER and all chat CTRL+ENTER to avoid this mistake being so easy to make. Description of Benefits: It's very easy for players to inadvertently send messages that the enemy team will pick up, this is currently a little anti-intuitive and causes awkward situations. By changing this around it will be more intuitive for players (especially new ones) with benefits to immersion/game-play/logic when in intense situations. Sorry if this has already been raised a few times (not sure) but happens often on online MP games. Edited August 14, 2020 by Aurora_Stealth 5
Ala13_UnopaUno_VR Posted August 17, 2020 Posted August 17, 2020 (edited) SUGGESTION: Voices of female pilots in radio communications.?? EXPLANATION: The introduction of the 3d models of the female pilots is very important, and I am glad that we can enjoy this update 4.009, but it is rare to hear male voices for the comms. REASON: I think the vast majority of people who fly a '' night witches '' campaign or if they wanted to fly as Lilya Litvyak would appreciate this improvement and detail. To close this great unique introduction to simulation Edited August 17, 2020 by Ala13_UnopaUno_VR 11
BMA_FlyingShark Posted August 19, 2020 Posted August 19, 2020 Type of Improvement: Controls. Explanation of Proposal: Please give us control over the course director in planes that have one like you implemented in the tanks. Description of Benefits: Realism. Have a nice day. 1
69th_Mobile_BBQ Posted August 21, 2020 Posted August 21, 2020 Suggestion: Create option to display bomb selector switches information ( fuses, drop spacing delay, drop single, drop pair, etc.) when engine technochat is off. ------ 2
d3rt13n Posted August 22, 2020 Posted August 22, 2020 (edited) Type of improvement: IL- Great Battles - Battle Of Normandy Mosquito equipment.Explanation of proposals: Mosquito Tsetse - Historical mod for the De Havilland Mosquito.Benefits: Adding a Molins autoloader 57 mm as a modification selection in IL-2 which was used against ships, Uboats, tanks and even the Ju-88. Mosquitos carried 24 shells aboard. A solid tracer shell with armor piercing properties which did massive damage to everything it hit. Here is a video of the weapon and the men who used them. Edited August 22, 2020 by d3rt13n 1 2
Aurora_Stealth Posted August 24, 2020 Posted August 24, 2020 (edited) Type of improvement: Flight modelling / Gameplay Explanation of proposals: Currently we see a pitching up movement occur on aircraft when flaps are deployed in-game, which is regularly being used / exploited to gain additional deflection angles when firing at aircraft in maneuvering combat or at extreme AoA's. This seems to contradict typical flight characteristics shown by aircraft in real life when deploying flaps - especially at large flap angles such as for landing where a ballooning effect and a pitch-down movement would normally occur. Some differences in pitching effect may have been present with certain aircraft and aerofoils depending on their centre of lift but seems implausible with regards to what is presented in-game, contradicting the generally accepted norm. I appreciate this may be extremely complicated to change and affect coding for flight modelling so apologise for being a pain in the ass. Benefits: Realism and authenticity of gameplay. Edited August 24, 2020 by Aurora_Stealth 1
TCW_Chattytumbler Posted August 24, 2020 Posted August 24, 2020 Type of improvement: Sound Explanation of Proposal: I love to see the addition of two audio cues to the game. The first would be some sort of sound to acknowledge when the paratroopers are actually being dropped from a Ju-52. The second is a call from a gunner when an aircraft starts/stops contrailing in cold weather or at high altitude. Benefits: not all players have the luxury of flying in formation with a wingman that can tell them the paratroopers are jumping so this audio cue would really help and would add more realism/drama to the drop (something as simple as a German voice saying paratroopers jumping or the sound of the jump leader banging the back of the cockpit wall). Similarly when flying alone it’s odd that all those gunners would sit in silence as the aircraft starts to contrail and give its position away. 2
ADorante Posted August 29, 2020 Posted August 29, 2020 Type of improvement: auto-trim function for trimmable planes, mappable, activated by user's Realism setting Explanation of proposals: Given the aircrafts current speed, weight. power setting and joystick input an auto-trim function sets all trim tabs for straight and level flight or current flight path. Auto-trim works instantly when activated, but is only a one-time trim changing input. Activating auto-trim before take-off sets trim to recommended take-off specs. Activation of auto-trim function is overridden by server/mission parameters. Auto-trim function is mappable in control settings. The auto-trim function is not aimed at experienced sim pilots, but at new customers who are not familiar with trimming their planes (f.e. users that last played a flightsim in the 90's - early 00's. (Question: AI does trim, right? Maybe re-use that functionality for user aircraft?) Benefits: Beginners are spared from trimming the plane themselves, making the flying the simulator more approachable. 1 1
Blackhawk_FR Posted August 30, 2020 Posted August 30, 2020 Type of improvement: Making nav lights invisible (except from close distance) during day time. Explanation of proposals: On one side we have a quite realistic spotting model, which can make aircrafts hard to see depending on situations. On the other side, many online players are abusing of nav lights to be found easily by their friends when they are in danger. This somehow waste the experience of playing and is not coherent with the seek of realism. Benefits: Realism and consistency with contact visibility. 1 16
Tigre91 Posted September 4, 2020 Posted September 4, 2020 Type of improvement: Compass for tank commander. Explanation of proposals: As you are playing multicrew with your friends, being capable to tell the gunner where are some objectives, or the driver how many degrees to turn, would improve the crew experience. Benefits: Quality of Life improvement 1 7
FeuerFliegen Posted September 8, 2020 Posted September 8, 2020 Type of improvement: Realism Options Explanation of proposals: I propose that there should be two separate options regarding "unlimited ammo;" one for guns, and one for bombs/rockets. Benefits: Sometimes in single player mode, one might want unlimited ammo in their guns but would also want to be able to carry bombs and/or rockets, drop them, and no longer have the bomb/rockets weighing and dragging them down. It simply provides more options to the player. 3
ACG_Cass Posted September 8, 2020 Posted September 8, 2020 (edited) Type of improvement: Slightly more complex Gun Harmonization Explanation of proposals: Allow the player to set the convergence and trajectory of their guns separately. This more specifically relates to wing-mounted weapons like the 50 Cals. I know they are a touchy subject at the moment, but I raised this in another thread and although there are definitely some issues I think gun harmonization is a significant part of the problem. With the point harmonization we have currently, setting your convergence close where they are most effective, leaves you with a very shallow trajectory that requires more lead in deflection shots. Benefits: In planes like the P-47, pulling inside someone to get the shot can be fairly detrimental to you if it's even possible at the time. As you can see from the gun harmonization charts, although the convergence settings are closer, the guns trajectories are ranged out between 1400-2000ft (425-610m). Recently I've started running the P-47 & P-51with 700m+ convergence and have found it to be as, if not more effective in dogfights than closer convergence. I understand complex gun harmonization would probably be a nightmare to code into the game for you so thought this would hopefully be a simple implementation and a nice stop gap to help align wing mounted guns more closely with their real life deployment. Edit: Just to clarify, the blue trajectory is what we are getting vs the black line they had. I don't think we necessarily need to be able to modify it ourselves, just have the rounds cross upwards through the convergence point we set rather than having them at the top of their trajectory there. Edited October 3, 2020 by Cass 7
69th_Mobile_BBQ Posted September 19, 2020 Posted September 19, 2020 (edited) Type of improvements: Difficulty options. Suggestion 1: Separate mini map lock/unlock option from the instrument panel lock/unlock option. This would allow players who do not want the full instrument panel overlay (speed, ammo count, etc.) to still be able to use the mini map. This may also be a useful option for semi-expert type server operators to use as well. This may also add more options for map builders and servers to build maps that can utilize the ground recon vehicles' communications, map icons and the limited spotting range they provide to more functional effect. I don't know what concepts for Air Marshall are being looked at - or if it will be a project that gets to be pushed forward - but there may be an element of functionality this could open for the larger picture. Suggestion 2: (Multiplayer server difficulty option) Give server operators the option to not display user names when plane type/distance icons are enabled. This would allow new players on practice servers with mixed AI and players to utilize the plane type/distance icons but, would prevent more experienced players from singling-out and greifing other players by simply finding their label in a multi-plane dogfight. All players would show only their plane type and distance but, not their names. As far as I know, there is currently no option to turn off player names as part of the icons' functionality. Edited September 19, 2020 by 69th_Mobile_BBQ 1 1 2
WWSitttingDuck Posted September 20, 2020 Posted September 20, 2020 Type of improvement: Skins Management Explanation of proposal: In addition to the "Custom" and "Official" selections in picking a skin for a plane, we would also have an option (ie tab) for "Favorites" Pilots could put the skins they use the most for that plane in that catagory. Benefit: The number of skins for one plane can easily go over 100 skins. Pilots could accumulate skins for other pilots, but they would not have to scroll thru all those skins to find the skins they want to fly with. We can not rename skins so the show up in the top of the list, because now that skin will not show up to other pilots. 4
ACG_Cass Posted September 24, 2020 Posted September 24, 2020 (edited) Edit: So after looking into this a little further it was expected for 75% of rounds to fall within a 4 mil pattern. This means that accounting for where that 4th round goes, we are looking at a pattern of about 1.2-1.5m at 300m. Although difficult to test in game it appears as though it's pretty close to replicating that. The issue again seems to lie with the fact that all 6/8 guns are point perfectly at the same point - something a crew chief wouldn't be able to, or want achieve. I've edited the suggestion to reflect this. Type of improvement: Reduction of AN/M2 Browning Accuracy. I'd recommend somewhere between 5-8% after some very rough testing. Explanation of proposals: To counter the perfect point harmonization currently implemented, decreasing the accuracy will help align dispersion patterns closer to what was expected and what we see in footage from the period. e.g. This is a lead on point from the gun harmonization suggestion above. The current 50 Cal accuracy doesn't appear to be in-line with documentation and what we see from guncam footage. Again, referencing the charts from the P-47 manuals, you can see the expected dispersion of the guns. These are for static planes with no engine running and yet still, only 75% of rounds were expected to be within those circles. In combat, under G or even flying level with the engine running at full power the vibrations and are likely to make those dispersion patterns a lot more significant. Unfortunately there wasn't a way to test in flight accuracy back then, but with the hours of gun cam footage we have (including strafing runs) there is an apparent difference between what we see there and what we have in the sim. Benefits: Increased spread of the 50 Cal rounds to be better simulate real life dispersion levels . This would allow a more significant chance that something vital is hit and to spread damage across different components - what the 50s were designed to do. Hopefully this is just a numeric figure that can be adjusted, but I know sometimes things are never that easy when it comes to development... Edited September 24, 2020 by Cass 6
Tuesday Posted September 24, 2020 Posted September 24, 2020 (edited) Type of improvement: Gameplay Explanation of proposals: Allow Ju-52 cargo drops and delivery to resupply ground vehicles; tanks, flak, etc. Benefits: I believe this would create more opportunities and mission types using the Ju-52 (and any future similar aircraft, ex. C-47), both in singleplayer and multiplayer. It would create a more cooperative environment between air and ground forces. Examples: a group of tanks are pushing from one objective to the next, find them en route and drop a resupply; a group of AAA vehicles have set up an interdiction point along a probable flight path; resupply them. Surely there are more creative uses out there but I believe it would be a useful mechanic and hopefully prompt more use of the Ju-52, certainly in online play. Edit: apparently this mechanic does in fact exist in game Edited September 25, 2020 by Tuesday 1 4
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