Eldur Posted April 22, 2014 Posted April 22, 2014 Type of improvement: Interface Explanation of proposal: Let's have all information about control states (except stick and rudder positions ) on the "speed bar" Benefits: Better control, what else? - Really, I don't want to see just my water radiator, but also my oil cooler shutter position, cowling flaps, flaps position in degrees, throttle in ata / psi / whatever is used on that plane I'm flying instead of %. And don't forget things like dive brake or tail wheel lock state. Then the bar does make a lot more sense 4
sturmkraehe Posted April 25, 2014 Posted April 25, 2014 Type of improvement: Facilitating navigation Explanation of proposal: I suggest to have in addition to what we have right now (which is not a bad feature) an in-flight map that can be zoomed in and not only two scales of the map as we have right now. In order to make manipulation of map easier during flight I also suggest to be able to move and zoom the map with key bindings and not only with right click and mouse cursor as in RoF. Benefit: The current in flight map is not very convenient for navigation. Either it allows a view with large scale and little overview or a view with overview but too little detail. It is not possible to take a better look at a specific detail in map. Having keys bound to map view manipulation may be prefered by pilots as they don't have to take the hand from the stick for that purpose. 2
Stab/ZG26-Ruhland Posted April 25, 2014 Posted April 25, 2014 Type of improvement: Interface/Multiplayer Explanation of proposal: Payload variants with unique names Every payload variant should carry a unique name (like Variant A1, A2, etc. for rockets, B1, B2, etc. for bombs) so they can be easily distinguished. Benefits: The payload variants in their current form are very difficult to distinguish. As an example, the Il-2 offers 24 variants of rocket, bomb and Vya-23 combinations. I am scared when I think of squadron members reading all these variants searching for the one the squadron leader scheduled for the flight. Within seconds, the Teamspeak channel would be flooded with people´s voices asking for the exact variant again and again. Therefore online squadrons need unique names for the variants to keep their coordination smart and efficient.
Fifi Posted April 25, 2014 Posted April 25, 2014 Type of improvement: Interface Explanation of proposal: No damn "hint" window each time we switch labels on/off PLEASE! Benefits: Get rid of this VERY annoying window each time we want to switch labels on/off will be great. 4
oneeyeddog Posted April 29, 2014 Posted April 29, 2014 (edited) Type of improvement: move or reduce cloud cover on MP mapsExplanation of proposals: will make it easier/possible to dive bombBenefits: added variety/ historical accuracy Edited April 29, 2014 by oneeyeddog
oneeyeddog Posted April 29, 2014 Posted April 29, 2014 Type of improvement: bomb smoke and fire on MP mapsExplanation of proposals: have bomb smoke and fire last longer than a few seconds.Benefits: would allow yourself and accompanying bomber pilots to observe results of bombing run. Type of improvement: time of day on MP mapsExplanation of proposals: change time of day to dawn, dusk or eveningBenefits: would add welcome variety to gameplay 2
oneeyeddog Posted April 29, 2014 Posted April 29, 2014 Type of improvement: time of day on MP mapsExplanation of proposals: change time of day to dawn, dusk or eveningBenefits: would add welcome variety to gameplay 1
Zappatime Posted April 30, 2014 Posted April 30, 2014 Type of improvement: immersion/gameplay Explanation if proposals: Can we please have the option to 'continue the mission' after being killed/shot down/bailed out in single player, so that we can watch the rest of the mission play out (and implement it in ROF while youre at it! )? It was one of the endearing features of the original il2 series (and CLOD), and I find it a real disappointment that its not in BOS (yet). Sims like this are as enjoyable to watch as they are to participate in at times and being able to see how the rest of a mission pans out is, to me and I'm sure other single player fans, very enjoyable. Similarly, when padlocked on a stricken aircraft you loose the padlock immediately on impact (in fact you dont see any crash as it returns view to ahead or external at your aircraft if already in external view) - again I want to see what happens. Hopefully its quite easy to implement these two tiny but great features of its predecesors. Benefits: Greater enjoyment/entertainment factor/immersion 2
kendo Posted May 4, 2014 Posted May 4, 2014 Type of improvement: In the QMB for skirmishes allow players to set number of enemy aircraft to zero Explanation of proposals: Currently in the skirmish mode you must choose at least one enemy aircraft in one flight. I suggest changing to allow the possibility of setting to zero enemy aircraft.Benefits: Would ease the setting up of pure ground attack missions. Sometimes a player may desire to create a simple ground attack mission with no opposition. Currently because of having to pick at least one enemy aircraft it is impossible to do this. With the current implementation of the AI friendly aircraft tend to focus on attacking enemy aircraft when they are present. This makes setting up simple ground attack missions frustrating or impossible. Making this change would extend gameplay possibilities significantly. 1
13Nrv Posted May 6, 2014 Posted May 6, 2014 (edited) Type of improvement: Exchange take off type on Expert Server bases in multiplayerExplanation of proposals: Exchanging take off mode between actual bases : basically germans would spawn inflight at Jankar and spawn on the runway at Rodnik ; russians would spawn inflight at Lapino and on runway at nagibaevka. Benefits: Think the stress put on the server and the number of players , would be the same , and it would offer much more possibilities to avoid the nowadays death row (jankar-lapino) and hopefully less vulching too ... Edited May 6, 2014 by 13Nrv
snowsnipersnow_sniper Posted May 8, 2014 Posted May 8, 2014 Type of improvement: quality and realistic sounds in fly by and in cockpit.Explanation of proposals: Fly by F3 was a strong point in IL2 against MSFS or other Sim. Just keep it ! with something as good as TIGER33 SOUND MOD V3 for IL2 witch is BETTER than Cod Sound & flyby sounds, BETTER than A2A warbirds in MSFS ( have a look on vids on the net about this sound mod pack for il2 please ) pump up the volume! and test it please : Benefits more immersive. Just unbelievable. Just Fun,just greater. juste nice and exciting. It will make your sim the best with that,and it will make people less regardless on other little unperfections. 1
Tiger_33 Posted May 12, 2014 Posted May 12, 2014 Type of improvement: Sound Explanation of proposal: increase the distance of the motor sounds,currently they cut sharply around 2500 meters instead of gradually decrease as Fmod permits. Benefits: Better realism and for those who want make nice videos from ground object or simply cinema action videos .
1CGS BlackSix Posted May 13, 2014 Author 1CGS Posted May 13, 2014 Thank you guys! I've gathered all your suggestions and created list which I'll convey to my bosses. Next time I'll gather suggestions approximately in the middle of the summer.
sturmkraehe Posted May 15, 2014 Posted May 15, 2014 Type of improvement: Chat messages Explanation of proposal: Reduce size of chat messagens and their emplacement. They pop up on the most inconvenient moments and hides contacts that one no longer can spot. I suggest to move it to the top line and reduce the size of it. Benefits: Improvement of spotting and situational awareness in MP and SP.
Mmaruda Posted May 16, 2014 Posted May 16, 2014 Type of improvement: UI Explanation of proposal: please make the controls assignment section a little more functional. Currently as it was in ROF, the systems allows for assisgning duplicate controls for a single button. If a button is already used and we want to assgin it again, the game would detect it and ask if we want to keep bith functions or overwite the old one. Also, an "unassign all controllers" and "unassign all hat switches" options would greatly improve the conveininece of use. The axis tuning section also requires oa revamp, since it does not allow to make deadzones a the top of the axis (only in the middle, you cannot "cut" the input say half-way trhough). It would also be great if the game featured some out of the box controller profiles for the most common joystick setups or even a wizard similar to the one War Thunder has. Benefits: it would take less time to configure your stick, provide more options for power users and make it easier for new players to get into the game, without having to go back and tweak the button config all the time. A wizard for controls is also a modern and elegant solution.
sturmkraehe Posted May 18, 2014 Posted May 18, 2014 Type of improvement: Multiple cockpit position (min 2 positions) bound to a key Explanation of proposal: There is currently one position possible inside the cockpit that can be adjusted by the player which determines what he sees when looking straight forward (that is one only center view position). I suggest to allow to save a limited number of different center position that can be activated individually by pressing a key that has been bound to that specific center view position. This would allow pilots to use their mechanical aim help when the revi is broken. TrackIR allows easy move sideways but for correct view one would have to move slightly down which is a bit difficult. I suggest to allow to save up to three center view position. For instance one could have 1 view through the revi, 1 view through the mechanical aim help and for German planes 1 view centred on the a/c symmetric plane for landing etc. Benefit: Would strongly help to use the revi and its backup system as meant to be used.
J2_Trupobaw Posted May 19, 2014 Posted May 19, 2014 (edited) Type of improvement: GameplayExplanation of proposal: Broading definition of normal and expert realism settings to include their (more realistic) subsets.The realism options are already broken into red, green and white categories in settings menu. At the moment, realism presets seem to work like that:Expert (exp x2) - every red option enabled, every green and white option disabledNormal (exp x1) - every red and green option enabled, every white option disabledCustom (exp x0) - everything else.I propose to change it to:Expert (exp x2) - every green and white option disabledNormal (exp x1) - at least one green option enabled, every white option disabledCustom/Training (exp x0) - At least one white option enabled.We may go as far as doing away with "Normal" and "Expert" presets, instead grouping options by colours and openly associating colours with score penalities: basic realism setting with all options disabled gives 2x score, enabling red options gives no penalities, enabling any green option lowers score to 1x, enabling any white option lowers score to 0x. Realism settings screen may display current score modifier in appropriate colour - when player checks white option like padlock, Score x1 display in green font is replaced with Score x0 in white font...Benefits: Players are not penalised for customising realism setting to be more realistic, only for customising them to be easier. Edited May 19, 2014 by Trupobaw
sturmkraehe Posted May 19, 2014 Posted May 19, 2014 Apparently you can already do this. Information taken from another post. Steps to make a custom snap view: Backup your snapviews directory! Location should be something like C:\Program Files (x86)\1C Game Studios\IL-2 Sturmovik Battle of Stalingrad\data\LuaScripts\snapviews. If you'll need to adjust the view by turning your (virutal) head's view left or right, or tilting it up or down, go into Settings, Controls, Head movement, and map keys for these commands (they have no keys mapped by default). I usually map Ctrl + ASDW to these commands. If you have your Settings, Camera set to 100% speed for movement you'll need to turn these down, otherwise you won't be able to change your view accurately enough. Turn off (or just lock) TrackIR. This is actually optional, as you'll be holding down a snap view key, but the ROF manual specifies it. Hold down the snap view key you want to modify (numpad 5 in this case, but can be any other numpad key). You'll need to keep holding this key down through the whole process. Use your head view modification keys (Insert, Home, PgUp, PgDn, Del, End) to move your view fwd/back, up/down, left/right, and whatever keys you mapped to tilt your head down/up or twist it left/right. You can also use your zoom commands to get the view just how you want it. Now, with the numpad key you're recording this snapview to still pressed down, press F10. After that, you can release the snapview key you've been holding down. That's it. Your new snapview should be saved. If you saved it to numpad 5 your default view (that you start out with and revert to) will now be whatever you saved. I tried that. It's not the same. You only can save snap positions to that key. I am talking about different seat position. With snap view you have to hold the key down and you cannot move your head. What I want is to toggle the new centre view with key on/off that becomes new center view as long as no other view is selected. It would allow to move head normally. However, I was just thinking that this method maybe part of difficulty option because it's a bit facilitating things and is not really realistic.
sturmkraehe Posted May 23, 2014 Posted May 23, 2014 Type of improvement: Allow key bindings to set up bomb sight Explanation of proposal: Allow people to bind keys to major bomb sight setting functions. Benefit: This would improve bomb sight handling for keyboard jockeys or for those who like to configurate their stick to that purpose. This could come in addition to mouse clickable bomb sight.
sturmkraehe Posted May 25, 2014 Posted May 25, 2014 (edited) Type of improvement: Realistic trim setup Explanation of proposal: While on ground allow setting up of trim for all surfaces that allowed to be trimmed on ground. For instance the rudder trim of Yak1 and the trim plates of the 109 should be made to be moved by the pilot to a certain position while he's on the ground (engine not running). If these trim surfaces could not be modified from the cockpit it should not be moveable as soon as engine runs for instance. This could simulate that a mechanic has set the trim tab to the position desired by the pilot between flights. While no player will turn off his engine voluntarily to move the trim plates/tabs it may happen that a player had the idea to retrim his surfaces inflight when his engine has stopped to increase glide range even if this surface could not be trimmed from the cockpit. To prevent this I suggest to condition this by two criterea: engine not running & simultaneously in air speed = 0 (or alternatively wheels down & touching ground). Remark: Sometimes with the speed panel on the bottom left corner activated I get speed = 7 km/h when standing on ground. This should be considered if setting up the second condition air speed = 0. Benefit: Adds realism to the flight model. Edited May 25, 2014 by sturmkraehe
Vandal Posted May 26, 2014 Posted May 26, 2014 (edited) Type of improvement: Gameplay/Interface Explanation of proposals: I would like to have the system that ROF has where unit markers are independent from the rest of the HUD. Benefits: Toggling unit markers on/off without having to hide the whole HUD allows you to use the navigation markers full time, but still be able to quickly ID targets when needed. Since ROF has this option, I assume this was something the developers saw as useful in the past and I hope they will again. Edited May 26, 2014 by rlee
1CGS LukeFF Posted May 26, 2014 1CGS Posted May 26, 2014 Type of improvement: ControlExplanation of proposals: for planes that have only cannons (such as the La-5), allow the player to fire the guns with the "fire only machine guns" command.Benefits: for players (like myself) that have two buttons on their joystick set to fire the machine guns and the cannons, this would allow the player to fire the cannons on the La-5 with the main trigger button instead of having to use a secondary firing button. 3
sturmkraehe Posted May 26, 2014 Posted May 26, 2014 Type of improvement: Realistic trim setup Explanation of proposal: While on ground allow setting up of trim for all surfaces that allowed to be trimmed on ground. For instance the rudder trim of Yak1 and the trim plates of the 109 should be made to be moved by the pilot to a certain position while he's on the ground (engine not running). If these trim surfaces could not be modified from the cockpit it should not be moveable as soon as engine runs for instance. This could simulate that a mechanic has set the trim tab to the position desired by the pilot between flights. While no player will turn off his engine voluntarily to move the trim plates/tabs it may happen that a player had the idea to retrim his surfaces inflight when his engine has stopped to increase glide range even if this surface could not be trimmed from the cockpit. To prevent this I suggest to condition this by two criterea: engine not running & simultaneously in air speed = 0 (or alternatively wheels down & touching ground). Remark: Sometimes with the speed panel on the bottom left corner activated I get speed = 7 km/h when standing on ground. This should be considered if setting up the second condition air speed = 0. Benefit: Adds realism to the flight model. Addition to this suggestion: Alternative to set trim of control surfaces that are not trimmable from cockpit: Set trim in the plane setup menu for all these control surfaces.
Nankeen Posted May 30, 2014 Posted May 30, 2014 Type of improvement: Adding a playable tank expansion to excisting and future WWII content Explanation of proposals: Putting a player or crew of players in the tanks within this sim Benefits: Broader interest/funding for the game, extended freedom in player choice, battle planning of players on the field may effect pilots choices in the air re: sorties/game out comes, all round immersion increase.
Nankeen Posted May 30, 2014 Posted May 30, 2014 Type of improvement: Game menu appearance Explanation of proposals: WWII Military look on all in game menu's. Worn Olive Drab or something. Benefits: Theme
AldoUSMC Posted May 31, 2014 Posted May 31, 2014 Type of improvement: Multiplayer in Multi-crew Aircraft (bombers) Explanation of proposals: Allow pilot to enable (lock or unlock) appropriate crewman to control bombsights and bomb controls on PE-2 and HE-111 (and future bombers in IL-2 BOS). Benefits: More realistic aircraft bombing for those players who wish to pilot the aircraft and have another of their multiplayer crewmembers control the bombsight/bomb-run. This could be enabled in an option "Enable [x] Disable [x]" much like pilots can open up crew positions to other players in multiplayer. Some players will want to fly and bomb themselves...so it should be an "option" vice the default. Semper Fidelis AldoUSMC 1
Grey*Ghost Posted June 1, 2014 Posted June 1, 2014 Type of improvement: Graphical Explanation of proposal: Right now the in-Cockpit textures do not have a high enough resolution (even on ultra settings) to be on par with the overall very good graphical appearance of the sim. As an example look at the textures for oil on the windshield or the worn out metal of the canopy frames on the BF-109 F-4. Benefits: It will make the sim visually more appealing and it would greatly enhance the immersion in the Cockpit where the simmer spents most of his time. Look at all the user made mods for high-res cockpits in the flight-sim community (DCS / Falcon BMS / FSX etc. etc.) - there is a great need for stunning and very real looking cockpits. 3
sturmkraehe Posted June 1, 2014 Posted June 1, 2014 Type of improvement: Multiplayer experience Explanation of proposal: If cloud cover is set active on a multiplayer map make cloud cover more random. Currently for a given time cloud cover is always at the same spot. This leads for instance currently on the expert servers that the VVS groundstart base is 3/4 of the mission duration uncovered inviting people to adapt their strategy to that. And this every time the mission rans. Benefit: A randomized cloud cover would create more variety about how people play since clouds are an important part in tactic decisions by players. 3
Typhoon Posted June 3, 2014 Posted June 3, 2014 Type of improvement: Plane Controls Explanation of proposals: Can we please set up a control to have axis(slider, axis, rotation) for trimming and flaps? Benefits: The benefits of having axis (instead of up and down buttons) for trimming is to help fly in a straight path and it is a lot easier for flight formations. Also, adding axis to the flat can also provide better control due different degrees of flaps 2
Kozmyk Posted June 5, 2014 Posted June 5, 2014 (edited) Type of improvement: Settings / Controls / Commands - Keymapping Explanation of proposals: Enable the use of ANY Joystick button or keyboard key to be used as a modifier when setting Commands. Currently we can only use the LShift, LCtrl, LWin, LAlt, RAlt, RWin, RCtrl, RShift keys as a modifier/second key when entering commands/keymapping For example - On my HOTAS I'm used to using my joystick Zoom Button (Button 3) in combination with my Elev Trim Up/Down Buttons (Buttons 6/7) to operate the Aileron Trim. Benefits: If Joystick Buttons and Keyboard Keys could be used as modifiers the available command combinations would be not only greater but easier to access in-flight. More commands would become available that Do Not require hands to be taken off the Joystick or Throttle Quadrant. This has to be a major benefit. Edited June 5, 2014 by Kozmyk
sturmkraehe Posted June 6, 2014 Posted June 6, 2014 Type of improvement: Multiplayer scoring system and player tactics Explanation of proposal: Currently, if a pilot has a kill he can drive home his points when landing safely. If he is killed he and his team looses these points. I suggest to have an option for server setup that, when selected, allows pilots keeping their points even when killed. Perhaps only reduce them. Benefit: The current point counting system may incite players to kill off a plane (even if heavily damaged) for sure in order to reduce the other teams points. It may be a server operator's choice not to invite people to this kind of win strategy. 1
sturmkraehe Posted June 8, 2014 Posted June 8, 2014 Type of improvement: Level bombing facilitation Explanation of proposal: Allow display of detailed map from inside bombsight view in order to fine tune the approach to the bomb drop point. We also need better contrast in ingame map and better depiction of landmarks like cities, rivers and railroads/streets for better and precise navigation. This is essential for successful level bombing. In RL they had the photographies of recce aircraft. Benefit: This is imho essential for level bombing the only purpose of the He111 and to some extend for the Pe2.
sturmkraehe Posted June 11, 2014 Posted June 11, 2014 Type of improvement: Sending IL2BOS as a gift to a non-registered person Explanation of proposal: It would be great to have the possibility to attribute a gift to somebody who is not yet registered in this forum/site. I would enter via the game code interface the email address of this person who would then receive an email with an activation link with the activation code. He/she then needs to register in order to activate his/her copy of the game. Maybe another procedure makes more sense but I really would like to send the gift directly to a non-registered person who only then has to register. Benefit: Current procedure would be to award a gift to a non-registered person: I inform this person myself that I want to give him a copy of IL2BOS as a gift and tell him that he has to register first here before I can award him this gift. I also would have to ask him to provide me with the email address or nickname with which he registered here. Then I can give him the gift. This completely annihilates any surprise moment that I would like to create when giving away a gift. Also it is really an awkward procedure and it would be like me asking him to fetch his gift himself at a post office.
sturmkraehe Posted June 17, 2014 Posted June 17, 2014 Type of improvement: Multiplayer scoring system Explanation of proposal: Attribute bonus points to each player of the winning side (that count for unlocking on ranked servers). However, criteria to get these points is that side has not been switched in order to prevent side hoppers to switch shortly before the match end to the winning side. Or use another criteria like: having scored for the winning side, ... Benefit: May encourage people to actually work to win a map.
sturmkraehe Posted June 20, 2014 Posted June 20, 2014 Type of improvement: Multiplayer aide Explanation of proposal: Implement a small and discrete ping indicator for multiplayer game (maybe one that can be hidden). I suggest to take the ping indicator of the original IL2 series as an inspiration (graphically) for a good and discrete design. Benefit: Currently it is not possible to check the connection to the server. Sometimes wierd things happen that MIGHT be lag-related. Would be nice if one could check this out during flight.
Concorde Posted June 30, 2014 Posted June 30, 2014 Type of improvement: Mission Builder support Explanation of proposal: I am willing to set up a Mission Builder support web site. If it is true that the current MB for BOS is much like the one available for ROF, super. Granted there are allot of moving parts to the ROF MB. I feel some people forget about the entire picture. If something does not work, do something that does. I find the flexibility of the ROF MB very nice and comes easy for me. Benefit: Community supported. No direct vendor support required. Set up sample tutorials for a specific functions while keeping it simple. Create a sample coding section for cut an paste into missions. The benefits are endless. If the BOS staff would like me to pursue this, please simply drop me an email and let me know your thoughts! This simulation is truly amazing. Great work my friends! Tim
1PL-Husar-1Esk Posted July 1, 2014 Posted July 1, 2014 Type of improvement: Graphics, multiplayer game play, accuracy of simulation Explanation of proposal: Adding exhaust smoke from engine. Benefit: Historical accuracy, realistic behavior of the plane motor. This also add immersion to multiplayer – better spotting plane ability, you can even recognize type and nation of aircraft (109 was know from making a lot of black smoke), judge enemy action (plane is accelerating – more smoke) and prepare for counter reaction to enemy move.
Urra Posted July 1, 2014 Posted July 1, 2014 Type of improvement: Control Explanation of proposal: Allow user to bind rudder to X-axis to move along with Roll axis, while also binding rudder to Twist axis on flight stick (without having to use a hot-key) with twist of stick taking over control of rudder once twist is either larger value than already input from x-axis or in the opposite direction beyond the regular dead-band of the twist axis. Benefits: Better Control. Currently you are able to combine Roll and Rudder positions in the controls menu for the X-axis so that both work off of the same axis to make turning more stable in flight without having to manually input twist of the joystick. You can also bind Rudder to the twist axis on your stick at the same time. However, only the last control scheme you program into the interface is the one which will be used even though both are simultaneously saved in the setup menu, so if you bind the x-axis last you will bind rudder only to x-axis, or if you bind the twist last, the rudder will only work with the twist axis. If I am lining up a shot on a ground target you tend to only twist rudder with a slight input of roll in the opposite direction. This should still allow this scenario to give you independent and controllable input of rudder using the twist axis only when lining up a ground target, while making turns during other times of the flight and while dog-fighting smoother and more predictable as you would be required to do in actual flight. The program is currently fighting internally for control of the rudder axis (possibly wasting resources) if the user programs the stick this way. Keeping a hot key pressed manually all the time to accomplish this is not a viable option even if it is possible as your hand would get tired very fast and as the hot key automatically requires you to program alternate key presses for every other command option in the game also with the hot key. Ultimately this would make control more enjoyable if the user chooses this option using a joystick.
I/JG27_Rollo Posted July 2, 2014 Posted July 2, 2014 (edited) Type of improvement: Interface/Graphics Explanation of proposals: Improve the color/visibility of cities on the in-game map. The city outlines on the ingame-map are very hard to recognise (at least for me) - might have something to do with a certain degree of red-green color blindness - making navigation harder than necessary. Improving the visibility of cities on the map (maybe by making them darker or adopting the depiction from the Lapino map) should ameliorate this problem. Benefits: Navigation by city landmarks will be improved. Edited July 2, 2014 by I/JG27_Rollo 5
[RG]Flanker1985 Posted July 5, 2014 Posted July 5, 2014 Type of improvement: GameplayExplanation of proposals: Berlin for the next theater in this game Benefits: 1: As the last campaign of the war, many aircrafts are unlocked. Like La-7, Yak-3 as well as the jets like Me-262 and so on. 2: Berlin was encircled by the entire Allies not just the USSR. And that means there are so many possibilities for many non-USSR planes. Think about it, planes like P-51 series, P-47 series, Spitfire Mk IX and so on. And we can play as many other nations rather than just USSR. We will have the free France, Commonwealth and US as well. 3: All kinds of terrain, fun for the whole family. We have Urban area in the city of Berlin. Vast county side and Seelow high mountain. We can fly above all kind of terrains and enjoy the scenery. Unlike the Stalingrad, it gets bored after awhile, since we always fly above a landmark less giant Skating rink. 4: You will also find that Allies Berlin bombing campaign started as early as late 1943. Many air battle fought since then until Berlin's downfall. So this map of theater can be reused across many different campaign.Many exciting airbattle involved:See those kills belongs to just 1 man during the last campaign in Berlin by Ivan Kozhedub 1945.1.16. FW-190 1945.2.10. FW-190 1945.2.12. FW-190; FW-190; FW-190 1945.2.19. Me-262 1945.3.11. FW-190 1945.3.18. FW-190; FW-190 1945.3.22. FW-190; FW-190 1945.3.23. FW-190 1945.4.17. FW-190; FW-190Also, check those out.Check this newspaper at the time, over 170 German plane were shot down.http://trove.nla.gov...rticle/48787740Over 1000 plane from RAF were losthttp://www.awmlondon.../battles/berlinGerman night fighters shot down 110 Allies' bombers during the raid.http://trove.nla.gov...rticle/91423398Also here and here: http://en.wikipedia...._(RAF_campaign) http://en.wikipedia....in_World_War_IIhttp://www.historyan...224&productid=3
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