Bussard_x Posted August 7, 2013 Posted August 7, 2013 - FM not in line with test reports - 2d ground objects seen in CFS1 long time ago and recently in CLOD - Missing collison model for objects, trees in CLOD - AI confirming your kill when this is not visible yet, IL-2 and CLOD - AI flying in too close formation, often resulting in collisions, IL-2 and CLOD - AI heavy damaged keeps fighting - AI ignoring enemy fighters CLOD - AI going back in formation when no visible contact - AI able to see through clouds - Plane exploding too easily when hitting ground object - Plane undamaged after mid air collision, CLOD - Clickable cockpits, CLOD 1
FZG_Merlin Posted August 7, 2013 Posted August 7, 2013 I agree on all counts.. except I like clickable cockpits
71st_AH_Hooves Posted August 7, 2013 Posted August 7, 2013 Agreed on all accounts except the last one, While Click able pits aren't going to be in the game, which I don't have a problem with, I don't think they should be excluded for the rest of time. Especially since BoS is going to support the RIFT. Click able pits might actually have a more functional purpose as we cant see the key stroke that we might have for that particular function. Lets keep an open mind. but all the others are just terrible flaws that need to be resolved.
Bearcat Posted August 7, 2013 Posted August 7, 2013 Agreed on all accounts except the last one, While Click able pits aren't going to be in the game, which I don't have a problem with, I don't think they should be excluded for the rest of time. Especially since BoS is going to support the RIFT. Click able pits might actually have a more functional purpose as we cant see the key stroke that we might have for that particular function. Lets keep an open mind. but all the others are just terrible flaws that need to be resolved. I agree.. and I might add.. AI that doesn't ask for help after thei plane has exploded.. (BooM!! "I'm takin hits !! Yaaaaahhhhh!!")
Bussard_x Posted August 7, 2013 Author Posted August 7, 2013 Agreed on all accounts except the last one, While Click able pits aren't going to be in the game, which I don't have a problem with, I don't think they should be excluded for the rest of time. Especially since BoS is going to support the RIFT. Click able pits might actually have a more functional purpose as we cant see the key stroke that we might have for that particular function. Lets keep an open mind. but all the others are just terrible flaws that need to be resolved. In CLOD adjusting prop pitch during dogfight takes a lot of time. Trimming the elevator was annoying hard to see on which setting it is. For setting the flaps before landing you have to view left down. In real life could a pilot adjust the flap wheel while keep looking forward. But I do like the clickable cockpit for start up. I agree.. and I might add.. AI that doesn't ask for help after thei plane has exploded.. (BooM!! "I'm takin hits !! Yaaaaahhhhh!!") Good one I forgot that
Requiem Posted August 7, 2013 Posted August 7, 2013 (edited) - FM not in line with test reports - 2d ground objects seen in CFS1 long time ago and recently in CLOD - Missing collison model for objects, trees in CLOD (you can already collide with trees in RoF) - AI confirming your kill when this is not visible yet, IL-2 and CLOD (RoF ME allows you to avoid this problem by deleting enemy aircraft once they exceed a distance from the player) - AI flying in too close formation, often resulting in collisions, IL-2 and CLOD - AI heavy damaged keeps fighting (The RoF ME allows you to make fighters head home after recieving x% of damage) - AI ignoring enemy fighters CLOD (RoF ME can change behaviour of enemy AI to ignore or not) - AI going back in formation when no visible contact - AI able to see through clouds (I believe that this feature was added into RoF a while back. Ie- AI can't see through clouds.) - Plane exploding too easily when hitting ground object - Plane undamaged after mid air collision, CLOD - Clickable cockpits, CLOD Just some responses in blue for you. If it's in RoF I would assume you will see it in BoS. Edited August 7, 2013 by Requiem
01Wingchaps Posted August 8, 2013 Posted August 8, 2013 Agreed on all accounts except the last one, While Click able pits aren't going to be in the game, which I don't have a problem with, I don't think they should be excluded for the rest of time. Especially since BoS is going to support the RIFT. Click able pits might actually have a more functional purpose as we cant see the key stroke that we might have for that particular function. Lets keep an open mind. but all the others are just terrible flaws that need to be resolved. I've had NO interest at all in clickable cockpits, but this note about the Oculus Rift is brilliant. I am really looking forward to the Rift, but this is an issue. I'll be interested to see how Rift's implementation goes, both in other products and in BOS. At any rate, it's probably too late to put such cockpits in BOS, so I wonder what the workaround will be...
AndyJWest Posted August 8, 2013 Posted August 8, 2013 - FM not in line with test reports Fine in principle - except that 'test reports' are often ambiguous, contradictory and incomplete. There is also the problem of actually measuring in-game performance with any accuracy. Expecting FMs to be 'right', and expecting everyone to agree that they are right seems rather overoptimistic to me. 1
71st_AH_Hooves Posted August 8, 2013 Posted August 8, 2013 I've had NO interest at all in clickable cockpits, but this note about the Oculus Rift is brilliant. I am really looking forward to the Rift, but this is an issue. I'll be interested to see how Rift's implementation goes, both in other products and in BOS. At any rate, it's probably too late to put such cockpits in BOS, so I wonder what the workaround will be... as far as I know we will just not need those extra buttons as there wont be the need to turn on a fuel pedcock, or adjust the compass, things like that. making it entirely possible to map what is necessary to the stick with buttons left to spare. How ever im sure there will be those things we only need to touch once or twice that would be cool to "touch" in the cockpit.
Heywooood Posted August 8, 2013 Posted August 8, 2013 no way to 100% vet the FM's - gotta just realise that this subject will be discussed and argued over ad nauseum - fact of life for combat flight simmers
LBR=H-Ostermann Posted August 8, 2013 Posted August 8, 2013 Radar guided gunners, I think someone thought the exaggerated claims of kills by bomber crews were the real deal. As if there wasn't a need for escorts.
Heywooood Posted August 8, 2013 Posted August 8, 2013 remember that - what update was it that had those ridiculous gunners..? it was the infamous update prior to FB wasnt it? - never really was fixed either good ol' IL2
Skoshi_Tiger Posted August 8, 2013 Posted August 8, 2013 (edited) Many of the points raised seem to be issues with a lot of flight Sims. I guess the question is what are you prepared to sacrifice to achieve that wish list? - FM not in line with test reports What test reports are you willing to accept? - 2d ground objects seen in CFS1 long time ago and recently in CLOD These would be used for efficiency’s. How often are the objects going to be seen? Are you willing to accept a lower frame rate?- AI confirming your kill when this is not visible yet, IL-2 and CLOD From a gaming perspective getting conformation of a kill adds to the experience. I am willing to suspend disbelief and take it that the conformation came from another unit, ground units and controlers etc - AI flying in too close formation, often resulting in collisions, IL-2 and CLOD ????? Hasn’t been an issue for me - AI heavy damaged keeps fighting???? How do we fix players who keep fighting after their plane has been trashed? Why should AI be any different? AI response should be varied and depend on the damage, mission urgency and the pilots skill level. - AI ignoring enemy fighters CLOD AI response should be based on orders given, the flight crews experience, morale, etc. Sometimes the fighter escort shouldn’t race off after the fighters leaving their wards vulnerable. - AI going back in formation when no visible contact You don’t want AI to fly in formation? Or do you want them to rejoin after an encounter is finished? - AI able to see through cloudsIsn't this already working in ROF? One thing for sure the AI shouldn't forget you just because you went behind a cloud. If it's in aggressive mode it should try to regain a visual on you and continue it's attack. - Plane exploding too easily when hitting ground objectA varied level of damage modeling would be great. - Clickable cockpits, CLOD As stated before there are some quite complex systems in these WWII fighters. Clickable cockpits are one way around it. If it was implemented I’d use it but I’m sure the developer has already said no. Edited August 8, 2013 by Skoshi_Tiger 1
[JG54]Vyper Posted August 8, 2013 Posted August 8, 2013 So reading some of these items made me think of something in CLOD I did like and wonder if it'll be so in this game. (Hoping anyway). They did a pretty good job of making the controls as/is in each aircraft. Like, I could only move flaps on my 109 slowly up or down by hand crank, and not magically have a 25% or 50% preset I would snap them to at the touch of a button. Each aircraft in that respect was unique and really gave it a nice feel and pointed towards each aircraft's strengths and weaknesses. It was an amazing immersion factor and you actually could see why, onthe 109E3 for example, only an elite luft pilot could stay truly on top in an engagement as manual prop pitch during a dog fight was not easy at all...where the spit and hurri auto pitch made it much more friendly for the pilot as he had less to worry about.Are the controls in BOS going to be as detailed and limited?
Feathered_IV Posted August 8, 2013 Posted August 8, 2013 I'll just be happy without that tyre screech when the game first loads, and a management team that doesn't just try to get by on good intentions. We've got the latter, I'll trust we won't see the former.
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