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Gr.Viper

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Everything posted by Gr.Viper

  1. Some help with 3d max 9 needed

    Uh... Another question How do you place struts/supports etc? Do you make them a part of the mesh of wings so that they get blown off simultaneously or do it via hierarchy?
  2. I do hope the topic won't get buried under recent flooding... And I hope it will prove useful :yes: Show it to TK sometime, will you? I don't even dream of sticky. Also it would be nice if people didn't just dump their ideas here like "we need a bigger gun" but tried to develop them... 1. Damage system needs to be improved making it more difficult to tear planes apart with a short burst. There were a number of suggestions in that *link* topic and I still like mine Also, changing system for regarding pilot as killed after the plane is badly damaged might use some tweaking - I suggest counting one as dead only if fuselage is destroyed (the rest is land-able). Making pilot wounded instead of dead after the plane is set on fire, if the one managed to get to altitude less than 3 meters at airspeed of 3-5km/h would be excellent. 2. AI would benefit from further improvement. At the moment I see them shoot more but they miss a lot. Quite often I see a log with AI pilot firing 150 rounds, hitting with five and scoring a kill. Current damage model assists them but if it gets fixed, AI might be in trouble. :yes: 3. An mission generator or an external utility that would allow generation of quick dogfights. I do like 'Fly Now' in RB3D. The basic concept is this: -1. The utility scans aircraft folder to generate a list of available planes. Then scans terrains for a list of them. -2. The utility shows a dialog window which allows to choose player's plane, enemy's plane, terrain and encounter type(duel, 2x2 etc). Maybe even some extra options like speed and altitude. Naming Mission might also be useful. -3. After the choice is made the utility generates a mission using pre-created templates(I suppose there should be one for each type of encounter and for each map). Basic template is supposed to contain all other(not planes') mission data -4. The generated mission is then placed wherever it must go to be selectable from game menu. -5. The player starts the mission and gets CTD enjoys it. -6. Actually it would be pretty nice if the utility were able to generate missions even more freely changing number of flights and their type and so on, including flak activity. 4. It might sound stupid but I'd like to see more challenge in landing. However, TK has mentioned once, that enabling tree and building collision would eat plenty of CPU resource, so I guess this will have to wait. 5. It's quite odd to see planes perform extreme maneuvers without falling apart. I know that the stock game is set in the late war period when airframes were not that fragile (maybe that was one of the reasons for TK to start with 1917-1918) but seeing some limits to stricture strength would be great. Creaking seat is good but the creepy effect wears off after some time. 6. Pilot wounding effect. Adding 'screen going red/black' effect for the player and animation of, like, pilot bending forward for AI's, combined with sluggish and unsteady controls would increase immersion. Oh, and I've read somewhere that first blackouts were reported in the late years of The Great War but I haven't seen any in game. Need them too. 7. Engines are way too reliable. There is an unused entry for overheat in ini-s. And there is no way yet to introduce fuel supply cut at negative g's which was common in some planes. Getting this things to work should make sim-er sweat and swear more... it's just immersion and realism thing. Did you know that an engine is only used to keep the pilot cool? If you don't believe it, watch the pilot sweat when one goes out! 8. FM calculator. That would be the thing modders would kill for. I know there are/were such things for some other sim, so I guess it is possible... in the long run. That's it from me.. for now. I know, I want too much. NEXT!
  3. Future patch(es) wishlist

    AFAIK, even to change player's plane in IA you have to edit two ini flies. Too complicated. Would be much better to generate a mission the way we have 'Spad 13 vs Fokker D7(1v1)' in mission selection. Look at .mis files - they are plain text, just like ini. Shouldn't be too hard co create text compiler? It would also assist FM and AI testing...
  4. Huh? What about this one? http://forum.combatace.com/index.php?showtopic=16423
  5. Some odd questions

    Pilot wound mod would be nice, but I haven't heard of any yet Maybe we'll wait for it to come in one of the future patches
  6. Some odd questions

    In campaign or single missions you have a choice of pilots(and their planes and loadout) to go with you on a mission. You can go alone or with up to 15 wingmen. Pilot can be wounded, I suppose, though it won't show. You will notice wen you get killed but there's no 'screen going red' thing if you are wounded. If the plane gets badly damaged you might be as well considered dead, despite for example having successfully landed with one wing. I have landed behind enemy lines on several occasions but always returned home and was never declared POW. However, some pilots from my squadron got captured in the campaign.
  7. One issue - if you get a stab shot off, you'll see there are no polys in the place where the stab was fixed.
  8. Tri Wing & Camel

    Maybe we should make a sticky with post #1 Instructions to how to register at capun's site and posts #2,3 etc with all releases' short info and screenie This question gets raised about once a day here and at SimHQ...
  9. Problem With Bomb Target Missions?

    And close to target tell them to "Engage Ground" - wingmen do bomb. Bu I don't start at airfield. BTW, I noticed that at least AI Gotha flight drop bombs the same moment the leader does. Quite often the formation is too spread out because of fighter attacks so most of the blasts miss a lot.
  10. Were there any reports of spontaneous combustion? Or the top gunner was so scared, he'd kill anyone who tried to shoot at fuel tanks? By the way, I noticed that all planes at the moment have zero damage due to overheat... Has anyone tried to enable overheat?
  11. Bristol M.1C

    Maybe that's just pilot waving arms... Or.. Wait, isn't the second engine the rotary engine itself? The first one is prop, dead sure.
  12. Bristol M.1C

    Erm... one more issue. Don't know whether it is realistic or not. If you loose a stab on hard, you're as good as dead. The asymmetric elevators are not a problem on any plane but on Bristol it's also combined with loss of lift I mean, when the stab is gone the plane immediately starts falling on that side and this barely can be compensated by ailerons. And rolling in the opposite direction is impossible. What's more, you start losing altitude when flying level and cannot climb 'cause... well.. you just can't
  13. World War V mod?

    I do suck at 3D max, so it takes me quite a long time to get rid of unnecessary polys.. The model needs to be finished(tail, gear, some other details), then I'll turn it to face the right way, adjust pivots on control surfaces and the rest of the plane... UVW mapping is the thing I dread most I do hope AI will be able to fly with front elevator Is there a way to tell them the thing is ought to be used in reverse? ReverseInput applies to player only I suppose...
  14. Track IR 4.0

  15. Bristol M.1C

    Ran some dogfights on and against Bristol... Maaaaan, this is total overpower - DVII have almost no chances against it. The only thing that saves them is the lack of firepower - many Germans get killed with minor damage - mostly engine or pilot hit, but fires and wings falling off are rare. Shooting M.1C is quite a trick and usually I end up with some accidental kills 'cause there is no time to aim at them properly.
  16. Track IR 4.0

    Viewlist is in FlightData.cat in /Flight. And the modified ini should go in the same folder. And _cockpit.ini are separate for each plane model and hide somewhere in ObjectData.
  17. Bristol M.1C

    Accelerates very well, maneuverable, easy to recognize in a dogfight... AI scores kills on it. Pretty weak armaments, though. And funny, but on hard the plane is almost impossible to stall. A had to go into 90 degree climb with throttle at minimum to reach the stall speed of about 30km/h.
  18. Track IR 4.0

    I'm going to get one of those things... I checked the TrackIR website and found out that the only official dealer in Russia is not far away from my home... Haven't used any of TrackIR series but I suppose they're worth 190$..
  19. What are these metal thingies in the middle? Fuel tanks?
  20. World War V mod?

    Does anyone know if game's AI is capable of canyon flight?
  21. World War V mod?

    I saw a discussion on how to make carrier zeppelin but there wasn't much progress..
  22. Computer freeze

    Just ran a test with my Spad 7. Didn't have any crashes but I saw a bunch of German two-seaters start doing loops until they crash into ground. As if their elevators were stuck or something - they wouldn't stop loops even after flipping to side when their wings were about to touch the ground.
  23. World War V mod?

    Sort of earlywar-ish box-like type of fighter And a 'flying frame' And another heavier-than-air contraption
  24. AWESOME!!! Yep. Game allows multiple gunners - capun's Gotha has two already.
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