View Full Version : What would you fix if you had access to source code?

02-04-2006, 08:11 PM
For me, as I'm a bomber and atlantic campaign fan, it would be;

(1) bombers AI front ventral gunners shooting in the wrong direction
(2) bombers AI getting too close to targets before releasing torpedos or bombs (maybe allow time delayed bombs for AI bombers?)
(3) AI fighters not choosing the closest enemy aircraft infront to target.

Maybe when BOB is released we might get access to SC? .. but will be too gob-smacked by BOB to care! LOL!

02-04-2006, 08:47 PM
Good post http://forums.ubi.com/images/smilies/25.gif

Mine would be making AI aircraft keep their Nav/Formation lights off at night.

Also, making it so your number 2, 3 and 4 actually say something when they detect enemy aircraft. Not just break off and scatter.

02-04-2006, 08:52 PM
Originally posted by Destroyer110:
(3) AI fighters not choosing the closest enemy aircraft infront to target.

Just because he is closest doesn't mean he is the "right" target. It all comes down to how the enemy turns/reacta/his headings/ his speed/ etc etc.

If I could edit the sourcecode I would add 4x12kg bombs on a bombrack on the lower left wing of the J8Ahttp://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif

02-04-2006, 08:53 PM
AI pilot/gunner visual detection range depends on sunlight, getting shorter range until night.

Tie searchlight illumination of targets to AI intercept visual detection range.

Tie AI detection range to sun vector -- the sun blinds the AI, except when sun is below horizon.

Approximate the FB/PF clouds as balls or spheres which enable easy calculation to find if AI can see target inside or beyond the low 3D clouds.

Turn OFF or greatly reduce the depth of the 7km foggy Mist that flies past your cockpit between 6800m and 7800m -- those flat thin high altitude clouds that you can see from below are at most 100 meters thick in real life. http://forums.ubi.com/groupee_common/emoticons/icon_mad.gif

02-04-2006, 08:55 PM
Oh...and program good tools to make Offline Dynamic Campaign generators. http://forums.ubi.com/images/smilies/16x16_smiley-happy.gif

02-04-2006, 09:00 PM
Originally posted by LEXX_Luthor:
Oh...and program for Offline Dynamic Campaign, totally disable Online play, and offer a link to TargetWare. http://forums.ubi.com/images/smilies/16x16_smiley-happy.gif


and implement this on Lexx' computer where he can only fly with 0.00 per thousand (mille) alcohol in his veins.


http://forums.ubi.com/images/smilies/53.gif http://forums.ubi.com/images/smilies/34.gif

02-04-2006, 09:01 PM
HEY that was quick, I figured even joking it was too inflambalatory for this webboard.

02-04-2006, 09:05 PM
cheers mate, this one is on me

02-04-2006, 09:06 PM
Thanks, but I actually don't drink. Zero, nada, A6M.

02-04-2006, 09:50 PM
hmmm so much...
1. fix radiators
2. Kill stealing AI and those that ignore enemy and fly in formation with them
3. AI engage superchargers and overheat engine, suffer from g's etc...
4. A real warp function with triggers for MB
5. More than 4 planes in a group...how about a line abreast formation?
6. API/API/API/APIT...enough said
7. Enable AI aircraft to be flown in WW view
8. Alter ships DM's to more complexity and be able to damage fishing boats with guns more
9. Placeable secondary explosions..boxes that go boom!
10. To be able to make buildings targets
11. Placeable Island with airbase
12. Selectable or deslectable weapons for some planes
13. Skins for ground planes and static objects
14. Improved sounds and radio chatter

the big one: Multiplay bases with airstart and selectable elevation for airstart! What a concept! Maybe with some form of warp so planes actually had to manage fuel.

I could go on and on...good post for Oleg to look at!

02-04-2006, 11:45 PM
Wow, I didn't know all you blokes were such accomplished C/C++ programmers.

Not to mention Java for all those DGen modifications ;-)

And knowing Oleg, probably machine code for the real time stuff.

02-05-2006, 01:22 AM
I'd fix the overheat bug. At present the only aircraft with realisic overheat is the P-47.

02-05-2006, 02:58 AM
First, I think I will need 2 years to understand the damn code before I even think of 'fixing' it. If it looks like 'print "hello World";' I can fix it ;-)

Howver, on my todo list would be:

- SMP/Multithreading;
- Campaign engine like BoBII;
- Improve AI to better use their planes (B&Z, Team tactics etc, etc.);
- Improve visibility when icons are off (LOD, plane reflections and dots);
- Improve AI commands like "what's your fuel status", "disengage" etc.;
- Fix high alitude FM/World (less dark, visibility, no curved horizon shape);
- different engine sounds;
- 6DOF;

In all I'd say this also take 2 years. So by the time we've reached 2010 we will see a fixed version made by me (and no beta's in between) ;-)


02-05-2006, 03:19 AM
1. Remove The Bar in the FW 190 cockpit.

2. Reduce rear gunner accuracy.

3. Reduce stick forces by 10% for humans and 20% for the AI.

Then I'd move on to BoB.

02-05-2006, 04:25 AM
Maybe when BOB is released we might get access to SC?

Not a snowball's chance in hell. As we're testing some very rough and early derivate of the planned BoB-FM there have to be similarities between BoB and FB/PF codebase. So Maddox Games would be dumb to let anyone else take a look at that code.

So if I had access to the code and 3D models (strictly hypothetically - since I have no talent for programming and don't know anything about C++ and Java nor do I know how to operate 3DS Max):

1.) throw out the Oddities (e.g. Bf 109 Z, Go 229, YP-80, I-185, MiG-3U)
2.) put new standard skins on Bf 109s, Fw 190s and a few other models
3.) correct plane loadouts throughout the board
4.) delete Mk 108 and Mk 103 gunpods as well as any other "hypothetic" loadouts
5.) add a multitude of units
6.) make a totally new set of tactical markings (Mat Manager anyone?)

02-05-2006, 04:40 AM
Fix? I wouldn't add cool stuff like sparks from belly landing aircraft on concrete.

02-05-2006, 04:47 AM
I know that too many changes would also eat my low FTP... but anyway.

1. I'd love to have it possible to choose any map for quick-mission dogfight. If it's too hard to make targets and all, just pop planes somewhere randomly with out any target points.

2. I'd love to see ejections throught pilots eyes. At least when I have no external views on.

3. My wingmen now tells me that theres enemy behind me just when the bandit starts to shoot. It's quite late then.

4. I want to make damage to objects with strafing! Ships and buildings.

This is not whining! I'm very satisfied to the game http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

02-05-2006, 05:38 AM
You can damage some ships with straifing already.

Try shooting a Japanese trawler with a Beaufighter and see what happenshttp://forums.ubi.com/groupee_common/emoticons/icon_wink.gif.

02-05-2006, 05:47 AM
Originally posted by PILOT-SF:
3. My wingmen now tells me that theres enemy behind me just when the bandit starts to shoot. It's quite late then.

http://forums.ubi.com/images/smilies/blink.gif Your wingman tells you when there's an enemy behind you?! Ever?!

I wish your wingman could have a talk with my wingman.

Talk about useless! http://forums.ubi.com/images/smilies/16x16_smiley-mad.gif

02-05-2006, 06:09 AM
1) tone down (rear) gunners' accuracy.
2) correct the undermodelled top speeds of all three Brewsters.
3) return the gunsight view of the F2A-2 and Ki.43 to the 3.04 view.

02-05-2006, 07:16 AM
1)Reduce tailgunners accuracy VERY MUCH!
2)Fw190 bar
3)More realistic ai which can use deflection shooting
4)Corrected speeds for all planes http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif
5)New default skins and
6)New cockpits for the old planes which came with original il2...

Nothing else comes in to my mind now http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

e:7)Yaks and LaGG:s can take huge amount of 7,9mm mg rounds to engine area and it won't even feel it http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif. Today i was flying offline campaign with m109f4. My cannon took damage so i had only mgs. I shot all of my mg ammo to LaGG3 S4 engine area with 1/4 time compression and nothing happened http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif. Is this realistic? i didn't know LaGGs were armored like il2 http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif

02-05-2006, 08:54 AM
...i didn't know LaGGs were armored like il2 http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif

Sounds like they're armored BETTER than an IL2, but then I've never found the IL2's of this sim to be all that tough. Hartman said the only way to shoot one down was to hit it's oil cooler. In-game, I find it much easier to just blow a wing off. http://forums.ubi.com/groupee_common/emoticons/icon_rolleyes.gif

02-05-2006, 09:58 AM
I forgot about the AI gunner thing...yes this would definitely be addressed....

Just a couple of days ago, I was attacking a Betty Bomber...those things have been toughened up...unrealistically I might add, but that is not the point....

The pilot noses the plane over as I attack and goes into a negative G dive! The AI are firing the whole time and hit my engine and other parts of my plane causeing me to abort the mission...I was flying a Hellcat...good old P&W engines too....

Anyways, I was on T/S and was making a crack about how if that was a real plane, the crew would have beat the Krapola out of the pilot when they got back...they would have been plastered on the ceiling with their eyes popping out during that dive instead of sniping my plane....

As I though about it, I think those comments were accurate and represent what is wrong with AI gunners in this game....they should not be firing during hard manuevers, they should be easy to wound and kill, and they should fire in short bursts and miss especially where defelection is concerned.

02-05-2006, 10:21 AM
mouser just said it what i forgot to say http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif AI gunners are invulnerable. I fly my 109 so close to b17 tail that i was able to see the gunner and shot it with my 30mm cannon. Then i flew past it and made a loop to attack again. Then the gunner woke up and *clanck* one hit to my plane and immediately pilot got killed. If pilot won't get killed then your engine blows oil to your windscreen and starts to scream.. It's a bit frustrating that those gunners are some snipers which know exactly how much to take deflection to plane which flys 500km/h.

Maybe we just have to live with those rambo-gunners with some ├╝berforces&├╝bergunsights...

02-05-2006, 10:29 AM
I'm not sure what I would fix if I had acces to the source code, but I am pretty sure that having acces to the source code wouldn't fix my inability to fix anything about the source code.

02-05-2006, 10:30 AM
Yeah, ability to kill AI gunners ( I refer to gunners on AI-only planes - YOUR gunners die quite easily when you're flying the bomber ).

But skins on stationary planes ... would help a lot.

02-05-2006, 10:33 AM
eliminate the wobble that's found on quite a few a/c; ex: corsair's.
d-synch the 50 cals and have the stream of fire from 50 cal equipped planes to be close to the stream that u find on the hurricanes and spitfires.

eliminate the padlock 'cheat', ai kill steals, unrealistic long range aaa fire that engages u before u even have visual of the target area, eliminate the long smoke trails of aaa fire. instead, have more realistic aaa fire effect that u would find something along the lines of a zsu aaa gun.

correct the stall/climb rates of p-38's to historical levels, fix the issue of the cloverleaf manuver to allow it to be possible.

add wind to df servers to allow historical launches from static carriers....or to allow carriers to move in df type maps instead of forcing the use of a co-op type map to get movable carriers.

allow for ammunition cook-off's from hostile fire: a tracer round is incenderary, and to impact a high explosive 20mm shell in a ammo crate would surely cause that round and subequent rounds to explode.

allow for more cockpit visibilty to more historical levels, not just to the 190's.
make gun recoil to historical levels. a 30mm gun on an a/c would kick the hell out of the pilot stick, firing all 8 50 cal's on the jug would generate enough recoil to actually slow the plane down.

fix the tail boom damage bug on the p-38, the 'glass nose' of the p-40/51's, dm's on more than 1 a/c, the lagg comes to mind.

02-05-2006, 10:33 AM
Improve cockpit for:

1. P47 (badly needed here)
2. P51
3. F6F

Fix the 50s, (desynch tracers..brighter tracers)
See Strike fighters for clue on how to properly do HMG tracers.

Fix the wobblies. (See Wings of Power P51 on proper FM for P51)

Improve DM and Damage models on all planes

Improve AI..
(actually not bad but always room for improvement

If I was the project manager I would model the offline camps exactly like B17 Mighty Eigth. More imersive atmosphere. Real briefings and debriefing. 3D human models of pilots and gunners. Very sophisticated Bombsight Simulator. Had the Nordan down. You could switch from bomber to escort in same mission. Real ground targets...

lastly, Eliminate mile wide creeks

Of course being a lazy as I am, I probable would just make the Zero catch fire more easily and add some screaming sounds when it caught fire.

02-05-2006, 11:43 AM
i forgot this 1: more realistic engine sounds for all planes instead of '1 sound fits all'. 109's would have a different engine sound than the 190's, allisions a diff sound vs the wasp, ect.

02-05-2006, 12:30 PM
I would link the game to the forums so that every whine decreased your in-game pilot/plane abilities. Soon, the sky would be filled with planes that can only fly at 2G, were only half as fast as the serial versions, lost wings on a whim (no strong elevator use/high speed needed) and suffered gun jams every sortie. http://forums.ubi.com/images/smilies/16x16_smiley-tongue.gif

02-05-2006, 01:16 PM
rearm refuel

n u f f s e d

02-05-2006, 01:56 PM
Most of the tweaks involving changes to ordinance, or adding weapons would not require hardcore Java or C++. A lot of people are not aware that most of the IL-2 engine is in Java and not C++ as most would assume (which is quite an achievement in itself - the Java RT routines have come a long way). There is a lot of C++ because of the integration with the DirectX, but all the classes and definitions and behavior is controlled by Java.

For changing items in IL-2/FB/AEP/PF, including:
- Enabling planes to be flyable
- Assigning cockpits to planes
- Assigning gunner cockpits
- Assigning gun types to planes
- Assigning load/weapons to planes
- Plane characteristics/properties
- etc...
- ... basically anything outside of changing flight behavior routines, GUI, AI procedures, etc...

... one would have to change the directory structure of the hierarchical folders which have the properties of the classes of objects in the IL-2 engine. These properties are all in the SFS files, which are encrypted. During the program execution the contents of the folders are decompressed/decrypted and placed in memory so that the program understands for example, that the I-153 is flyable and that it has certain properties, like which weapons, which are in itself classes, but that are properties of the I-153 object, and so forth.

The classes have a particular syntax, but as long as you could access the folders it would be a matter of changing to the code to meet the required changes. And then offcourse re-compress/re-encrypt the files. So say you wanted the MG151/20 in the 109F-2, you would have to assign that object to the plane, and then off course there is a matter of making sure that the proper properties that would affect flight performance are correct.

I would imagine that the company creating the WWI Sim based in the IL-2 engine is doing most of their non-testing work on content, that is, modelling, skinning, creating the class directories, and of course, missions.

I've done my share of C/C++, FORTRAN, and Assembly code back in the day, but lately I sold out to the dark side and only code in VB... http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif

I have a living list of "wishes" that would require the type of tweaking in the SFS files at my site http://www.uberdemon.com/udmp.htm . If I was able to license that from Oleg for a reasonable price/contract, I'd do these changes myself for him, and perhaps work out a deal w/ Ubisoft. If this was a free-addon I'd be willing to do the work for free, as long as the NDA did not require me to pay for access to the routine.

02-05-2006, 03:25 PM
I'd put in a hidden 'nookie with a WAAF behind the nissen hut' sub-game like GTA San Andreas.

02-05-2006, 03:57 PM
Originally posted by Low_Flyer_MkVb:
I'd put in a hidden 'nookie with a WAAF behind the nissen hut' sub-game like GTA San Andreas.

http://forums.ubi.com/images/smilies/16x16_smiley-surprised.gif http://forums.ubi.com/images/smilies/16x16_smiley-very-happy.gif Your dirty linen's showing L_F... http://forums.ubi.com/images/smilies/blink.gif Mind you not a bad idea... http://forums.ubi.com/images/smilies/16x16_smiley-wink.gif

02-05-2006, 04:06 PM
Cupholders in the KI-61

Fuzzy dice in the Seafire

Up the juice on ALL weapons (yeah that's right, all of them) because I have my suspicions that RL aircraft didn't take anywhere near as much damage as they can in this sim. NO WAY!

02-05-2006, 04:15 PM
All this proves to me is that no one would do what everyone would want and what anyone did do would get just as many whines as Oleg gets now!

Best that oleg keeps the Source Code... for now...

P.s. I knew Lexx didn`t drink, don`t ask me how, but I just knew! http://forums.ubi.com/images/smilies/10.gif

02-05-2006, 05:09 PM
Funny, I knew too. http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

rearm refuel

n u f f s e d

Ya, that too, and create AI that also re-arms and re-fuels, as I would (try to http://forums.ubi.com/images/smilies/51.gif ) create a Dynamic Mission Builder that creates new missions within a gamerun (that's if I knew how to program this, it can be difficult but the best things are worth it).

02-05-2006, 05:15 PM
First of all I would tell everyone every detail in the flightmodel and damageprofiles, explain why the Me-109 engine is so fragile while the spits isnt, why the Fw loose its speed so much slower than the spit. Why a P-47 can take 20 hits from a FW-190.
The truth dont need to be hidden.

02-05-2006, 05:47 PM
- sophisticated campaign-system (Falcon4.0 still is the best in this regard)
- replace StarWars-Blaster tracers with realistic ones that are not visible for 8km
- adjustable seat position (and 6DOF)+ operational canopy
- engine-support for multi-engined aircraft
- make all gauges working
- support for larger formations (esp. large bombers)
- more complex weather system (more different atmospheric layers)
- more complex radio-communication
- adjustable ammo-belts
- more complex damage modell for aircraft:
- secondaries (e.g. Mun explosions, burning damage)
- damaged aircraft take less stress from maneuvers
- more detailed modelling of damage (e.g. shooting of smaller portions of a wing instead of the whole wing breaking off)
- AI that obeys laws of physics
- adjust cockpits (maybe even skinable parts inside?)
- Kill/bomb-markers (like in B17 II)
- remove fantasy-planes and add bombers
- crew-communication
- DF-Multiplayer allows assigning several players to a single plane (manning gunner positions)
- more realistic, less lag-causing flak
- smoke affected by wind
- partially kills/more complex point system
- in-game-quickmessages like in BF2 to support teamplay for those without TS/Micro
- high altitude flight-modell fixed

That's all for now http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif

02-05-2006, 09:37 PM
Reduce the insane accuracy of the flak and AA guns. My whole flight gets mowed down any time we are in enemy territory!!

Soften up the DM for the Lagg series and slighty toughen it up for the 109, the P-51 and the P-40. I would toughen up the IL-2 back to where it used to be. Now it's made of paper mache.

I'd also make .50 calibers slightly more effective. After seeing so many reels of guncam footage in my life I know just how effective the .50s really were at shredding German aircraft, even Focke Wulfes. German planes were anniliated by .50s!!

02-05-2006, 10:13 PM
I'd back-door the game and use that back-door to shut some of you up when you get on my nerves.

02-05-2006, 10:54 PM
lol Baldie. Id backdoor the backdoor and lock you out of it!

02-05-2006, 11:11 PM
I'd front door the back door to make baldie walk backwards. http://forums.ubi.com/images/smilies/16x16_smiley-wink.gif

On a more serious note I'd beat the P-47's cockpit with a big stick so that the supercharger controls and gauges behave themselves in a realistic fashion.

02-05-2006, 11:12 PM
1. expand the guadalcanal map to at least munda. so we can actually do some realistic solomons stuff wiht japanese bases adn islands around which most of hte air and naval action took place.

2.fix the jets....way to slow at altitude.

3. fix the merlin engines on the P51 that are made out of glass.

4 create alot more ships....a cruiser, BB, CA, CL, class for several navies, some wiht several. and build the Yorktown CVs for gods sake, and some ships that were at Pearl. Alot fewer AA positions that actually fire.

5. make anything that shoots have a skill level AND an aggression level, like CFS2 did.

6. get rid of those FR killing and not so realistic smoke trails behind anything less than 50 cal, and make most of them visible only from certain angles in front and behind. Nobody could see those things from the side, except maybe some larger cannons.

7. improve the blazes outta the AI, which is already better than most, but needs much improvement, like learning how to land and shoot.

8. make more ground formations, including some wiht half tracks and armored cars in them, spread em out more.

9. bring back a little more death...when people get shot, they should slump over, with or without blood, i jsut want them to lay down or something.

10. add some ground troops as static objects, liek they were in the Janes/EA sims. Not animated, just clusters of a few soldiers, maybe small arms ground fire from them.

11. Make an actual map of Malta and part of the med, from extreme north africa to the southern tip of italy, malta at the main attraction.

02-06-2006, 12:27 AM
Next thing I'd do is model it so gun saftey catches are switched on by default and assign a key to toggle them on and off.

Then I'd model pilots oxygen supply. You'd have to remember to go to oxygen in the climb or else pass out http://forums.ubi.com/groupee_common/emoticons/icon_frown.gif. Some planes where fumes leak into the cockpit (Fw and Tempest?) you'd need to toggle oxygen on right from startup.

I'd also seriously consider removing the scary carrot-man from the cockpit frame of the 109G series.

02-06-2006, 03:24 AM
Roads that bend properly, not all angles like now http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

02-06-2006, 04:37 AM
AI that doesn't see through clouds and see perfectly during the night/in fog/directly behind them etc...

A "copy and paste" function for the FMB.

A "formation builder"-tool in the FMB so that we could create large formations of planes that would act as one formation.

02-06-2006, 04:50 AM
Originally posted by Enforcer572005:
11. Make an actual map of Malta and part of the med, from extreme north africa to the southern tip of italy, malta at the main attraction.

Would be cool if we could literally have a world map, where you could literally fly anwhere in the world (as long as you had the fuel supply to get there)

Totally implausible, but it would be tres awesome http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

02-06-2006, 06:05 AM
Originally posted by Lucius_Esox:
Roads that bend properly, not all angles like now http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

Yes, this really spoils the immersion for me. it can't be that difficult to do, other sims have bendy roads (FS 2004, CFS3). Someone here said that the next MSFS (FSX) will have traffic moving on the roads, I think CFS3 has this already?

02-06-2006, 06:14 AM
Manned airbases, mechanics etc.
Wind in varying degrees, with gusts: otherwise it just feels like a trim issue.
AI can't see through clouds.

02-06-2006, 06:34 AM
sound, effects for me..

02-06-2006, 07:10 AM
http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif This YAWLT. Yet Another Wish-List Thread.
This is what you would like to fix, not what you would really fix (=capable fixing it). Moreover, plenty of people would like "to fix" the opponent's aircraft...if you know what I mean http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

So I hope the source code of IL2 will never be released. That would certainly result in hundreds of small fixes, and a corresponding amount of incompatible software variants. http://forums.ubi.com/images/smilies/53.gif

What would really be nice: the release of an API (programming interface), where you can read and partially control some parameters from your own small programs (scripts), like the AI lights for example. http://forums.ubi.com/images/smilies/25.gif

02-06-2006, 07:14 AM
I wouldn't fix anything, as the last time I did any programming was on the C64 and Amiga. I'll leave it up to Maddox, and just enjoy it.

02-06-2006, 07:15 AM
What would really be nice: the release of an API (programming interface), where you can read and partially control some parameters from your own small programs (scripts), like the AI lights for example.

Definitely an echo in here http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif

While I was at it I'd probably make an FMB 'load next mission and bypass the breifing screen' Warp bubble thingy as discussed here:
http://forums.ubi.com/eve/forums?a=tpc&s=400102&f=2...731012483#4731012483 (http://forums.ubi.com/eve/forums?a=tpc&s=400102&f=23110283&m=5461050973&r=4731012483#4731012483)
Special like, for Vocatax http://forums.ubi.com/images/smilies/25.gif

02-06-2006, 07:58 AM
I belive most people on here are happy with this game but are making suggestions based on their experience to make it more realistic/fun. I love this game a whole lot and feel it is the best ww2 flight game bar none. On the other hand if I could make a few changes I would. I would make it so all planes at accurate speed, weapon loadouts, and DM.

02-07-2006, 04:40 AM
Given that only a tiny, tiny percentage of PF purchasers are regular online players...
It would be nice if more attention could be paid to issues that affect offline play and to improve campaigns/immersion/AI/visibility rather than have everything geared to a tiny (but vocal) minority of online players many of whom (but not all before I get flamed lol!) seem as interested in getting the "latest and bestest" versions of their favorite ride or chasing some sort of never happened in real life "balance and fairness" as anything else...

As it happens the game does little or nothing to encourage real life behavior or actions...every fight seems to degenerate into some sort of climbing/turning dogfight when in real life most kills were against unsuspecting opponents...perhaps if we made navigating harder/maps bigger (so longer aproach flights) and modelled random failures/engine wear and tear/encouraged fuel management etc etc we would be less likely to tear around the maps at full throttle, firewall our engines/pull hard g's in dogfights etc etc...

02-07-2006, 05:43 AM
- redo sound
- redo every cockpit to bring up to the Gladiator standard
- redo the dynamic campaign
- scale back number of planes and place quality over quantity
- canopies and fusalage should cast reflections when the sun hits them making ID more realistic when in cockpit mode
- improve tracers

02-07-2006, 06:51 AM
Originally posted by stubby:
- redo sound
- redo every cockpit to bring up to the Gladiator standard
- redo the dynamic campaign
- scale back number of planes and place quality over quantity
- canopies and fusalage should cast reflections when the sun hits them making ID more realistic when in cockpit mode
- improve tracers http://forums.ubi.com/images/smilies/25.gif

02-07-2006, 01:10 PM
I would use it to fix the backdoor so you lot couldnt mess it up

02-07-2006, 05:07 PM
The drop down menus for aircraft selection, they keep 'slipping' (QMB).

02-09-2006, 03:25 AM
Wow. I agree with everybody that said something reasonable. Here's my 2 cents.

1. AI's that must deal with hot engines, like the offline player.

2. I'm an American. I would like other Americans to refer to altitudes in "Angels" not meters.

3. I am a sailor. I work on an aircraft carrier. I work on the flight deck. When I fly off an aircraft carrier in the game, I would like to see the people that work on the flight deck. If a script can be made for bailout, or for escaping a vehicle under air attack, why not a chockman, A launching officer, an LSO? It would be huge for immersion, and nobody has done this simple thing for any sim, ever.

4. The Ocean surface. An ocean surface in a storm often has waves with peaks and troughs that exceed the wingspan of most single seat aircraft in the game. I'm flying in a thunderstorm off of Okinawa and the swell is 6 inches. WTF.

Those are the changes for me that would improve immersion the most. This is still a 5 star sim as far as I am concerned. I am just about to open up the FMB and continue...