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Lewicide
01-30-2005, 10:12 PM
Just some suggestions for some smallish additions (I have no idea how much work the might take).

* A rocket loadout for the FM2 either six 5"HVAR or 60lb rockets, for the convoy escort or ground support missions.

* Likewise, a loudout of eight sixty pound rockets for the Hurricane IIb, as used in southern asia.

* A 2x210mm rocket loadout for the Bf-109G's for anti-formation work.

* A rocket loadout HVARs for the P-51D.

Bigger suggestions

* the option of the twin 15mm nose guns + hub cannon on the Bf 109K

* A tail hook for the Hurricane to create a sea Hurricane Ib or IIb.

Thanks for all the great work

Cheers

Lewicide
01-30-2005, 10:12 PM
Just some suggestions for some smallish additions (I have no idea how much work the might take).

* A rocket loadout for the FM2 either six 5"HVAR or 60lb rockets, for the convoy escort or ground support missions.

* Likewise, a loudout of eight sixty pound rockets for the Hurricane IIb, as used in southern asia.

* A 2x210mm rocket loadout for the Bf-109G's for anti-formation work.

* A rocket loadout HVARs for the P-51D.

Bigger suggestions

* the option of the twin 15mm nose guns + hub cannon on the Bf 109K

* A tail hook for the Hurricane to create a sea Hurricane Ib or IIb.

Thanks for all the great work

Cheers

csThor
01-30-2005, 11:55 PM
P-51 + HVAR:

I remember several long threads about this here and I also remember HVAR's being post-WW2 on Mustangs.

15mm + K-4:

That's a myth. Unfortunately many authors did not check it but merely copied it from the original book. Armament of 2x MG131 + 1x Mk108 is correct.

Shakthamac
01-31-2005, 10:44 PM
yea... FM2's really need the HVAR loadout... I have created a couple North Atlantic missions flying from escort carriers and would desperately like to see that loadout available when i attack uboats. 100lbers just seem to annoy them

VW-IceFire
02-01-2005, 06:16 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by csThor:
P-51 + HVAR:

I remember several long threads about this here and I also remember HVAR's being post-WW2 on Mustangs.

15mm + K-4:

That's a myth. Unfortunately many authors did not check it but merely copied it from the original book. Armament of 2x MG131 + 1x Mk108 is correct. <HR></BLOCKQUOTE>
Actually, there was one photo of a 1945 USAAF P-51D with HVAR loadouts and one mention of a squadron member mentioning how much they liked to use the new HVAR rockets on their Mustangs.

The photo really does it for me. Almost immediately post war the logo changed with the red stripe on the bar so we pretty much can place this Mustang as a WWII era plane.

But there may have been more discovered that disputes this. I just remember the new evidence being fairly convincing.

Amagi
02-09-2005, 11:22 AM
Four more smallish additions that might improve the playability of offline games:

-A DGen editor. The only element of DGen that can't be modded is the mission structure. Why not preempt the complaints by releasing a fully editable DGen, so that the mission templates could be altered by the user? We could adjust our own files to prevent the low level crashes (which are possibly less frequent), over-fast patrols and rocket-carrying three-plane collisions. DCG has modified missions, so it can be done.

-If PF was kept open for ship models there would eventually be a more complete selection of ships for all the fleets. I can understand that plane models would take a great deal of work to integrate, but ships just have to sail at the right speed, sink, carry planes and be hardpoints for guns. Ship-only patches?

-The AI seems to have a problem with choosing targets. No more than two-three fighters should go after the same enemy plane or pair, yet all of an escort or patrol seem to drop down with the first flight of enemies, making them vulnerable to being wiped out. If the AI doesn't have a tactical rule like this then is there a chance that it could be improved without having to alter the code too much?

-The AI dive-bombers don't seem to manoeuvre enough to prevent an opponent taking advantage of their blind spot. When not in formation, this should be their first priority.

The DGen ground attack missions seem to have been improved, though it's still disappointing to lose three planes to accidents in one mission, especially when DCG planes can circle without casualties. It's good that the planes are now parking again, this was one of the features that attracted me to Sturmovik, and I'm pleased that it's back.

Since PF was released earlier than generally expected by at least two months, and with the ability to merge it with AEP despite what must have been a delaying effect on BoB, another month isn't a long time to wait for a content patch. It's only when it would have been had PF been released later. I hope that these suggestions are small enough changes that they wouldn't take much work to implement.

Thanks to 1C for listening, Sturmovik is still the best supported of all the games I'm aware of.