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Posted by: jermin
23.01.2008, 23:12
Forum: IL2 MODS Discussion Section 4.09m
- Replies (28)

As you know, some aircraft markings (such as German & Russion markings) and numbers in the game are quite old and look not very detailed. Since they are all images, replacing them with high resolution ones should not be a difficult thing. But it will make aircrafts looks much more real. What do you guys think about it?

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Posted by: Emil21
23.01.2008, 21:54
Forum: IL2 Technical Help
- Replies (2)

So I installed Soundmod and a couple of mods, and it changed the language on all the campaign descriptions from english to russian. How can i get it back to english? Thanks for the help!

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Posted by: Merc2Wolf
23.01.2008, 21:53
Forum: IL2 Technical Help
- Replies (1)

Hi

I was trying to fly on the RS server and originally it didn't allow me as I have the bomber mod and sound mod installed and it gave me a timeout1 message. I then downloaded the sound mod switcher and then turned the sound mod off and I am now getting a timeout issue due to 4 red bars. If i switch back to sound mod on I get the timeout1 message. Is this caused by the bomber mod that is loaded and the sound mod switcher does not turn that off?

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Posted by: Guest
23.01.2008, 21:41
Forum: Screenshots, Images & Video
- Replies (1)

This is our dogfight for the premium "Pacific Thrill Seekers Tour Package" for January. We're doing Hellcats next. What do you think is a good opposing aircraft for the Hellcat and which do you think should win? Big Grin

[Image: KillShot99.jpg]

[Image: MeanShot.jpg]

[Image: Original.jpg]

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Posted by: Guest
23.01.2008, 20:40
Forum: Screenshots, Images & Video
- Replies (2)

[Image: ToEndAllWars.png]

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Posted by: VFS-214_Hawk
23.01.2008, 19:20
Forum: IL2 MODS Discussion Section 4.09m
- Replies (3)

It would be cool to be able to fly from a training base inside the USA. Flying the Stearman/PT-17, Piper Cub, Taylorcraft L-2. Then transition to the SNJ/T-6. Get some fighter time then ship out to Hawaii for a brief orintation. Then its off to the Soloman Islands for a fight!


NAS Pensacola, Fl

[Image: chev.jpg]

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Posted by: deadfish12345
23.01.2008, 19:18
Forum: IL2 MODS Discussion Section 4.09m
- Replies (3)

could you addit so we can shoot the top mgs on the fw200 condor ? i think it wses a 20mm gun. aslo what about the side mgs ?

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Posted by: spud
23.01.2008, 17:45
Forum: OLD IL2 MAP MODS Discussion & WIP-MAP-MODS
- Replies (7)

I authored this thread ages ago, and now that I realize how SIMPLE many of the requests were... well, thought I'd throw it out here.

My requirements for the thread were these:

Quote: Please try to keep suggestions EASY to accomplish. This isn't a "muzzle flash" thread (as
much as we'd all like seeing that fixed). The goal should be new objects, simple additions (new waypoint types, etc).

I then culled the posts for the following list. For AAA use, I have annotated the entries in parenthesis after each entry.

[quote]Features (some of which were undocumented in il-1/FB then "fixed") I'd love to see in PF:

1. The ability to "park" AI planes (you used to be able to set waypoints for zero alt and speed). This is
a great feature because if you mix a few parked AI planes among static planes, when they get damaged they
burn, etc adding a little extra realism to the carnage. Add a new waypoint type, "parked." Maybe if they were
parked the game could curtail their AI and just do damage, not do anything else. (would be nice to fix)

2. We can order formations in flight, how about the ability to set formation type under properties in the FMB? (at the very least, correct the default formations for some on attack)

3. Taxi to TO. Ability to place planes in revetments, etc, and have them taxi to the runway, ideally with timeout options (AI won't do it, but we can add this at will now with "RUNAWAY" placement)

4. Don't make landed/damaged planes disappear at all, or make it a toggle in the FMB. (this is IN GAME now!)

5. Make a "vehicle" of a group of troops marching. When damaged, the fleeing troops that trucks have do the same thing. (possible with a MOD?)

6. Smaller naval craft that can be sunk/burned by strafing... barges, small wooden ships (luggers, sea trucks), small transports (fox tare dog, sugar baker sugar, etc), smaller escort ships (PC, SCS). (Sea Truck IN! Others perhaps bashed in a mod?)

7. Runway cratering (FMB placed as previous damage, and from bomb hits in play). Would damage planes that hit them. (IN game after a fashion. Timeout for craters needs to massively increase in a mod)

8. Flight deck damage (FMB placed as previous damage, and from bomb hits in play). Would damage planes that hit them. (IN game!)

9. Make a few new cloud types. One would be kinda large with a flat bottom. Another would start as a small area, and as it goes up it widens, and fans out in one direction. All would be BLACK (could be two versions, one black, one gray). These are placable smoke clouds to represent damage from previous strikes. They are static like current clouds, so it shouldn't hit FR more than any cloud does now. (Possible to mod the clouds?)

10. Some new ground objects (stating the obvious here, but WTF). I was thinking of revetment objects---berms
of earth/coral that can be placed around planes (many planes in PTO were dispersed in the trees). Need a few sizes, obviously. (IN game!) (Now possible to mod and add many more, WOOT!)

11. Some less developed airfields than we see in IL-2/FB/AEP. A placable AF, that we could rotate? (placable airfields in game (test runways)) (map modding makes this moot)

12. The palms look cool, but it's important to remember that a lot of the palms were cultivated. At Guadalcanal the palms are in ROWS near the AF---it was a farm. A large tile of lower poly palms in rows (like the forest tiles in IL-2) would do wonders with a few clumps in front. The same goes for rubber trees. (possible to add this at some point with a mod?)

13. A toggle in static object properties to make them smoke/not smoke when damaged (cool for static planes that get wrecked, but you can control which were gassed up and would catch fire to adjust FR issues). (possible to mod in I think)

14. Skip bombing for AI. You can make AI skip bomb now (I made a AEP mission just to watch this, lol), but it takes a bunch of tweaking, and even then they drop all bombs at once. Lower alt cutoff for ground attacks might be better in general given the many low alt attacks. (capability removed by the min alt "fix" to 140m. Now impossible altogether. Mod to revert min alt?)

15. Ability to spot static planes on CV decks.(semi possible with zero fuel load on moving CVs) (possible to mod now for static CVs by cloning the planes as Objects and raising their height to deck height)

16. Some CV deck equipment---bomb and fuel carts (possible as well).

17. A waypoint toggle for AI, um, "bored" or "sleepy" or something like that. After said waypoint the planes would lose their 3rd eye in the back of the head that makes them jink as soon as you're lined up. They would only react if they were hit or you crossed their 3-9 line. The ability to bounce AI would be nice

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Posted by: spud
23.01.2008, 13:11
Forum: IL2 MAP MODS Discussion & WIP MAP 4.09m
- Replies (4)

I tried putting down some roads along the coast, right through trees, etc. It worked, but a couple times I managed to crash the FMB.

Some questions and an idea.

1. Is there any big no-no for road placement? Meaning that in stock maps they are always in huge clear areas. Is this to make the vehicles use them properly, or will the game crash if a road goes intothe trees (I couldn't care less about getting vehicles to drive through the woods, in the SWPA, they are mostly a visual thing IMO)?

2. Roads apear on top of the underlying tile, correct? Does the road texture have to be a certain size? Is it just the size of a road length, or is it much wider with an alpha channel?

Given those two questions, my idea...

Since the roads seem to sit on top, it might be possible to make new "roads" as a totally new visual effect.

For example, we might make a road texture with side lanes. Who cares if cars won't use them, lay it over regular ground, and place the buildings appropriately along the street. Another use might be lines of foxholes. Basically a 2D set of foxholes that could be placed over any type of terrain to give a sense of the front lines. Or we might make other templates that could be placed on top of another tile for some effect we want. Yes, it will confuse vehicles, but for the SWPA who cares, there aren't many to confuse.

tater

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Posted by: Mike10
23.01.2008, 12:19
Forum: Screenshots, Images & Video
- Replies (11)

[Image: Speed-4.jpg]


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