YSFlight Wishlist

YSFlight general discussion & everything in between
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Post by Neocon » Mon May 25, 2015 3:00 pm

A download that you just unzip, drag, and drop where you want it instead of having to use an installer would be really nice.

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Post by Swift » Mon May 25, 2015 5:08 pm

m88youngling wrote:Varying radar ranges?
Kinda silly having AWACS planes only able to see within a 100 mile radius
even better, an AWAC with added sensor abilities like:

Target Identification
Aircraft Names ON THE SCREEN
The ability to see SAM sites and their ranges as colored circles (like in Falcon BMS).

you get an AWAC to do that and i'll fly it forever.

course, these ideas MIGHT sound dumb
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Post by m88youngling » Wed May 27, 2015 11:10 pm

Swift wrote:
m88youngling wrote:Varying radar ranges?
Kinda silly having AWACS planes only able to see within a 100 mile radius
even better, an AWAC with added sensor abilities like:

Target Identification
Aircraft Names ON THE SCREEN
The ability to see SAM sites and their ranges as colored circles (like in Falcon BMS).

you get an AWAC to do that and i'll fly it forever.

course, these ideas MIGHT sound dumb
YSRadar can do alot of this I think but its rather difficult to set up and isn't all that convenient.

Another thing that would be great is if missiles were solid objects that could be shot at with other weapons. This would enter a new realm of defenses for ground targets such as CIWS for ships, and then if thats possible, it could become quite possible that modders could make stuff like the laser defenses on the "Butterfly Master's" UAVs from Ace Combat infinity.

Anti-Missile Missiles...etcetc
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Post by NavyGator » Thu May 28, 2015 8:10 pm

This is not an actual request. This is more of a "Does anyone like the idea of having it in YSFlight? I've been trying to do this on a phone, and I am not having much success. Just Google Folkerts SK-2 Racer.

A good Image here:http://www.rcgroups.com/forums/showthre ... 53&page=85
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Post by Stingx » Wed Jun 03, 2015 3:33 pm

Here comes something completely stupid, but what if we could have servers (would probably have to be open source) that would sync to HQ or some database. Flight time (with successful landings) and combat kill points earn you virtual currency on servers. Crashing and getting killed by an opponent deducts your balance. Some planes are more expensive to fly and crash. WB renting or purchasing for your inventory? Stock are free I guess. And buying server currency thru donations?

Then again this would load too much on the CPU and bandwidth. :-P

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Post by Flake » Wed Jun 03, 2015 3:40 pm

Part of the plan buddy! Always was!
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Post by Swift » Wed Jun 03, 2015 5:42 pm

Stingx wrote:Here comes something completely stupid, but what if we could have servers (would probably have to be open source) that would sync to HQ or some database. Flight time (with successful landings) and combat kill points earn you virtual currency on servers. Crashing and getting killed by an opponent deducts your balance. Some planes are more expensive to fly and crash. WB renting or purchasing for your inventory? Stock are free I guess. And buying server currency thru donations?

Then again this would load too much on the CPU and bandwidth. :-P
not a bad idea actually, once the coding is adjusted to handle the bigger load that is.
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Post by NightRaven » Sun Jun 07, 2015 2:20 pm

A few things that wouldn't be too demanding, might have been brought up before. This is from my short stint with other flight simulators I have been trying these few months, or things that I don't see is right currently.

Fix the ground shadows. Its been broken since the 2013 test versions. Near up, the shadows work fine, but far away, they don't show up at all.

Some delay between increasing/decreasing engine power and actual increase/decrease in thrust. Engine response doesn't work at the speed of light.

A variable to define gear extend/retract timings. 747s don't have the same gear extend/retract time as a I-16.

G-Limit, but that has been discussed.

Bouncy landings. Again may be set as a variable. When vertical speed is high, landing aircraft may bounce back up into the air. If it is too high, gears may fail entirely and aircraft belly lands to a stop.

Belly landings would also be a nice feature. Though aircraft may not be able to take off again.

Addition of more specialised CLAs such as airspeed CLA. Also the ability to have an animation take place once two or more conditions are fulfilled (like having slats move down once flaps have been put down AND speed being low enough).

Reflections? So that there would be actual mirrors to look back in aircraft like the F-15. Water could also do the same, though it could be more resource heavy.

Removal of the exaggeration of the overrun thing. I mean like, yes its bumpy but not so much to the extent of flipping the plane over.

Allowing aircraft selection screen to support both lower- and upper-case letters in aircraft names, like in the map selection screen.

Addition of custom weapons. Although they may be hard to define (might require a separate dat) and may run the risk of being too overpowered, this can add more versatility to combat.

Lights that actually illuminate things. Discussed before.

Most of all, OPEN SOURCE.
Last edited by NightRaven on Sun Jun 07, 2015 3:42 pm, edited 1 time in total.

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Post by Swift » Sun Jun 07, 2015 3:19 pm

NightRaven wrote:A few things that wouldn't be too demanding, might have been brought up before. This is from my short stint with other flight simulators I have been trying these few months, or things that I don't see is right currently.

Fix the ground shadows. Its been broken since the 2013 test versions. Near up, the shadows work fine, but far away, they don't show up at all.

Some delay between increasing/decreasing engine power and actual increase/decrease in thrust. Engine response doesn't work at the speedbif light.

A variable to define gear extend/retract timings. 747s don't have the same gear extend/retract time as a I-16.

G-Limit, but that has been discussed.

Bouncy landings. Again may be set as a variable. When vertical speed is high, landing aircraft may bounce back up into the air. If it is too high, gears may fail entirely and aircraft belly lands to a stop.

Belly landings would also be a nice feature. Though aircraft may not be able to take off again.

Addition of more specialised CLAs such as airspeed CLA. Also the ability to have an animation take place once two or more conditions are fulfilled (like having slats move down once flaps have been put down AND speed low being low enough).

Reflections? So that there would be actual mirrors to look back in aircraft like the F-15. Water could also do the same, though it could be more resource heavy.

Removal of the exaggeration of the overrun thing. I mean like, yes its bumpy but not so much to the extent of flipping the plane over.

Allowing aircraft selection screen to support both lower- and upper-case letters in aircraft names, like in the map selection screen.

Addition of custom weapons. Although they may be hard to define (might require a separate dat) and may run the risk of being too overpowered, this can add more versatility to combat.

Lights that actually illuminate things. Discussed before.

Most of all, OPEN SOURCE.
YAAAASSSSSSS! Now we'll wait a few years for Soji to get around to putting any of these killer ideas into the sim :lol:
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Post by Barr » Sun Jun 07, 2015 3:33 pm

Lets say Soji starts ys as an Open source project. How many experienced and knowledgable coders and developers are going to dedicate their time to YS other than Flake and soji himself?
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Post by Flake » Mon Jun 08, 2015 6:15 am

I think Eric and Vincent would jump on board as well. Maybe Varren too. I'd be willing to train others as well.

3d coding, actually, i've found, isn't hard. You just need to understand the concept of the 3d rendering pipeline and once you've done that, it's just like building with lego.

My current 3d problems aren't in fact 3d problems, but algorithmn problems instead. :?
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Post by Kujo » Mon Jun 08, 2015 9:39 am

If only I could how to into 3d coding. Just haven't bothered doing into 3d coding. I'd probably help if I knew the master's ways
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Post by Flake » Mon Jun 08, 2015 10:14 am

OfficerFlake wrote:I'd be willing to train others as well.
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Post by Barr » Mon Jun 08, 2015 11:12 am

Oh no. He used bolds to quote himself.

Now you've upset him!
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Post by Barr » Mon Jun 08, 2015 11:13 am

BARRACUZ wrote:Oh no. He used bolds to quote himself.

Now you've upset him!

Did you learn coding as a career or hobby?
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Post by NightRaven » Mon Jun 08, 2015 1:50 pm

To add on to what I said,

Tyres unable to generate enough friction when aircraft on ground is travelling too fast and trying to turn. Something like the drivable fuel trucks, but at least some degree of control is retained.

Also variable time for moving control surfaces ie flaps, ailerons etc, not just the gear. Hydraulics/Fly-by-wire doesn't have the same response time as cables.

Moving and rotating hardpoints, which would help for aircraft like the F-111. And maybe also allowing hardpoints to face a direction other than front (backwards firing B-1R?)

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Post by Swift » Mon Jun 08, 2015 3:29 pm

NightRaven wrote:[post]87296[/post]
Moving and rotating hardpoints, which would help for aircraft like the F-111. And maybe also allowing hardpoints to face a direction other than front (backwards firing B-1R?)
that could be used on planes with weapons bays as well :D
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Post by NightRaven » Sun Jun 28, 2015 1:19 pm

But wait, THERE'S MORE

Fixing of CLA 22. Most of the mods that I see employ this animation usually have the rotation speed wildly exaggerated. This could be solved if YS could calculate the distance from the centre of the wheel to the ground in order to calculate the angular velocity correctly.

When destroying a ground object, instead of removing the dnm and leaving a dead shadow where it once stood, why not replace the original dnm with another dnm that represents its destroyed state, like the empty, burnt up and shredded shell of a destroyed tank? That would be interesting to have.

Maybe separating the rudder maneuverability from ground steering maneuverability? While some aircraft can really yaw in the air due to great aerodynamics or engine wizardry, this may not represent steering of the aircraft on the ground.

Or fixing the rudder altogether. That has been needed for quite a while now.

Dynamic shadows. Mentioned before.

Vapour trails that are not bright. Water vapour doesn't emit light on its own. It's like you're doing night ops against others and a foe does a 4G+ turn, you'll be able to see him instantly. That doesn't happen.

Support for more than 1 arrestor line on carriers. Self explanatory.

Allowing for different GUNPOWER as per turret? Many WW2 and other aircraft have different guns on each aircraft, like for example a 45mm cannon and a 12.7mm machine gun on a Yak-9U. Hence, it would be realistic to be able to deal more damage with the cannon than the machine gun without having to set multiple MACHNGN* positions in the same place. And probably also different ammo counts for each gun (has this been implemented?).

How about rudimentary damage modelling? This could be done by colouring parts of the collision srf different colours to indicate different damage when hit.

I'm probably taking quite a few elements from War Thunder lol, I should probably go hide in a corner.

Also I realised that the ground shadows have been fixed in the 2015 test, my bad.

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Post by Flake » Mon Jun 29, 2015 5:23 am

NightRaven wrote:Fixing of CLA 22. Most of the mods that I see employ this animation usually have the rotation speed wildly exaggerated. This could be solved if YS could calculate the distance from the centre of the wheel to the ground in order to calculate the angular velocity correctly.
I thought it already did this... hmmmn.
NightRaven wrote:When destroying a ground object, instead of removing the dnm and leaving a dead shadow where it once stood, why not replace the original dnm with another dnm that represents its destroyed state, like the empty, burnt up and shredded shell of a destroyed tank? That would be interesting to have.
It's part of the plan for OYS at least anyway! I can add and remove ground objects as I please, so when I detect one is destroyed, replace it with a blown up object instead! ;)
NightRaven wrote:Maybe separating the rudder maneuverability from ground steering maneuverability? While some aircraft can really yaw in the air due to great aerodynamics or engine wizardry, this may not represent steering of the aircraft on the ground.
Oh please god yes. Landing on the runway is hilarious with a lot of rudder. What amazes me is that turn rate doesn't decrease with ground speed - which really should happen. Like the min manuever speed and max manuever speed, there should be min ground speed (before this point, 100% turn rate) and max ground speed (0% turn rate at this speed.)
NightRaven wrote:Or fixing the rudder altogether. That has been needed for quite a while now.
Also pls. Fly inverted over the runway and hard rudder in any direction - heading goes one way but position goes the other.... !?!?!?
NightRaven wrote:Dynamic shadows. Mentioned before.
This is definitely doable - with GL2 especially! Soji PLS.
NightRaven wrote:Vapour trails that are not bright. Water vapour doesn't emit light on its own. It's like you're doing night ops against others and a foe does a 4G+ turn, you'll be able to see him instantly. That doesn't happen.
This should just be changing the vertex type from unshaded to shaded in the code, I'm sure he could do that :)
NightRaven wrote:Support for more than 1 arrestor line on carriers. Self explanatory.
I like this a lot - miss one, catch the other.
NightRaven wrote:Allowing for different GUNPOWER as per turret? Many WW2 and other aircraft have different guns on each aircraft, like for example a 45mm cannon and a 12.7mm machine gun on a Yak-9U. Hence, it would be realistic to be able to deal more damage with the cannon than the machine gun without having to set multiple MACHNGN* positions in the same place. And probably also different ammo counts for each gun (has this been implemented?).
I can see the use for this but personally not high on my priority list.
NightRaven wrote:How about rudimentary damage modelling? This could be done by colouring parts of the collision srf different colours to indicate different damage when hit.
A color coded Coll model would be super cool! Red - max damage, green, no damage, somewhere in between....
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Post by NightRaven » Mon Jun 29, 2015 12:32 pm

OfficerFlake wrote:
NightRaven wrote:Fixing of CLA 22. Most of the mods that I see employ this animation usually have the rotation speed wildly exaggerated. This could be solved if YS could calculate the distance from the centre of the wheel to the ground in order to calculate the angular velocity correctly.
I thought it already did this... hmmmn.
Yeah, quite. Even the stock Concorde has the angular velocity all wrong.
OfficerFlake wrote:
NightRaven wrote:When destroying a ground object, instead of removing the dnm and leaving a dead shadow where it once stood, why not replace the original dnm with another dnm that represents its destroyed state, like the empty, burnt up and shredded shell of a destroyed tank? That would be interesting to have.
It's part of the plan for OYS at least anyway! I can add and remove ground objects as I please, so when I detect one is destroyed, replace it with a blown up object instead! ;)
That would be great, but extending it to the actual official YS install would be better.
OfficerFlake wrote:
NightRaven wrote:Maybe separating the rudder maneuverability from ground steering maneuverability? While some aircraft can really yaw in the air due to great aerodynamics or engine wizardry, this may not represent steering of the aircraft on the ground.
Oh please god yes. Landing on the runway is hilarious with a lot of rudder. What amazes me is that turn rate doesn't decrease with ground speed - which really should happen. Like the min manuever speed and max manuever speed, there should be min ground speed (before this point, 100% turn rate) and max ground speed (0% turn rate at this speed.)
Yeah, like you see civvies spinning around at 1kt.

Also, maybe have a feature to allow ground maneuverability to only occur ONCE nose gear has made contact with the ground. My first landing I almost made ended up in a crash as I was ruddering just to line up with the taxiway and once I touched down the plane just swerved off the tarmac and boomz I died just like that.
OfficerFlake wrote:
NightRaven wrote:Or fixing the rudder altogether. That has been needed for quite a while now.
Also pls. Fly inverted over the runway and hard rudder in any direction - heading goes one way but position goes the other.... !?!?!?
Does it? I find it works alright. It's just the logic that is difficult to wrap your head around, but it is correct. If you rudder upside down to the right, you are actually turning to the left, hence the heading decreases in value. It works fine in YS - I just tested.

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