OLD VERSION wishlist

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OLD VERSION wishlist

Post by Shutter » Sat Mar 05, 2011 7:35 pm

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Re: YS suggestion list

Post by Dragon029 » Sun Mar 06, 2011 9:22 am

The ability to classify hardpoints as internal, therefore forcing the user to wait until the bombays are open before firing missiles (this obviously happens with bombs atm, but not missiles) - it'd also be nice to have a weapon firing CLA; that way we could have muzzle flashes or missile bays that pop open then close back up when a missile is fired.
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Re: YS Wishlist

Post by Phoenix » Sun Mar 06, 2011 3:13 pm

Being able to modify missile characteristics and add more types of weapons.

Seaplanes actually being able to land on water.

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Re: YS suggestion list

Post by Iceman » Sun Mar 06, 2011 5:37 pm

Dragon029 wrote:The ability to classify hardpoints as internal, therefore forcing the user to wait until the bombays are open before firing missiles (this obviously happens with bombs atm, but not missiles) - it'd also be nice to have a weapon firing CLA; that way we could have muzzle flashes or missile bays that pop open then close back up when a missile is fired.
'
I'm pretty sure you can already do the bomb bay thing with missiles. And the weapon firing CLA is a touch unnecessary, at least for the muzzle flashes. The missile bays idea isn't bad.
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Re: YS Wishlist

Post by Phoenix » Mon Mar 07, 2011 3:56 pm

Aerial refuelling

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Re: YS Wishlist

Post by waspe414 » Mon Mar 07, 2011 11:37 pm

I wouldn't mind a HUD refinement, and 3D position and size like the instrument panel. Perhaps we could even customize it by instrument for aircraft specific HUDs. Also, multiples of control panel instruments wouldn't be too bad...

EDIT: On textures: I don't like image textures for low end games. They're too easy to mess up and look terrible. High detail ones require a fair amount of power, and they're easy to copy off Google Images and center all wrong. Polygons gives YS a characteristic clean line look, and allow for very precise paints with low system requirements. The one downside is large numbers of small polygons in one place takes its toll on framerate.

Somewhat related, if Scenedit were modified to paint polygons on top of elevation grids, nice looking fairly low lag maps would be relatively easy to do while staying true to topography. (Totally flat land makes flying YS choppers kind of boring...)
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Re: YS Wishlist

Post by Iceman » Mon Mar 07, 2011 11:58 pm

Yeah. Textures would kill the very essence of YS.
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Re: YS Wishlist

Post by Shutter » Tue Mar 08, 2011 12:11 am

meh, i renumbered them a few times while I added stuff, so things got a bit jumbled. That, and it was composed speedily.

I would hate textures too, but honestly, the amount of polys in complex decals and paint schemes, even when floating on the main mesh, cause far too much lag. It's an antiquated system on a very old program that can't seem to handle some of the things we're putting out very well. But I expected some resistance.

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Original post fixed.

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Re: YS Wishlist

Post by Iceman » Tue Mar 08, 2011 12:42 am

Shutter wrote:meh, i renumbered them a few times while I added stuff, so things got a bit jumbled. That, and it was composed speedily.

I would hate textures too, but honestly, the amount of polys in complex decals and paint schemes, even when floating on the main mesh, cause far too much lag. It's an antiquated system on a very old program that can't seem to handle some of the things we're putting out very well. But I expected some resistance.

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Original post fixed.
Actually, as an actual 3d modeler, I can tell you that textures lag MUCH more than lots of polygons. If there are lots of polygons with texture, that'll lag the worst. But not a lot of polygons with textures lag more than a lot of polygons without. The reason being that you strain your V-card when you render a texture because of the way the video card has to stretch the image over each polygon, divide the texture and make it wrap seamlessly - much much more work than just defining a few points in space and connecting the dots with a solid color.
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Re: YS suggestion list

Post by vandal » Tue Mar 08, 2011 9:32 pm

My top requests that I thinks are simple to implement.

Weapon points attached to SRF's so that they can move with moving parts. E.g. Missiles attached to swept wings, missiles on the doors of bomb bays, bombs attached to rolling bomb bays (like the Buccaneer).

Gun cam with player controlled turret, could put it in a sub-window which we already have for other views. Will make shooting with an turret more accurate and add a realism.
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STP's (start-points) being able to be attached to objects. E.g. attaching it to a carrier so you can have the carriers moving while playing online and still being able to start from the carrier.
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Re: YS Wishlist

Post by Phoenix » Thu Mar 10, 2011 7:33 pm

Realistic atmosphere, with it thinning out as you go higher to space.

Realistic spacecraft and perhaps a space-borne squadron?

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Re: YS suggestion list

Post by Taskforce 58 » Thu Mar 10, 2011 10:07 pm

My updated wishlist

- Mach speed display accurate to 2 decimal places. C'mon Soji, this can't be difficult.

- More auto pilot options: hold altitude, hold airspeed, hold course, etc.

- Individualized weapons, start treating them like other objects in YS like aircraft and ground objects. I want to see a "weapons.lst" file! (*) see below

- Individualized gun definitions. Right now all guns have the same strength and ROF, and uses the same "pool" of ammo. I want to see each gun defined separately so that WW2 fighters like the Spitfire IX (4 x .303 mg plus 2 x 20mm cannon) can have proper gun armament definitions.

- Weapons should have a "hang point" defined so that the weapon attaches to the aircraft model realistically, instead of leaving a gap between the weapon and the airframe (if the weapon body's radius is small) or having a large bomb eating into the pylon. Currently weapon positions are defined at the center of the weapon object.

- More flexible placement of weapons on an aircraft so that they don't always parallel to the aircraft's longitudinal axis (e.g. the pylons on the Super Hornet angles outward).

- Pad lock view from inside the cockpit.

- The ability to define the specific HUD color with a 24bit Hex code (the same way as defining the smoke color).

- Proper Sea plane support - separate sea landing "gear" points and the regular wheel landing gear points. A wheel-equipped sea plane like the Catalina should be able to land on ground with wheels and on water with floats.

- A "control zone" feature for online play, where inside the area within a fixed radius of selected start points all weapons are turned off and all aircraft are invulnerable to any weapons related damage. This should discourage (to some degree) vulching on servers.

- Proper full screen support for more different monitor resolutions, right now wide screen monitors are not supported.

- Better documentation from Soji about the DAT file!

- Some kind of cloud and overcast generation feature for all game modes, like those in the landing practice mode.

(*)Further elaboration on customizable weapons concept:

Code: Select all

weapons.lst
user/tf58/aim7f.dat user/tf58/aim7fs.srf user/tf58/aim7.srf
The first is the weapon's DAT file, like aircraft. The second is the visual model while the weapon is still attached to the aircraft, the third is the visual model after the weapon has been fired.

Code: Select all

REM SAMPLE AIM-7F DAT FILE
IDENTIFY "AIM-7F SPARROW"

REM category can be AIM, AGM, BOMB or ROCKET - the four basic type of weapons.
CATEGORY    AIM 
WEIGHT__    510lb

REM RANGEMIN is the minimum range.  The weapon will fly straight and not track the target until it has traveled a distance equal to RANGEMIN. Both RANGEMIN and RANGEMAX are ignored for BOMB type weapons. 
RANGEMAX    40000m
RANGEMIN    200m

REM Maximum speed of the weapon. This is ignored for BOMB type weapons.
SPEEDMAX    4.0MACH

REM TURNMAXG is the maximum G that the weapon will turn when tracking the target.  Ignored for BOMB and ROCKET type weapons.
TURNMAXG    10.0

REM The strength of the weapon - how much damage it will deal to the target.
STRENGTH    15

REM This is the hang point of the weapon. This point relative to the weapon itself will be attached to the hard point definition of the host aircraft (the HRDPOINT value in an aircraft's DAT).
HANGPONT    0.00 0.10 0.00
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Re: YS Wishlist

Post by Phoenix » Fri Mar 11, 2011 11:04 am

Planes being able to come into contact with each other without being destroyed automatically.

AI fulfilling its name.

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Re: YS Wishlist

Post by NosferatuAce » Fri Mar 11, 2011 11:19 am

Phoenix wrote:Planes being able to come into contact with each other without being destroyed automatically.

AI fulfilling its name.
Turn collisions off for that.
As for the AI, YS, as far as I believe, isn't capable of having a true AI unless Soji decides to make it more pleasing for higher end computers.
Issuing a new vessel in-flight would be cool (ex. A pilot ejects from an aircraft and is considered a separate vessel from the aircraft itself), that way if a certain aircraft doesn't suit your needs after you've started flying, you can change without exiting the scenario, this would be cool for online mode as well.
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Re: YS Wishlist

Post by Phoenix » Fri Mar 11, 2011 11:21 am

If I turn collisions off, won't planes then pass through each other?

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Re: YS Wishlist

Post by NosferatuAce » Fri Mar 11, 2011 11:58 am

So you mean you want aircraft to make contact without passing each other...I'm guessing that youre thinking about only taking slight damage like a chip off the wing, or two craft docking with each other, instead of blowing up, is that it?
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Re: YS Wishlist

Post by Phoenix » Fri Mar 11, 2011 12:02 pm

Yep. Just on FS2004 there are addons for pilotable aircraft carriers which can be landed upon in mulitplayer games.

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Re: YS Wishlist

Post by SvenPhantom » Fri Mar 11, 2011 1:55 pm

Phoenix wrote:Yep. Just on FS2004 there are addons for pilotable aircraft carriers which can be landed upon in mulitplayer games.
You can do that on ww3 with a patch.
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Re: YS Wishlist

Post by Phoenix » Fri Mar 18, 2011 5:49 pm

Ejector seats.

Being able to pick more than 5 opponents and three wingmen when creating air combat vs AI.

A map of THE EARTH!

and the moon...

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Re: YS Wishlist

Post by aleksandar » Sat Mar 19, 2011 6:52 am

* As computers become more advanced, the graphics should become more advanced.

* More weopon types, maybe cruise missles and anti-radiation missles

* More advanced "close air support mission" generator, so tanks come from all directions

* One HQ map, for those with better PCs.

* A stock server where players are randomly assigned a IFF and are entered into a air war. Multiplayer mode made easy.

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