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Author Topic:   Semi Open Source
Tailslide
Pilot
posted 03-03- 12:19 AM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

Okay, totally premature since we don't have the patch or SOS yet but.. what user made patches would you like to see?

I'd like to

-specify engine horsepower at altitudes
-specify compressibility effects
-allow wheels to be connected to engines
-specify parts that have coolant/oil/fuel and their chance of leaking when shot
-have automatic leading edge devices
-smarter AI in plug in .dll files "nowotny.dll" "hartmann.dll" etc.
-have a server where you can join and leave games on the fly, taking over for the AI or having the AI take over for you. Dynamic campaigns, etc.
-multiplayer bombers

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________________________
TS Aircombat

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JT
Pilot
posted 03-03- 12:25 AM     Click Here to See the Profile for JT   Click Here to Email JT     Edit/Delete Message   Reply w/Quote
How about dynamic time-of-day changes?

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Hawker
Pilot
posted 03-03- 12:29 AM     Click Here to See the Profile for Hawker   Click Here to Email Hawker     Edit/Delete Message   Reply w/Quote
Historical maps and fields.......cant think of anything u didnt mention Tail except maybe start up smoke

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Werner Molders
Pilot
posted 03-03- 12:29 AM     Click Here to See the Profile for Werner Molders   Click Here to Email Werner Molders     Edit/Delete Message   Reply w/Quote
how about a SUN!

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DOWNLOADS+PILOT ROSTER+FAN SITE INNOVATION=B.C.A.T.P. Visit Today!

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Zoycite
JAG
posted 03-03- 02:04 AM     Click Here to See the Profile for Zoycite   Click Here to Email Zoycite     Edit/Delete Message   Reply w/Quote
Heya,

Ditto what Tail said, but I have a few to add.

-Pilot kills
-More hud options. Meaning that say you could turn off a few more of the items. Or allow hud for only certain aircraft type option. This would allow for bombers to have hud, while the fighters did not.
-If in hud mode, have id's be hidden behind solid objects and clouds.
-Same as above but for Padlock. Well to a point. Not hidden by you own A/C, but hidden by terrain and clouds.
-less accurate ack.
-seperate chat channels. Axis, allied, general.


Well thats all that I can think of. Tail about said it all.

ohh,
-Make Mossie fly like an F22 when Zoy is flying it

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Zoycite {GS}
GUNSLINGERS

visit The War Paint Factory

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dauntless851
Pilot
posted 03-03- 06:01 AM     Click Here to See the Profile for dauntless851   Click Here to Email dauntless851     Edit/Delete Message   Reply w/Quote
How about mirrors! With an option to turn them on or off.

WW2 planes had them and even some innovative WW1 pilots took car mirrors and stuck them on their top wing.


dauntless851

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Nat
Pilot
posted 03-03- 06:45 AM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
I'd like to be able to re-arm and re-fuel on landing at friendly airstrips.. ok, that might make the game longer.. but thats not a bad thing, if there's a rumble I wanna be able to get back into it, and also there's the risk that someone will get you while your reloading, which makes that side of it a lil more realistic to me anyway, least there will be a point to landing then, rather than just the way to end a winning mission for some of us

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JV~44 "Naturlich"

If you can't beat em.... out run em!

http://members.xoom.com/naturlich/

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Sv
Pilot
posted 03-03- 08:01 AM     Click Here to See the Profile for Sv   Click Here to Email Sv     Edit/Delete Message   Reply w/Quote
This is fun

How about being able to assign custom sounds to events like obDamage. Also assigning sounds to springs so that for example, if a spring exceeds a certain movement the sound starts (creeking wings, etc!)

How about tying throttle sound to RPM instead of throttle? More enigne modeling...

New events: onEngineStart, onEngineStop, onGunFire, onWheelContactGround.

Dynamic prop lists for airfoils - so you can set FM on the fly.

Better delay functionality, like: (onDmg 5 (obDelay 25 (obDetach)) ) This would detach the part 25 seconds after damage level 5 is reached.

Megneto engine control (WWI I know...) Use normal throttle keys to kick the einge up and down, and then use throttle anolog (stick) position to decide how many cylinders should fire...

obDepend: This way you could say LWing depends on LWingStrut for example. That way if LWStrut detaches, an obDepend event would be triggered. So (obDepend 'LWingStrut ('obDetach)) or something

We have querry, how abough thresholds that trigger events? (onThreshold 'qryAirSpeed (180 (obExec 'albatros (wingRip))))

So when the airspeed passes 180, execute a function or something.

Be able to tie any sound to RMP or Airspeed. So pitch of sound is based on one of these items.

Dead pilots should not scream for all eternity. Please put them out of their misery

When in pilot view, dim the screen darker and darker red as pilots take on damage.

I could go on....

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-Sv =FC=

WWI in SDOE!


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JantarSTD
Cadet
posted 03-03- 08:16 AM     Click Here to See the Profile for JantarSTD     Edit/Delete Message   Reply w/Quote
-What about seeing bullet holes on the aircraft? It would great to see which part of the plane has been shot so we can protect and fly to avoid further shot to that part.

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Sv
Pilot
posted 03-03- 09:12 AM     Click Here to See the Profile for Sv   Click Here to Email Sv     Edit/Delete Message   Reply w/Quote
JantarSTD,

This can all ready be done with OpenPlane, at least on a part by part basis. In other words, bullet holes won't show up exactly where they hit, but a part that is hit by bullets can show bullet holes and other damage.

-Sv

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nealg
Pilot
posted 03-03- 12:11 PM     Click Here to See the Profile for nealg   Click Here to Email nealg     Edit/Delete Message   Reply w/Quote
Uhhhhhhhhh....Like HE said!!

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nealg=FC=

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Elric
Pilot
posted 03-03- 02:31 PM     Click Here to See the Profile for Elric   Click Here to Email Elric     Edit/Delete Message   Reply w/Quote

1. DirectSound 3D / A3D 2.0 support - in one word DOPPLER!!!

2. All of what sv said.

3. calling Functions from DOFs.

4. Multistage Superchargers.

5. Better Engine Damage modelling, overheating, overspeeding, coolant leaks, radiator damage, as above.

6. Mutli-texturing.( Bullet holes )

7. Damage effects both child and parent objects.

8. The sun.

9. Fire spreads.

10. Fire extiguishers.

11. Tailslide AI dll's.

12. Radar.

Elric

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Rattler
Pilot
posted 03-03- 02:56 PM     Click Here to See the Profile for Rattler   Click Here to Email Rattler     Edit/Delete Message   Reply w/Quote
An enhancement I'd like to see modeled:

In Online Play;

Disable F5 for enemy aircraft.

Enable F6 for Extra Allied Aircraft Parked on the Ground/CV Deck.

Big possibilities could open with this Feature

Rattler

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Whirlwind
Pilot
posted 03-03- 03:11 PM     Click Here to See the Profile for Whirlwind   Click Here to Email Whirlwind     Edit/Delete Message   Reply w/Quote
I'd like the network code to see if it is possible to do a server side dynamic mission. IE, have a persistent universe with the AI conducting an active ground war, while whoever logs in is flying the air war. I'd first like to do just a RB type map, then move on to the more persistant universe. Of course, a bigger map would be required.

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Jaguar
Pilot
posted 03-03- 03:49 PM     Click Here to See the Profile for Jaguar   Click Here to Email Jaguar     Edit/Delete Message   Reply w/Quote
Prop control
Mixture control
Mag control
Supercharger control
Separate fuel tanks, and the ability to switch between them...

In OP, I would like to have an option so that once a function is activated, a time delay (say, obTimedelay) is activated, and then after the countdown, then next function is activated.

It would also be handy to have one object hit, and have it's effects show up in another object, that is in another sub branch.

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Cheers!
Jaguar
The FS Hangar

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Private Roger
Pilot
posted 03-03- 05:24 PM     Click Here to See the Profile for Private Roger   Click Here to Email Private Roger     Edit/Delete Message   Reply w/Quote
Triggered events in missions.

So if squadron "X" gets within 5 miles of Squadron "Y" they take off.
Things like that.

Plus all the other great stuff already mentioned.

PR=FC=

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Whirlwind
Pilot
posted 03-03- 05:33 PM     Click Here to See the Profile for Whirlwind   Click Here to Email Whirlwind     Edit/Delete Message   Reply w/Quote
Just realized that once SDOE loads the mission, that's it, it is in the mission, no adding (unless hooks are put in), only deleting. Also, we'd have to put in a hook to allow anyone to join at anytime (but have the creator limit the number of slots).

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Spanky the Mad Dog
Pilot
posted 03-03- 06:33 PM     Click Here to See the Profile for Spanky the Mad Dog   Click Here to Email Spanky the Mad Dog     Edit/Delete Message   Reply w/Quote
Spanky here..

I'm busy today and you guys covered alot. So pretty much what you guys said.

I want access to the sound engine That was mentioned I'm just seconding the mention.

Theirs more but i can't think of them right now.

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Werner Molders
Pilot
posted 03-03- 06:36 PM     Click Here to See the Profile for Werner Molders   Click Here to Email Werner Molders     Edit/Delete Message   Reply w/Quote
Now of course the important thing to ask ourselves is, will we ever see any of these or are we just engaging in a communal dream-fest?

Werner

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bjorn
Pilot
posted 03-05- 07:07 AM     Click Here to See the Profile for bjorn     Edit/Delete Message   Reply w/Quote
Control surfaces: Push back.

Control surfaces: Assymetric movement.

Flaps: As a minimum, allow a description of number of flap levels and their degree of deflection.

Flaps: Support airAdvantage, and describe the maximum force of the hydraulic system, such that the flaps can refuse to extend, or even be pushed back.

Speed of sound: It's bad that you can avoid being shot by turning sharply when you hear the gunfire.

Engine: Like many have said, more details on the engine in general. Cooling system, lubrication, etc. WEP, mixture, prop, temp.

Ammo: qryAmmo for a gun, so as to make ammo-meters possible on aircraft that had them.
_
/Bjorn.

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Elric
Pilot
posted 03-05- 07:33 AM     Click Here to See the Profile for Elric   Click Here to Email Elric     Edit/Delete Message   Reply w/Quote
I think the single most important thing is let CInteria objects float on water.

Reduce their floatability when damaged.

That way we can have seaplanes, torpedos, ships that sink, even ships that you can pilot, do I hear gunboat?

I'd like to be a ditch my plane in water without it exploding...

All this stuff is essential if you want a pacific theatre or project X.

Elric

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spin
Pilot
posted 03-05- 08:26 AM     Click Here to See the Profile for spin     Edit/Delete Message   Reply w/Quote
This wishlist sounds amazing.

-What about manifold pressure.
-did anyone mention turbo
-Hey how about a moon and spotlights?

Somebody should go through this and figure out if any of these ideas are possible now.

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Airlift
Cadet
posted 03-06- 12:08 PM     Click Here to See the Profile for Airlift   Click Here to Email Airlift     Edit/Delete Message   Reply w/Quote
I would like to see the ability to modify loadouts, choose how many planes, and the formation just before takeoff. Also the AI needs to be changes so that bombers do not follow the lead bomber if it gets shot down. Also that all the bombers would release their bombs not just the lead bomber!

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Tailslide
Pilot
posted 03-06- 06:16 PM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

Setting gun convergence .. in game !

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Elric
Pilot
posted 03-07- 04:07 PM     Click Here to See the Profile for Elric   Click Here to Email Elric     Edit/Delete Message   Reply w/Quote
Make AA / Flak units fire randomly i.e. not all in the same simulation frame

Reduce the accuracy of the flak...

Elric

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Bryan Russell
Pilot
posted 03-07- 06:07 PM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
This is probably even more premature but why don't the guys who intend to have a go at modifying the SDOE code start getting together now to do some planning to figure out a practical wish list and match the features to skills or something like that. Perhaps a 'SOS' forum or something.

I know there must be more than just me who want to have a hack!

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Spanky the Mad Dog
Pilot
posted 03-07- 08:53 PM     Click Here to See the Profile for Spanky the Mad Dog   Click Here to Email Spanky the Mad Dog     Edit/Delete Message   Reply w/Quote
Spanky here...

That sounds like a great idea.

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Aui
Pilot
posted 03-08- 03:27 PM     Click Here to See the Profile for Aui   Click Here to Email Aui     Edit/Delete Message   Reply w/Quote
Ok, I'll have a go at this.

Bullets shouldn't stop when they hit the first LOD, instead they should be able to continue their path depending on the material of the first LOD (metal, armored, wood etc) and be able to inflict damage to other parts. This means obscured stuff like for example fueltanks and pilots can be damaged without calls and probability queries etc.

Terrain 'roughness': For example set the ground to be bumpy like in A-10 Cuba. Perhaps even "gear breaking" when landing on a ploughed field.

Be able to zoom in closer in external view.

Hangar flight: Be able to choose terrain, airport/in the air, altitude, loadout, weather...

As has been discussed before regarding mission AI parameters.
Mission start parameters; start aircraft with engine on/off, hood opened/closed, gear up/down etc
Timing; Place a bomber at an airfield and after 5 minutes make it takeoff.
+ a lot of other AI related things.

Ammo loadouts. Bullets/Tracers/API etc... and which mixes of them to use, 4/1/1 for example.

Increase friction of the landing wheels bearings - take a look at the WWI planes for example, they spin for eternity. But maybe this can be fixed even now with OP, I haven't looked into it.

Track more statistics; Friendly losses, enemy losses, who shot down what, bullet hit stats etc...

Giving each AI plane different skills instead of the hole squadron.

Switch view to both friendly & enemy and pan around all views while in PAUSE.

+ lots of other stuff

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