Avimimus Posted June 25 Posted June 25 This is the interim Wishlist thread for Korea: - Everyone is allowed only one post in this thread. If you add a second post - it will be deleted. - However, you can edit your post as many times as you want. Forum rules still apply to these posts.
KC23 Posted June 25 Posted June 25 (edited) Would like to see ship physics worked on. When a bomb hits on the deck the ship should sink down briefly before coming back up in the water. Ships that have bombs miss by a small amount should briefly list in the opposite direction of the bomb splash. Blow off the bow and quickly sink if they're moving forward at speed. Edited June 25 by KC23
OreoBird_147 Posted June 25 Posted June 25 This might be a little early, and I'm aware a naval DLC has already been teased, but an F4U-5N Corsair would be amazing for IL-2 Korea. If I recall correctly, this specific nightfighter variant of the Corsair was widely used during the conflict and also saw quite an amount of air-to-air action. The -5N Corsair was used to intercept North Korean propeller aircraft during nighttime nuisance raids for instance. Guy Bordelon of the VC-3 squadron became the only U.S. Navy ace pilot during the conflict, credited with three La-9/-11s and two Yak-18s. He scored all his victories flying the F4U-5N Corsair, and I believe all were nighttime kills. The F4U-5N, as a nightfighter, obviously was equipped with a basic radar in a pod on the starboard wing. This would require the addition of more advanced radar tech for IL-2, something which might require a significant amount of work, so I'd understand if this aircraft isn't the biggest priority for the devs. I still think that the F4U-5N would be a very fitting addition for IL-2 Korea, considering it saw a significant amount of action during the conflict, including a significant portion of air-to-air action. Some background on Guy Bordelon: https://en.wikipedia.org/wiki/Guy_Bordelon Also known as: Ghostrider 147 CPU: i5-13600k // GPU: RTX 4070 // MoBo: B760-PLUS // RAM: 32GB DDR5-6000 // Stick: VKB Gunfighter Mk. III with SCG grip // Throttle: VKB STECS Mini // Pedals: VKB T-Rudder Mk. V Favourite aircraft: (...)
Avimimus Posted June 25 Author Posted June 25 AI improvements: - More simulation of realistic AI situational awareness (gaps in observation, gaps in attention). AI should take longer to see you after having been obscured by clouds, and one should be able to sometimes surprise the AI (at other times the AI should spot you early). - Better energy management for AI, with AI recognising moments when it is safe to regain energy and then choosing to engage in energy recovery maneouvres (i.e. flying level or climbing slightly). This would keep AI from getting trapped in shallow maneouvres as often (once the fight reaches ground-level). This is particularly important should the engine ever return to WWI. - A modular AI system allowing mission makers to change what manoeuvres an AI flight can use, and also change what manoeuvres that flight prefers. An option for realistic morale that would see aircraft disengage (or make a single pass on their target) Short term: - Improved bullet hit effects for machine guns (more dust, small impact flashes from API rounds). - 1st person view when walking around or in the parachute (ideally during bailout as well) - An ability to turn on grass rendering up to 600 metres or 900 metres. - More durable ships. Flooding damage for below-waterline hits on ships. Longer term: - A return of the Il-2 1946 padlock mode (automatic centring of view on gunsight when the enemy is near the gunsight, and possibly orientation of camera which makes it easier to assess the player aircraft's attitude and/or effects of canopy on vision). - Improved weather modelling, with weather fronts, thermals, and damage from hailstones. - Visible birds at low altitude. Aircraft systems: - Historical bomb fuses which are specific to each type of bomb - An ability to set gun convergence (vertical and horizontal) separately for each pair of guns and/or historical convergence options to accurately represent aircraft whose guns didn't converge at the same point (e.g. Fw-190A, Spitfire, P-51D sometimes, P-47, some RAF prior to 1940, many RAF aircraft post-1942 once cannons are introduced). Artillery spotting improvements: - Different mission types: Bombarding the front. Support attack. Defend attack. Deep bombardment (i.e. depots, bridges, factories). - A distinction between individual ranging rounds being fired (correction phase) and 'fire for effect' (ordering the bombardment). - Limited artillery ammunition or number of fire missions assigned. - Finer fire corrections (e.g. 100 metre vs. 10 metre corrections) and corrections via communications rather than using the minimap. - Different types of artillery (e.g. smoke rounds, mortars, heavy artillery batteries) in the same mission. This is particularly relevant for WWII when RAF spotters often commanded different types of artillery. FAC improvements: - Ability to mark multiple targets for multiple AI flights in the same mission. - Added ability to mark with smoke rockets (Korea) or flares (WWII pathfinder). Also possibly an ability to mark targets over the radio. - AI flights will try to hit the point marked by the player (with slight randomisation to account for pilot error). Reconnaissance improvements: - Simulation of camera fields of view. - Consideration of lighting, clouds, and stability of flight vs. turbulence. - Points added for photograph quality and photograph content. - In the long term: The possibility for flexible cameras, and night cameras (with flash bombs), as well as vertical and oblique cameras. Possibly visual reconnaissance with points awarded for accurately relaying what was seen in the mission debrief? Aircraft preferences: - F-82G - B-26 Invader - Seafire Fr.47 - Meteor F.8 - Any aircraft for flying low and slow / sightseeing (Po-2, AT-6D, AN-2, Helicopter etc.) - Yak-17
Riderocket Posted June 25 Posted June 25 i wish there was coop for career mode 4 Intel i7-10700, NVIDIA RTX 4070, 32 GB RAM, 2TB NVMe, Thrustmaster Warthog Joystick, Honeycomb Bravo Throttle, Saitek Pro Flight Rudder Pedals, Quest 3.
Dash,Polder Posted June 25 Posted June 25 Gun sight intensity adjustable to a much higher intensity and would stay stable as the head is moved side to side. There isn't much improvement over what it was before.
Juri_JS Posted June 25 Posted June 25 (edited) Please give us mission builders more objects to populate the landscape: - Make the village buildings available as single entities. - Placeable hay- and rice stacks. - In the "Ground" section add trenches and other infantry firing positions, that can be used with the "Align on Ground" feature. - More dugout/bunker versions. - barbed wire Edited July 5 by Juri_JS 1
JG14_Jagr Posted June 25 Posted June 25 I'd like to see more of the system messages briefly if I manually change something. i.e. if I enable to disable nose wheel steering I'd like to know etc
JG1_Vonrd Posted June 25 Posted June 25 Please put a checkbox to enable / disable VR on the launcher screen like GB has. 5
Banzai Posted June 26 Posted June 26 (edited) I would like an option to turn off radio voice and leave written notification only. Repeating AI wingmen callouts are tiring when just chilling in a quick mission. You get constant messages from tower and AI allies. In Great Battles I used to delete the voice files to stop the constant chatter. Edited June 26 by Banzai typo 1
Nocke Posted June 26 Posted June 26 There is a keybinding for the radio volume, just set it to zero. 1
Bluesguy Posted June 26 Posted June 26 (edited) Make telemetry available and support for hepatic devices like BoS!! Edited June 26 by Bluesguy 1
Gunfreak Posted June 26 Posted June 26 (edited) I'll add as I go. 1. This is lacking from GB and had hoped Korea fixed it. But with HuD off. You don't get radio messages in text form. I don't speak Russian, nor Korean. And even the English radio dialogue can be hard to understand. Would be nice to get radio message text even with all other hud elements gone. 2. Dust fron explosions go away too fast. A few seconds of dust is all we get after a 1000lb bomb goes off. That explosion should be bigger. The dust should go higher (except during winter) and should linger longer) right now i drop a bomb and before i can see over my shoulder the smoke is gone and all that is left is a crater. Found a 3rd one. 3. Cameras like in DCS. 1. Let us freely move the F4 Camera around as we please instead of having them attached to some very narrow confined views. 2. Ability to hit F11, place Camera where we want them then press a modified F3 button to have the aircraft do a F3 flyby from where you placed the F11 Camera. 3. Free F4 Camera(see 1) attached to ground units. 4. I just noticed the F51 has gun cam mode with filter. Very cool. I wish a similar thing in the jets. They should be of somewhat better quality. And mabye even faded color. 5. For some reason when using the F4 camera the engine sounds are gone on both jets and props, there no reason for this. The camera on the F51 is just by the engine. This was the same in GB, and i never understood why the engine sounds are gone in these camera potions Edited July 2 by Gunfreak 5
Aapje Posted June 26 Posted June 26 (edited) Add an option to trigger the time skip mode from the onscreen menu or such. Right now, you get the option after completing the objective, but you may want to continue the fight if there is still ammo left, but then you cannot trigger time skip anymore It would be really helpful to have a way to move the view of the map in the bottom right of the screen. Perhaps we can have a contextual way to map a 5-way hat: - In normal flight, it moves the map and a center press centers the map again - When the on-screen menu is active, you can use it to navigate that menu and a center press makes you go back to the start position - When the comm menu is active, you can go up/down, up a level and select an option - Probably more, but I haven't gone too deeply into the game yet This way we can use a single 5-way hat for many use cases, saving on precious key mappings. Better AI of course Ability to enable/disable parts of the HUD separately, instead of all or nothing Improve the brightness of the gun sight or decrease the brightness of the sky/clouds. Edited June 30 by Aapje 1
atomsic Posted June 26 Posted June 26 Please need to have option for size hud and interface 50% current for big screen interface is too big. 1
BrotherLamp Posted June 26 Posted June 26 I would love to see a more convenient rewind feature added into the replay system. Sometimes clicking on a time point simply doesn't work, and oftentimes it overshoots far too much. I've been gathering a lot of screenshots lately and tend to miss the perfect frame for one reason or another, having an easy to use rewind would eliminate the frustration. 2
ElCapitan Posted June 27 Posted June 27 Smoke effects are too weak and disappear too quickly 6DOF model makes it impossible to look above the nose of the aircraft or lean forward more then a few centimeters. Ship wakes are weak or not visible from high up making finding ships hard. ATC is non existent. Not being to told which runway to take off from or land on, depending on wind direction. No info about aircraft on the runway or stuff like that. 1
Monksilver Posted June 27 Posted June 27 A separate option for turning on/off aiming assist for guns and for bombs/rockets. We had this in Great Battles but here it is combined. I never want aiming assist for guns but I use it for bombing. In Korea it is assist for all or nothing.
Hotdognz Posted June 27 Posted June 27 Unsure if this is requested. Please make a check box to next to servers to remember servers password's, its a nuisance in VR haveing to take your headset off to re type a passwords for servers you use that are password protected. Thanks On 6/26/2026 at 8:56 PM, Nocke said: There is a keybinding for the radio volume, just set it to zero. Does it work, it doesnt seem to for me ??
JG1_Vonrd Posted June 28 Posted June 28 On 6/25/2026 at 4:55 PM, JG1_Vonrd said: Please put a checkbox to enable / disable VR on the launcher screen like GB has. It looks like the game auto detects whether or not the VR headset is on. It launches in 3D when the headset is on and 2D when it's not. Nice!
wuVR Posted June 28 Posted June 28 (edited) Either - The removal of the Watermark before August. (No1 immersion breaker in VR) - Projectile-impact particle effects on Ground-surface (Strange firing .50cal & 37mm into the Fields and nothing happening) Edited June 28 by wuVR 1
Lights Posted June 28 Posted June 28 It would be awesome if we could confine the horizontal and vertical boundaries of the HUD (technochat, map and tips). I'm running a 32:9 monitor w/ track IR, so it can be annoying to look to the right for technochat updates / warnings. The customization options for the HUD instruments is awesome and looks great. The ability to move these other items would just make sense given the effort to make the UI clean and customizable. I was able to accomplish this in the "other" sim by editing the display LUA file.
Cassiopeia Posted June 30 Posted June 30 It would be great to have in-game reference tables for bombs and rockets—specific to each aircraft type—for ground-attack missions. Ideally, these could be displayed in the cockpit, much like the mini-map. In VR, it is quite cumbersome to manage printed notes while flying—for instance, when adjusting sight depression settings. 1
Rothary Posted June 30 Posted June 30 (edited) Maintaining 1st person view when bailing out. You actually getting to remain in 1st person view during ejection feels awesome and is giving me hope that maybe we could finally get to stay in 1st person when bailing out in general. The game forcing you into external view when bailing out has always been perhaps the single biggest immersion killer for me ever since its implementation in the early BoS days. It feels like the game is already over the moment you hit the bail out key, rather than only once you click "finish mission". 1st person view for walking around. Basically see above, though I do acknowledge that perhaps the climbing in or out animations wouldn't necessarily work well in 1st person with the cockpit not being the one seen from the outside and presumably the cockpit pilot body not being the same as the walking around body, making seamless enough transition impossible. (Yes, I'm aware it's a flight sim. I'm also aware of the fact that developer teams can and do work on multiple things simultaneously – flight model work isn't going to be on hold just because one developer spends a work day or two implementing something like this. You could say the same criticism about walking around as a feature in general, but since we actually already have that, I don't see why not make it at least a bit more immersive in VR while at it.) Easier access to the handbook. In GB, checking engine modes was a matter of simply opening the map (a single mappable key press), since you could leave the specifications open on the map view, scrolled down to the relevant part. In Korea the handbook is magnitudes better than the specifications in GB, except accessing it mid flight requires me to reach for the keyboard to open esc menu and to then reach for the mouse to click on Handbook, then having to click the relevant tab and finally scroll down to the relevant part. It is impossible to leave the handbook open at the part you want to be able to check at a quick glance at any instant. It'd be nice if we could perhaps bind opening the handbook to a key and it'd remember how you left it. More active radio communication. My flight remains almost completely silent during a fight – no one is givings a heads up about an enemy on my tail or requesting for help with one themselves. No one is giving me confirmation they're on their way when I request for cover, nor are my orders being acknowledged in general. No congratulations or excitement on kills, no reports about seeing a friendly go down. Basically the lack of communication leaves me to rely almost exclusively on my eyes to see how's everyone doing or if my orders are even being followed. If I personally didn't witness my wingman getting killed, I'll only find out about it by acknowledging the lack of their presence later no matter whether someone else witnessed them going down or not. As far as I can tell, I can't even verify it myself by simply telling everyone to check in to find out who's still with us. Edited July 5 by Rothary Further clarification on why I wish we had 1st person view for walking around 3
Mysticpuma Posted July 1 Posted July 1 A complete overhaul of the legacy Smoke, fire, explosion and vapour effects which looks so disappointing. The fact the thick black smoke last for a small trail and just ends (like the aircraft is pulling dark trail of candyfloss that doesn't dissipate and end abruptly is really poor considering the overhaul this has had. Similarly, the vapour/fuel leak effects that flicker horrendously when mixed with smoke is irritating and breaks immersion. Overall, this is my personal gripe that I would suggest needs a complete revamp if this is truly a 'new' game engine. Further suggestion, see if Buddeye, the coder of the best Ai in a flight sim ever (Battle of Britain: Wings of Victory II) would consider coming onboard and overhauling yours. Final suggestion, consider implementation of Nvidia Ansel. https://forum.il2sturmovik.com/topic/37919-how-hard-would-it-be-to-implement-nvidia-ansel/#comment-641039
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