New Developers' answers from the Russian forum, translated.
Source:
http://forum.warthun...ia-moderatciia/ Question #1: Will contrail be implemented?
Answer #2: It’s implemented, but current version has a bug, so you can’t see enemy contrails.
Question #2: Will there be random battles in the Historical Battles, Full Real Battles with restriction not by the level of aircrafts, but by the year of the particular battle?
Answer #2: Not in the nearest future. There are not enough players to implement such mode now.
Question #3: Can I keep my settings for the "mouse-joystick" mode in the settings of physical control devices?
Answer #3: No. For the most part they are specific for the mouse, all non-specific ones are already available there (deadzone for example).
Question #4: Is there any plans to allow players to select and define X and Y axis for the mouse in the “relative control” and “mouse-joystick” mode as it were in the Closed Beta?
Answer #4: There are no such plans. The tests showed that current modes are the most effective.
Question #5: How can a hydroplane capture an airfield? Even if I’ll manage to land, there is no way I’ll take off!
Answer #5: In this case you’ll spawn in the air when the repairing is done.
Question #6: Why, when I’m flying 5-7 lvl planes I have to fight 17-19 lvl jets?
Answer #6: Balancer's logic is complicated. It’s formula includes:
*ideally, all teams must be of the same rank
*all teams should have equal efficiency
*sooner or later everyone should be able to get into battle
The third and the first points conflict with each other. If there are only 3 jets in the queue, then sooner or later, when they'll get into battle, there they’ll meet players of different ranks. The more people are playing, the more balanced battles are.
Question #7: Why amount of experience that you get after the battle is calculated from the amount of downed/destroyed, and not from the amount of delivered damage?
Answer #7: In the air combat delivered “damage” doesn’t mean a lot.
You can damage one third of the aircraft skin, but if another player hit the pilot then it’s obvious that he downed that plane and it’s not obvious if your actions even affected the result at all. Current calculation isn’t flawless, but it’s better that the one that is based on the abstract “damage”.
Question #8: Which option is responsible for the land drawing distance?
Answer #8: There is no such option. Everyone have the same drawing distance, but different level of details depending on the settings.
Question #9: Shall we expect rising of the realism level for the “Full Real Battle”: no planes passing through each other on the airfield, full engine control, the need to warm-up the engine, etc.
Answer #9: No. There is no respawn, so even one newbie can make a lot of problems if there are no planes passing through each other, full engine control requires good knowledge of every plane, engine is warmed up for you by mechanics.
Question #10: Will the ability for two players to control one aircraft be implemented? You know – the “live” gunner for the important missions, or for “driving around” newbies…
Answer #10: No. The gunner will be bored most of the time.
Question #11: Why if there is a plane crash, not related to the received damage, the kill goes to the one who delivered that insignificant damage?
Answer #11: Because insignificant damage still changes flight characteristics. It’s hard to say if they were decisive for that crash, but they could. It also possible that enemy startled him with fire, and forced him to make a maneuver which led to the crash. So for the first 10 seconds after any damage delivered, the crash is considered to be a result of that damage. Same is for the critical damage, but for a longer time (1 minute if I recall correctly).
Question #12: Tell me, does the aircraft repair skill affect plane that isn’t currently in the slot, i.e. will it be repaired faster or not?
Answer #12: No, it doesn’t. That skill is crew’s skill, and the crew repairs their aircraft.
Question #13: Shall we expect training smokes?
Answer #13: Yes.
Question #14: About heavy bombers. To attach new bombs you need special pylons, this is logical. But this is strange that to do that you have to get xxxxxx experience for the plane. So, when crew moves from the Pe-3 to Pe-2 or Tu-2 they forget how to drop 500kg bombs?
Answer #14: The Command refuses to give you new pylons before you get necessary experience.
Question #15: At the loading screen I see tips about aerobatic tricks. Can you make video tutorials were one can see all known loops, turns, etc. It’s interesting and hard to find on the Internet.
Answer #15: We surely will, but a bit later.
Question #16: I would like to know about the option to fly any plane of any fraction in test mode. Why can’t I just pick any plane and test it, why there is a level requirement in the test mode? Set a fee for the flight, in case of the test aircraft’s crash withdrawn money for its repair and so on.
Answer #16: In the test flight you can fly only planes you own, you can’t fly planes unavailable to you.
Question #17: When I’m flying IL-2 with a tailgunner, when I’m switching to the gunner mode camera look anywhere but not at the rear hemisphere. When you are turning in the right direction they can shot you down, right?
Answer #17: It looks at the same direction where gunner was looking before that – usually it’s a nearest enemy plane.
Question #18: Can you make an option to turn of bomber’s auto leveling in gunner mode?
Answer #18: You’ll get it in 1.29.
Question #19: Does player, who quit before battle ends, loses some of his reward for that battle? If yes, the why did you make it this way?
Answer #19: No, he doesn’t.
Question #20: Will there be a “currently in development” section, so players can see on what developers are working right now?
Answer #20: Yes, in the nearest future, it’s much funnier that way.
Question #21: Would it be possible to edit the number of players and password in the mission editor?
Answer #21: No, number of players will stay four, but there will be password.
Question #22: Will the planes be more durable, bombers in particular? To be direct, will you change it to how it was before?
Answer #22: Bombers will be more durable, but not how they were before, because DM is more detailed now, so there are more ways to damage the plane, not just hitting it in one spot for a long time.
Question #23: Why FPS is so low on the new map for the HB/FRB “Brits vs. japanese”?
Answer #23: Some maps are not optimized yet. But at the end all of them will produce the same FPS, the highest one.
Question #24: Is every shell/bullet calculated, or you are using approximation or statistical methods (let’s say, every n-d bullet deliver some damage, multiplied by n)?
Answer #24: Every single bullet is calculated, its air friction, kinetic energy, etc. Explosive and shrapnel damage also is calculated separately for every bullet.
Question #25: Are there different types of shells/bullets in the ammo load (HE, AP, incendiary, etc.), or all shells shot from the same cannon are same for now?
Answer #25: Different ammo types already exist in 1.27, but they are not historically correct. In the coming 1.29 every plane will get all types of shells, bullets, and the ability to change the load. You’ll be able to pick the load that is better against ground or air targets.
Question #26: Why pilots can’t be killed (for example, fire of 12 Typhoon’s machineguns causes all kinds of damage for the Japanese, but can’t kill a pilot in the cardboard cockpit)?
Answer #26: There possibly are some bugs in the damage models, we surely will fix them.
Question #27: Will interviews with the developers be published (at least once a month)?
Answer #27: Right now we are thinking about the format of such videos, so soon we’ll launch their production.
Question #28: When can we expect tuning of the majority of the airplanes, DM and expansion of the aircraft armament range?
Answer #28: Majority of the airplanes already have tuned DM. But, with each patch we are improving our detailing of the damage model and tweak all planes accordingly to the new system. Expect qualitative leap in 1.29.
Question #29: Will there be an increase the size of maps and expanding of the fighting scenarios?
Answer #29: Current map size is about 5 thousands of square kilometers. I don’t think that we ran out of space at any map. But yes, in the future we will offer to the players new location with increased area.
Question #30: Are you planning to add unguided missiles for the Luftwaffe? Every other nation has them, except for Japan.
Answer #30: Yes, we sure do. Germany will get rockets with attachable artillery weapons.