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-   -   Friday 2010-06-17 Dev. update and Discussion Thread (http://forum.fulqrumpublishing.com/showthread.php?t=15218)

lbuchele 06-19-2010 12:38 AM

Quote:

Originally Posted by zakkandrachoff (Post 165308)
my hope future STORM OF WAR maps
this is i hope:
Goulf Of finland (leningrad)
http://estonia.blogsome.com/images/map_estonia.jpg

War for Malta and sicily (HMS Argus HMS Eagle HMS Glorious)
http://symbioticpublishing.com/image...of%20Malta.jpg

crimea (i can fly this map whit close eyes)
http://rkka.ru/maps/krym.gif

and my fallhope conflict: 1971 pakistan-indian air war with no precise missile

I´m really with you in your dream,zakkandrachoff.

lbuchele 06-19-2010 12:59 AM

What about that Beau?
The first unit operational was the 29 Squadron , in 17-18 September 1940 and it was a night fighter unit.
That model seems to have radar antennas too.
Is this a hint to realistic night fighter ground guided with early radar operations in SOW?

AC_Black 06-19-2010 01:46 AM

~S~

Thanks for the Pics Oleg.. can wait as long as it takes to finish it as long as it continues to look like these pictures LOL

LukeFF 06-19-2010 02:59 AM

Quote:

Originally Posted by zakkandrachoff (Post 165308)
and my fallhope conflict: 1971 pakistan-indian air war with no precise missile

Sure, if you don't want it to have any market success.

Bobb4 06-19-2010 07:33 AM

AS I understand it, DLC is going to be a big deal in SOW.
So I was wondering, planes that are in the game and are not flyable as yet, will the tools be given to modders to speed up the process of bringing them on line.
I see in one of the screen shots a Wellington Bomber (I think) so I would think the FM would already be made for it so all that would be needed is to biuld the cockpit etc...
Obviously plane mods and new planes will have to meet your standards but I was wondering how fast from release before DLC will be available?

Skoshi Tiger 06-19-2010 08:59 AM

Quote:

Originally Posted by Bobb4 (Post 165335)
AS I understand it, DLC is going to be a big deal in SOW.
So I was wondering, planes that are in the game and are not flyable as yet, will the tools be given to modders to speed up the process of bringing them on line.
I see in one of the screen shots a Wellington Bomber (I think) so I would think the FM would already be made for it so all that would be needed is to biuld the cockpit etc...
Obviously plane mods and new planes will have to meet your standards but I was wondering how fast from release before DLC will be available?

Sorry,

not sure what you mean by DLC???? Downloadable Content????


Cheers

ATAG_Dutch 06-19-2010 09:46 AM

Quote:

Originally Posted by lbuchele (Post 165294)
As long I understood Oleg, SOW is ready, in post-production stage ( details...)
We all know how much people here are addicted to details ( I was amazed with the guy who actually known the right place of the Taifun´s landing light )
The process of fine tuning seems to be tedious and very hard to do with lots of manual work ( art...)
When he said he was in the process of doing the docs of the next sim I understood
that ´s like a film director doing the storyboard before starting the shooting,right?:grin:
It´s obvious that SOW will be a landmark in flight sims, we just don´t fully realized how big it will really be.
My real concern is about the system needed to run this baby.
Probably the oficial recommended specs in the box will be something like: DO THE BEST YOU CAN DO,MAN!:mrgreen:

+1 on all counts. :grin:

Tbag 06-19-2010 10:54 AM

Is it just my imagination or do the wave fronts bend towards the shore line?

http://img257.imageshack.us/img257/2...0618145726.jpg

Xilon_x 06-19-2010 11:00 AM

I watch the shadows of clouds over the sea.
The color of the sea change if it also changes the color of the sky.
the sea like a mirror of the sky.

http://img257.imageshack.us/img257/2...0618145726.jpg

phoenix1963 06-19-2010 11:00 AM

Quote:

Originally Posted by philip.ed (Post 165190)
So Oleg, how are colours going to be modelled for the fields. Is the scenary going to be fluent, in the sense that if I drove down any of the roads, there wouldn't be trees in the roads or the fields will all fit together well?

Also, I know the trees are all WIP but look at this:
http://www.bugbog.com/images/galleri...ds_airview.jpg

focus on the bottom right-hand corner of the shot, at the hedges are clear. Also, notice the open space; the landscape is not at all cluttered ;)

Actually, philip.ed's picture here is pretty accurate (maybe very slightly over saturated for the dustier greens of late summer). It's of somewhere in the Cotswolds rather than Kent, but no rapeseed in sight and more rolling elevations than most of Kent. It does show the importance of the hedgrows and contiguous woodland rather than individual trees.
Oleg's trees look better than I feared from last week's post, but they still look like silver birches with light foliage rather than the rich oaks & elms. Also they still don't merge together like RL, which makes the scenes look a little cartoony.
It's good to see so much progress.

56RAF_phoenix

Jaws2002 06-19-2010 02:02 PM

The water in the last two shots is gorgeous. :-Phttp://forums.ubi.com/images/smilies/11.gif http://forums.ubi.com/images/smilies/11.gif Sea water can have many color and in many areas, when in the sunlight, is just beautiful blue like in your last two screenshots. http://forums.ubi.com/images/smilies/11.gif
This just put to rest one of my very few concerns about SOW.

Bloody great work gents! Thank you.http://forums.ubi.com/images/smilies/11.gifhttp://forums.ubi.com/images/smilies/11.gif


It looks like the lakes on the Canadian Icefield Parkway I've seen few weeks ago:

http://img.photobucket.com/albums/v2...parkway773.jpg

http://forums.ubi.com/images/smilies/11.gif

philip.ed 06-19-2010 02:23 PM

Yes, in the shot I posted the trees quite look dense when together, whereas olegs look quite tall and spindly. It's hard to explain, as from an aerial view they'll look very similar, but down low it's more obvious. I think that, when down low, the trunk of the tree should be more obscured by the foliage. I know all of the work is WIP, but the shot that I posted does show how everything should be looking (the colour may be saturated, but Oleg's colours look more autumnal than they should)

;)

Alien 06-19-2010 03:09 PM

Oleg, please answer the question:
Will the metal bend while hitting the ground or water or other object???

daHeld 06-19-2010 03:28 PM

Quote:

Originally Posted by lbuchele (Post 165321)
What about that Beau?
The first unit operational was the 29 Squadron , in 17-18 September 1940 and it was a night fighter unit.
That model seems to have radar antennas too.
Is this a hint to realistic night fighter ground guided with early radar operations in SOW?

Correct. The model depicted here is a Mk.If night fighter. So actually I'd say it should be painted black overall, not Dark green/dark earth over sky...

RCAF_FB_Orville 06-19-2010 03:38 PM

Wow, this is looking great, almost as good looking as Olga, (almost!) lol! :grin:

Keep up the good work chaps, really looking forward to the dynamic weather too, looks like you can adjust it with a lot of precision in the FMB.

Carry on! :)

Jaws2002 06-19-2010 03:47 PM

http://img.photobucket.com/albums/v2...617_205717.jpg

http://img.photobucket.com/albums/v2...617_211743.jpg


If hurricane had a wallet, it would be writen "Bad M.F-er" all over it.:lol:

:mrgreen:

Therion_Prime 06-19-2010 04:10 PM

Quote:

Originally Posted by Oleg Maddox (Post 165168)
In the gmaeplay we have two controls of views - the new one due to more greater use of muse (clicable cocpits) and by the switch - same as in Il-2.

Woah, did I miss something? CLICKABLE COCKPITS ??

Woot?

Tbag 06-19-2010 06:02 PM

TP, you might want to check this out:

http://www.checksix-fr.com/articles/...g_foxy_EN.html

BadAim 06-19-2010 06:21 PM

Jaws, did you notice the clean, unpunctured tape over the guns? Way cool. This is definitely my new desktop.

Therion_Prime 06-19-2010 06:21 PM

Quote:

Originally Posted by Tbag (Post 165424)
TP, you might want to check this out:

http://www.checksix-fr.com/articles/...g_foxy_EN.html

Thanks, I really missed that.

Woot, clickable cockpits, woot!

daHeld 06-19-2010 06:26 PM

Yes, you seem to have missed the best news since announcing SOW for the first time: We will have CLICKABLE cockpits :grin:

Coog 06-19-2010 07:47 PM

Oh yeah, those guns haven't reacted to the trigger finger just yet. Very nice detail.

P.S. On the Hurricane coming right at us, that is.

Codex 06-20-2010 02:55 AM

Quote:

Originally Posted by Xilon_x (Post 165353)
I watch the shadows of clouds over the sea.
The color of the sea change if it also changes the color of the sky.
the sea like a mirror of the sky.

http://img257.imageshack.us/img257/2...0618145726.jpg

Looks like beds of seaweed to me.

major_setback 06-20-2010 05:38 AM

I want the water to look like this :-)

http://www.youtube.com/watch?v=2Cx6V0QAVEU

http://www.sonicbomb.com/iv1.php?vid...20over%20Dover

:-)

myramones 06-20-2010 07:13 AM

nice !!
we have many images of bob.
can you release some sound effects??

Ibis 06-20-2010 07:33 AM

When I clicked on those screenies my computer cowered under my desk wimpering like a beaten dog.
sheeesh, lovely, can't wait.
Thanks Oleg, great work sir.
salute.
Ibis.

Sturm_Williger 06-20-2010 08:22 AM

Quote:

Originally Posted by Ibis (Post 165519)
When I clicked on those screenies my computer cowered under my desk wimpering like a beaten dog.
...


Lol, yeah mine too. I love Fridays, but my PC gets veeerry twitchy !

Blackdog_kt 06-20-2010 08:45 AM

This is so amazing, i would buy it in its current state even before it's completely finished.

Sure, some tweaking here and there might be needed but the overall progress is phenomenal. Just like i said in a previous update, the total is better than the sum of its parts.

Details are so lifelike, even the landing lights on the Hurri look like proper 3D objects, the unpunctured tape over the guns is another nice touch and i'm amazed to see so many small, "hidden" details like the waves that look like following the outline of the beach that i didn't notice until someone else mentioned it.

A very big thank you to the entire development team. Isn't it funny how we went from the pessimism of previous years to an all around "ooh ah" reaction by pretty much everyone? :grin:
Seems like the wait was worth it and i hope it will also be worth it for Oleg and his team to have been putting up with our endless nagging all these years. This is going to sell like hot cakes in the simulator world and rightly so. I don't usually do preorders or collector's editions but for this one i would probably pay 70-100 Euros for a collector's edition, depending on what's in the box.

I can hardly wait to fly it, i'm sure it will fly and sound realistic but this one also looks absolutely beautiful, with a vastly improved sense of scale and flight. I'd probably be willing to stand on a remote crossroads at night and sell my soul to get in the beta test :grin:

EDIT:
Since there's support for mutliple crewmen in multiplayer, why don't you help us help you sell more copies? I have a small idea. I'm also waiting for Starcraft 2 to be released this July (a strategy game) and i remembered something. Back in the day i used to play a lot of the original Starcraft. I wasn't impressed initially, but they had a very clever marketing trick that helped many people get to know the game. You see, a friend of mine had bought it and i used his CD to create a special, stripped down installation on my PC. Every person who had bought a copy could install the full game (single and multi) by using the CD-key provided, but he could also create as many stripped-down installations as he wanted for his friends. This way, with a single copy dozens of people could be playing multiplayer and get to know the game. This boosted sales massively. For example, initially only one of my friends had bought it but after a couple of weeks we all went and bought it too. The way it worked was that you could play multiplayer with the "small" installation, as long as you had someone with the full version to host the game session for you, like a multiplayer demo.

Why not do something similar for SoW with training missions? We have a Tiger Moth and a BF108 and we have support for multiple crewmen online. A lot of my friends are into WWII history but nobody is into flight sims because they think it's too hard or they don't have an easy way for someone to teach them the basics, so they are reluctant to make the investement needed to buy a joystick and a flight simulator because they aren't sure if they will keep flying it. It's a pity to lose sales from that kind of people, we're taking about guys who watch the band of brothers series and play almost every WWII strategy game, from grand strategy to squad based ones, from Hearts of Iron to Company of Heroes. These guys are crazy about WWII history, so let's get them flying with us! ;)

If i could buy SoW, install the full version for me and then use the same disk to install a "training only" installation for my friends, we could be connecting to each other and i could help them learn. If they liked it, they would be buying it too. The way i'm thinking about it is to have only the training aircraft, 4-5 training missions (start-up and taxi, takeoff, cruise, descend, landings/touch and go, plus a full flight) that can be flown in single player but also in a co-op with another human player as a trainer, a solo test flight for them to earn their wings (with the trainer flying alongside in another aircraft) and then two more missions: a familiarization flight with a fighter and gunnery practice mission with a few ground and air targets.

See, we don't just want to show them pretty graphics of aircraft and the countryside, we want them to actually get to shoot at things and watch pretty explosions and damage effects as well, so that they become hooked and go out to buy it! This way SoW gets more sales, we get more wingmen to fly with and the rest of the community gets more easy targets, everyone wins :grin:

Maybe it wouldn't even be needed to supply the missions. Since the combat aircraft would need to be "locked" for the training-only installation, maybe Oleg's team should have to supply the two final missions per side that feature the fighters (familiarisation flight and gunnery practice) because they would need a special trigger to enable the use of the fighters. Then, the community could come up with the tiger moth/bf108 missions on their own since these aircraft would be unlocked by default on the training installation. What do you guys think?

Skoshi Tiger 06-20-2010 09:51 AM

Quote:

Originally Posted by Blackdog_kt (Post 165523)
This is so amazing, i would buy it in its current state even before it's completely finished.
...
Why not do something similar for SoW with training missions? We have a Tiger Moth and a BF108 and we have support for multiple crewmen online. A lot of my friends are into WWII history but nobody is into flight sims because they think it's too hard or they don't have an easy way for someone to teach them the basics, so they are reluctant to make the investement needed to buy a joystick and a flight simulator because they aren't sure if they will keep flying it. It's a pity to lose sales from that kind of people, we're taking about guys who watch the band of brothers series and play almost every WWII strategy game, from grand strategy to squad based ones, from Hearts of Iron to Company of Heroes. These guys are crazy about WWII history, so let's get them flying with us! ;)

If i could buy SoW, install the full version for me and then use the same disk to install a "training only" installation for my friends, we could be connecting to each other and i could help them learn. If they liked it, they would be buying it too. The way i'm thinking about it is to have only the training aircraft, 4-5 training missions (start-up and taxi, takeoff, cruise, descend, landings/touch and go, plus a full flight) that can be flown in single player but also in a co-op with another human player as a trainer, a solo test flight for them to earn their wings (with the trainer flying alongside in another aircraft) and then two more missions: a familiarization flight with a fighter and gunnery practice mission with a few ground and air targets.

See, we don't just want to show them pretty graphics of aircraft and the countryside, we want them to actually get to shoot at things and watch pretty explosions and damage effects as well, so that they become hooked and go out to buy it! This way SoW gets more sales, we get more wingmen to fly with and the rest of the community gets more easy targets, everyone wins :grin:

Maybe it wouldn't even be needed to supply the missions. Since the combat aircraft would need to be "locked" for the training-only installation, maybe Oleg's team should have to supply the two final missions per side that feature the fighters (familiarisation flight and gunnery practice) because they would need a special trigger to enable the use of the fighters. Then, the community could come up with the tiger moth/bf108 missions on their own since these aircraft would be unlocked by default on the training installation. What do you guys think?

Why not have so that the stripped down version can only be a crew positions within an aircraft that has the full install version of the sim.

I know anyone crewing for me more than once would value their virtual lives enough to go out and buy the full version. Seriously! I'm that bad!!!!!!

cheers!

rakinroll 06-20-2010 10:35 AM

Thank you man.

JVM 06-20-2010 11:35 AM

Quote:

Originally Posted by Blackdog_kt (Post 165523)
.......

Why not do something similar for SoW with training missions? We have a Tiger Moth and a BF108 and we have support for multiple crewmen on-line. ......

Hello! Keep in mind the Bf 108 was never used as a trainer...it is far too fragile and complex for that....This was a liaison/courier and personal aircraft.

The fact is we do not have (yet) an equivalent of the Tiger Moth on the German side. This would be either a Fw-44 or a Bucker Jungmann (there were many others but those ones being several still airworthy are easily accessible for proper reproduction).
There was a request by Luthier years ago to define which German trainer would be made if time would allow...I am not sure time is allowing because I did not hear of it anymore!

Another issue is that training on the German side happened in Germany, Poland and Czechoslovakia...not in France on the front line...so we would not have a proper representation of a German training base.

JV

SaQSoN 06-20-2010 12:48 PM

Quote:

Originally Posted by JVM (Post 165537)
Hello! Keep in mind the Bf 108 was never used as a trainer...it is far too fragile and complex for that....This was a liaison/courier and personal aircraft.

And there is no cockpit for 108. Neither is for Anson.

Quote:

Originally Posted by JVM (Post 165537)
There was a request by Luthier years ago to define which German trainer would be made if time would allow...I am not sure time is allowing because I did not hear of it anymore!

As far, as I know, it wasn't built, or even started.

Quote:

Originally Posted by JVM (Post 165537)
Another issue is that training on the German side happened in Germany, Poland and Czechoslovakia...not in France on the front line...so we would not have a proper representation of a German training base.

Britain has similar issue, at least for the war-time. Since British pilots were trained in Scotland, far from front-lines as well. And this area of the Britain is not modeled on the game map, too.

SaQSoN 06-20-2010 12:57 PM

Quote:

Originally Posted by Blackdog_kt (Post 165523)
I have a small idea.

This idea is great, but unfortunately relatively difficult to do. Oleg said, there won't be enough time to even release a demo, which is basically the full game without net support and smaller aircraft selection and is rather easy to do. Taking this into account, I doubt, the guys will have enough time do what you suggest. But, may be for the future releases/post release demo - it would be interesting.

Zorin 06-20-2010 01:45 PM

Quote:

Originally Posted by SaQSoN (Post 165548)
And there is no cockpit for 108. Neither is for Anson.

Crying shame.

Quote:

Originally Posted by SaQSoN (Post 165548)
As far, as I know, it wasn't built, or even started.

I can already hear the flood of posts rushing in that will be full of blame for unbalancing the plane set like that right from the start.

Quote:

Originally Posted by SaQSoN (Post 165548)
Britain has similar issue, at least for the war-time. Since British pilots were trained in Scotland, far from front-lines as well. And this area of the Britain is not modeled on the game map, too.

I would hardly call that an issue. Neither for the German side. There could be smaller maps created to represent a training environement with the correct country side for each region.

ElAurens 06-20-2010 02:38 PM

No flyable Anson.

I am crushed.

Avimimus 06-20-2010 03:14 PM

No Flyable Anson for now. We will be able to add our own cockpits, ...right Oleg?

KOM.Nausicaa 06-20-2010 03:20 PM

Quote:

Originally Posted by SaQSoN (Post 165549)
This idea is great, but unfortunately relatively difficult to do. Oleg said, there won't be enough time to even release a demo, which is basically the full game without net support and smaller aircraft selection and is rather easy to do. Taking this into account, I doubt, the guys will have enough time do what you suggest. But, may be for the future releases/post release demo - it would be interesting.

Thanks for the information.

Friendly_flyer 06-20-2010 04:23 PM

That is a very interesting idea!

bf-110 06-20-2010 04:57 PM

I need flyable Anson!
I wouldn´t dare to shoot such a beaty like that...
And nice,SoW will have the same look of IL2.

igitur70 06-20-2010 07:10 PM

Quote:

Originally Posted by Oleg Maddox (Post 165171)
It is a great manual work... now two persons working over it. I hope in most places you will see these details. Many of them were done in 3D models. As well as many special nice details for the airfields that make them looking lifelike.

And as the samples of manually painted textures we use the photos. Modern and old of WWII time.
Not all things is possible, but we try to make everything looking like it was at 1940... Hard to find enough color material for that.


A very nice update Oleg, thanks.

As for details over the scenery, will we end-users be able to rework on the initial map and put forward some improvements that your team has really no time to deal with? After you approved those changes, they could be implemented through regular updates so to reach eventually an incredible amount of details over the entire map.

Obviously, that big work should be co-ordinated and dispatched between devoted members of this flight sim's community, everyone of us managing a definite surface of, say, 10 km2.

What do you think?

Zorin 06-20-2010 07:20 PM

Quote:

Originally Posted by igitur70 (Post 165615)
A very nice update Oleg, thanks.

As for details over the scenery, will we end-users be able to rework on the initial map and put forward some improvements that your team has really no time to deal with? After you approved those changes, they could be implemented through regular updates so to reach eventually an incredible amount of details over the entire map.

Obviously, that big work should be co-ordinated and dispatched between devoted members of this flight sim's community, everyone of us managing a definite surface of, say, 10 km2.

What do you think?

I think that that won't work out the way you think - for practical reasons. The file size of a 100% populated map with all details would be way to big and probably unplayable. Yet different versions of the big map with certain regions detailed would certainly be nice to have.

major_setback 06-20-2010 10:32 PM

Quote:

Originally Posted by daHeld (Post 165392)
Correct. The model depicted here is a Mk.If night fighter. So actually I'd say it should be painted black overall, not Dark green/dark earth over sky...

I just read today that the earliest Mk.IFs (at Tangmere) were camouflaged.

Found this on the net too (maybe not IFs):

http://www.letletlet-warplanes.com/w...with-radar.jpg

http://www.vectorsite.net/ttwiz_03_2.jpg

http://www.aviation-history.com/bristol/beaufit13a.jpg

http://upload.wikimedia.org/wikipedi...-1234S-039.jpg

BadAim 06-20-2010 10:34 PM

Quote:

Originally Posted by Zorin (Post 165616)
I think that that won't work out the way you think - for practical reasons. The file size of a 100% populated map with all details would be way to big and probably unplayable. Yet different versions of the big map with certain regions detailed would certainly be nice to have.

+1 I can see that sucker getting out of hand pretty quickly. I think the level of detail, from what I've seen will be more than enough for general purpose. The mission builders will probably take it from there, ultra detailing certain sections for given missions, and even making regional templates for themselves and others, as they do with IL2 now.

Not that the Idea isn't great, it's just unlikely any of us will have a 'puter capable of running a map with that much detail. (Not that many [if any] of us will be able to crank up the settings on release anyway)

major_setback 06-20-2010 11:48 PM

Oleg -Hedgerows are quite large by the way. Often taller than a man. They aren't the same as bushes or hedges.

http://www.northamericandevon.com/Im...rk_465x309.jpg

http://www.cyclingnorthwales.co.uk/images/por_din5.jpg

http://s0.geograph.org.uk/photos/19/...4_30bcc415.jpg

http://i217.photobucket.com/albums/c...x/Hedgerow.jpg

http://s0.geograph.org.uk/photos/87/...7_01cf08e8.jpg


http://www.noticenature.ie/files/hedgeweb.jpg

AndyJWest 06-21-2010 12:48 AM

Quote:

Originally Posted by GOA_Potenz (Post 165663)
we'll be able to see sunk ships and planes under water???

I think one of the screenshots of ships that Oleg posted showed some evidence of the hull being visible below the waterline.

The Channel isn't exactly transparent though, so you shouldn't be able to see far into it. Anything more than few feet or so down would probably be invisible. This depends a great deal on lighting conditions too.

Blackdog_kt 06-21-2010 01:38 AM

Quote:

Originally Posted by Skoshi Tiger (Post 165526)
Why not have so that the stripped down version can only be a crew positions within an aircraft that has the full install version of the sim.

I know anyone crewing for me more than once would value their virtual lives enough to go out and buy the full version. Seriously! I'm that bad!!!!!!

cheers!

Yes, that would work too. We could get our FPS friends to join in as gunners ;)


Quote:

Originally Posted by JVM (Post 165537)
Hello! Keep in mind the Bf 108 was never used as a trainer...it is far too fragile and complex for that....This was a liaison/courier and personal aircraft.

The fact is we do not have (yet) an equivalent of the Tiger Moth on the German side. This would be either a Fw-44 or a Bucker Jungmann (there were many others but those ones being several still airworthy are easily accessible for proper reproduction).
There was a request by Luthier years ago to define which German trainer would be made if time would allow...I am not sure time is allowing because I did not hear of it anymore!

Another issue is that training on the German side happened in Germany, Poland and Czechoslovakia...not in France on the front line...so we would not have a proper representation of a German training base.

JV

Interesting, i didn't know the Bf108 was so fragile. I know about the other trainers you mentioned, but maybe we could be cutting some slack until there is a proper representation.

You're definitely right about the training not being done on the frontline. However, in the same vein as before, if we wanted to sidestep that issue we could suggest a smaller map (for example, the smaller DF maps in IL2 like Ardeness) that would roughly represent a scaled down portion of Germany around a major training base.

In my opinion at least, it would be worth it if it meant getting more people in contact with SoW.

Now, as for what Sasqon says, just like most of my other suggestions i don't expect such a feature (a "buddy training" installation) to be in on release day, not by a long shot. However, if time permits and they liked it they could do it sometime in the future.

It's true that most of us here will have no use for such a feature since we'll be getting the sim anyway and thus, it's not a first priority request. I'm sure that even the developers would rather work on something that will be used by the majority of the "confirmed" buyers at this stage, than spend time on coding what is essentially a marketing tool for the less interested part of the gamer community (ie, we can't be sure if the sales generated will be enough to justify the work at this stage).
It's just a nice way to generate free advertising so that Oleg's team benefits in the short term from increased sales and we benefit long term by keeping them in the business, something to think about for the future once the important parts are done :grin:

Again, thanks to the developers for the awesome updates and the community for the intelligent exchange of ideas and information.

ElAurens 06-21-2010 03:20 AM

Quote:

Originally Posted by Avimimus (Post 165574)
No Flyable Anson for now. We will be able to add our own cockpits, ...right Oleg?

Yes, but for them to be used on the official online server they must meet Oleg's standards, and once SoW is released I am done with mods. Period.

So if it's some typical hacked up cludge of a cockpit it won't make it in, and conversley if it is way over done in terms of polygons, like many of the current crop of mod cockpits, we won't see it either.


Modders please note this.

Oleg Maddox 06-21-2010 05:30 AM

Quote:

Originally Posted by the Dutchman (Post 165166)
Very nice indeed,i do still see repetitive terrain tiles though.................is there no way around that?

There is really repetitive textures, but where you saw them in that update I don't know. :) Really :)

LukeFF 06-21-2010 06:01 AM

Quote:

Originally Posted by Oleg Maddox (Post 165693)
There is really repetitive textures, but where you saw them in that update I don't know. :) Really :)

Hi Oleg,

In these locations here I noticed the texture pattern is the same:

http://img.photobucket.com/albums/v2...617_162922.jpg

engarde 06-21-2010 06:23 AM

repetitive textures, i can ignore.

damage model, flight model, recreating destructable systems within an aeroplane is what i crave in a flight sim.

im not going to be scrutineering land textures at all frankly.

this kind of nit picking is useless minutiae worship.

who buys a flight sim to endlessly study the ground??????

who notices the odd repetetive texture when you're looking for the Hun in the sun?????? Or for that matter Tommy?????

please Oleg, ignore myopic obsessive compulsives unable to stop fault finding in low importance areas, and keep the focus on the aircraft.

Oleg Maddox 06-21-2010 07:24 AM

Quote:

Originally Posted by LukeFF (Post 165694)
Hi Oleg,

In these locations here I noticed the texture pattern is the same:

http://img.photobucket.com/albums/v2...617_162922.jpg

They are really different isn't it?
Yes they hasve some comont structure, but have different locations of forest, trees, other types buildings and so on.

So in filght you can't be able to see this as a repetitive, especially under some angle of view.

Oleg Maddox 06-21-2010 07:31 AM

Such things really possible in 3D engine, but not possible on a large surface for rendering. Simply because of overloading - will be too great polygon count that to render it all the time. And if to make it pop up just from the small distance then you will see all the time moving surface and jumping cars... So the compromise - to make it by other ways - graphical, but flat, that from some altitude looks like 3D (same as the details of aircraft panels/covering method).

Not the time yet for such things to make it in real time rendering in overloaded flight sim
by other important advanced program codes. As in Il-2 we use compomises, but in many other than Il-2 areas.

Sagamore 06-21-2010 07:33 AM

Update is wonderful! I want to ask, will it is possible to do hands and feet of pilot visible, like LockOn or Arma 2?

genbrien 06-21-2010 07:47 AM

Hi.
Last week I asked a question but it was just before your Friday update, so I'll quote myself and ask it again :-P
Quote:

Hi Oleg.
Nice update as always

I was wondering if you can tell us more about how the single player(campagn) will work:

-If the plane conserve the damage it received from mission to mission, will we have the ability to chose what to repair? (like hydrolics line would be 1st priority compare to small bullet holes)

-Will the pilot keep injuries from previous battles ?

Thank you for your time

Chivas 06-21-2010 08:13 AM

There is some very similar (almost exact) textures in the terrain, but they don't appear to be that noticeable. I would have to see a much larger landscape shot to be sure. Again I doubt it will be noticeable if roads, rails, creeks, and rivers are historically placed.

Oleg Maddox 06-21-2010 08:51 AM

Quote:

Originally Posted by Fansadox (Post 165310)
Nice screens but why are all screenshots without AF and AA?

When we will have new video cards that are compatible with new technologies. At the moment we haven't them.

philip.ed 06-21-2010 09:05 AM

Oleg, can't hedges be made as whole, static objects, maybe for show? From an aerial view, they would look awesome, and then like the grass when you get down low they can change into more detailed objects....

zodiac 06-21-2010 09:14 AM

Quote:

Originally Posted by Oleg Maddox (Post 165204)
I hope yes. Right now it isn't like in real life. But I would like to have it realistic and not like the all the time winking. It should be really rare effect and almost not visible in some diection and distances.

Ok, hard to explain with my poor English... Simply I want to get it not like the hack... We will see in final...

Thanks for the reply Oleg! I can imagine those reflections are not an easy thing to simulate realistically. I only thought it was worth to ask by seeing the nice light-effects in the pictures. And somehow it doesn't surprise me to know that you and your team were really working on complex things like that :).

I still have another question. I'm gonna do it on this forum because I don't know where else to put it. As I live in the Belgian town of Wevelgem I really hope the airfield of Wevelgem will be included. It was used by KG26 (heinkels with codeletters 1H) during their bombing raids on London and was the Belgian military flight school before the war. If there is one thing I could do to give you information, I would be glad to help. I suppose you and development team aren't in the stage of making 3D buildings anymore, but I suppose any information about where they were placed on this airfield and in the neighbourhood is useful? I was thinking about hangars, FLAK locations, remarkable buildings,...

If somebody else on this forum knows where I have to direct this kind of information. Feel free to say so.

Doogerie 06-21-2010 09:40 AM

SoW is Looking sweet now I Hvae just one question about the map how much of thye UK is moddeld I man do you have all of the cities and Villages ect. Am just asking because where I live used to be a POW camp for German Airmen It's just outsde Reading I can't find a pic of it but yeah if he moddeld barksere it maight be there i used to be a big counrty house converted in to POW Camp and the demolished and tuned in to 24 houses after the war alot of the old pilots stayed in the villge after the war.

Rodolphe 06-21-2010 10:13 AM

Quote:

Originally Posted by major_setback (Post 165647)
I just read today that the earliest Mk.IFs (at Tangmere) were camouflaged.

Found this on the net too (maybe not IFs):


The Beaus shown are Mk.VIf indeed. ;)

http://www.letletlet-warplanes.com/w...with-radar.jpg
Wing Commander C P Green's Mk.VIf .
Command the A flight, No 600 Squadron "County of London" from Nov 1941 till Jun 1942.


http://upload.wikimedia.org/wikipedi...-1234S-039.jpg
Beaufighter Mk VIf KV912 "FLUFF", 416th Night Fighter Squadron at Grottaglie 11/11/1943

...

Oleg Maddox 06-21-2010 10:35 AM

If you have this shot in RAW format of your Canon EOS REBEL T1i camera, then simply send it me and I will show more real colors, saturation and even small details of this picture.
then we will post it here in comparison :)



Quote:

Originally Posted by Jaws2002 (Post 165376)
The water in the last two shots is gorgeous. :-Phttp://forums.ubi.com/images/smilies/11.gif http://forums.ubi.com/images/smilies/11.gif Sea water can have many color and in many areas, when in the sunlight, is just beautiful blue like in your last two screenshots. http://forums.ubi.com/images/smilies/11.gif
This just put to rest one of my very few concerns about SOW.

Bloody great work gents! Thank you.http://forums.ubi.com/images/smilies/11.gifhttp://forums.ubi.com/images/smilies/11.gif


It looks like the lakes on the Canadian Icefield Parkway I've seen few weeks ago:

http://img.photobucket.com/albums/v2...parkway773.jpg

http://forums.ubi.com/images/smilies/11.gif


KOM.Nausicaa 06-21-2010 10:46 AM

Quote:

Originally Posted by philip.ed (Post 165720)
Oleg, can't hedges be made as whole, static objects, maybe for show? From an aerial view, they would look awesome, and then like the grass when you get down low they can change into more detailed objects....


Hi, I know some of 3D. Oleg is right about the jumping arcs. And your idea "as a whole" can't be done, because you would need a lot of objects of the same detail "as a whole" too, otherwise your hedges will look like an awkward sharp "net" over the landscape until far into the distance, while all of the rest of the objects are blurred away in the atmosphere. (at least that is how it would look if I understood your idea correctly). You have to put all things really into the same "system of laws" that you have established (distance of rendering, detail of rendering)...giving one thing a free "rogue" permission will just result in horribly awkward pictures.

Oleg Maddox 06-21-2010 11:08 AM

Quote:

Originally Posted by Ekar (Post 165236)
Looking good :)

Still a bit to go in the landscape department in terms of matching the graphical fidelity of Wings of Prey. But really getting there...

As a point of difference, the trees in Wings of Prey really do have a nice sense of volume. The landscape textures also seem to be higher res than the SOW screens I've seen so far. I can see in these latest screens that the textures also blur out fairly aggressively away from the camera, but as you mention the graphical settings aren't finalised.

Very excited to see SOW mature into a powerhouse of a sim.

Take your time and get things looking and flying as best they can. :grin:

Cheers,

We have really better resolution in every detail.
Trees unfinished. Not our own... Hard to change their codes.... but should be OK. And then, remember we have a lot of detailed objects on the ground...
As I told the graphics we will tune till end of the project.

PS. However if you'll look with attention in comparion making the same shots in BoB campaign of WoG - we have.... try to define everything yourself....

philip.ed 06-21-2010 11:14 AM

Quote:

Originally Posted by KOM.Nausicaa (Post 165742)
Hi, I know some of 3D. Oleg is right about the jumping arcs. And your idea "as a whole" can't be done, because you would need a lot of objects of the same detail "as a whole" too, otherwise your hedges will look like an awkward sharp "net" over the landscape until far into the distance, while all of the rest of the objects are blurred away in the atmosphere. (at least that is how it would look if I understood your idea correctly). You have to put all things really into the same "system of laws" that you have established (distance of rendering, detail of rendering)...giving one thing a free "rogue" permission will just result in horribly awkward pictures.

Ah OK. Still, looking at what other flight-sims have acomplished, I think that this could be possible. To any degree, I have been driving around Kent a lot recently, and there are a lot more hedges than trees around ;) And the trees that are in a majority, ie in forests, have their foliage almost covering the trunks so the trunks are hardly noticeable, so from an aerial viewpoint the trunks would probably not be seen. I think this needs to be looked into, along with the colours of the landscape.

EDIT-but of course this is all WIP :P

Let's look at Il-2 gents. Compare how it is now, modded or unmodded, to the original demo and the difference is staggering IMO. If SoW follows in a similar way, then this will relly be interesting ;)

KOM.Nausicaa 06-21-2010 11:15 AM

Quote:

Originally Posted by Oleg Maddox (Post 165747)
Trees unfinished. Not our own... Hard to change their codes....

I have worked with third party tree renderers as well for movies. It's very hard to make them look right for your project - but still better than no third party tree renderer.
Most people that don't know 3D have no idea how hard it is to make your own custom trees looking good from far but also from very close. Building trees that do can take months for modeler.

KOM.Nausicaa 06-21-2010 11:18 AM

Quote:

Originally Posted by philip.ed (Post 165749)
have their foliage almost covering the trunks so the trunks are hardly noticeable,

Do you have any idea what that foliage will do to you frame rates Philip.ed? ;-)

LukeFF 06-21-2010 11:55 AM

Quote:

Originally Posted by Oleg Maddox (Post 165703)
They are really different isn't it?
Yes they hasve some comont structure, but have different locations of forest, trees, other types buildings and so on.

So in filght you can't be able to see this as a repetitive, especially under some angle of view.

You're right, and I noticed that after I posted the pic. :) The differing locations of buildings and foliage does a good job of making the textures not look so repetitive.

LukeFF 06-21-2010 11:56 AM

Quote:

Originally Posted by Sagamore (Post 165706)
I want to ask, will it is possible to do hands and feet of pilot visible, like LockOn or Arma 2?

Already been asked, and the answer was No.

major_setback 06-21-2010 11:58 AM

Oleg - will there be train tunnels?

http://farm1.static.flickr.com/238/3...866624.jpg?v=0

http://www.culture24.org.uk/asset_ar.../v0_master.jpg

PilotError 06-21-2010 11:59 AM

Brilliant update.

Those screen shots are amazing.
Looks like it is all coming together nicely, and maybe not too much longer to wait until we can buy it for ourselves.:grin:

Thanks, and keep up the good work.

jctrnacty 06-21-2010 11:59 AM

Just a short question? Will SOW support 64 bit exe?

major_setback 06-21-2010 12:09 PM

I was about to post a picture of WoP showing how nice it is without repeating tiles.
But then I noticed that they do repeat:

Repeating tiles (can you see it?):

http://www.simviation.com/yabbuploads/wertgswetrbs.jpg

But the screenshot maybe does show trees with trunks hidden by leaves, as described by philip.ed above (this is not a criticism, just an observation).

philip.ed 06-21-2010 12:18 PM

Quote:

Originally Posted by KOM.Nausicaa (Post 165752)
Do you have any idea what that foliage will do to you frame rates Philip.ed? ;-)

:P LOL. I can imagine, although taking the example of WOP perhaps it could be avoided? e.g, in areas of forest, the trees could be static, i.e with no moving leaves etc apart from maybe the trees on the outside of the forest-area. So here, the effect would be visible from looking at the forest, without there being a massive impact of frame-rates :D

KOM.Nausicaa 06-21-2010 12:26 PM

if I understand correctly you talk about moving effects, like wind ?
But the problem really comes from the polygon count from the leaves and branches themselves, no matter if you have additional effects. That is why there are so many third party tree renderer, because creating custom trees from scratch is a massive resource eater for any studio. Tree renderer solve the "species" problem (you can buy from a library) and they are made to perform well and look reasonable -- which is very hard to achieve. That is why some companies have (rightfully) found a business model in selling trees and foliage to cinema and game studios.

Oleg Maddox 06-21-2010 12:26 PM

1 Attachment(s)
Small teaser for the ground details:

KOM.Nausicaa 06-21-2010 12:29 PM

Lovely -- I know Foobar did a lot of houses, hangars, train stations etc (and trains !)
Will you included some of his models ?

Oleg Maddox 06-21-2010 12:30 PM

Quote:

Originally Posted by major_setback (Post 165757)

We planned it, but skipped (even the work was done and there was superb ideas how to do it). No time to make it excellent. To make it bad - better nothing than bad - my very old principle.

However: Maybe later after release or maybe even in release. At first we should finish all more important things on the map. But if it will be done in release - anyway you will like it.

Oleg Maddox 06-21-2010 12:31 PM

Quote:

Originally Posted by KOM.Nausicaa (Post 165768)
Lovely -- I know Foobar did a lot of houses, hangars, train stations etc (and trains !)
Will you included some of his models ?

Yes, however reworked due to early problems with one of my guy, fired now.
Foobar knows all details

philip.ed 06-21-2010 12:33 PM

Sounds great Oleg. As I said above, SoW is just the base of a future of excellent sims. Knowing that it will be openly moddable to an extent, I can't wait to see what can be done with it! :P

So Oleg, will the map be open to re-texturing? And will the colours be seasonal? So will they change in a dynamic campaign?

Oleg Maddox 06-21-2010 12:33 PM

Quote:

Originally Posted by major_setback (Post 165761)
I was about to post a picture of WoP showing how nice it is without repeating tiles.
But then I noticed that they do repeat:

Repeating tiles (can you see it?):

http://www.simviation.com/yabbuploads/wertgswetrbs.jpg

But the screenshot maybe does show trees with trunks hidden by leaves, as described by philip.ed above (this is not a criticism, just an observation).


Probably we should make later the same screenshot for the comparison :) in every detail.

philip.ed 06-21-2010 12:35 PM

Quote:

Originally Posted by KOM.Nausicaa (Post 165765)
if I understand correctly you talk about moving effects, like wind ?
But the problem really comes from the polygon count from the leaves and branches themselves, no matter if you have additional effects. That is why there are so many third party tree renderer, because creating custom trees from scratch is a massive resource eater for any studio. Tree renderer solve the "species" problem (you can buy from a library) and they are made to perform well and look reasonable -- which is very hard to achieve. That is why some companies have (rightfully) found a business model in selling trees and foliage to cinema and game studios.

OK, that makes sense. Although there are many sims on the market with lots of trees on the maps so if they were able to do it and playable frame-rates....

But thanks for the insight ;)

philip.ed 06-21-2010 12:35 PM

Quote:

Originally Posted by Oleg Maddox (Post 165772)
Probably we should make later the same screenshot for the comparison :) in every detail.

Yes please :-P

philip.ed 06-21-2010 12:38 PM

'scus triple post, but Oleg, here are some useful aerial shots of England. They are modern, but IMO give a good demonstration:

http://www.webbaviation.co.uk/Portfolio.htm

;)

major_setback 06-21-2010 01:02 PM

Quote:

Originally Posted by Oleg Maddox (Post 165766)
Small teaser for the ground details:

Very nice!!!

:-)

lbuchele 06-21-2010 01:16 PM

Quote:

Originally Posted by Oleg Maddox (Post 165766)
Small teaser for the ground details:

Oleg, this kind of structure, with the trucks inside, will be static or show activities, with doors opening/closing and the firetrucks going to the airstrip,etc...?

KaHzModAn 06-21-2010 01:20 PM

nice hangar here !
love to see that those windows are actually transparent !

and to major_setback, found a repetition, on the left of the tail of spit, and on right edge of the screen, exact same field with same small forest at the tip ! :-P

Oleg Maddox 06-21-2010 01:29 PM

Quote:

Originally Posted by lbuchele (Post 165780)
Oleg, this kind of structure, with the trucks inside, will be static or show activities, with doors opening/closing and the firetrucks going to the airstrip,etc...?

Some will be active. Say hangars for the aircraft 100%.
Others - we will see in time. Anyway models has been developed that to make all things openable if it is present in a model.
This is also important for the future modders and their work.

lbuchele 06-21-2010 01:33 PM

Quote:

Originally Posted by Oleg Maddox (Post 165784)
Some will be active. Say hangars for the aircraft 100%.
Others - we will see in time. Anyway models has been developed that to make all things openable if it is present in a model.
This is also important for the future modders and their work.

This is great news.We will have a live , breathing world in SOW.
That kind of things really adds to immersion.
Probably your team wants to wait for increasing in computational power in the next years for adding new capabilities in SOW.
The attention to details seems amazing.
Keep going, Oleg and team.

Foo'bar 06-21-2010 01:34 PM

Quote:

Originally Posted by Oleg Maddox (Post 165766)
Small teaser for the ground details:

And additional development screenshots.

;)

Dano 06-21-2010 01:47 PM

Quite curious as to how mulitcore CPU's are going to effect this, is it being coded to take advantage of them and if so is it something that will load balance across the cores or will certain aspects of the sim get shifted off to seperate cores, such as AI on one core, flight dynamics on another etc etc?

major_setback 06-21-2010 02:57 PM

Quote:

Originally Posted by Oleg Maddox (Post 165772)
Probably we should make later the same screenshot for the comparison :) in every detail.

I am very impressed by the WoP scenery (and by the SoW WiPs too, of course).
I think you mean that you will do even better scenery than WoP. If so then I will be very happy with that!!!:-) ..it is something I have been waiting a long time for.
...But I can imagine that the more complex game engine of SoW requires a lot more computing power than WoP, and that I would need a bigger computer to get similar results from SoW, especially if I wanted to feel air turbulence etc. at the same time.


I think I know the answer to the most asked question on this forum: 'what computer will I need for SoW'. The simple answer is: the biggest and best one you can possibly get! :-):-)

Daniël 06-21-2010 03:08 PM

Will there be jamming stations in SoW, so the radiocantact can falter?

Cobra8472 06-21-2010 04:23 PM

Absolutely excellent work Oleg.

Really looking forward to this sim!!

I would love to hear your thoughts on a rather important note;

In one of the SimHQ interviews, you and Ilya go into depth on your thoughts regarding the closure of ACES and hint at bringing current Flight Simulator X developers over and utilizing the Storm of War engine.
Since commercial addons are a big big part of the Flight Simulator X developer community- I'd really like to ask you how you feel about commercial addons?

Do you perhaps have any idea how open the engine will be to deeper level changes, such as implementing Heads up Displays, advanced avionics or for example new AI routines (tactics, etc)?
Being knee deep in the Flight Sim X development area (Quite a bit of my work in that F6F Hellcat you saw in the last update thread! :) ) these are indeed important things to consider, even as
a mod community enthusiast!

In any case, absolutely fantastic work- I see a bright flight simming future for all of us :D

Chivas 06-21-2010 04:43 PM

I know SOW will have correct elevations, but are riverbanks still possible? Some will say this is a very minor issue, but they would be surprised how this feature adds immersive depth to the terrain.

lbuchele 06-21-2010 04:53 PM

Regarding civil aircraft, how about Third party modders developing big and complex aircraft of the era like the panam clippers with a challenging engine management?
It will more in the spirit of the series than modern jetliners,for example.

major_setback 06-21-2010 04:59 PM

Quote:

Originally Posted by Foo'bar (Post 165786)
And additional development screenshots.

;)

They are so detailed I can read the names on the tyres!!
He he :-)

BadAim 06-21-2010 05:56 PM

Made me look. :P

ivagiglie 06-21-2010 06:03 PM

Hi Oleg, the nicest screenshot for me was the one showing the wind settings, hopefully we will have some serious weather effects - navigation in IL2 is really too simple, unfortunately.
Improving in this area, together with more complex engine/plane frame condition management, will make the SoW a real simulator.

Looking at the dialog for the wind settings (MissionConditions) I have some questions though:
1) can the weather change or will it be set once and stay the same for the whole mission?
2) are the map(s) big enough for considering variable weather in different areas? (e.g. I take off with in a gentle breeze in Holland, find a strong wind over England and rain when eventually landing at Cherbourg)
3) ...and most important: will wind affect bombing?

Spasibo!

Alien 06-21-2010 06:03 PM

Oleg, I think that my question wasn't noticed:

Will metal bend while collision?

phoenix1963 06-21-2010 06:11 PM

Quote:

Originally Posted by KOM.Nausicaa (Post 165751)
I have worked with third party tree renderers as well for movies. It's very hard to make them look right for your project - but still better than no third party tree renderer.
Most people that don't know 3D have no idea how hard it is to make your own custom trees looking good from far but also from very close. Building trees that do can take months for modeler.

A point well made and I bow to your much more recent knowledge of 3D rendering and modelling. But surely at altitude Oleg could get away with something much faster. Say like "flat" trees, several layers of speckled greens, but with bump mapping (or tesselated) and spotty alpha transparency for contiguous woodland (the word forest is not much used in England and has specific meaning.)
And maybe these simple layers could co-exist with the more complex meshed trees but maybe overall alpha could be smoothly varied so you don't see the crude model close-up. That way you'd get the same "atmospheric physics."

Major_Setback's post http://forum.1cpublishing.eu/showpos...&postcount=174 clearly shows there's a distance in WoP where hedges and woods look rendered as fairly simple patches.

56RAF_phoenix

P.S. Sorry to harp on about trees and hedges, but they really will make a huge difference to immersion (as opposed to flashy explosions and similar eye-candy.)


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