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-   -   Friday 2010-08-13 Dev. update and Discussions (http://forum.fulqrumpublishing.com/showthread.php?t=15932)

fireflyerz 08-14-2010 03:14 PM

Quote:

Originally Posted by krz9000 (Post 175063)
i hope this game gets steamworks integration as drm. it would give the game phaenomenal international distribution and a solidpirate protection... pls oleg consider it at least

WHAT... are you mental:rolleyes:

BG-09 08-14-2010 03:21 PM

Quote:

Originally Posted by Dutch_851 (Post 175064)
Hi BG,

Yes, I know what you mean, but fire spreads, so if the initial 'hit' is in the fuel tank, the fuel in the tank is on fire due to air in the tank, it leaks and spreads, setting fire to other flammable materials, runs along the outside of the fuel pipes, burns away the fuel pipe from the outside, then there's an explosion that rips a gaping hole in the tank, etc etc.

We've all seen archive footage of engines on fire and saying 8 Brownings couldn't cause it is simply underestimating them.

One incendiary bullet penetrating the induction manifold where there is a pressurised fuel / air mix would probably cause a big enough explosion to rupture the fuel lines / carburettor / injection system in any event. Certainly the fuel / air mix would burn very nicely.

In practice the RAF soon learned to get in much closer than 400yards too. Guns were then harmonised at 250 yards or less. The Poles particularly harmonised their guns to very short range.

Fully agree with you Dutch_851. As I remember from my serving in to the army, 7,62 mm machine gun can do a tremendous damage indeed over metal datails. It really shred off steel plate of near 1 cm thick.

ElAurens 08-14-2010 03:50 PM

Quote:

Originally Posted by Daniël (Post 175101)
Very nice pictures, especially the first picture.
Question: In il2 now, when you collide with trees (not all trees), static planes on airfields etc. your plane will explode immediately. Will your plane, in SoW not always immediately explode? (Or is this question already been asked and answered?)

While I have no direct knowledge of it, I suspect that with the much more complex and detailed damage modeling of SoW, that hitting ground objects, or the ground itself (CFIT) will have much more realistic results.

As I recall from some long ago post on UBI, the current instant explode terrain strike was chosen as the best compromise given the computer power of the day, and the limitations of the game engine itself.

BadAim 08-14-2010 03:54 PM

Any speculation about the source of the fire in these screen shots is just that, pure speculation. We have no idea what exactly has been hit, how many passes have been made, or even if the plane has been hit by flack and that Hurri is just flying by.

Still, I'll postulate that a .303 is easily capable of penetrating two or three thin sheets of aluminum at 200 or so yards (the skin and the fuel tank), and that eight 1200 rpm guns could be expected to put 20 or 30 of them in a couple square foot area given a good aim and a bit of luck. The only question is how many 3/8-1/2" holes spraying gasoline vapor do you really need to create a conflagration like we see in the screen shots, and if not how long would it take for the conflagration that does start to burn up enough of the shredded aluminum that there would be a big enough hole to support the one viewed. I speculate damn close on the first question, and not long on the second.

And that's all I have to say about that.

SlipBall 08-14-2010 04:11 PM

Quote:

Originally Posted by Daniël (Post 175101)
Very nice pictures, especially the first picture.
Question: In il2 now, when you collide with trees (not all trees), static planes on airfields etc. your plane will explode immediately. Will your plane, in SoW not always immediately explode? (Or is this question already been asked and answered?)



I asked this question but never got an answer...It would be cool to land between two trees, the wings to absorb the energy of the crash...just like you are taught in flight school:grin:

BG-09 08-14-2010 04:14 PM

Quote:

Originally Posted by BadAim (Post 175112)
Any speculation about the source of the fire in these screen shots is just that, pure speculation. We have no idea what exactly has been hit, how many passes have been made, or even if the plane has been hit by flack and that Hurri is just flying by.

Still, I'll postulate that a .303 is easily capable of penetrating two or three thin sheets of aluminum at 200 or so yards (the skin and the fuel tank), and that eight 1200 rpm guns could be expected to put 20 or 30 of them in a couple square foot area given a good aim and a bit of luck. The only question is how many 3/8-1/2" holes spraying gasoline vapor do you really need to create a conflagration like we see in the screen shots, and if not how long would it take for the conflagration that does start to burn up enough of the shredded aluminum that there would be a big enough hole to support the one viewed. I speculate damn close on the first question, and not long on the second.

And that's all I have to say about that.

I am wondering just about this: Are these a "default" flames, or specially, individually scalable and individually tuned flames.

katdogfizzow 08-14-2010 04:31 PM

Looking great!

Richie 08-14-2010 08:06 PM

Quote:

Originally Posted by Splitter (Post 174983)
Those images are just too awesome for words! Yes, end of the trees discussion. Maybe the end of the flame discussion?

One thing I would love to see implemented is the ability to zoom in on the instrument panel. For engine management, it is critical and I was spoiled with MSFSX and X-Plane. I can find no way to really do it in IL-2.

The other thing....when? :)

Splitter

Hit the Delete key on IL-2. Is that what you mean?

322Sqn_Dusty 08-14-2010 08:22 PM

Very impressive shots. It's getting better by the minute.

...Please...Steam...the horror... As before, if you must stay connected to the internet for validation, it can be a problem for events held.

Friendly_flyer 08-14-2010 10:34 PM

The trees look very nice from down below. Some of these can be identified down to species (I saw a beech and a juniper in there). If they down look as good from the air is of little consequence. The only time I will have the chance to admire the vegetation will be when I am on the ground ayway.

Gents, about the fire: Planes were shot down in flames over Britain during BoB. While not every plane burned, a lot of them did. Clearly, a Hurricane has the ability to set a Ju 88 on fire every now an then.

AdMan 08-14-2010 10:38 PM

I hope the light blue interface is just for development

BadAim 08-14-2010 11:45 PM

Quote:

Originally Posted by BG-09 (Post 175118)
I am wondering just about this: Are these a "default" flames, or specially, individually scalable and individually tuned flames.

Given what the "Boys from Moscow" have delivered in the past and from what they've shown us recently, I'd have to speculate the latter, and I'll put money on it. (about $50-$60 bucks I figure it will be) ;)

Old_Canuck 08-15-2010 02:11 AM

Quote:

Originally Posted by SlipBall (Post 175116)
I asked this question but never got an answer...It would be cool to land between two trees, the wings to absorb the energy of the crash...just like you are taught in flight school:grin:

This reminds me of a conversation between Young_Canuck and a flight instructor before a first-time cross country solo between Vancouver and Vancouver Island in a Cessna.

Young_Canuck: "How do you ditch a high wing aircraft in the ocean?"
Instructor: "Don't ditch the aircraft."
"No seriously, how do you ditch a high wing aircraft in the ocean?"
"Don't ditch the aircraft."

AndyJWest 08-15-2010 02:42 AM

Quote:

Originally Posted by hellbomber (Post 175179)
hahahahaha funny joke yeah hes under so much pressure that he take 6-10 weeks of vacation a year, must be nice to be under that kind of pressure, i get 0 weeks of vacation a year and work most weekends, now thats presure

If you are working for somebody else, that's exploitation. If you are self-employed, I'd look to change your priorities. The measure of how useful work is isn't how much you do, but what the results are.

For people doing anything creative, 'time off' isn't a luxury, but a necessity - actually, it is for everyone else too, though the consequences are often less immediately apparent.

Splitter 08-15-2010 06:22 AM

Quote:

Originally Posted by Richie (Post 175147)
Hit the Delete key on IL-2. Is that what you mean?

Thank you, I know that one though :). It's different in X-Plane. You just pan down and the instruments are there and legible. In a 3D cockpit, the zoom in scalable (plus you can flip all the switches with the mouse lol).

It's just more functional, but the instruments are a bit more important in those flight sims I guess.

Splitter

BG-09 08-15-2010 07:25 AM

Quote:

Originally Posted by BadAim (Post 175168)
Given what the "Boys from Moscow" have delivered in the past and from what they've shown us recently, I'd have to speculate the latter, and I'll put money on it. (about $50-$60 bucks I figure it will be) ;)

Definitely! Oleg is a perfectionist. I have no doubts!

SlipBall 08-15-2010 08:09 AM

Quote:

Originally Posted by Old_Canuck (Post 175178)
This reminds me of a conversation between Young_Canuck and a flight instructor before a first-time cross country solo between Vancouver and Vancouver Island in a Cessna.

Young_Canuck: "How do you ditch a high wing aircraft in the ocean?"
Instructor: "Don't ditch the aircraft."
"No seriously, how do you ditch a high wing aircraft in the ocean?"
"Don't ditch the aircraft."



That is very funny, I can almost see the expression on the faces. I suppose that we will see just how well the damage model is done, when a wing strikes an object.:grin:

Blackdog_kt 08-15-2010 09:20 AM

Quote:

Originally Posted by krz9000 (Post 175063)
i hope this game gets steamworks integration as drm. it would give the game phaenomenal international distribution and a solidpirate protection... pls oleg consider it at least

I hope this game doesn't get any DRM at all. People who don't want to pay can't be forced to pay anyway (if pirates can't get a game for free they don't buy it, they just don't play it at all) so why should the rest of us, the paying customers, have to suffer the drawbacks of DRM?

A cd-check, a serial, maybe even a one-time online activation (one that you can activate and deactivate at will, so that you can reinstall your game after a system upgrade or format) will be enough to dissuade casual piracy. This is the kind of piracy worth battling, because it's the preventable kind. Hardcore piracy can't be controlled and if they can't get it for free they'll simply bypass it altogether. So, why not focus on making money by keeping the real customers happy, spenting the time and funds on things they will want to buy, instead of on setting up DRM infrastructure or paying royalties to 3rd party publishing platforms? ;)




On the topic of instruments now...

Quote:

Originally Posted by Splitter (Post 175198)
Thank you, I know that one though :). It's different in X-Plane. You just pan down and the instruments are there and legible. In a 3D cockpit, the zoom in scalable (plus you can flip all the switches with the mouse lol).

It's just more functional, but the instruments are a bit more important in those flight sims I guess.

Splitter

I think the main reason for better instrument visibility in civilian sims is the increased resolution. I don't know about X-plane but i fly FSX on a friend's PC every now and then and it's the same deal. You can easily make out the instruments even from a wide angle view. I fly with the 3d-cockpit and TrackIR 99% of the time and the only 2-d overlay panels i use are individual instruments that i want to keep track off continuously (eg, a VOR gauge that lies to the right of the cockpit, i might pop up the 2d-panel for that so that i don't have to strain my neck looking at it with TrackIR all the time).

If you couple this with 6-DOF capability to zoom in/out (even without a trackIR) and the possibility of saving snap-views individually for each plane, you can keep track of everything just fine. The only question that remains is whether we will be able to save our own snap-views for each aircraft, a la RoF. Just like some FSX add-ons have separate cameras of the 3-d cockpit from different viewing angles (for example, a camera looking below the control yoke so you can see the electrical switches), in RoF you can move the camera where you want it and "memorize" its position by assigning it to a certain key. This is done individually for each aircraft.

If this is implemented in SoW it will be a big help for people who lack head tracking software. For example, you could memorize a set of keypad commands and say that "ok, i want keypad 0 to always give me a view of the engine instruments, regardless of aircrat". Of course, the position of these instrments relative to the player's "head" camera center position are different for each plane. However, if SoW could "memorize" different snap-views for each aircraft it would be no problem. You would just have to look at the instruments once and assign a keypad key to that camera angle, to be pressed whenever you wanted a quick glance at your engine parameters.

Judging from the in-cockpit shots we've seen of SoW, i think the resolution is high enough. Heck, there are 3rd party high resolution cockpits in IL2 that are perfectly legible from the wide angle view, so i have no doubt that official SoW cockpits will be even better. We also know it will have 6-DOF head panninng, so i guess we'll be able to manage just fine.

Just look at that Blenheim cockpit shot posted in one of the previous updates, the instruments look so crisp and detailed that i got "cockpit and switch mania" and got a sudden urge to go fly something with clickable cockpits :grin:

engarde 08-15-2010 09:32 AM

some great looking tree shots. Lets hope the Friends of the Virtual Tree Action Front find some satisfaction.

Or is the The Peoples Front of the Tree.

Or the Tree Peoples Front?

Anyway, that first pic is brilliant.

looking forward to the finished product, seriously appreciate the updates. Merci beaucoup.

HundertneunGustav 08-15-2010 09:33 AM

blenheim and leaves shot....

wooooow
need a new mobo and GC

engarde 08-15-2010 09:36 AM

Quote:

Originally Posted by Blackdog_kt (Post 175216)

Just look at that Blenheim cockpit shot posted in one of the previous updates, the instruments look so crisp and detailed that i got "cockpit and switch mania" and got a sudden urge to go fly something with clickable cockpits :grin:

Lets hope trackIR will someday allow us via head movement of a hi-vis dot, activated by a quick double blink, to activate live cockpit functions.

Blackdog_kt 08-15-2010 10:16 AM

You mean like a cursor that can be moved via TrackIR instead of mouse? That would be very nice.

Another thing i had in mind...having a cursor that is bound to the cockpit's 3d coordinates instead of the screen's coordinates. For example, that would enable us to place the cursor on the gunsight controls and it would stay there regardless of where we looked. The cursor might be out of view but unless the mouse (or mouse emulating hotas hat) moved, it would stay there. It would be like having a virtual hand instead of having to always look at what we want to manipulate, quite useful for setting up things in advance.

For example, i might be looking over my shoulder but still adjusting my gunsight brightness or range by moving that mouse wheel. Or, i could be expecting one of my fuel tanks to run dry, so i could place the cursor on the fuel tank switch 5 minutes ahead of time...just as the engine begins to cough and sputter, a click of the mouse or roll of the mouse wheel and the next fuel tank is selected.

I guess this would be more useful for twin engined aircraft or bombers, ie flyables with increased amount of controls. Clickable pits or not, i doubt anyone would want to click the gun triggers or other important controls like flaps, throttles, etc, but it works quite nicely for less important controls that are used less than often in the duration of the entire mission, as it minimizes the amount of needed keyboard shortcuts to map and memorize.

I'll stop here, before we derail this from a "WiP discussion and screenshots" to "ideas about the interface of SoW" :grin:

zapatista 08-15-2010 10:24 AM

Quote:

Originally Posted by SlipBall (Post 175116)
I asked this question but never got an answer...It would be cool to land between two trees, the wings to absorb the energy of the crash...just like you are taught in flight school:grin:

interesting comment, i never thought that might be a good way to reduce energy of a "crash in progress" :)

airmalik 08-15-2010 10:34 AM

Quote:

Originally Posted by engarde (Post 175222)
Lets hope trackIR will someday allow us via head movement of a hi-vis dot, activated by a quick double blink, to activate live cockpit functions.

Don't know if I'd want to blink to activate switches. I'd prefer voice activated switches or something like this:

http://www.youtube.com/watch?v=aLkfx6QxLfg

He's using a Wii remote to activate switches by touching them on the screen.

Dano 08-15-2010 10:41 AM

Quote:

Originally Posted by engarde (Post 175222)
Lets hope trackIR will someday allow us via head movement of a hi-vis dot, activated by a quick double blink, to activate live cockpit functions.

Well that is pretty much exactly what TrackIR was developed for, the version we have is the offshoot of technology designed to allow people with disabilities to interact with computers so I'm sure that with a little prompting NP would add the feature in, as it stands my older V2 TIR unit allows me to use mouse emulation, has that feature been removed from the later software releases?

engarde 08-15-2010 11:45 AM

Quote:

Originally Posted by Dano (Post 175234)
Well that is pretty much exactly what TrackIR was developed for, the version we have is the offshoot of technology designed to allow people with disabilities to interact with computers so I'm sure that with a little prompting NP would add the feature in, as it stands my older V2 TIR unit allows me to use mouse emulation, has that feature been removed from the later software releases?

My earlier post was pure fantasy.

I meant no disrespect.

I wish they would add my suggested, but in no way unique, feature.

TrackIR dev should add a hi-vis dot, enabled over the panel-like areas, to allow for blink triggered panel control..... ;)

philip.ed 08-15-2010 11:58 AM

Certainly is looking really awesome; the tree effects close up are just amazing!

But I have one nit-pick about the trees. From flying over England on my holiday, I noticed that the tree trunks just can't be seen (apart from on the odd trees you see in gardens) and the trees look really dense. From the screens posted so far, the trees better match those that I've seen in warmer climates. It may sound really anal of me, but I think it makes a lot of difference to the overall effect. I also noticed how all the fields seem to be really boxed in, and I was amazed at how I could still see traffic from thosands of feet up...food for thought for the sim :D

tourmaline 08-15-2010 12:26 PM

Quote:

Originally Posted by zapatista (Post 175228)
interesting comment, i never thought that might be a good way to reduce energy of a "crash in progress" :)

They do, the wings hit the trees and absorb most of the energy and fall or rip off, the rest of the fuselage will stop quite quickely...

it's much better then actually hitting the tree with the fuselage, LOL.:grin:;):cool:

tourmaline 08-15-2010 12:30 PM

Quote:

Originally Posted by 322Sqn_Dusty (Post 175150)
Very impressive shots. It's getting better by the minute.

...Please...Steam...the horror... As before, if you must stay connected to the internet for validation, it can be a problem for events held.

Exactly my concern. There have been horror stories of people loosing connection because of their provider and then you can't play a game...Not a really good idea!People should be able to play the game offline, although it sounds a bit contradictive for multiplayer, LOL.:cool:

My concerns are also about the implementation of some kind of drm...

tourmaline 08-15-2010 12:43 PM

Quote:

Originally Posted by airmalik (Post 175231)
Don't know if I'd want to blink to activate switches. I'd prefer voice activated switches or something like this:

http://www.youtube.com/watch?v=aLkfx6QxLfg

He's using a Wii remote to activate switches by touching them on the screen.

Voice activation will have some problems, first of all, wich language will you use and if your language is not the native one used for the game, if you don't pronounce it well, then it won't recognize the commands. This is also the case with some dictate software; if you have a cold, it's going mad allready...

Not the best solution for international games.

A cursor that moves via a hat keyswitch on your hotas would be a much better option!

tourmaline 08-15-2010 12:46 PM

Quote:

Originally Posted by Dano (Post 175234)
Well that is pretty much exactly what TrackIR was developed for, the version we have is the offshoot of technology designed to allow people with disabilities to interact with computers so I'm sure that with a little prompting NP would add the feature in, as it stands my older V2 TIR unit allows me to use mouse emulation, has that feature been removed from the later software releases?

IR tracking is in flightsims mostly used for head tracking for looking around you in the virtual world!

airmalik 08-15-2010 12:58 PM

Quote:

Originally Posted by tourmaline (Post 175252)
Voice activation will have some problems, first of all, wich language will you use and if your language is not the native one used for the game, if you don't pronounce it well, then it won't recognize the commands.

I was thinking of the free software shoot . This allows you to record commands in your OWN voice and will issue the desired keystroke to the game. Because it's your own voice, there's no issue with recognition. When I used to play IL2, I had common voice commands like 'gear', 'flaps up', 'nav lights', 'fire extinguisher', 'smoke' set up and it was pretty cool to have the plane react to them. Felt like I had a copilot flying with me, performing what I asked him to do.

Before 'shoot' I spent a lot of time configuring my Saitek stick and throttle with modifiers keys etc. but couldn't always remember what button combo to press for a command. Shoot made it so much easier especially for the less commonly used commands.

Dano 08-15-2010 01:47 PM

Quote:

Originally Posted by tourmaline (Post 175253)
IR tracking is in flightsims mostly used for head tracking for looking around you in the virtual world!

Not quite sure what you are responding to in my post?

Hoverbug 08-15-2010 03:07 PM

Quote:

Originally Posted by zapatista (Post 175228)
interesting comment, i never thought that might be a good way to reduce energy of a "crash in progress" :)

I've done it for real and wouldn't want to do it again, though I got out without a scratch (the 150 was a total loss though). Wing spars are pretty tough, so when they flex they can absorb a considerable amount of energy. The real trick is picking two trees that don't have another tree right behind them...

proton45 08-15-2010 03:14 PM

another beautiful update....thanks to the team

Splitter 08-15-2010 03:47 PM

Quote:

Originally Posted by Blackdog_kt (Post 175216)
I hope this game doesn't get any DRM at all. People who don't want to pay can't be forced to pay anyway (if pirates can't get a game for free they don't buy it, they just don't play it at all) so why should the rest of us, the paying customers, have to suffer the drawbacks of DRM?

A cd-check, a serial, maybe even a one-time online activation (one that you can activate and deactivate at will, so that you can reinstall your game after a system upgrade or format) will be enough to dissuade casual piracy. This is the kind of piracy worth battling, because it's the preventable kind. Hardcore piracy can't be controlled and if they can't get it for free they'll simply bypass it altogether. So, why not focus on making money by keeping the real customers happy, spenting the time and funds on things they will want to buy, instead of on setting up DRM infrastructure or paying royalties to 3rd party publishing platforms? ;)




On the topic of instruments now...



I think the main reason for better instrument visibility in civilian sims is the increased resolution. I don't know about X-plane but i fly FSX on a friend's PC every now and then and it's the same deal. You can easily make out the instruments even from a wide angle view. I fly with the 3d-cockpit and TrackIR 99% of the time and the only 2-d overlay panels i use are individual instruments that i want to keep track off continuously (eg, a VOR gauge that lies to the right of the cockpit, i might pop up the 2d-panel for that so that i don't have to strain my neck looking at it with TrackIR all the time).

If you couple this with 6-DOF capability to zoom in/out (even without a trackIR) and the possibility of saving snap-views individually for each plane, you can keep track of everything just fine. The only question that remains is whether we will be able to save our own snap-views for each aircraft, a la RoF. Just like some FSX add-ons have separate cameras of the 3-d cockpit from different viewing angles (for example, a camera looking below the control yoke so you can see the electrical switches), in RoF you can move the camera where you want it and "memorize" its position by assigning it to a certain key. This is done individually for each aircraft.

If this is implemented in SoW it will be a big help for people who lack head tracking software. For example, you could memorize a set of keypad commands and say that "ok, i want keypad 0 to always give me a view of the engine instruments, regardless of aircrat". Of course, the position of these instrments relative to the player's "head" camera center position are different for each plane. However, if SoW could "memorize" different snap-views for each aircraft it would be no problem. You would just have to look at the instruments once and assign a keypad key to that camera angle, to be pressed whenever you wanted a quick glance at your engine parameters.

Judging from the in-cockpit shots we've seen of SoW, i think the resolution is high enough. Heck, there are 3rd party high resolution cockpits in IL2 that are perfectly legible from the wide angle view, so i have no doubt that official SoW cockpits will be even better. We also know it will have 6-DOF head panninng, so i guess we'll be able to manage just fine.

Just look at that Blenheim cockpit shot posted in one of the previous updates, the instruments look so crisp and detailed that i got "cockpit and switch mania" and got a sudden urge to go fly something with clickable cockpits :grin:

Great points!

In X-Plane, one can use the arrow keys (default) to move your "head position" in 3D. So the down arrow makes you "slouch" and the up arrow lets you sit up tall to see more landscape and less instrument panel. It is VERY helpful when flying on instruments such as in bad weather.

The problem with these 3D feature is that they are resource hogs and can cost a major hit to fps. Many times people just use the 2D panels for that reason (amoug others).

One of the current "problems" with IL-2 is an inability to move one's head around the the virtual world. You can look in any direction, but you really cannot lean to the side to see around the cowling a bit while taxiing.

It's just me, but I am much more interested in such functional feature than I am in leaf sizes and whether tree trunks are visible from the air. Most people will have to tone down the really neat visual effects anyway to maintain 30fps or more.

Ideally, I would like a sim that fulfills the dual roles of combat flight and flight sim. I know that is wanting too much but all I have to do is fly a vintage WWII aircraft in X-Plane and then in IL-2 to feel the difference in flight model and functionality. I'd rather have better functionality than visuals IF I had to choose.

Splitter

BigPickle 08-15-2010 05:25 PM

wow the change for colour of the bullet resistant glass and the rest of the cockpit is great attention to detail.
Any word on possible solid release date yet? , I've heard they are aiming for Sep 2010 to coincide with Battle of Britain day, but from how they are speaking about the screens mentioning place holders and things it doesn't seem quite ready for that date.

slm 08-15-2010 06:12 PM

Quote:

Originally Posted by Splitter (Post 175270)
One of the current "problems" with IL-2 is an inability to move one's head around the the virtual world. You can look in any direction, but you really cannot lean to the side to see around the cowling a bit while taxiing.

It's just me, but I am much more interested in such functional feature than I am in leaf sizes and whether tree trunks are visible from the air.

This moving pilot's head has been possible in some other sims for quite a while - since TrackIR SW made it possible. I've tried it in MS Flight Simulator and it is quite useful during taxiing, landing etc. This feature also minimizes need for discussions about pilot position inside the cockpit, like in FW-190s. If you can't see well from one position, just move your head.

Although I must say that it would be quite useful if you could enable/disable this head movement. In other words, you could change head position to some place, then press a key to "lock" it and after that head would stay in place. You could still turn the head up/down and left/right. If you wanted to move head position, press a key to "unlock" it and you'd have 6DOF head movement again.

zauii 08-15-2010 07:32 PM

Quote:

Originally Posted by slm (Post 175293)
This moving pilot's head has been possible in some other sims for quite a while - since TrackIR SW made it possible. I've tried it in MS Flight Simulator and it is quite useful during taxiing, landing etc. This feature also minimizes need for discussions about pilot position inside the cockpit, like in FW-190s. If you can't see well from one position, just move your head.

Although I must say that it would be quite useful if you could enable/disable this head movement. In other words, you could change head position to some place, then press a key to "lock" it and after that head would stay in place. You could still turn the head up/down and left/right. If you wanted to move head position, press a key to "unlock" it and you'd have 6DOF head movement again.

Depends on were you can lock it, it would be wierd if you could lock your position when your leaning halfway up, since thats not a position you'd sit in for many seconds.

slm 08-15-2010 08:13 PM

In TrackIR SW you can toggle the whole head tracking on/off. This can be useful for example when you're approaching ground target and want to concentrate on that. Just switch off trackIR. Then you don't have to think about head movements. Similar situation when you're aiming an enemy plane. Switching off TrackIR for a moment can make aiming easier.

So my wish to lock head position is similar to this.

lbuchele 08-15-2010 08:26 PM

For some reason I prefer to aim with TrackIR on, just to deal with the extra difficulty of mantaining my head steady like a real pilot would.

Sutts 08-15-2010 08:39 PM

Thanks Oleg, another great update. That first shot is truly amazing. Trees look great up close too. I'm so looking forward to seeing the aircrew animations....they'll really highlight the human dimension of combat and could quite possibly stir the emotions. No longer are we shooting at just a simple lump of metal.

In terms of the map, will it be possible in SoW to zoom smoothly in and out of the map instead of the fixed zoom levels we have in IL2? I never really liked the interface in IL2 where you have to cycle through the zoom levels with the mouse click. Just a minor detail though.

Cheers:grin:

SlipBall 08-15-2010 09:24 PM

Quote:

Originally Posted by Hoverbug (Post 175265)
I've done it for real and wouldn't want to do it again, though I got out without a scratch (the 150 was a total loss though). Wing spars are pretty tough, so when they flex they can absorb a considerable amount of energy. The real trick is picking two trees that don't have another tree right behind them...



Wow, happy to hear that you were untouched. That must have been a very violent experience, good that you used your wits. Care to share the details that lead to the forced ditch?:grin:

tourmaline 08-15-2010 10:32 PM

Quote:

Originally Posted by airmalik (Post 175254)
I was thinking of the free software shoot . This allows you to record commands in your OWN voice and will issue the desired keystroke to the game. Because it's your own voice, there's no issue with recognition. When I used to play IL2, I had common voice commands like 'gear', 'flaps up', 'nav lights', 'fire extinguisher', 'smoke' set up and it was pretty cool to have the plane react to them. Felt like I had a copilot flying with me, performing what I asked him to do.

Before 'shoot' I spent a lot of time configuring my Saitek stick and throttle with modifiers keys etc. but couldn't always remember what button combo to press for a command. Shoot made it so much easier especially for the less commonly used commands.

Oh yes, if you have a severe cold, shoot might have a problem recognizing your commands since your voice sounds quite different. This has always been the case with voice activated software.

I prefer a hotas system anytime over shoot. You can record loads of keystrokes under a button. In real world situations it also doesn't work with voice command. Maybe some ultra modern airplanes might have it, but not the ones used in wow: BOB.;):cool:

Hoverbug 08-15-2010 11:47 PM

Quote:

Originally Posted by SlipBall (Post 175316)
Wow, happy to hear that you were untouched. That must have been a very violent experience, good that you used your wits. Care to share the details that lead to the forced ditch?:grin:

Carb icing leading to a forced landing. I actually aimed for a gap between trees hoping to miss them both, but clipped one wing, losing 18" of wing and snapping the aileron cables (and ripping off half the aileron). The plane rolled with the damaged wing striking the ground and absorbing most of the energy. It could easily have been much worse or much better (having not hit the one tree at all).

airmalik 08-16-2010 12:35 AM

Quote:

Originally Posted by tourmaline (Post 175322)
In real world situations it also doesn't work with voice command. Maybe some ultra modern airplanes might have it, but not the ones used in wow: BOB.;):cool:

It's up to you what you want to use the voice commands for. For instance, in the absence of hand signals, issuing commands to your wingman may be more realistic when voice activated rather than via keyboard/hotas button.

Being entirely optional, you don't have to use it if it doesn't work for you.

zapatista 08-16-2010 03:35 AM

Quote:

Originally Posted by Splitter (Post 175270)
Great points!

..... to move your "head position" in 3D....... the down arrow makes you "slouch" and the up arrow lets you sit up tall to see more landscape and less instrument panel. It is VERY helpful when flying on instruments such as in bad weather....................

It's just me, but I am much more interested in such functional feature than I am in leaf sizes and whether tree trunks are visible from the air. Most people will have to tone down the really neat visual effects anyway to maintain 30fps or more.

the point about including the potential for very high detailed scenery (and drivable ground vehicles, controllable ships, etc..) is that if this is built in from the start of SoW-BoB then it makes the sim engine scalable for the future as hardware increases, and then you end up with BOTH aspects (the best of both worlds so to speak). if you dont include those improved scenery and expandable aspects of the sim while you build it, like oleg is currently doing, then in 2 years it is looking very out of date again and you have to start all over again

Quote:

Originally Posted by Splitter (Post 175270)
Ideally, I would like a sim that fulfills the dual roles of combat flight and flight sim.

i have repeatedly asked questions to Oleg and Co allong those lines over the years, but i dont think the idea has received much traction, and i am not sure oleg entirely got my point either.
1) for your idea of having a "pure" civilian flightsim using the SoW-BoB engine i think is probably already possible at release time. "all you need" is for 3e party to build some civilian aircraft for you to fly, turn off all hostile aircraft and AA etc.., and you can VFR fly around peacefully at your hearts content. and as long as the 3e party civilian planes dont use instruments more complex then ww2 era (or the single russian modern day test plane we get included with BoB), then any civilian plane can be built for BoB imo.
2) what i am hoping/wanting more of however is to have many non-combat elements and other war related features possible in BoB, and have included many more other aviation elements that were part of ww2 aviation in a "wartime environment". eg:
- be able to fly supply missions (and ask for fighter escorts if required), do parachutists drops, fly photo reconnaissance missions, fly VIP's to certain locations (mission being to get them safely to their destination with hostile elements posibly being encountered),
- fly in supplies and replacement aircraft parts to airbases and troops under siege to keep that airbase or troop formation functional,
- be able to use real life tactics to reduce fighting ability of the enemy by damaging their supply convoys and bridges and fuel storage etc.
- have non combat missions like lying new replacement aircraft from the factories to specific airfields using VFR, maybe even fly some civilian liners or transport mission (inside the same active combat zone that is taking place on the dynamic server), fly red cross evac missions in and out of combat area's, rescue downed pilots from behind enemy lines (having to land for ex in a specific field at a partic rendezvous time, rescue pilots from the sea, etc..

none of those aspects would require much time or programing to add, all work with the already existing elements and just need a few different minor elements added. it would open up the sim to a whole additional series of potential customers, and adds a new area of interest for current il2 users.


Quote:

Originally Posted by Splitter (Post 175270)
I know that is wanting too much but all I have to do is fly a vintage WWII aircraft in X-Plane and then in IL-2 to feel the difference in flight model and functionality. I'd rather have better functionality than visuals IF I had to choose.

a better and more future proof BoB-SoW sim does not exclude having improved functionality and features like you listed. you just need to make a strong argument to oleg about what exactly to be included, because imho he might not have thought of it or even seen it as something that might be needed to make his new sim more complete

AndyJWest 08-16-2010 04:18 AM

Quote:

what i am hoping/wanting more of however is to have many non-combat elements and other war related features possible in BoB
...
none of those aspects would require much time or programing to add, all work with the already existing elements and just need a few different minor elements added...
Have you ever done any computer programming, Zapatista?

Romanator21 08-16-2010 04:40 AM

Quote:

Quote:
Originally Posted by JG52Uther View Post
Is my perception off? The crew of the Ju88 and Hurricane pilot look too small to me.

i noticed that to in the last set of screenshots but wasnt going to mention it. from previous comments from oleg on this it is a compromise they made while resolving a "collision bug" (if the pilot is modeled real proportional size, currently he pokes occasionally through the aircraft cockpit skin "boundaries" when he moves). if having the smaller crew is a short term compromise to get around this at the moment and will be fixed in one of the early patches, then i dont see it as a reason to cause current additional release delays. oleg also stated the 1e person view from the cockpit is visually correct and doesnt reflect having a "shorter" pilot.
The pilots here seem to be to scale.

In Il-2 they are a little large. In fact, there are two types of pilots in Il-2: One who sits in the plane, and one who falls through the sky and opens a chute. They happen to be different sizes (and wear different colored uniforms) for some reason, but the latter is more to scale.

As for collision bugs: Oleg stated that this was regarding crew animations. You cannot make the same animation for a Ju-87 pilot who uses a stick, and a Ju-88 pilot who has a yoke.

Flanker35M 08-16-2010 04:51 AM

S!

Nice update.

zapatista 08-16-2010 05:04 AM

Quote:

Originally Posted by Romanator21 (Post 175341)
The pilots here seem to be to scale.

the pilots seen in some of the most recent WiP screenshots from Oleg are NOT to the correct scale ! this is very obvious by looking for ex at the 109 where he seems to be about 25% to small, previous posts by other observers have already explained why


Quote:

Originally Posted by Romanator21 (Post 175341)
As for collision bugs: Oleg stated that this was regarding crew animations. You cannot make the same animation for a Ju-87 pilot who uses a stick, and a Ju-88 pilot who has a yoke.

thats a very confusing way to look at it.

instead maybe perceive it as "whatever the crew/pilot figure is doing in the sim, is physically represented by an animated articulated skeletal figure"

afaik the main problem right now is that with full sized pilots in very small confined spaces (like a 109 pit), the pilot "normal" movements are causing his limbs to poke out through the aircraft structure, and there is no limitation in his movements caused by colliding with the modeled aircraft skin. one short term interim solution for this is to shrink the figure down and hence give him more room to move in

edit: one oddity in all this "crew size" debate is that when viewed from inside an aircraft, the front most crew member in the brittish bomber we saw last week (inside cockpit view) showed his head almost touching the ceiling. so that crew member was roughly the correct size. maybe the "collision bug" is only present on outside views ? (oleg already confirmed the temporary use of smaller crew figures doesnt affect the 1e person views)

Richie 08-16-2010 09:08 AM

I wonder if we'll be able to give a wave in the cockpit like here..4:30 on the time slide



http://www.youtube.com/watch?v=8wpcHlDWHNU

Oleg Maddox 08-16-2010 10:11 AM

Quote:

Originally Posted by Bloblast (Post 175070)
Well I must say that I personally prefer a pilot with correct size with less movement to prevent a collision bug.

We have perfectly correct size of crew. Everything in right scale.
Crew is 175 cm.

Hecke 08-16-2010 10:17 AM

Quote:

Originally Posted by Oleg Maddox (Post 175372)
We have perfectly correct size of crew. Everything in right scale.
Crew is 175 cm.



Thx for clearing up.
We were just a bit confused about what Luthier told us about pilot size.

Two things I want to ask:

1. Will different cockpit sizes effect on the movement ability of the pilot, for exemple in bf 109 cockpit you can't move as much as in other planes?
2. (Watched some older screens and realised that the cockpit skins show outwarn textures.) Will there also be the planes with "out-of-the-factory" cockpit skins?

No601_Swallow 08-16-2010 12:36 PM

Quote:

Originally Posted by zapatista (Post 175334)
the point about including the potential for very high detailed scenery (and drivable ground vehicles, controllable ships, etc..) is that if this is built in from the start of SoW-BoB then it makes the sim engine scalable for the future as hardware increases, and then you end up with BOTH aspects (the best of both worlds so to speak)......



i have repeatedly asked questions to Oleg and Co allong those lines over the years, but i dont think the idea has received much traction, and i am not sure oleg entirely got my point either.

My own understanding was that after ACES studio was erased from the face of this planet, Oleg did indeed see the potential in making a play for the MSFS niche - the overarching flightsim framework that might support a multitude of 3rd party addons and sceneries. I think the quote was "a vibrant 3rd party eco-system" or some such.

I see no reason why not, given the sophistication of what Oleg is trying to do and the beautiful CURVED Earth that we saw in the WIP pictures a couple of weeks ago. I was a little surprised noone seemed to comment on them from that perspective then. Indeed, I'd be quite certain that Oleg is building in a SOW equivalent of FSUIPC or simconnect.

My own dream would be for MSFS developers (or similar) to step in very quickly to perhaps offer a payware (or even better freeware!) fully functioning Biggin, say, or (my Squadron's heart:) Tangmere, with ground vehicles, textures, triggers, surrounding structures,etc, even for the original (Vanilla) BOB map, in much the same way as FSDT or Flytampa or Aerosoft publish airports and expansions for FSX/98. This is apart from offering new aircraft, new areas of the world, new eras...

(Personally, I'd love a set of early airliners, the DH Comet, the Caravel, the Constellation... These might appear in a SOW-engine-equipped addon, perhaps even able to use the same maps, perhaps not... Possibilities, possibililities...)

Stukadriver 08-16-2010 01:08 PM

Unexpected events
 
Beautiful screen shots. Very nice, indeed and I applaud your work. Genius.
Some time ago, a question of what could be suggested to make the simulation more realistic in terms of events. You clearly have the image quality in hand. I was wondering if having the mission scrubbed and called back due to weather changes would add to the realism. Engine issues could come up for the player and/or his wingman. Losing elements of a flight due to engine problems or your AI wingmen becoming too scared to fly could make missions more precarious if a player decided to carry on with the mission without all the flight's units.

philip.ed 08-16-2010 01:41 PM

Oleg, any input into the trees? I ask as the trees shown recently look excellent, but in England these trees look more like garden ones. The main types of trees are a lot rounder and denser foliage wise. ;) excellent work

Novotny 08-16-2010 01:47 PM

^^ Either you are a master troll or incredibly stupid. Could be both, mind.

Splitter 08-16-2010 01:48 PM

Quote:

Originally Posted by slm (Post 175293)
This moving pilot's head has been possible in some other sims for quite a while - since TrackIR SW made it possible. I've tried it in MS Flight Simulator and it is quite useful during taxiing, landing etc. This feature also minimizes need for discussions about pilot position inside the cockpit, like in FW-190s. If you can't see well from one position, just move your head.

Although I must say that it would be quite useful if you could enable/disable this head movement. In other words, you could change head position to some place, then press a key to "lock" it and after that head would stay in place. You could still turn the head up/down and left/right. If you wanted to move head position, press a key to "unlock" it and you'd have 6DOF head movement again.

Sorry I was not clear. I have not flown X-Plane or MSFS with anything like TrackIR. What I was talking about was "in game" functionality where you could move your perspective around the cockipit using only the arrow keys. Heck, you can even move your perspective (head) outside the cockpit in this manner and leave it there lol. While the latter is not realistic, it is very useful to be able to change one's perspective inside the cockpit and "leave it there" for a while.

Even though I was unclear, your points are well taken. Some sort of head tracking software adds something to a sim.

I just recently downloaded Facetracknoir which uses face tracking software to achieve a similar effect to TrackIR (except it is free lol). I have only tried it with IL-2 and only in "free flight" training missions while working out the kinks. But WOW, what a difference in experience. While it does not (as far as I can tell) let you tilt your head or move along the X,Y,or Z axis for a change in perspective, it does track your face as a substitute for the HAT switch...you can look up, down, left or right "automatically".

Now I have to try it while shooting down enemies :). I do know one key turns it on or off while flying so that probably helps for people that want to get stable for shooting.

I do hope Oleg and Crew look at some of the other functionality items listed recently in this thread. "Volunteering" for specialized missions such as recon, rescue, and such would add a lot to the game. I love me some marksmanship practice, but dodging 109's by ducking into clouds while on a recon mission has appeal.

I wish (there is that word again) that we could get functionality updates like we get graphics updates, but that information is probably too sensitive from the competitive perspective.

Splitter

SimHq Tom Cofield 08-16-2010 03:46 PM

Very nice looking indeed.

Blackdog_kt 08-16-2010 04:28 PM

Splitter, there was a large debate about this a few months ago, when some of us were asking about clickable cockpits. The reason people were interested was simple: there are not enough keyboard shortcuts to properly simulate the amount of controls a real pilot operates, or more accurately, we just can't remember them all :grin:
Imagine for example, if you wanted to finetune your intercoolers to control your carburetor temperature and you had to remember keybindings like ctrl+shift+H+[ to lower it and ctrl+shift+H+] to raise it.
Naturally, this brought about the question of wheter so much realism was needed in a combat sim, with good points made either way, but no official word on the matter.

Sometime later however, the guys from the French check-six simulation community arranged a visit to Moscow to interview Mr. Maddox and see some of the work done. That's where the answers came from. If you read the interview, you'll notice that a lot of these things did in fact make it in the feature list. If i remember correctly, in one case a Ju87 was climbing and as it went higher the canopy fogged up, until the person flying turned on the defoggers and it cleared again, insanely realistic stuff like that.

As for photo recon missions, agent drops and the like, it's a matter of mission building triggers. I think that even if they are not included upon release, the engine will still be capable of them. If the IL-2 mission builder can be upgraded to use triggers by team daidalos, i doubt that the next generation sim will lack them.

In case you missed it, here's the interview from the check-six website:
http://www.checksix-fr.com/articles/...g_foxy_EN.html

swiss 08-16-2010 05:11 PM

Quote:

Originally Posted by tourmaline (Post 175322)
Oh yes, if you have a severe cold, shoot might have a problem recognizing your commands since your voice sounds quite different. This has always been the case with voice activated software.

I prefer a hotas system anytime over shoot. You can record loads of keystrokes under a button. In real world situations it also doesn't work with voice command. Maybe some ultra modern airplanes might have it, but not the ones used in wow: BOB.;):cool:


Bingo - if you want total immersion: build a cockpit.
It's fairly easy to build, only problem could be space - and the fact that everybody who knows about it thinks your're nuts.

major_setback 08-16-2010 05:18 PM

I think one of the nicest updates we have seen. There was a hard edge on some of the explosion/fire textures earlier. It has totally disappeared now. Well done dev' team!

Before:

http://forum.1cpublishing.eu/attachm...9&d=1279883030

After:

http://i4.photobucket.com/albums/y12...12_095500b.jpg


Also - it is nice to see the (subtle) reflections from the sky on the wings/airframe. It was slightly overdone previously, but now it looks perfectly natural. Really very good!!

The same goes for the reflections from below. The earlier screenshot of a group of Heinkels looks perfect to me...here:

http://forum.1cpublishing.eu/attachm...5&d=1280475978

And also it is nice to see that the light reflections from matt surfaces aren't as strong as before...and that panel lines etc. don't reflect light.

Everything has improved a lot in just a couple of weeks!!

BadAim 08-16-2010 06:29 PM

I use VAC (Voice Activated Command) for IL2 and find it to be very reliable. I use it only for controlling the AI however, and I use a trigger switch to avoid mistaken commands. I should think If something like this could be built into the game it would be able to interface with the AI much better, nearly to the point where you can have a conversation with your flight/crew.

Bloblast 08-16-2010 07:29 PM

Quote:

Originally Posted by Oleg Maddox (Post 175372)
We have perfectly correct size of crew. Everything in right scale.
Crew is 175 cm.

Ilya stated that there was to do concession not to get pilot out of cockpit during movement of pilot, but 175 cm is okay I would say.

Oldschool61 08-16-2010 07:45 PM

Quote:

Originally Posted by Blackdog_kt (Post 175421)
Splitter, there was a large debate about this a few months ago, when some of us were asking about clickable cockpits. The reason people were interested was simple: there are not enough keyboard shortcuts to properly simulate the amount of controls a real pilot operates, or more accurately, we just can't remember them all :grin:
Imagine for example, if you wanted to finetune your intercoolers to control your carburetor temperature and you had to remember keybindings like ctrl+shift+H+[ to lower it and ctrl+shift+H+] to raise it.
Naturally, this brought about the question of wheter so much realism was needed in a combat sim, with good points made either way, but no official word on the matter.

Sometime later however, the guys from the French check-six simulation community arranged a visit to Moscow to interview Mr. Maddox and see some of the work done. That's where the answers came from. If you read the interview, you'll notice that a lot of these things did in fact make it in the feature list. If i remember correctly, in one case a Ju87 was climbing and as it went higher the canopy fogged up, until the person flying turned on the defoggers and it cleared again, insanely realistic stuff like that.

As for photo recon missions, agent drops and the like, it's a matter of mission building triggers. I think that even if they are not included upon release, the engine will still be capable of them. If the IL-2 mission builder can be upgraded to use triggers by team daidalos, i doubt that the next generation sim will lack them.

In case you missed it, here's the interview from the check-six website:
http://www.checksix-fr.com/articles/...g_foxy_EN.html


Clickable cockpits should be a given seeing as this is 2010. Touch screen would be nice. As long as this game has been in development it should read your mind and know what you want to do.

nearmiss 08-16-2010 10:33 PM

Quote:

Originally Posted by Oldschool61 (Post 175452)
Clickable cockpits should be a given seeing as this is 2010. Touch screen would be nice. As long as this game has been in development it should read your mind and know what you want to do.

Touch screen?

It is difficult enough keeping the screen clean enough to see those tiny little blips that will be shooting at you in about 10 seconds, much less having your grubby fingerprints all over the screen.

philip.ed 08-17-2010 08:45 AM

Quote:

Originally Posted by Novotny (Post 175403)
^^ Either you are a master troll or incredibly stupid. Could be both, mind.

What the hell? I wasn't writing from an anal point of view but fly over blighty and the trees look nothing like what's been shown recently from above . Up close, maybe (as up-close the trees look great here) but otherwise it isn't how the trees look in England when grouped. I have posted pics before to demonstrate, and so have others.
Don't talk out of your arse; I'm not a troll, I just wrote a comment. :-P

Novotny 08-17-2010 10:33 AM

'The main types of trees are a lot rounder and denser foliage wise'

Look, at some point a concession must be made. No singular aspect of this software - or any other title, for that matter - is going to be perfect, regardless of the development time expended on the perfecting of any graphical representation therein concerning vegetation.

Simply put: Oleg could put SoW back another year and fully concentrate on developing your trees. Nevertheless, you would still be able to nitpick faults if you tried hard enough or felt inclined to do so. And to what end? Just how important are these trees to the big picture?

This obsession with finding faults and loudly proclaiming them is extremely tiresome and I've already proposed bans for unconstructive criticism.

'fly over blighty and the trees look nothing like what's been shown recently': you don't even understand that this is both very rude and completely unhelpful. If it were up to me I'd ban you.

You admit to nitpicking. A definition of which follows:

When used as a verb:
1. to be excessively concerned with or critical of inconsequential details, or
2. to criticize by focusing on inconsequential details.
When used as a noun, refers to:
3. a carping, petty criticism.

Why not just leave it?

philip.ed 08-17-2010 10:56 AM

Honestly, I thought the whole idea of discussion is to post your opinions? I have lived in England all my life, and this aspect is so easy to get right that I wonder why it couldn't be? early shots from last year show trees looking like how I describe, which shows that it is possible. Rise of Flight did it, so I am sure that SoW can too. I am not saying that there is anything wrong with what has been shown recently, these trees can easily be found in England, but then again from an aerial viewpoint the perspectives look different here. It's hard to explain. I'm not some tree nut :-P But it's just something I noticed from flying over the country that I thought made a world of difference to how the terrain looks ;)

Meusli 08-17-2010 01:24 PM

Quote:

Originally Posted by philip.ed (Post 175527)
Honestly, I thought the whole idea of discussion is to post your opinions? I have lived in England all my life, and this aspect is so easy to get right that I wonder why it couldn't be? early shots from last year show trees looking like how I describe, which shows that it is possible. Rise of Flight did it, so I am sure that SoW can too. I am not saying that there is anything wrong with what has been shown recently, these trees can easily be found in England, but then again from an aerial viewpoint the perspectives look different here. It's hard to explain. I'm not some tree nut :-P But it's just something I noticed from flying over the country that I thought made a world of difference to how the terrain looks ;)

The trees we have now are more varied as they come from Speetree, the old tree types that were made by Oleg and his team only show a couple of different types. The variety of tree types makes it more important to use Speedtree trees than the ones that Oleg could build, which would take away resources from other things. Also as a naturally grown phenomenon all trees are different and come in various shapes and sizes and to say that one type of tree is wrong and your type is correct is being a bit disingenuous.
I live in England also and I have no problems with the trees for this flight Sim, but if you want perfection of graphics then I suggest you buy yourself a spitfire and fly around in the real world pretending your there.

nearmiss 08-17-2010 01:29 PM

Quote:

Originally Posted by Meusli (Post 175552)
I live in England also and I have no problems with the trees for this flight Sim, but if you want perfection of graphics then I suggest you buy yourself a spitfire and fly around in the real world pretending your there.

That could work

http://www.youtube.com/watch?v=TK6uNQoBAGY


oh yeah....

philip.ed 08-17-2010 02:59 PM

Meusi, I agree with what you say. By no means do these trees not look like any in this country, but when I was in Egypt and flying over, the trees looked a lot like these do from above. Using this software which you mention gives hope to the fact that multiple tree types can appear which'd be great :D

Richie 08-17-2010 07:01 PM

Or maybe you like 109s..sorry had to.


http://www.youtube.com/watch?v=_a_TETqe1Cg

Richie 08-17-2010 07:12 PM

Quote:

Originally Posted by Oldschool61 (Post 175452)
Clickable cockpits should be a given seeing as this is 2010. Touch screen would be nice. As long as this game has been in development it should read your mind and know what you want to do.


What interview is it where the German sound guys mouth is hanging open when he hears what the game sounds like?

NLS61 08-17-2010 09:05 PM

Swastika's????
 
Quote:

Originally Posted by Richie (Post 175592)
Or maybe you like 109s..sorry had to.


http://www.youtube.com/watch?v=_a_TETqe1Cg

I tought Swastika's where forbidden and her is one on a real 109 ???
I'm not asking for them in the game, or want to start that discussion again.
Yust wondering.

Tempest123 08-17-2010 11:15 PM

Only in certain countries is it banned (germany for example)

major_setback 08-17-2010 11:33 PM

Quote:

Originally Posted by Meusli (Post 175552)
....
I live in England also and I have no problems with the trees for this flight Sim, but if you want perfection of graphics then I suggest you buy yourself a spitfire and fly around in the real world pretending your there.

Yes, but it's really not going to work is it ? Sooner or later you will realize the futility of the pretence: with no AI, the wrong era, a low risk of being attacked. Really there is no substitute for a real sim.
Much better to pretend that the pretend trees are real, that the luminous fluffy clouds are genuine, and to accept that the sim may have a few reservations regarding the flight model and visuals. Otherwise you are stuck in reality: a reality where you command full control of your situation but where there is no escape; and escape is the name of the game...and after all it is mostly that - just a game.
:-)
Mostly.

sorak 08-18-2010 01:23 AM

man this game looks so amazing. I can not wait.. Orginal IL2 is still so great.. I just cant imagine the new Il2...

"re-packs the bowl"...

themink 08-18-2010 01:54 AM

Quote:

Originally Posted by Richie (Post 175592)
Or maybe you like 109s..sorry had to.


http://www.youtube.com/watch?v=_a_TETqe1Cg

<IRONY>Why is this still using placeholder clouds, and while we are here, the trees are still unconvincing.

This is clearly a low res SOW video, I will retain comment until we can see a high res version with real sound (This appears to be from the origional IL2) </IRONY>

On a slightly more serious note, I noticed the exhaust line in this video, it has never ocured to me that we have been missing it all this time. In the screenie of the Hurricane underflying, there appeared to be fuel leaking, but was it actually exhaust? Hmm we shall have to see.

If it is not in, it will not affect me at all. I will be flying this as a game/sim with friends and it will blow our socks off when it arrives.

WTE_Galway 08-18-2010 05:39 AM

Quote:

Originally Posted by themink (Post 175641)
On a slightly more serious note, I noticed the exhaust line in this video, it has never ocured to me that we have been missing it all this time.

No its not, in IL2 1946 fly any manual mixture aircraft on an over-rich setting and you get smoke.

The aircraft in the video is probably smoking because low altitude airshow display aircraft are sometimes run full rich for safety.

wannabetheace 08-19-2010 03:38 AM

Guys look at the trees....

http://www.youtube.com/watch?v=TUqzs...eature=related

Rodolphe 08-19-2010 04:57 AM

...


Nice video of Lausanne (Ouchy) and the Chillon Castel.


Need some Swiss conifers essences in South of the "U" Kingdom forest ? :grin:




http://users.teledisnet.be/web/mfe39146/Chillon2.jpg

Blink and you really do miss it.



...

Wiskey-Charlie 08-19-2010 05:42 PM

Will BOB/SOW devicelink be udated/improved?
 
I know that Oleg takes a lot of pride in his work and IL2 in its time was above and beyond all other flight sims especially in the graphics department. By looking at the screen shots as of late I would say that BOB/SOW will continue to be above and beyond all current flight simulation software that is out there when it comes to graphics!

But what about devicelink when it comes to third parties linking their hardware devices? IL2's devicelink has fallen behind other flight simulators in this category. Formula One uses thousands of sensors on their racing cars and the data is raw, real world, data. Also, X-Plane spits out better and more data than does IL2.

Has Oleg addressed this issue? Is it possible for a third party programmer to be linked with Oleg or someone on his team to discuss the known short comings of the old devicelink? Is there a way for a third party programmer currently writing software to communicate with Olegs team without having to post on a public forum?

I am thinking that Oleg takes a lot of pride in his simulation and that he will want to have it above and beyond in every catagory?

BadAim 08-20-2010 04:13 AM

I couldn't tell you where it is, but I'm quite sure that Oleg has already said that there will be a much improved devicelink (or whatever it will be called). His original concern was that devicelink might be used to cheat online, but the problem never materialized.

steppie 08-20-2010 06:18 AM

its looking good and I'm itch to get my hands on the game, keep up the good work


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