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the old plan was IIRC to release scenario related planesets.
If 1C is still following this plan, its a good decission IMO ! So no Würger for the Battle of Britain !! And not for Battle of Moskau too btw. I consider it a Winter 1941/42 scenario. that a lot of people here in this forum would have liked a 1942 Channel scenario AdOn like Dieppe or something MTO , well, and it will be now easterfront again so fast - may have to do that it is a russian developer :D you remember the good old I-16 tanks with their green lasers ;) we will meet them soon again :D |
I'm glad they are in good enough shape to continue with BoM expansion - I hope they make a packet. Further expansion of BoB would have been nice but this might come later. Remember that after Moscow there will be other expansions.
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i would guess that depends on the succes of this BoM AdOn.......
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As far as battles like Dieppe, they can be done by third parties. I don't see the need for the developer to cover or concentrate resources on small short campaigns.
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its actually not about the campaigns....the official ones were never a strong part of this developer. its more about to give a planeset a timeframe.
and a channel 42 one would be interesting. BUT, its sensless in the moment to discuss this. the more or less near future is the Battle of Moskau. |
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I looked in pages 6-8 http://www.sukhoi.ru/forum/showthrea...t=73239&page=9 I am following the thread above and using google translate and just picking out black6's answers ----- update; more on monday (woot!) BlackSix -> Re: Communicating and working with the community in the "IL-2 BzB" People, I will answer questions on Monday. Over the weekend, very busy always, will appear occasionally on the forum. |
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the ones you forgot in your list are, - ground AI traffic at airfields and on roads. this was going to be a big part of the new BoB series to bring the virtual world alive ( and there is no sign of any of this so far) - dynamic campaign which can run 24/7 on a server (with AI activity on both sides) over several weeks/months (in the style of falcon 4, confirmed by oleg to be included albeit in a "limited effect by individual player actions on battle outcome " - dynamic weather - complex AI ground battles with moving front lines (for coop and other online servers) - some player control over artillery and flak guns (ideally this would be control over a flak battery for ex, but oleg iirc only ever spoke specifically about manning individual guns), and some control over ground vehicles and ships another point, but i havnt seen to many people complain about this in the last months. right now CoD scenery simply doesnt look/feel like you are flying over england. in CoD you have mainly medium/large trees lining roads, and some token trees randomly placed as parts of boundaries between fields. the south of england should really mainly show large hedges lining the smaller country roads roads (and separating fields, with some trees and shrubbery added), and then area's of woodland separately. i still have high hopes luthier and Co will deal with most of these major flaws soonish, and that the staff working on battle for Moscow are just surplus designers not needed on the "plu the sinking boat" project. |
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and they have taken new staff on recently (including programmers), so it cant be all bad financially for them. lets just hope some of the main problems and omitted material gets dealt with soon. |
I originally thought that the Battle for Moscow was a third party add on, but I'm not so sure anymore. Either way it should provide a much needed influx of cash. I've said for many years that I didn't know how the development could build all the planned features and still have a playable fps. Even after eight months it still looks like a long shot, so I think they will probably have to phase in features like dynamic weather over the long term with each additional theater. So far online play is very good, but offline play will require that the AI and commands be fixed sooner than later.
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This one is good too and Russian-native http://www.online-translator.com/Default.aspx/Site PS. Oops, sorry, Yandex uses PROMPT engine so they are the same. |
Latest from Blacksix at sukhoi using google translate...
Hello! Voicing plans for this work week (05.12-09.12): 1) in the first place I have been sending all of us received offers of assistance and cooperation 2) early in the week I will form a list of the comments made above the wishes and requests and pass them to Ilya 3) in the middle of the week launched a project "Handbook of the mission designer" 4) at about the same time, create a list of your questions and also give Ilia 5) at the end of the week I'll start to see the section "What do virpily?" in search of interesting proposals Some explanations: - Feedback on your suggestions and requests will most likely not, if something is implemented - this information appears in the Readme for the patch - I begin its substantive work and appear on the forum will become a little less |
"Handbook of the mission designer"
At last. We might get some useful information about many of those objects, switches, hooks, *.cpp scripts, and other object-related tickbox variables in the FMB. |
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Handbook of the mission designer - the creation of a detailed document on the composition and changes in military states (from platoon to division or corps) for the Red Army and Wehrmacht, covering certain periods of the war. This will help us develop future projects, as well as provide you with structured information in a convenient way to create missions and campaigns. |
So that will be a "History" manual?
Will there also be "Technical" manual for functions of the FMB? |
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Hey Black6 any news regarding the two week delay?
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Another note about the message here: http://forum.1cpublishing.eu/showpos...54&postcount=9 It was not about this forum. I was referring to an old Russian official forum 1C, which had yellow skin. Now he has changed and looks like http://forum.1csc.ru/ |
Okay, thanks for the info.
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I think (hope) I speak for everyone in the community when I thank you for posting here BlackSix, it's nice to have some official word now and again :)
By the way, your English is not as bad as you think it is! |
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However, to conduct large-scale projects here, as in Sukhoi.ru associated with handling large volumes of information, I can not. I read in English, but had to write through the translator and it gives a lot of problems. |
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Many Thanks Crane. |
Please do not worry about your English, BlackSix. We understand what you say well enough and it is very good to hear what is happening. Thank you very much.
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We have a very small team. Select someone who would be specially studied English forums we can not. It is the responsibility rests with Ilya, I will help where possible. |
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:-P |
S!
I bet even the postings are not in perfect English, people are more than happy to get some information how things are progressing :) And what we got now already calmed down the atmosphere somewhat IMO as people know work is progressing :) |
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The list of requests and suggestions that will be passed on to Ilya Last week:
http://www.sukhoi.ru/forum/showthrea...=1#post1744838 Quote:
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Thanks!
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Thank you for stepping by, BlackSix! Your effort to share information is very much appreciated!
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Thank you for coming here BlackSix! your work is much appreciated!
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Thank you sir.
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thanks for the updates
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I have an idea to divide the work on the Handbook of the mission designer between this forum and Sukhoi.ru. Tell you more tomorrow)
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Looking forward to it - thanks for the effort!
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It is also desirable to count destroyed ground targets and ships in the netstats as well.
Sorry if already mentioned before somewhere else. |
Thanks blacksix, your time here is much appreciated, your English is fine!! :-)
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Thank you Black Six, your efforts are much appreciated.
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The list is not final and will continue to be adjusted. |
S!
Also this strange thing in Multiplayer. You shoot at a plane but he returns to base. All is OK until he exits the plane when game shows AI has been shot down. Same applies to you too, if you get hit and land then exit plane = game tells someone shot AI plane down. |
Would just like to add my thanks for your efforts Blacksix :)
While we're discussing things that need adding or adjusting how about some control issues such as zoom on a slider or axis and progressive wheel brakes for those that don't have a spare axis for them. |
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Just get used to press-release the brake key quickly, it will do the job as long as you do not have a spare axis to use.... ~S~ |
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Sokol1 |
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Realism seems to be the catch-all response for cumbersome controls... |
It's a hand-brake in british fighters, isn't it?
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Getting a lil' stale here now, would be good for some news!
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Interesting, thanks klem.
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BlackSix,
Could you ask the Dev's about the AI & *.cpp script objects in FMB. Speciifically, what they do & how to use them. AI OBJECTS Airfield - Function unknown, how to use unknown. Anti-Air - Function unknown, how to use unknown. Ground - Function unknown, how to use unknown. CPP SCRIPTS airport.cpp- Function unknown, how to use unknown. baseAntiAir.cpp - Function unknown, how to use unknown. bus_car.cpp - Function unknown (seems to work like car.cpp) car.cpp - When used on a vehicle & attached to a spline road, the vehicle will travel up & down that road indefinitely. emrg_car.cpp - Function unknown, how to use unknown. poweron.cpp - use to provide power to 'poered objects'. Attach to generator for searchlights. |
^
I dont watched the files but the .cpp extension mean C++. So I guess that it are files that contain the behavior of those AI objects, but writes in C++ code. You can watch the code opening the files with a text editor, but write C++ code requires a high knowledge in compute programing, it is not a easy task. |
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Our programmers are not able now to write this statement. |
The final version of the list of requests that will be passed to Ilya last week. Part I.
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Sorry, but I can not collect your comments and questions on this forum. Very big load right now. Can someone from the moderators or users us take up the challenge of a similar list of your wishes? |
Someone understand this request?
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Sokol1 |
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Transfer problem through Google |
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yeah they cant add anymore lights yet till they sort out how they shine through your plane and all other objects.
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Can we ask questions? If so BS, could you ask when they are going to add Structural Limits to the FM's
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Forum Members
Please be very specific in any questions/requests, coming here and being vague helps no one. Feeling something is wrong is no good, please bring hard data and or screenshots where applicable to graphic issues for BlackSix to address any genuine problems/bugs. FM/DM problems require in game data v real world data where possible. If you want to help be very specific please. Many Thanks. . |
Guys!
I promised to tell you today about the creation of Handbook of the missions designer. There are several unresolved issues. First I want to discuss this with the moderators, and try to find the best way to work with your forum. Please wait. |
Thanks Blacksix, even the the small updates telling us you will get back to us are great to hear! :)
I'd also like to ask about navigational lights please on planes, - these would add a lot to the sim. Are they working in the new graphics engine? S Recon. |
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I'll have a stab at commenting on this.
I have pondered this topic for awhile, being a FM builder for Targetware for 6 years gave me a unique view on the issues involved with the quest to achieve close to reality (having been involved at the pointy end). Data vs RL. Will IL2 guys be interested in the finer points, spending the time seeking the 'quality' data ie. the data varies and we need to make a call on which data or blend of data is most 'logical'. Then there is the accuracy, I have 70Gs of tested data, some has error and these are only evident after much research and time invested. So whilst someone can quote data, there is nothing to say it's the 'best data' or more representative average performance data. I am willing to offer up my collection of original manual and tested data to help define/refine performance targets. Most of my good data streams start post BoB as the sim I build was WW2 Pacific. However; I do have a Gig or so on 109s and 110s, some good stuff on Spits from the MkV onwards, especially tropical varients. If the requests are specific I'm more able to possibly locate the answer and supply proofs, perhaps a few proofs that give a better average. Anyway, point being it's not as simple as finding one source and saying it's 100% correct. Even tested data has a 10% margin of error, and planes do vary. Clean, dirty, which time period, what fuel etc etc. BUT if the data is clear and specifies the details then you can make a good representation. I agree, some planes seem 'estimated', there would be much room for improvement, if we are allowed to help. I think this sim could get on top of any failings rather more quickly than going it alone with the one source of data that IL2 had used now.. to be more accurate IL2 CoD could call on the vast collections of the hard core FM guys like myself, it does exist and can be used to fill the data gaps. I only ask that the data is used to improve the accuracy of ClOD, not to 'sell' to another company. |
A lot of us were under the impression that the flight models were undergoing review and would be fixed in the upcoming patch.
Is this still true? |
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i would like to ask, if a dynamic campaign is in the works for COD.
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But they do change for the better over time as more data presents itself and the game engine evolves. ------------------------------------------- Thanks BlackSix, the offer is no guarantee I can help, but I will search what I have if asked. |
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thx BlackSix for your quick answer!!!
its really nice that you communicate with us on this forum as well!a BIG THANKS to you. however,...a dynamic campaign would be a really important feature for the series i think.cause it makes the game worth to replay it again and again.so i really hope that this will be implemented at least in the next title. heck, i just reinstalled 1946 to play the dynamic campaign of stalingrad...it really looks and feels old, but it has content at least. |
@BackSix
i understand that a dynamic campaign is really time consuming to create....but if the devs could give us the tools to create them by ourselves, then im pretty certain, that it would be done by the comunity. but to my knowledge, the tools are not there yet, to make a real dynamic campaign like in 1946. |
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yes but all the campaigns made by the communtiy are only semi-dynamic.
i would like to have the real thing like in 1946, with moving frontlines,...destryed buildings and targets stay destroyed on the map,your success influences the outcome,the possibility of getting medals and new ranks. i agree that this could be done by the community, and i think that this would be even better for both, the devs and the customers.the community could possibly create dynamic campaigns in less time, while the devs can focuse on other things.but we would need the tools for it. to my knowledge its not possible yet. |
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However, I started doing in 2002 hardcore static campaign, always refers to dynamic negative. It's always problems with balance and historical accuracy. It is best suited for a hypothetical conflict than the actual events. But the dynamic campaign certainly would be useful now. |
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ok no problem if you dont know yet...but maybe you can ask??
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The missing bridges and roads through cities are the biggest problem right know for a dynamic campaign because the ground units can't reach certain areas of a map. |
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Three quick questions, sir, please:
1) Will the Radio Comms finally fully work on this next build? 2) Is AI work being done (matching the Radio Comms, and getting rid of foolish AI behaviors)? 3) Can Luthier give us any estimate regarding the release date for this patch? Thank you! |
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are you sure that its possible?...i hope so. |
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The ground units use roads and find their way to the next front marker on their own, no need to provide a road network for each map (like in Il-2: 1946). I can store the current position of each ground unit when the mission is closed so the next mission they will be at this position. This is not implemented yet but it's really a piece of cake and could be added to the current source with 10 lines of code (just hat more important stuff to do so far). It simply takes time to implement all this (in ones free time) ... For some more advanced features I'm sure there might be missing some functions (e.g. recording destruction of "static" objects and "buildings"). |
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2) it's a complex problem that we can not solve quickly 3) No, there is a problem that prevents us move forward in the development |
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