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-   -   Fresh stuff from sukhoi.ru (Discussion) (http://forum.fulqrumpublishing.com/showthread.php?t=28174)

6S.Manu 12-03-2011 06:06 PM

Quote:

Originally Posted by Chivas (Post 366928)
The F4 and 190 will appear in new theaters, but there is nothing to stop people from making missions with the F4's and 190's on the BOB map when you've done a merged install. The plan for all new theaters will be merged or standalone installs.

You don't know how much I fear we'll have the bomber version AGAIN ... the one who performs worser than a damaged 190 with a Stuka propeller.

fruitbat 12-03-2011 07:06 PM

Quote:

Originally Posted by 6S.Manu (Post 366950)
You don't know how much I fear we'll have the bomber version AGAIN ... the one who performs worser than a damaged 190 with a Stuka propeller.

please please please, a 190 with historical acceleration, and not that of a pregnant wilderbeast.

JG53Frankyboy 12-03-2011 07:20 PM

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

jimbop 12-03-2011 07:38 PM

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.

JG53Frankyboy 12-03-2011 08:34 PM

i would guess that depends on the succes of this BoM AdOn.......

Chivas 12-03-2011 08:36 PM

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.

JG53Frankyboy 12-03-2011 11:42 PM

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.

hiro 12-04-2011 12:11 AM

Quote:

Originally Posted by Insuber (Post 366857)
Good news! Source? Sukhoi?


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.

zapatista 12-04-2011 04:08 AM

Quote:

Originally Posted by furbs (Post 366123)
No Foobar i dont, FM, DM, clouds, dynamic weather, any weather!, sound,radio coms, memory leaks, Exe crashes, Track record feature, ground handling, map features, FSAA, Full screen, FMB docs, QMB, AI, single player campaign all need quite a bit of work.

Its about 60% done to me so far.

i'd call it 30% done (of what they need to fix, and they still need to add elements not included at the last moment because of the release debacle)

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.

zapatista 12-04-2011 04:18 AM

Quote:

Originally Posted by jimbop (Post 366973)
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.

good point !

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.

Chivas 12-04-2011 05:54 AM

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.

Ataros 12-04-2011 09:27 AM

Quote:

Originally Posted by hiro (Post 367019)
I am following the thread above and using google translate and just picking out black6's answers

You can also try http://translate.yandex.com/ from a #1 Russian search engine company. They may have a better translation sometimes but not always.

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.

JG52Uther 12-05-2011 05:42 AM

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

salmo 12-05-2011 05:51 AM

"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.

BlackSix 12-05-2011 05:57 AM

Quote:

Originally Posted by salmo (Post 367343)
"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.

No, there's another problem solved.
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.

swiss 12-05-2011 06:26 AM

So that will be a "History" manual?
Will there also be "Technical" manual for functions of the FMB?

salmo 12-05-2011 06:31 AM

Quote:

Originally Posted by BlackSix (Post 367345)
No, there's another problem solved.
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.

Thankyou for the prompt response BlackSix. It's great that background information to assist mission building is being compiled. Perhaps you'd be kind enough to ask when might we expect a FMB manual. Something with information about object interactions, switches, hooks, *.cpp scripts, and other object-related tickbox variables in the FMB.

BlackSix 12-05-2011 06:42 AM

Quote:

Originally Posted by swiss (Post 367348)
So that will be a "History" manual?
Will there also be "Technical" manual for functions of the FMB?

Yes. I don't plan a technical manual. I myself still need to understand the features editor.

BlackSix 12-05-2011 06:49 AM

Quote:

Originally Posted by salmo (Post 367351)
Thankyou for the prompt response BlackSix. It's great that background information to assist mission building is being compiled. Perhaps you'd be kind enough to ask when might we expect a FMB manual. Something with information about object interactions, switches, hooks, *.cpp scripts, and other object-related tickbox variables in the FMB.

For BoB missions make Ilya Shevchenko and Ilya Steshov (programmer and 3D modeler). They are very busy, as the programmers who created the FMB. Now write a manual just a nobody. Sorry.

JG52Krupi 12-05-2011 07:44 AM

Hey Black6 any news regarding the two week delay?

BlackSix 12-05-2011 07:53 AM

Quote:

Originally Posted by JG52Krupi (Post 367365)
Hey Black6 any news regarding the two week delay?

No, the problem still persists. Unfortunately, I can not tell what it was.


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/

JG52Krupi 12-05-2011 07:54 AM

Okay, thanks for the info.

5./JG27 Lehmann 12-05-2011 08:36 AM

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!

BlackSix 12-05-2011 09:07 AM

Quote:

Originally Posted by DaRat (Post 367375)
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!

I'm very concerned about the current situation here with the paucity of information. Important news and updates will continue to post Ilya Shevchenko. I will try where possible to monitor this forum and respond to critical issues.

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.

Crane 12-05-2011 09:11 AM

Quote:

Originally Posted by BlackSix (Post 367367)
No, the problem still persists. Unfortunately, I can not tell what it was.


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/

Thank you for trying to explain whats going on, is it possible u could copy everything you put in the sukhoi forum and paste it here please for future posts that is, it will only take a minute to do then we can at least try to translate it and be kept in the loop. It must be very frustrating for you not being able to communicate properly with the die hard fans on the only 'OFFICIAL' forum, maybe you could explain this to Luthier and let him know that the 'OFFICIAL' forum members would like some of the benefits that the 'UNOFFICIAL' forum members at sukhoi are getting.

Many Thanks

Crane.

flyingblind 12-05-2011 09:34 AM

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.

BlackSix 12-05-2011 09:36 AM

Quote:

Originally Posted by Crane (Post 367380)
Thank you for trying to explain whats going on, is it possible u could copy everything you put in the sukhoi forum and paste it here please for future posts that is, it will only take a minute to do then we can at least try to translate it and be kept in the loop.

Here is the problem. Large positions, such as this, it is impossible to insert a translator. Can I post it here in Russian and you are going to translate?

Quote:

It must be very frustrating for you not being able to communicate properly with the die hard fans on the only 'OFFICIAL' forum, maybe you could explain this to Luthier and let him know that the 'OFFICIAL' forum members would like some of the benefits that the 'UNOFFICIAL' forum members at sukhoi are getting.
Luthier know about it. My inceptions duty - the development of missions. Working with the Russian official and unofficial forums - additional duty.
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.

csThor 12-05-2011 10:07 AM

Quote:

Originally Posted by BlackSix (Post 367345)
No, there's another problem solved.
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.

That sounds interesting. If you want input on the german armed forces and the Luftwaffe just ask ... ;)

BlackSix 12-05-2011 10:24 AM

Quote:

Originally Posted by csThor (Post 367388)
That sounds interesting. If you want input on the german armed forces and the Luftwaffe just ask ... ;)

Thanks, I'll try to start this project in the December 7

Feathered_IV 12-05-2011 11:32 AM

Quote:

Originally Posted by BlackSix (Post 367379)
I read in English, but had to write through the translator and it gives a lot of problems.

It's okay. Many of us are veterans of translating Oleg-ish. After that, everything else seems simple.

:-P

Flanker35M 12-05-2011 11:35 AM

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 :)

BlackSix 12-05-2011 11:54 AM

Quote:

Originally Posted by Feathered_IV (Post 367401)
It's okay. Many of us are veterans of translating Oleg-ish. After that, everything else seems simple.

:-P

Ок)

Quote:

Originally Posted by Flanker35M (Post 367402)
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 :)

Well, I will try to inform you.

BlackSix 12-05-2011 05:24 PM

The list of requests and suggestions that will be passed on to Ilya Last week:
http://www.sukhoi.ru/forum/showthrea...=1#post1744838

Quote:

General

1. If possible, please upload templates psd-skin aircraft.

2. Realize the effect the opening of the lantern on the characteristics of the aircraft in flight

3. Solve the problem with radiators, removing the endless supply of coolant does not decrease when damaged.

4. It is desirable to realize the impact of cloud hot gases from ground explosions (for example, if it enters the tank) on the plane flying through them.

5. When selecting an aircraft, the model is desirable to display the menu hung bombs.

6. It is desirable to add the button to instantly hide and restore all of the information windows.

Fixing options

7. When switching to the look and slips back sight, please fix it at the last position.

8. Capture card in the last selected position and size.

9. Memorize the selected number of fuel for each aircraft in the menu.

10. Memorize enable or disable the rear-view mirror on Spitfire and Hurricanes.

Recording tracks

11. When viewing a previously recorded track to realize the opportunity to watch the battle, not only from the cab player, but from the booths of enemy bots (and his too) (we are only about offline).

12. It is desirable to simplify the process of recording tracks to assignable buttons - hit record went, once again pressed - stop asking about the file name, or prescribe it by default.

Online

13. Enable statistics for online bombers of the type, as is done offline. Now there are only records of destroyed ships.

14. The proposal to integrate count downed opponents online.
Now it is implemented as a percentage of number of points gets brought down to either one or three for and more. It is desirable division of downed aircraft in the clean victory and the group.
That is, if 100% of injured player is counted as a single victory, and if the relationship with anyone within 1-99%, the group has already scored a victory.
It might be better not just change, and the addition of such accounting kills an already existing one for dogfayta, the other for projects.
It would also be a good idea to consider separately the pilots of aircraft.

15. In the derivation of Statistics online (shot down, deaths) to emphasize the player's nickname and the whole line with the figures, since difficult to find yourself on the list and do not lose when you view the results.

JG52Uther 12-05-2011 05:58 PM

Thanks!

Friendly_flyer 12-05-2011 07:46 PM

Thank you for stepping by, BlackSix! Your effort to share information is very much appreciated!

Insuber 12-05-2011 08:09 PM

Thank you for coming here BlackSix! your work is much appreciated!

ElAurens 12-05-2011 09:35 PM

Thank you sir.

hiro 12-05-2011 11:24 PM

thanks for the updates

BlackSix 12-06-2011 04:57 AM

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)

jimbop 12-06-2011 05:27 AM

Looking forward to it - thanks for the effort!

Foo'bar 12-06-2011 07:30 AM

It is also desirable to count destroyed ground targets and ships in the netstats as well.

Sorry if already mentioned before somewhere else.

ReconNZ 12-06-2011 08:27 AM

Thanks blacksix, your time here is much appreciated, your English is fine!! :-)

ParaB 12-06-2011 10:19 AM

Thank you Black Six, your efforts are much appreciated.

BlackSix 12-06-2011 10:45 AM

Quote:

Originally Posted by Foo'bar (Post 367680)
It is also desirable to count destroyed ground targets and ships in the netstats as well.

Sorry if already mentioned before somewhere else.

Thank you!
The list is not final and will continue to be adjusted.

Flanker35M 12-06-2011 10:51 AM

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.

Dano 12-06-2011 11:04 AM

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.

335th_GRAthos 12-06-2011 11:54 AM

Quote:

Originally Posted by Dano (Post 367726)
progressive wheel brakes for those that don't have a spare axis for them.

It is like asking for the "squaring of the circle".
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~

Dano 12-06-2011 12:05 PM

Quote:

Originally Posted by 335th_GRAthos (Post 367737)
It is like asking for the "squaring of the circle".
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~

Sorry, I understand what you are saying but there is no harm in adding the option is there? I should not have to hammer away at a key just to use the brakes, IL2 worked perfectly so why change.

Sokol1 12-06-2011 06:40 PM

Quote:

Originally Posted by BlackSix (Post 367367)
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/

This forum here is more know as "Banana's" than "Yellow". :)

Sokol1

pupo162 12-06-2011 07:15 PM

Quote:

Originally Posted by Dano (Post 367739)
Sorry, I understand what you are saying but there is no harm in adding the option is there? I should not have to hammer away at a key just to use the brakes, IL2 worked perfectly so why change.

for realism sake.

jimbop 12-06-2011 07:30 PM

Quote:

Originally Posted by pupo162 (Post 367839)
for realism sake.

What does on/off button mashing have to do with a foot brake?

Realism seems to be the catch-all response for cumbersome controls...

robtek 12-06-2011 08:13 PM

It's a hand-brake in british fighters, isn't it?

Tavingon 12-06-2011 08:39 PM

Getting a lil' stale here now, would be good for some news!

Dano 12-06-2011 09:14 PM

Quote:

Originally Posted by pupo162 (Post 367839)
for realism sake.

Don't be ridiculous.

klem 12-06-2011 10:03 PM

Quote:

Originally Posted by robtek (Post 367852)
It's a hand-brake in british fighters, isn't it?

Yes, it was a lever on the Spade Grip (like an overgrown bicycle brake lever) which passed variable hydraulic pressure to both wheel brakes, i.e. the harder you squeezed the more pressure it passed (which CoD does not do, it gives full pressure even on my slider). Using the rudder changed how much pressure went to each wheel. Left rudder reduced the right brake pressure and increased left pessure (which CoD does).

jimbop 12-06-2011 10:38 PM

Interesting, thanks klem.

salmo 12-07-2011 05:53 AM

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.

Buchon 12-07-2011 06:19 AM

^

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.

BlackSix 12-07-2011 06:49 AM

Quote:

Originally Posted by salmo (Post 367942)
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 can ask, but most likely I will not receive a response.
Our programmers are not able now to write this statement.

BlackSix 12-07-2011 07:34 AM

The final version of the list of requests that will be passed to Ilya last week. Part I.

Quote:

General

- Если будет возможность, просьба выложить psd-шаблоны скинов самолетов.
- If possible, please upload templates psd-skin aircraft.


- Реализовать влияние на ТТХ открытие фонарей в полете.
- Realize the effect the opening of the canopy on the characteristics of the aircraft in flight

- Решить проблему с радиаторами, убрав бесконечный запас охлаждающей жидкости, не уменьшающейся при повреждении.
- Solve the problem with the radiator by removing the endless supply of coolant does not decrease when damaged.


- При выборе самолета, на модели в меню желательно отображать подвешенные бомбы.
- When the aircraft model in the menu, it is desirable to display the bomb suspended.


- Желательно добавить кнопку для мгновенного скрытия и восстановления всех информационных окон.
- It is desirable to add the button to instantly hide and restore all of the information windows.


- Разрешить использовать колесо мыши как дополнительную ось.
- Allow to use the mouse wheel as a secondary axis.


Fixing options

- При переключении на внешние виды и обратно сбивается последний выбор настройки "Взгляд через прицел", просьба фиксировать прицел в последнем положении.
- When switching over to look and slips back to the last option settings "Looking through the scope", please fix the sight in the last position.


- Фиксировать карту в последнем выбранном положении и размере, сохранять эту настройку после выхода из игры.
- Fixed the map in the last selected position and size, to keep this setting after you exit the game.


- Запоминать выбранное кол-во топлива для каждого конкретного самолета в меню.
- Remember the chosen number of fuel for each aircraft in the menu.


- Запоминать включение или отключение зеркала заднего обзора на Спитфайрах и Харрикейнах.
- Remember to enable or disable the rearview mirror on the Spitfire and Hurricanes.


Recording tracks


- При просмотре записанного ранее трека реализовать возможность следить за боем не только из кабины игрока, но и из кабин вражеских ботов (и своих тоже) (речь только об оффлайне).
- When viewing a previously recorded track to realize the opportunity to watch the battle, not only from the cab player, but from the booths of enemy bots (and his too) (we are only about offline).


- Желательно упростить процесс записи треков до назначаемой кнопки - при нажатии начинается запись, ещё одно нажатие - остановилась с вопросом об имени файла, или прописывать его по умолчанию или дать выбрать заранее в настройках.
- It is desirable to simplify the process of recording tracks to assignable buttons - when you begin writing, one more click - stop asking about the file name, or to prescribe it as a default or give pre-select in the settings.


Online


- Включение статистики в онлайне для бомбардировщиков по типу того, как это сделано в оффлайне.
- Enable statistics for online bombers of the type, as is done offline.


- Предложение по учёту кол-ва сбитых противников в онлайне.
Сейчас это реализовано в процентном соотношении кол-во очков попадает либо к одному сбившему, либо к троим и более.
Желательно разделение сбитых самолётов на чистые победы и групповые.
Т.е.если 100% повреждёно игроком, то засчитывается как одиночная победа, а если соотношение с кем-либо в пределах 1-99%, то засчитывается уже групповая победа. Возможно, лучше не просто изменение, а добавление такого учёта килов к уже существующему, один для догфайта, другой для проектов.
Также было бы неплохо считать пилотов отдельно от самолетов.- Proposal for accounting of number of downed opponents online.
- Now it is implemented as a percentage of number of points gets brought down to either one or three for and more.
It is desirable division of downed aircraft in the clean victory and the group.
That is, if 100% of injured player is counted as a single victory, and if the relationship with anyone within 1-99%, the group has already scored a victory.
It might be better not just change, and the addition of such accounting kills an already existing one for dogfayta, the other for projects.
It would also be a good idea to consider separately the pilots of aircraft.

- При выводе статистики в онлайне (сбито-смертей) подчеркивать ник игрока и всю строчку с цифрами (или выделять ее жирным шрифтом), т.к. сложно найти себя в списке и не сбиться при просмотре результатов.
- In the derivation of Statistics online (shot down, deaths) to emphasize the player's nickname and the entire line of figures (or highlight it in bold), because difficult to find yourself on the list and do not lose when you view the results.


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?

Sokol1 12-07-2011 01:16 PM

Someone understand this request?

Quote:

Realize (Actualize) the effect the opening of the lantern (lamps) on the characteristics of the aircraft in flight
"Opening lamps... lanterns..." Maybee canopy/radiators?

Sokol1

addman 12-07-2011 01:24 PM

Quote:

Originally Posted by Sokol1 (Post 368011)
Someone understand this request?



"Opening lamps... lanterns..." Maybee canopy/radiators?

Sokol1

I think they mean lanterns=navigational lights. They aren't functioning yet. Another one to add to the endless list of missing basic features.:(

BlackSix 12-07-2011 01:37 PM

Quote:

Originally Posted by Sokol1 (Post 368011)
Someone understand this request?

"Opening lamps... lanterns..." Maybee canopy/radiators?

Sokol1

Yes, a canopy. Now I will correct.
Transfer problem through Google

Insuber 12-07-2011 02:37 PM

Quote:

Originally Posted by addman (Post 368013)
I think they mean lanterns=navigational lights. They aren't functioning yet. Another one to add to the endless list of missing basic features.:(

Nope lantern it's the canopy, at present opening it does not penalise the speed; apart from the realism aspects, this facilitates the "sound radar" cheat.

BPickles 12-07-2011 02:48 PM

yeah they cant add anymore lights yet till they sort out how they shine through your plane and all other objects.

BPickles 12-07-2011 02:52 PM

Can we ask questions? If so BS, could you ask when they are going to add Structural Limits to the FM's

BlackSix 12-07-2011 03:09 PM

Quote:

Originally Posted by BPickles (Post 368046)
Can we ask questions? If so BS, could you ask when they are going to add Structural Limits to the FM's

You mean the allowable load structure of the aircraft?

Insuber 12-07-2011 03:12 PM

Quote:

Originally Posted by BlackSix (Post 368052)
You mean the allowable load structure of the aircraft?

Yes, maximum allowable g acceleration on the aircraft structure. And the aircraft damage due to exceeding the Vne or maximum g acceleration.

BlackSix 12-07-2011 04:02 PM

Quote:

Originally Posted by Insuber (Post 368053)
Yes, maximum allowable g acceleration on the aircraft structure. And the aircraft damage due to exceeding the Vne or maximum g acceleration.

Well, I'll ask

Quote:

Originally Posted by cheesehawk (Post 368056)
Will we get planes that can approach the historical Vne values? Everything is a bit too slow, except for one culprit.

It requires specific examples with detailed explanations and proofs

KG26_Alpha 12-07-2011 04:45 PM

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.



.

BlackSix 12-07-2011 05:29 PM

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.

ReconNZ 12-07-2011 11:28 PM

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.

salmo 12-08-2011 12:16 AM

Quote:

Originally Posted by BlackSix (Post 368094)
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.

Making a document with collaboration from many individuals is difficult. Keeping contributors up to date with the latest version, checking facts, incorporating content etc. May I respectfully suggest you consider using a wiki-based approach.

BlackSix 12-08-2011 04:45 AM

Quote:

Originally Posted by ReconNZ (Post 368160)
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.

I'll make a list of questions to Ilya. Question about navigation lights, landing lights and the smoke alarm is there. The list will be published here.

Quote:

Originally Posted by salmo (Post 368163)
Making a document with collaboration from many individuals is difficult. Keeping contributors up to date with the latest version, checking facts, incorporating content etc. May I respectfully suggest you consider using a wiki-based approach.

Yeah, I thought about it. But I will not be able to lead such a project because of problems with English. You will need to find a leader in your community :)

Peril 12-08-2011 05:31 AM

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.

CaptainDoggles 12-08-2011 05:34 AM

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?

BlackSix 12-08-2011 05:45 AM

Quote:

Originally Posted by Peril (Post 368198)
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.

Thank you. I will show your message to Ilya today.

Quote:

Originally Posted by CaptainDoggles (Post 368199)
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?

Now we have such problems, and I can not say right now that will be in the patch. Need to wait for information from Ilya.

David198502 12-08-2011 06:16 AM

i would like to ask, if a dynamic campaign is in the works for COD.

BlackSix 12-08-2011 06:22 AM

Quote:

Originally Posted by David198502 (Post 368205)
i would like to ask, if a dynamic campaign is in the works for COD.

Now is not planned. Maybe this will be done in our next projects.

Peril 12-08-2011 06:28 AM

Quote:

Originally Posted by CaptainDoggles (Post 368199)
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?

Without depressing you, I spent 6 years doing nothing but FMs, they are never 'fixed' in one patch :) hehehe.

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.

CaptainDoggles 12-08-2011 06:28 AM

Quote:

Originally Posted by BlackSix (Post 368200)
Now we have such problems, and I can not say right now that will be in the patch. Need to wait for information from Ilya.

Thank you

David198502 12-08-2011 06:30 AM

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.

David198502 12-08-2011 06:36 AM

@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.

jimbop 12-08-2011 06:38 AM

Quote:

Originally Posted by David198502 (Post 368210)
@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.

Yes, I'm sure this will be a community or third party thing. There are already prototypes being produced but I guess it needs the sdk.

David198502 12-08-2011 06:44 AM

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.

BlackSix 12-08-2011 06:46 AM

Quote:

Originally Posted by David198502 (Post 368209)
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.

Yes you're right, dynamic campaigns provide a good replayability
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.

jimbop 12-08-2011 06:51 AM

Quote:

Originally Posted by Peril (Post 368207)
Without depressing you, I spent 6 years doing nothing but FMs, they are never 'fixed' in one patch :) hehehe.

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.

I mustn't understand this properly... surely there were hundreds of pages of debate and records dredged up etc during late IL-2 development - is there still not broad consensus of what the model windows should be? If not I doubt there ever will be.

BlackSix 12-08-2011 06:56 AM

Quote:

Originally Posted by David198502 (Post 368210)
@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.

I honestly don't know whether the opportunity to make a campaign with the SDK. I can not now answer this question.

David198502 12-08-2011 08:22 AM

ok no problem if you dont know yet...but maybe you can ask??

BlackSix 12-08-2011 08:58 AM

Quote:

Originally Posted by David198502 (Post 368225)
ok no problem if you dont know yet...but maybe you can ask??

Maybe ;)

David198502 12-08-2011 09:00 AM

Quote:

Originally Posted by BlackSix (Post 368232)
Maybe ;)

:grin: thx

BlackSix 12-08-2011 09:03 AM

Quote:

Originally Posted by David198502 (Post 368210)
@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.

Can you rewrite it in a clearer and more specific question?

Luno13 12-08-2011 09:20 AM

Quote:

Yes you're right, dynamic campaigns provide a good replayability
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.
By "dynamic" campaign, we are not asking for the chance to change the course of history. The idea is for the computer to instantly generate a new mission with realistic situations and objectives. Static campaigns take a long time to write, and it's hard to be surprised by the enemy if you wrote the mission yourself and know exactly where they are ;)

Quote:

Without depressing you, I spent 6 years doing nothing but FMs, they are never 'fixed' in one patch hehehe.

But they do change for the better over time as more data presents itself and the game engine evolves.
The FM's in this game are suffering not from lack of documentation, but from some deep rooted game engine problems, as I understand it. Among other things, there is an in-game ceiling at ~20,000 feet above which no aircraft can fly. The relative performance of various fighters don't agree with most sources (absolute performance is impossible to get 100% right) which makes the dog-fighting experience disappointing. Hopefully these outstanding issues will be corrected in a timely manner (after all, we were shown images of the CoD world at over 40k meters).

41Sqn_Banks 12-08-2011 09:33 AM

Quote:

Originally Posted by David198502 (Post 368213)
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.

I can assure you that the tools are there and it is already possible to create a fully dynamic campaign with all the features you have listed and that is even way ahead of what was possible in Il-2: 1946. It simply takes time to implement it.

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.

ReconNZ 12-08-2011 09:34 AM

Quote:

Originally Posted by BlackSix (Post 368189)
I'll make a list of questions to Ilya. Question about navigation lights, landing lights and the smoke alarm is there. The list will be published here.



Yeah, I thought about it. But I will not be able to lead such a project because of problems with English. You will need to find a leader in your community :)

Thanks Blacksix, much appreciated! ;)

adonys 12-08-2011 09:36 AM

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!

David198502 12-08-2011 11:13 AM

Quote:

Originally Posted by 41Sqn_Banks (Post 368241)
I can assure you that the tools are there and it is already possible to create a fully dynamic campaign with all the features you have listed and that is even way ahead of what was possible in Il-2: 1946. It simply takes time to implement it.

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.

ok...i was only assuming, cause there isnt one dynamic campaign available yet.
are you sure that its possible?...i hope so.

41Sqn_Banks 12-08-2011 11:35 AM

Quote:

Originally Posted by David198502 (Post 368262)
ok...i was only assuming, cause there isnt one dynamic campaign available yet.
are you sure that its possible?...i hope so.

Yes absolutly sure. The current source (not compiled release version) of IL2DCE has moving ground war where tanks capture enemy front markers to move the front line. Tanks that are destroyed (by air or ground) remain destroyed or respawn at a "factory" building (if available) somewhere else on the map.

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").

BlackSix 12-08-2011 11:54 AM

Quote:

Originally Posted by adonys (Post 368243)
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!

1) your question is on my list and will be sent to Ilya
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

McFeckit 12-08-2011 12:39 PM

Quote:

No, there is a problem that prevents us move forward in the development
Can you tell us if the problem is a financial one or a coding one ?


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