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-   -   Battle of Malta or Mediterranean - why not? (http://forum.fulqrumpublishing.com/showthread.php?t=29150)

ATAG_Dutch 01-24-2012 02:00 PM

Quote:

Originally Posted by BlackSix (Post 380865)
...and it would take hundreds of models of destroyers, cruisers, battleships and submarines for the navy of France, Britain, Italy and Germany

I'd say that this, plus the multitude of German armour and trains already available in 'Cliffs' answers the original question already.

But my, I'd love to fly a Swordfish into Taranto. ;)

http://www.youtube.com/watch?v=tgs6R4bARLM

nearmiss 01-24-2012 02:24 PM

I would love to fly the Hurricanes, gladiators and early spits out of Malta attacking the Italian and early German aircraft. afterward taking on the battle for Sicily and Italy.

All the while being the underdog, especially over the Med.

All good stuff for sure

DoolittleRaider 01-24-2012 05:33 PM

Quote:

Originally Posted by Al Schlageter (Post 383875)
There was no Tunis in 1940-41. All the fighting was east of Tripoli....
.

Correct. My mistake. A map just southern Sicily and Malta would suffice for a Whet-the-appetite Malta mini-front/campaign.

A Map of Balkans would offer another such mini-front/campaign.

Neither would require any acft beyond what is available in COD...and the early Malta/Balkans air war did not involve any major anti-naval activities.

Of course, as has been noted, creating the RN Navy ships would be a major task for later Med Front, Crete and subsequently.

Ploughman 01-24-2012 08:53 PM

If creating ships is going to be too big a task for the devs for this sim then this sim is going to pretty hamstrung.

Chivas 01-24-2012 09:31 PM

Quote:

Originally Posted by Ploughman (Post 384069)
If creating ships is going to be too big a task for the devs for this sim then this sim is going to pretty hamstrung.

What ships the developers don't model will probably be built by third parties, and community modelers. The developers have more than their hands full just trying to optimize and finish features for the new game engine. They do have more than a few modeler busy now, but when the focus changes from finishing the game engine, then they should be able to apply more manpower/resources , and hiring people to model.

5./JG27.Farber 01-24-2012 10:06 PM

Quote:

Originally Posted by DoolittleRaider (Post 383980)
Correct. My mistake. A map just southern Sicily and Malta would suffice for a Whet-the-appetite Malta mini-front/campaign.

A Map of Balkans would offer another such mini-front/campaign.

Neither would require any acft beyond what is available in COD...and the early Malta/Balkans air war did not involve any major anti-naval activities.

Of course, as has been noted, creating the RN Navy ships would be a major task for later Med Front, Crete and subsequently.

Id rather have a meal than a biscuit...

speculum jockey 01-24-2012 11:09 PM

Quote:

Originally Posted by Ploughman (Post 384069)
If creating ships is going to be too big a task for the devs for this sim then this sim is going to pretty hamstrung.

Remember the "variety" of ships in Pacific Fighters? Maddox Games is a small studio, and I'd personally like it if their modelers were busy making planes and cockpits. Hence the reason why I said a process of "graduating" fan modelers would be an idea.

Step #1: Create static objects like houses, barrels, equipment, etc. If satisfactory, go to step #2.
Step #2: Create static/damaged vehicles and artillery. If satisfactory, go to step #3.
Step #3: Create working vehicles (tanks, trucks, small vessels, etc.) If satisfactory, go to step #4.
Step #4: Create large working vessels like destroyers, cruisers, battleships, carriers.

Creating a package with the requirements (like poly size, articulation points, damage locations, list of needed items, etc. would help, as would including a few of the in-game models to use as references. There are lots of people out there with the skills who would love nothing better to make content for the game and all they'd ask in return is their name in the credits and maybe a letter of reference if they did something exceptional.

A modding sub-forum could be created where models are voted on by the community and moderators, then the best of the best are presented to the MG Devs. This would require very little time and manpower, yet should (if all goes well) result in a wide variety of models to add content to the game, allowing the MG Devs more time to work on additional flyable and AI aircraft.

Example: Forgotten Hope Mods for Battlefield I and II. HUNDREDS of models made by people in the community, all more detailed and accurate (damage locations, speeds, etc) than the ones included in the stock game.

http://forgottenhope.warumdarum.de/f....php?country=1

(click on Germany->Ground Forces for an example of the sheer number of fan made vehicles)

This is just an idea of mine that I think would allow more content, and the Devs more times to focus on creating aircraft for us to fly.

Edit: Added emphasis for people who don't know how to read and comprehend English above a grade 3 level.

Ataros 01-25-2012 07:51 AM

I think we should let the devs to concentrate on aircraft (at least cockpits) and SDK because no one can make aircraft better than them. If we have SDK those who need ships will model ships, those who need cars will model drivable cars, etc.

Many players who fly fighters do not care what type of ship is below. As to me there are already enough ships in the game taking into account that the more ships the devs make the less aircraft they can make. I would prefer to have 1 more flyable cockpit than 3 more ships because no one can make cockpits as good as the devs. Any ground unit can be modelled by enthusiasts who need them imho.

This is a flightsim and the devs have to concentrate on something because the resources are very very very limited (economic crisis).

JG52Krupi 01-25-2012 08:19 AM

Quote:

Originally Posted by Ataros (Post 384193)
I think we should let the devs to concentrate on aircraft (at least cockpits) and SDK because no one can make aircraft better than them. If we have SDK those who need ships will model ships, those who need cars will model drivable cars, etc.

Many players who fly fighters do not care what type of ship is below. As to me there are already enough ships in the game taking into account that the more ships the devs make the less aircraft they can make. I would prefer to have 1 more flyable cockpit than 3 more ships because no one can make cockpits as good as the devs. Any ground unit can be modelled by enthusiasts who need them imho.

This is a flightsim and the devs have to concentrate on something because the resources are very very very limited (economic crisis).

Nope they should be concentrating on adding hedges to CoD how dare they make a British map and not include resource draining hedges in this flight sim... ;)

I agree it's aircraft - environment (clouds/weather) - landscape - units... In my eyes, I would rather have them making perfect cockpits and so far they look amazing... I wonder if in a few years we will look at the CoD cockpits and say how bad they look compared to the latest ones, like we did with the original game :lol:

kendo65 01-25-2012 10:28 AM

Quote:

Originally Posted by JG52Krupi (Post 384201)
Nope they should be concentrating on adding hedges to CoD how dare they make a British map and not include resource draining hedges in this flight sim... ;)

...

Finally...someone is talking sense on this forum! ;)

Ploughman 01-25-2012 01:23 PM

Game objects, be they other aircraft, hedges, fields, clouds, trees, ships, trains, buildings, infrastructure, all conspire to create the illusion of the virtual world the developer is trying to create so he can call it a product and sell it. I'm all for more planes and cockpits, but I also want a believable, even convincing environment in which to fly those planes in. Of course there has to be a balance, and at the moment I think we're all in agreement that content has to take the back seat while the game is, er, optimised.

Even so, the Channel without a variety of shipping or England without hedges is like Holland without dykes, or Austria without the Alps, or France with soap, and it is not convincing, and it's a bit of a shame that it looks like that is how it's going to stay unless somebody else does it, but there we are.

speculum jockey 01-25-2012 05:14 PM

Quote:

Originally Posted by Ataros (Post 384193)
I think we should let the devs to concentrate on aircraft (at least cockpits) and SDK because no one can make aircraft better than them. If we have SDK those who need ships will model ships, those who need cars will model drivable cars, etc.

Many players who fly fighters do not care what type of ship is below. As to me there are already enough ships in the game taking into account that the more ships the devs make the less aircraft they can make. I would prefer to have 1 more flyable cockpit than 3 more ships because no one can make cockpits as good as the devs. Any ground unit can be modelled by enthusiasts who need them imho.

This is a flightsim and the devs have to concentrate on something because the resources are very very very limited (economic crisis).

Your profile says that you're from the USSR, so I'm going to assume that you're from Russia given that and your limited English Reading Comprehension. I'll try and explain it very simply.

I want the Developers to create more aircraft and cockpits.
I think they could do that if they didn't have to worry about the static objects and other models.
I know there are talented people out there that can fill this role.
It wouldn't take any real time or money to implement after the tools are released.

Ataros 01-26-2012 12:49 AM

Quote:

Originally Posted by speculum jockey (Post 384107)
Edit: Added emphasis for people who don't know how to read and comprehend English above a grade 3 level.

Thank you.

Quote:

Originally Posted by speculum jockey (Post 384389)
Your profile says that you're from the USSR, so I'm going to assume that you're from Russia given that and your limited English Reading Comprehension.

I was not arguing with you. Hope you are able to figure it out now ;)

Ploughman 01-26-2012 08:42 PM

Atoros, this isn't a flight sim, it's a flight combat sim. As such the behaviour of targets is or interest. Targets can be defined as every enemy object in the sim. Now, imagine. Operation Pedestal. For an Axis flier it's a dream. Carriers, cruisers, destroyers, fast merchantmen, oh my. Now, when you bend your Stuka over the OHIO don't you want it to go up as convincingly as a the Wellingtons and Blenheims do already in game? You nail that ship, Malta's last hope, and it goes without a bang but a whimper? I think not, you want to be able to see its fires burning from Sicily.

Ataros 01-27-2012 09:38 AM

Quote:

Originally Posted by Ploughman (Post 384811)
Atoros, this isn't a flight sim, it's a flight combat sim. As such the behaviour of targets is or interest. Targets can be defined as every enemy object in the sim. Now, imagine. Operation Pedestal. For an Axis flier it's a dream. Carriers, cruisers, destroyers, fast merchantmen, oh my. Now, when you bend your Stuka over the OHIO don't you want it to go up as convincingly as a the Wellingtons and Blenheims do already in game? You nail that ship, Malta's last hope, and it goes without a bang but a whimper? I think not, you want to be able to see its fires burning from Sicily.

I agree that this could be great to have all this in game. My point is that resources are not unlimited to do everything on the same level which is extremely high for CloD. Maybe this is the reason they would not go for the Mediterranean theatre. As luthier mentions in his today's update different knowledge/people are needed to model a tank, a cockpit or a ship. Server statistics shows that majority of CloD users are fighters not bombers. That is why the devs have to concentrate on aircraft but not on ground targets to stay in business I guess.

World of Planes for instance will have all these ships and carriers but they can not go into so much detail in aircraft models as CloD. Also limited resources but different priorities = different game for a different target audience.


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