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-   -   Friday 2010-09-24 Dev. update and Discussion (http://forum.fulqrumpublishing.com/showthread.php?t=16627)

kendo65 09-25-2010 01:11 PM

Quote:

Originally Posted by philip.ed (Post 184579)
Early days is a good point. Personally, I won't worry too much about the terrain upon release so long as it can be worked on in patches. :cool:

Can't really agree that it's still 'early days' for BOB. Definitely for the SOW series, but re-read this:

Quote:

Originally Posted by Oleg Maddox (Post 184191)
The product is probably the most serious in industry in programming of features, internals, etc...
So I can't tell exact date right now. But we are close, very close in our works of final release version... We need to polish all the coming in final release features.

Maybe this 'polishing' is going to be pretty damn good (actually, I'm pretty sure it will be :) ) but I think we should take on the reality. It's not 'early days' any more.

philip.ed 09-25-2010 01:11 PM

I agree. Crappy it is not. It's still WIP, and will be post release too. Effectively, many aspects of Il-2 can be viewed as WIP.

Ah I can see what you mean. But with the expansion of SoW, BoB will be tweaked too. Won't it? Surely it's just the beginning of a long road to awesomness. Or the beginning of awesomeness to the long road of.... well.....there aren't enough adjectives or superlatives to describe ;)

kendo65 09-25-2010 01:15 PM

Quote:

Originally Posted by philip.ed (Post 184584)
I agree. Crappy it is not. It's still WIP, and will be post release too. Effectively, many aspects of Il-2 can be viewed as WIP.

Ah I can see what you mean. But with the expansion of SoW, BoB will be tweaked too. Won't it? Surely it's just the beginning of a long road to awesomness. Or the beginning of awesomeness to the long road of.... well.....there aren't enough adjectives or superlatives to describe ;)

Yeah - I see where you're coming from too. Don't disagree with that.

Hecke 09-25-2010 01:20 PM

Yeah... "crappy" might really be over the top.

But I say this comparing the quality of the planes to the quality of the terrain.

So that doesn't have to mean that the terrain is crappy. ;)

philip.ed 09-25-2010 01:26 PM

All good points :D Heck (no pun intended :D ) we'll all buy it on release so let's see what Oleg means about 'polishing up'. I can imagine he has a wealth of info that he's just itching to add to the game. I'd love to take a trip ten years in time....

johnnypfft 09-25-2010 01:30 PM

http://www.youtube.com/watch?v=sV-k7Vf_t2w ;)

Hecke 09-25-2010 01:30 PM

considering he told that color tweaking is done in the last few weeks, it can only get better.

@ Johnny: Thx for your weekly videos.



P.S: I bet for a late October release. ;)

choctaw111 09-25-2010 02:44 PM

Simply incredible. How much more is there to do yet?

Trumper 09-25-2010 03:14 PM

:) I hope the terrain will be top notch after all i would like to start off in the Tigermoth learning the basics and navigating low and slow or in a 108 on the axis side.
Not all combat is at 300 mph and 20,000 feet.
You start on the ground,the combat can be very low level and you finish on the ground,so disregarding the terrain is a big mistake.

Blackdog_kt 09-25-2010 03:17 PM

Quote:

Originally Posted by mark@1C (Post 184532)
A quick question,
When playing the two-seat aero types, does it mean that we shall have an experience just like that we could have at the flight school, a tutor and a student?
Thanks.

In multi-crewed aircraft, each player will be able to do what he's supposed to be doing according to the station he occupies: the pilot will fly, the gunners will shoot, the bomb-aimer will be dropping the bombs and so on, so i guess that in planes with two pilots both of them will be able to fly.

It's been talked about in the past that we will be able to share control in the Tiger Moth, so that one player can train another ;)
What i don't know is if there will be a toggle switch to transfer control between players, or there will be some algorithm to simulate linked control inputs.

A control transfer toggle is the easiest to do. The second option is more difficult, for example what happens if the student moves the stick one way and the tutor moves it the other way, how does the game add the two inputs?

Maybe it could be as simple as adding all the inputs, so that if the student is pushing 10 degrees of left aileron and the tutor is applying 20 degrees of right aileron, the end result would be 10 degrees of right aileron. The problem with that would be when both pilots moved their stick to the end of its travel in opposite directions, this would result in a total of zero control deflection.

However, if the practical problems of dual control could be solved in a satisfactory manner, it would be a blast to fly with the controls of both positions unlocked at the same time. The student could be flying normally while the tutor could add control inputs to make it more difficult for him, fiddle with the engine controls to simulate battle damage and so on.

For example, as a tutor you could simulate engine failure on a twin-engined aircraft. You suddenly cut power to half, add a touch of down elevator and heavy left rudder and talk to your friend who's flying in the student cockpit: "your left engine just got shot to bits by flak, bring the aircraft back home for an emergency landing".

Maybe the instructor could have a toggle to switch between normal and double force/sensitivity of controls, so that he could overpower the student's input if and when it's needed? Just a thought ;)


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