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

MD_Titus 09-26-2010 12:41 AM

Quote:

Originally Posted by Splitter (Post 184357)
As long as I can turn off the image of the virtual pilot, then fine :). I fall into the category of "some people" in that I don't want to see my virtual hands and feet. Plus, I'm not sure any gauges are insignificant.

No way SoW will be able to model size 14 shoes anyway!

Splitter

this

Quote:

Originally Posted by LukeFF (Post 184379)
Already been said that it's not going to happen.

still gets dug up. should be left to rest in peace tbh.
Quote:

Originally Posted by Skoshi Tiger (Post 184450)
What a great idea! They could make a DVD (Double Layered) with a compliation of ALL the whining posts from this fourum! Just to remind us of what we've put them through! ;)

All the best in your move Oleg, and remember not to leave your file server on the curb when your team is packing up all the office equipment!


Cheers!

that would be the highly edited taster version, right?
Quote:

Originally Posted by Hecke (Post 184535)
Well Oleg:

The terrain still looks crappy and it's endless far from cinematic.

Some sort of trees in the pics look very poor, others quite good.

a charmer aren't you lad.
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:

the terrain geometry is what particularly matters, not the textures. that's looking pretty exceptional, and i would imagine we are still being shown the game as-is from someone's average, non-super computer. if you've got the cash, and access to as-yet-not-developed processors and gpus, to drop on something that can play this as high res textures on everything... then you'll be able to complain if the textures are something to worry about.
Quote:

Originally Posted by LukeFF (Post 184710)
And that's their decision. Do you have something riding on the success of SoW?

all it'll need is a change from "low" to "very high" as soon as our computers catch up with it. remember all the bits and bobs built into il2 that you could barely use because it would make your machine weep?

sorak 09-26-2010 03:47 AM

Quote:

Originally Posted by Oleg Maddox (Post 184150)
Today we are moving in new office.
I don't know really how much time we'll be offline. Anyway, today some shots.

Man this looks so good. You and your team are amazing. I could say so much more but i will retain myself

sorak 09-26-2010 04:21 AM

Quote:

Originally Posted by Bearcat (Post 184269)
Nice screens Oleg.. just curious.. has the FFB issue been resolved in SoW? I am talking about the issue with the FFB where when you alt tab out of the sim for any reason you totally loose any FFB you had until you totally reboot the sim. Is the FFB support for SoW going to be different?

When i play with my FFB joystick on current IL2 and I alt tab out.. the FFB goes away but it comes back when I hit refly

sorak 09-26-2010 05:04 AM

Quote:

Originally Posted by Hecke (Post 184535)
Well Oleg:

The terrain still looks crappy and it's endless far from cinematic.

Some sort of trees in the pics look very poor, others quite good.

You do realize this is a Flight combat sim not a Bird Watching sim

sorak 09-26-2010 05:05 AM

Quote:

Originally Posted by ElAurens (Post 184555)
Kurfurst, I do think that Oleg has this in mind for later.

An all encompassing arir/ground/sea MMO from Oleg would indeed be wonderful.

That sounds so awesome

sorak 09-26-2010 05:14 AM

Quote:

Originally Posted by Blackdog_kt (Post 184608)
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 ;)


Or just get in another plane and really shoot him.. it will be ok if the plane blows up or wrecks.. its a simulator

kapteeni 09-26-2010 05:20 AM

OMG! Those details looks way too cool!
I can't wait!
Even i like old IL2 1946 too.
PS thx again, Oleg and Team.
Can't wait to make maps to this engine!!
Kap

Rodolphe 09-26-2010 06:22 AM

...

Quote:

Originally Posted by Freycinet (Post 184655)
Since no one else seemed to bother, i'll just say a hearty THANK YOU to Rodolphe for identifying those vehicles! - Much better contribution to this thread than all those "crap this crap that" postings...


Quote:

Originally Posted by major_setback (Post 184702)
Thanks very much...I was trying to find out what vehicles they were on the internet, but couldn't find them.


Thank for your support, Chaps ! :grin:





Quote:

Originally Posted by major_setback (Post 184708)
Wow. It's tiny!

Nice image:


Beaverette Mark III with the larger turret and twin Vickers machine guns.

http://img-fotki.yandex.ru/get/19/va...325_b7eefcbb_L




These tanks are A13 Mark 3, Cruiser Tank Mark 5, later to be known as the "Covenanter" . ;)
This vehicle was plagued with mechanical and cooling problems
that caused the tank to end it's days as a training vehicle - never seeing combat.

http://i4.photobucket.com/albums/y12...pboard01-6.jpg



http://www.wwiivehicles.com/unitedki...enanter-02.png





Prediction is very difficult, especially about the future.

Niels Bohr



...

tityus 09-26-2010 06:41 AM

Quote:

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.
Another idea for training would be both players having on the screen the same PoV - (both watching the world through the virtual eyes of the same pilot). By doing this, the instructor could see what the student is looking at and provide information.

- Check your speed. Keep it around 100 mph.

Quote:

A control transfer toggle is the easiest to do.
That would be the idea for determining who controls the "virtual pilot" in this training mode.

Regarding adversities:
Quote:

Or just get in another plane and really shoot him
As for shooting the plane, I believe the resources to schedule a failure would be more beneficial.
Quote:

fiddle with the engine controls to simulate battle damage and so on (...) you could simulate engine failure
That was the idea behind the programmable failures I inquired about in the past. IMO, it would be very interesting to be able to generate a failure in an specific system and/or schedule it in the mission.

té mais
tityus

LukeFF 09-26-2010 08:14 AM

Quote:

Originally Posted by Langnasen (Post 184738)
Yeah. How's it hanging Luke, long time no see. :)

Doing well here. I thought I'd never see you around a flight sim forum again. :grin:


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