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-   -   How to do it (http://forum.fulqrumpublishing.com/showthread.php?t=26180)

speculum jockey 09-15-2011 02:25 PM

It should also be mentioned that a lot of those things that happen in the cockpit with regards to gauges and such are just animations, and don't really have anything to do with the mechanics of the aircraft. CloD actually simulates the engine, with pistons and fuel lines, not to mention the cooling system. A2A if very complex, but a lot of the switch clicking is just step#1->step#2->step#3. It's not like it's actually flooding the engine, just saying, "you did this too much, hence step#3 cannot happen until you do #1 and #2 again the proper way.

Or at least that was my understanding from what Oleg was hinting at months ago when people were complaining about not having clickable cockpits and some other options found in FSX.

Then again maybe A2A does all that stuff even though stock FSX doesn't.

You'd have to talk to the A2A devs and get them to explain it.

ARM505 09-16-2011 05:10 AM

Actually A2A have stated that they use a dynamic engine model, using software that runs alongside FSX. So when you see individual puffs of smoke from your exhaust stacks as the plugs oil up, thats not a canned effect, it's done on the fly. Startup also requires the correct mixture, priming etc and is done on the fly, not just do this then this then it starts.

Really. It's very good. If you don't like it just because it doesn't shoot, then I guess you're just not that interested in Spitfires.

Sternjaeger II 09-16-2011 08:54 AM

It will happen some day, but there are a series of things to be taken into account:

1) it takes MONTHS to develop ONE plane, so unless you have a team of at least 4 or 5 people for each plane, it might be a wait of more than just our "two weeks".

2) A2A works on plane and plane systems, not on armament and ballistics, that's another HUGE part of work that needs to be taken into account to that standards. Same goes for the complex DM.

3) have you guys seen the accuracy of that 3dmodel? Such high polycount is something you can have for a couple of planes maybe, not for 100+ in the sky.

4) A2A didn't develop also the sim environment, landscape, vehicles, weather..


So, the bottom line is that yes, merging the Maddox Games skills with the A2A accuracy and attention to detail would probably mean we don't need to get out of our houses anymore (Tesco delivery rulez!), but it would take a lot of time, money, qualified workers and above all a SUPERB managing to make something like that happen soon, not to mention that the pc technology is still not ready for this..

Having said this, I'm looking fwd to when I'll be a pensioner, by then we might have some properly impressive stuff!

dash2099 09-17-2011 04:53 AM

but Its already going to happen...
MG were always building a high fidelity flight sim engine with an SDK and open formats.These addon developers can make additional A/C for CoD, infact much easier as they wont have to code workarounds to introduce things like proper exhaust smoke etc.

if the hardcore flight sim market was as big as the console twich gamer market, then yeah MG would be able to do everything. but we're really something like 2%? also its all mature gamers (finite life), do you see any kids these days interested in WW2 aircraft? they are too busy text messaging and planking..

i'm sure all the hate threads on here inst helping that figure either.


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