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-   -   Oleg Maddox's Room #1 (http://forum.fulqrumpublishing.com/showthread.php?t=2039)

ruxtmp 10-23-2007 08:36 PM

I think anyone with a little "do it yourself" experience and basic tools could build the base for alot less in a few weekends. All you need to build is a gimbal and make a stick. The two hall sensors and one of these http://www.lbodnar.dsl.pipex.com/joystick/ fill out the electronic requirements.
I am actually building my own stick, throttle, rudder setup using the BU0836. The only thing appealing is the replica stick I may actually spend 200 on it as my first attempts at carving one were less than impressive.

RockStar 10-24-2007 06:32 PM

Dear Oleg,

Can it be possible to have planes explode more realistically when ground pounded? Currently they turn black and simply lean to the left or right. Thanks so much.

robur 10-25-2007 03:47 PM

Please Oleg, what resolutions will be supported in your new sim? Will there be option for wide LCD panels too?

Icewolf 10-25-2007 07:45 PM

We need patch 4.09 now !!!
 
We need patch 4.09 now !! Please

there has been over 400 downloads of the sound mod and many hosts are now running with checkruntime=2 to stop hacked SFS files.

some think it is ok to have Checkruntime=1 but in full real this is a problem as they can use sounds to detect enemy planes

Мы заплата 4.09 теперь

Jutocsa 10-25-2007 08:33 PM

Re: New gear for BoB
 
Quote:

Originally Posted by II./JG1_Krupinski

Most people would have to work two weeks, or more, to buy that stick. Add that to the "work" done to play the game and it becomes harder and harder to justify.

-Raven

Around 750 euro ? Hmm...that might be two weeks of work at some places but its more like a two months of a salary in the less lucky countries of Europe. One month, if you have a good job. So I think it can be defined as damn expensive :)

mazex 10-25-2007 10:07 PM

Re: New gear for BoB
 
Quote:

Originally Posted by Jutocsa
Quote:

Originally Posted by II./JG1_Krupinski

Most people would have to work two weeks, or more, to buy that stick. Add that to the "work" done to play the game and it becomes harder and harder to justify.

-Raven

Around 750 euro ? Hmm...that might be two weeks of work at some places but its more like a two months of a salary in the less lucky countries of Europe. One month, if you have a good job. So I think it can be defined as damn expensive :)

Straying off topic... It's an odd feeling hearing that wages are that bad in Hungary (and makes me feel rather uneasy as we are all "equal" in a forum like this). Is a "normal" salary really as low as 400 euro a month? To make you feel a bit better (maybe) - how much does a 150 square meter house cost in Hungary? Where I live (Sweden - which is by no means one of the richest countries in terms of salaries), we have to pay something like 300.000 - 400.000 euro for a house of that size in a decent but inexpensive area so then our 5000 euros a month gets rolling anyway ;) In the end it makes a joystick like that damn expensive for us too :)

Jutocsa 10-25-2007 10:21 PM

Its around 120-150.000 euros for such a house. So, its still uncomparable :) Not that Im sad about it or anything, game industry pays well here too. And there are lots of poorer countries, some are even EU members.
/OFF

Evgeny 10-26-2007 05:59 AM

Well, the next portion of your questions to Oleg. Please wait till he answers and then comment.

1)I was wondering if changing the view position using 6DOF will move the pilot's body as well? In real life pilots often tried to hide behind the airplanes engine when attacking bombers.

2)Regarding 4.09:

Can u assure us that there is a check on the il2fb.exe so people that havn't original version cant join online sessions?


3)1. Will radio navigation be included and what maps will you have in game?

2. Will icing on the wings be considered?

3. WHAT will change on the engine (and fuel) management side?

4)In BoB will we be able to identify and located planes, trucks, tanks from the correct distances when looking out of the cockpit of our aircraft ?


5)Will there be a Damage Model more precise (I remember some sayings about that), and which will be sensible to the time, or the G for exemple ? I mean, when my wing is hitted I cannot take too much G, and if I do, the damage spread and I can break my wing more easily.

6)What about shaders in game, how that would be used, and what about HDR lighting, will some sort of that will be used?


7)Just a quick question regarding the size of the map. I believe that you have stated, that the map will cower to the north of London, but how much of France or Belgium will be modeled? Will German bombers be able to takeoff from inland bases or do they simply spawn in the air?

8)1. In IL2 almost all on-line pilots forced to fly at low resolutions (1024x768 usually) for best view (ground HQ at 8000m ), in Bob:SOW this problem continue?.

2. In IL2 with some configurations you're capable ear sounds of others planes, explosions at ten milles... (whitout last shit cheats). Host in SOW has option of configurate sound for all players? (as one swith "real sound")


9)I would like to ask if we can expect better Force Feedback support in SoW? It would be great to have better immersion of flying.

10)Awhile back there was some talk about a trainer aircraft for Bob.....my question is if this is true, would it also be possible to take the co-pilot seat in any of the games bomber's during on-line play......the co-pilot could do trim, or take over if the pilot is killed


11)Any plans to include the Dewoitine D.520??? (It’s formidable little fighter with nose-mounted 20mm Hispano (+ 4 MGs) - comparable to bf109E for potency/performance (apart from direct fuel-injection)...

12)Can it be possible to have planes explode more realistically when ground pounded? Currently they turn black and simply lean to the left or right.

13)Will BOB have similar support for the 3 Views option currently used in Il-2 for multi-monitor support? This is the Use3Renders option.

BigSkill 10-26-2007 06:47 AM

Well done Evgeny, we all hope some Oleg answer soon :wink:

Robert 10-26-2007 07:29 AM

............
 
Thanks for keeping us in the loop Evgeny.

Could the responses from Oleg also be put also into Oleg's Room. That way it would be easier to reference his replies instead of treading through multiple pages to find the answer to questions.

It's not so hard now, but I imagine after several months of updates it would be difficult to locate specific quotes or references from Oleg. Since no one's able to post there it his responses won't get cluttered with our posts.

Thanks again.

Oleg Maddox 10-26-2007 07:38 AM

Hi,
first of all I would like to say that amny questions you are asking too early. Simply if you'll can't find my answer for your question, that measn that I wont answer it now... but maybe later...when I will know that it is or it is better than I want myself.


Quote:

Originally Posted by Evgeny
Well, the next portion of your questions to Oleg. Please wait till he answers and then comment.

1)I was wondering if changing the view position using 6DOF will move the pilot's body as well? In real life pilots often tried to hide behind the airplanes engine when attacking bombers.

Yes a bit. In a limit of the belts. But with options of complexity probably.

Quote:

Originally Posted by Evgeny
2)Regarding 4.09:

Can u assure us that there is a check on the il2fb.exe so people that havn't original version cant join online sessions?

First off all, that to make new check for that we need simply to rewrite too many things, icluding even file structure. It is simply impossible to make such a great job when we are totally busy with BoB...
I can't promise now... but my guys in research what is possible by minimal human/month busy schedule...
Say "Thanks" guys who did it... and who do not understand what they did for online community...

Quote:

Originally Posted by Evgeny
3)1. Will radio navigation be included and what maps will you have in game?

Yes. Map is one. And probably several small special online maps.


Quote:

Originally Posted by Evgeny
2. Will icing on the wings be considered?

Probably. It is in our plan, but not in major priority.

Quote:

Originally Posted by Evgeny
3. WHAT will change on the engine (and fuel) management side?

I can say that there _will_ be changes.


Quote:

Originally Posted by Evgeny
4)In BoB will we be able to identify and located planes, trucks, tanks from the correct distances when looking out of the cockpit of our aircraft ?

I do think it will depending of the power of your home computer. The system of LODs it totally new.


Quote:

Originally Posted by Evgeny
5)Will there be a Damage Model more precise (I remember some sayings about that), and which will be sensible to the time, or the G for exemple ? I mean, when my wing is hitted I cannot take too much G, and if I do, the damage spread and I can break my wing more easily.

Will be. But I wont say all things now.

Quote:

Originally Posted by Evgeny
6)What about shaders in game, how that would be used, and what about HDR lighting, will some sort of that will be used?

I don't discuss technology terms. Many things already is, many will be.
Shaders we use very much in Il-2 :)

Quote:

Originally Posted by Evgeny
7)Just a quick question regarding the size of the map. I believe that you have stated, that the map will cower to the north of London, but how much of France or Belgium will be modeled? Will German bombers be able to takeoff from inland bases or do they simply spawn in the air?

No Germany. The map is too detailed that to make it even greater than we will have.

Quote:

Originally Posted by Evgeny
8)1. In IL2 almost all on-line pilots forced to fly at low resolutions (1024x768 usually) for best view (ground HQ at 8000m ), in Bob:SOW this problem continue?.

Fist time I read such... Really I know other picture...


Quote:

Originally Posted by Evgeny
2. In IL2 with some configurations you're capable ear sounds of others planes, explosions at ten milles... (whitout last shit cheats). Host in SOW has option of configurate sound for all players? (as one swith "real sound")

Thisd means incorrect configurations of sound panning. And simple panning of some cheapest sound cards its own drivers... In Bob we are going by other eway and have own panning, instead of manufacture driver's panning.


Quote:

Originally Posted by Evgeny
9)I would like to ask if we can expect better Force Feedback support in SoW? It would be great to have better immersion of flying.

Really any real pilot would say you that what called FF on Joystick has nothing common with real situation.... Really they woukld say you that without that FF would be more correct comparing to real life...
I don't know what we will have with FF... But probably this item will be open in source code for third party development.



Quote:

Originally Posted by Evgeny
10)Awhile back there was some talk about a trainer aircraft for Bob.....my question is if this is true, would it also be possible to take the co-pilot seat in any of the games bomber's during on-line play......the co-pilot could do trim, or take over if the pilot is killed

True. What will be in online modes in terms of this question I will not tell till final. Its a big secret at the moment.

Quote:

Originally Posted by Evgeny
11)Any plans to include the Dewoitine D.520??? (It’s formidable little fighter with nose-mounted 20mm Hispano (+ 4 MGs) - comparable to bf109E for potency/performance (apart from direct fuel-injection)...

We - not. But third party will be able to do it in time themselves.

Quote:

Originally Posted by Evgeny
12)Can it be possible to have planes explode more realistically when ground pounded? Currently they turn black and simply lean to the left or right.

I do think that in Il-2 the most realistic explosions on the market of the sims.. In BoB will be better.


Quote:

Originally Posted by Evgeny
13)Will BOB have similar support for the 3 Views option currently used in Il-2 for multi-monitor support? This is the Use3Renders option.

Probably. Hwever it isn't in a list of first things to be developed.

SlipBall 10-26-2007 07:44 AM

It's really great getting this info....thanks

SlipBall 10-26-2007 07:54 AM

p.s. can't wait for the trainer aircraft

Megile 10-26-2007 10:43 AM

Great to see Oleg again. 8)

Ironman69 10-26-2007 11:07 AM

Oleg, can you please explain further the situation about 4.09 ?? Can you tell us what exactly will be included in 4.09?? And finally, any rough date for availability ?
Thanks for you input.

man 10-26-2007 02:24 PM

Great news, thank you Oleg!

Avala 10-26-2007 02:42 PM

Quote:

No Germany. The map is too detailed that to make it even greater than we will have.
That is the best :D
Again I have this passion like I was 10 year for example and waiting on my birth day :lol:

Thank you Oleg and your boys (and girls :D )
I cant wait.......

Haigotron 10-26-2007 03:04 PM

scrumptious, simply scrumptious, thanks a million Oleg, all these info are greatly building anticipation!

Zorin 10-26-2007 03:08 PM

Sounds like a Christmas 08 release to me, if even 08.

Dowly 10-26-2007 03:45 PM

Thanks for the info, Oleg!

Rigamortiz 10-26-2007 04:01 PM

Hi Oleg, - a quick question - will wings visibly flex? (Or even just the effects?)

Vigilant 10-26-2007 04:54 PM

Thanks for the update Oleg. But when mention this, you worry me a bit
Quote:

third party will be able to do it in time themselves.
Mainly because I think of the MS FS series charging $ for every mod :?

Can I ask again Oleg, will any tweaking be made to multiplayer support that may take over Hyperlobby, and support ladders?

Thanks :D

Tanky 10-26-2007 05:08 PM

will there be a drop down window for coops so we can save server address ? thxs

Jutocsa 10-26-2007 05:29 PM

Quote:

Originally Posted by Vigilant
Mainly because I think of the MS FS series charging $ for every mod :?
Thanks :D

Why do you think it would be natural to get someone's 1-3 months work for free ? :)

MaXMhZ 10-26-2007 05:52 PM

Quote:

Originally Posted by Jutocsa
Quote:

Originally Posted by Vigilant
Mainly because I think of the MS FS series charging $ for every mod :?
Thanks :D

Why do you think it would be natural to get someone's 1-3 months work for free ? :)

Because Oleg,the Dev team and all of the voluntary workers have spoiled this community rotten with all the free "patches" PATCHES?? free Add-on is closer to the truth!

Not that I'm complaining...

Had IL-2 be produced by M$ it certainly would have cost $200+
I think 1-3 months developement per plane is grosly underestimated
It's probably 1 manyear of work or more

Jutocsa 10-26-2007 06:15 PM

Dunno how underestimated it was, it depends on the plane and the people doing it. One year is overestimated to say the least :) My fastest was 9 days for an external for Il-2, it wasnt a hard one I give you that. The cockpit needed 1-1.5 months but it was more like a reconstruction than simple modeling. Of course for BoB it will be more, but in a year one could build the entire Luftwaffe with photoreal details :)

Asheshouse 10-26-2007 06:26 PM

Quote:

No Germany. The map is too detailed that to make it even greater than we will have.
Oleg -- I realise that BoB will only have a single map, but in the future will it be possible to fly from one map to the other, so that if there was a 1945 map of Northern Europe it might overlap with the BoB map to make possible long distance flights. In my vivid imagination the 1944/5 map might cover Belgium, Holland and Northern Germany, including the Ruhr --- not to mention the entire area of the Market Garden Operation.

mazex 10-26-2007 06:46 PM

Quote:

Originally Posted by MaXMhZ
Quote:

Originally Posted by Jutocsa
Quote:

Originally Posted by Vigilant
Mainly because I think of the MS FS series charging $ for every mod :?
Thanks :D

Why do you think it would be natural to get someone's 1-3 months work for free ? :)

Because Oleg,the Dev team and all of the voluntary workers have spoiled this community rotten with all the free "patches" PATCHES?? free Add-on is closer to the truth!

Not that I'm complaining...

Had IL-2 be produced by M$ it certainly would have cost $200+
I think 1-3 months developement per plane is grosly underestimated
It's probably 1 manyear of work or more

So true - it's amazing to get 200+ planes for a lousy 40 euro or something... In a normal m$ sim you get something like 10?

Well Oleg, regarding your comments about a lot not beeing finished - have there been some major setbacks in the development or is it just taking longer than expected? (as all IT projects do ;)). From the movies included in the 1946 dvd it looked close to beta a year ago (assuming that you where going to reuse the FM from Il2 4.x which was the talk back then). Have you restarted the projekt in some way? For me the IL2 4.x fm is good enough with some extreme envelope tweaking... There is none better out there so just give us some fance updated graphics and additional multiplayer modes and I'm content! Add some AI tweaks and some ground "life" with mechanics etc and you have a winner... No need to do more as there is no competition out there. Save some bells and whistles for the add-ons! Don't be such a perfectionist all the time ;)

/Mazex

/Mazex

EAF602_Joe90 10-26-2007 09:02 PM

The IL2 movie making community has been holding out in anticipation for all the promising features to be available in BoB:SoW because it looks so much better than IL2, especially for ground objects.

There haven't been a lot of great movies made recently, though two made in the last year did make an impact at the Machinima Festival Europe 2007 and these can be downloaded from www.flightsimmachinima.com as well as other great movies.

There are a couple of features we would love to see in BoB:SoW that would make it easier to make movies. Will these be considered:

* A free camera on playback (i.e. not a static camera fixed to one point, but one that can be moved freely around anywhere in the mission)

* The ability to rewind a track

There are loads of other requests the movie makers would love to see, but I don't want to hit Oleg with too many questions :oops: OK, maybe one more :wink:

* Will there be any Movie Making competitions for BoB:SoW? There has been an incredible increase in interest all over the Internet for movies made with game engines (a.k.a Machinima)!

1.JaVA_Platypus 10-26-2007 11:03 PM

Quote:

Originally Posted by Oleg Maddox
Quote:

Originally Posted by Evgeny
6)What about shaders in game, how that would be used, and what about HDR lighting, will some sort of that will be used?

I don't discuss technology terms. Many things already is, many will be.
Shaders we use very much in Il-2 :)

Forests... right? 8) I always found it a genious find to make large forests without having much of any polygon's to worry about :)

Jagdwaffe 10-27-2007 01:50 AM

So the BoB map will be from the North of London to Paris? From Brussels to Cherbourg?

choctaw111 10-27-2007 02:56 AM

Are we able to choose exactly what type of ammunition we want for our ammunition belts? What I mean is can we choose the types of bullets that we want. If we want to load Gun 1 with all HE and Gun 2 with all Tracer, or no Tracer and Gun 3 with 4 AP and 1 Tracer, or 2 AP and 3 Tracer etc. If we could custom load each ammo belt, this would really open up a lot of possibilities for the virtual pilot.

Sita 10-27-2007 03:59 PM

Red/Green rocets
 
Здраствуйте Уважаемый Олег!!! :) ...
У меня очень много вопросов... но постараюсь быть кратким и ограничусь всего парой вопросов....
Из ваших последних ответов стало известно что Жизнь на аэродроме будет более насыщена... я имею в виду и появление самолётов не на полосе и строем, а респуан на стоянках/в ангарах...
так же ходят слухи что и люди будут присутствовать на аэродроме... механики/заправщики... в общем наземный персонал из БАО ...
вот в связи с оживлением жизни на аэродроме у меня возник вопрос... а будут ли Красные и Зелёные Ракеты... разрешающие Взлёт и запрещающие посадку?... очень часто бывает что возвращаясь после суицидальной миссии скажем на иле... заходиш на посадку и уже по, до автоматизма отработанной схеме, производиш заход...
и вот вроде уже сейчас должен коснуться земли... ан нет... оказалось шасси из за повреждений не вышло.... и тут удар.. винт в спираль... и т.д. ... А если бы в этот момент взметнулась бы красная ракета, предупреждащая о не выходе шасси.. то тут же газ в пол..и уход на следующий круг... я понимаю что если с зелёной ракетой на старт разобраться достаточно просто... то с Красными ракетами будет сложнее... так же как и с Сигнальщиками на Авианосцах...
И отсюда же вытекающий вопрос... в некоторых Авиасимах есть Авиадиспетчеры... если не ощибаюсь в серии MSFS они есть... т.е. изображено рабочее место Диспетчера... и он руководит полётами...
ведь в SoW это тоже бы очень даже применимо... а в Онлайне тем более... скажем Изображена наблюдательная вышка... в смысле камера на распологаеться на этой вышке... а у человека который там находиться, имееться бинокль... и как раз та возможность... при нажати кнопки в воздух поднимаються красные или зелёные ракеты... т.е. можно руководить взлётом/посадкой...
для Онлайна это особенно актуально, иногда бывает жуткая неразбнриха при взлёте и курьёзы при посадке...
например Вирпила которого сбили, могло бы запихивать на эту вышку..а не выкидывать с сервера... хотя занятие почётное на мой взгляд и в качестве наказания не пошло бы... а если скажем ещё к этому прикрутить возможность включения и выключения освещения посадочной полосы и освещения на аэродроме...
рас уж Возможно будут управляемые зенитки... то почему бы не быть такому?... могу поспорить вы и ваша команда сами о таком думали... :)

( извините что я на Родном языке написал... :) )

Tvrdi 10-27-2007 04:14 PM

Oleg, will you improve how overheating is modeled in BOB?

DD_crash 10-27-2007 05:12 PM

Can we have more realistic vision effect for high G (loose peripheral vision)?

Slap 10-27-2007 08:27 PM

When is BOB going to be released (approximately)?

Thanks

S!ap

Monterey 10-28-2007 12:13 AM

Quote:

Evgeny wrote:
10)Awhile back there was some talk about a trainer aircraft for Bob.....my question is if this is true, would it also be possible to take the co-pilot seat in any of the games bomber's during on-line play......the co-pilot could do trim, or take over if the pilot is killed


True. What will be in online modes in terms of this question I will not tell till final. Its a big secret at the moment.
Trainers.....?

how about...

T-34
Chinese CJ-6
Yak-52


And I'd really like to see a Waco YMF. Love that plane...
http://i74.photobucket.com/albums/i2...ey/WacoYMF.jpg

fly_zo 10-28-2007 02:32 AM

One question regarding GUI please.
I would really like to know how the briefing / debriefing will look like and what info from mission will it contain (offline and online).
If not secret maybe some pictures ?

Thanks
Z

Rigamortiz 10-28-2007 08:44 AM

Quote:

Originally Posted by Monterey
Quote:

Evgeny wrote:
10)Awhile back there was some talk about a trainer aircraft for Bob.....my question is if this is true, would it also be possible to take the co-pilot seat in any of the games bomber's during on-line play......the co-pilot could do trim, or take over if the pilot is killed


True. What will be in online modes in terms of this question I will not tell till final. Its a big secret at the moment.
Trainers.....?

how about...

T-34
Chinese CJ-6
Yak-52


And I'd really like to see a Waco YMF. Love that plane...
http://i74.photobucket.com/albums/i2...ey/WacoYMF.jpg


I think in a game about the Battle of Britain, the trainers would be (for the British) the Tiger Moth.

gn728 10-28-2007 05:28 PM

Geetings - My question - Is the flyable plane set completely decided on, (including different marks of planes we already know), or not yet?
Thanx

Megile 10-28-2007 07:02 PM

How long after BoB, will Project Galba (korea) be released?

F19_Klunk 10-28-2007 07:32 PM

Will SoW take advantage of multi-core setups, dual or even quads?

Imperative to know when planning for a new rig.

VMF-214_HaVoK 10-28-2007 07:51 PM

I have a suggestion.

Kick UBI to the curb and sign a deal with STEAM. I really love this software and its ease of use. No worries about piracy at least not near as bad and the antihack security is great. Excellent way to find servers and keep track of friends as well. Ive had my reservations about it but after awhile and half a dozen games running off of it I really like it.

S!

JG53Harti 10-28-2007 08:24 PM

Quote:

Originally Posted by F19_Klunk
Will SoW take advantage of multi-core setups, dual or even quads?

Imperative to know when planning for a new rig.


A very good question

Triad773 10-29-2007 02:28 AM

Centrifical force- will this be modelled in BoB?

Example: a wing gets shot off: the resulting G-forces on the pilot may be such to keep them pinned (and disoriented) in the cockpit.The same as like if one has many coins in a sock that one spins around keeps them from coming out the open end.

Thank you.

BG-09 10-29-2007 07:48 AM

Humans and doors in "Storm Of War - Battle of Britain&q
 
Hello Oleg! "Oleg the Great". Hm. Sounds very good! And reasonable too! : )
Here is my question. Simple but vital question!
I can see that doors of Br-20 aircraft are openable - does it means, that the pilot would be able to go through the doors, to get in to the aircraft, or to get out of the aircraft?

Please, Oleg do normal humans in to the simulator - I remember how the pilot was looking in first series of Il2 - the pilot was looking as a sack full of potatoes and then eyes and mouth were painted to the sack.
Plese, Oleg, I do not want to apear online as sack of potatoes. I am not a sack of potatoes. :?

S!

BG-09

proton45 10-29-2007 08:18 AM

Question about mission building in BoB SOW
 
I was wondering about a few aspects of mission building for BoB SoW...will we have options (or AI features) like: if Stuka raid fails to remove "radar" tower(s) RAF fighter intercept will find targets (German bombers) quicker? or If AI fighter runs out of ammo he must return to base to reload?

Will cloud's provide inviability from the AI?

Will AI fighters have a blind spot (below)?

Will we be able to program "campaign's" with options concerning supply (if factory or truck convoys destroyed repairs can not be made)

Will we be able to surprise AI defense with tricks like low altitude attack? (like a tree top approtch)

Will we be able to design missions in campaign mode where we have to make command decisions that will effect out come of future actions? (example: if we split our bombers into 2 groups and bomb and airfield and a sea-port at the same time, some RAF fighters will be called away to defend the first (closer) air-strike and the second German raid will meet smaller defense? But if all bombers attack one airfield they have a more difficult defense?)

Will we be able to kill AI gunners in bombers and/or will they run out of ammo?

Will the radio commands to AI wingman (squadron) feature be expanded (improved, fine tuned) in BoB SoW? (maybe voice recognition feature?)

WILL WE be able to build maps?

Thank you for your time, and thank you for hours (years) of enjoyment...

:) :) :)

Avimimus 10-29-2007 05:34 PM

If it is true that we can program the GUI and that triggers can output a file after each mission then the kind of campaigns you suggest could be possible (text interface or clicking on icons -> campaign generator -> mission triggers -> after mission output file -> campaign generator -> mission briefing)

robur 10-29-2007 07:31 PM

Please Oleg, is there any chance that we will see 4.09 before xmas? Thank you-

mazex 10-29-2007 07:56 PM

Quote:

Originally Posted by Triad773
Centrifical force- will this be modelled in BoB?

Example: a wing gets shot off: the resulting G-forces on the pilot may be such to keep them pinned (and disoriented) in the cockpit.The same as like if one has many coins in a sock that one spins around keeps them from coming out the open end.

Thank you.

We already have it in IL2 so I guess that BoB should have it?

partic 10-30-2007 12:52 AM

Quote:

I have a suggestion.

Kick UBI to the curb and sign a deal with STEAM. I really love this software and its ease of use. No worries about piracy at least not near as bad and the antihack security is great. Excellent way to find servers and keep track of friends as well. Ive had my reservations about it but after awhile and half a dozen games running off of it I really like it
Please do not do this. My gaming PC is strictly offline, that way I don't have to worry about security at all. The idea that a PC has to have internet connectivity to play games is pretty silly IMHO.

Shrike_UK 10-30-2007 01:22 AM

Quote:

Originally Posted by VMF-214_HaVoK
I have a suggestion.
Kick UBI to the curb and sign a deal with STEAM.
S!

problem with steam is your stuck with 3rd party software which when it goes wrong , screws up the hosts game. Just look at Race 07, hardly anyone online because steam is screwed up all the time.

STEAM'ing pile of **** if u ask me.

Would be much easier for 1c to create there own online lobby like hyperlobby but better. it is not much code, only a few weeks to a month programming for 1 developer with access to all the info.

Asheshouse 10-30-2007 10:06 AM

Flyable AI Planes?
 
Oleg -- I know that one of the problems with making multi seat planes flyable is the huge workload involved in modelling all of the crew positions. Have you considered limiting the modelling to the pilot position and leaving the other crew as AI only. This way there would be three types of plane. Flyable with full crew, flyable with AI crew and AI only. Also with multi crew aircraft where perhaps the details of some of the crew positions are not well documented, these could be left as AI while still being able to model the positions for which information is available. In level bombers it would be good to have the option to fly just as the pilot, with the bomb aimer being AI. The pilot would just have to line up for the bomb run with the bomb aimer handling the bomb release and giving directions to the pilot.

proton45 10-30-2007 10:58 AM

Re: Flyable AI Planes?
 
Quote:

Originally Posted by Asheshouse
Oleg -- I know that one of the problems with making multi seat planes flyable is the huge workload involved in modelling all of the crew positions. Have you considered limiting the modelling to the pilot position and leaving the other crew as AI only. This way there would be three types of plane. Flyable with full crew, flyable with AI crew and AI only. Also with multi crew aircraft where perhaps the details of some of the crew positions are not well documented, these could be left as AI while still being able to model the positions for which information is available. In level bombers it would be good to have the option to fly just as the pilot, with the bomb aimer being AI. The pilot would just have to line up for the bomb run with the bomb aimer handling the bomb release and giving directions to the pilot.

To me this would ignore the obvious draw of modeling the big bombers" (I want to try all the crew positions. bombardier, co-pilot,gunner...)

Anyway I think Oleg said he would leave the "big bombers to a third party developer...so we will probably see flyable 4 engine airplanes (hope!)

VMF-214_HaVoK 10-30-2007 07:24 PM

Quote:

Originally Posted by Shrike_UK
Quote:

Originally Posted by VMF-214_HaVoK
I have a suggestion.
Kick UBI to the curb and sign a deal with STEAM.
S!

problem with steam is your stuck with 3rd party software which when it goes wrong , screws up the hosts game. Just look at Race 07, hardly anyone online because steam is screwed up all the time.

STEAM'ing pile of **** if u ask me.

Would be much easier for 1c to create there own online lobby like hyperlobby but better. it is not much code, only a few weeks to a month programming for 1 developer with access to all the info.

I been running Steam since Jan and have experience only one problem not connecting. Never heard of the game you mentioned by the way. The same could be said when HL goes down unless you want to use ASE which I do not. I doubt 1C is ever going to publish in the USA which is where a large portion of IL2 online players live. A program such as Steam is a very effective way to get the product out to the masses and still secure it from piracy and cheats. You obviously do not like the software and of course you can not please everyone but it is much better then anything UBI has attempted. It also one of the few 3rd party distributors and service that mags such PC Gamer rate an A.

S!

SlipBall 10-31-2007 08:52 PM

Hello Oleg,
I was wondering if with the new weather model in SOW.....will engine's have trouble starting in cold weather....if so, cool :)

Asheshouse 11-01-2007 08:30 AM

Trains
 
I've been looking at the superb train models being produced by Foo'bar, which seem to be intended for SoW. I presume some of the more British looking rolling stock is still under wraps.

Will the southeast UK rail network be modelled in full, with multiple tracks, branch lines and points, with the ability in the Mission Builder to schedule complex train movements?

Will the track alignment include bridges, embankments, cuttings and tunnels, with trains being hidden from aerial view by trees, cuttings and tunnels?

Once into London much of the network is below ground with occasional open cuts providing views of the track below. Will shallow tube lines such as the District and Circle line be modelled?

Hey! I might buy this just for the trains.

Foo'bar 11-01-2007 08:35 AM

Ashes, don't expect too much for the moment ;) MG is doing its best and I will do as well - and we will see.

Vigilant 11-01-2007 01:08 PM

Re: Trains
 
Quote:

Originally Posted by Asheshouse
I've been looking at the superb train models being produced by Foo'bar, which seem to be intended for SoW. I presume some of the more British looking rolling stock is still under wraps.

Will the southeast UK rail network be modelled in full, with multiple tracks, branch lines and points, with the ability in the Mission Builder to schedule complex train movements?

Will the track alignment include bridges, embankments, cuttings and tunnels, with trains being hidden from aerial view by trees, cuttings and tunnels?

Once into London much of the network is below ground with occasional open cuts providing views of the track below. Will shallow tube lines such as the District and Circle line be modelled?

Hey! I might buy this just for the trains.

Will the trains be late, just like their real counterparts? :lol:

"God made things that creep and crawl
But British Rail, it beats them all"

DKoor 11-01-2007 04:14 PM

Oleg will there be Ai in SoW BoB?

Asheshouse 11-01-2007 04:33 PM

Re: Trains
 
Quote:

Originally Posted by Vigilant
Will the trains be late, just like their real counterparts? :lol:

Depends on whether MG programmes in leaves on the line in Autumn and "the wrong snow" in winter.

Billy885 11-02-2007 03:10 AM

Quote:

Originally Posted by F19_Klunk
Will SoW take advantage of multi-core setups, dual or even quads?

Imperative to know when planning for a new rig.

I have a dual core and Forgotten Battles uses both cores. Maybe that will help answer your question about BoB? I can not see Oleg backing up with the new game.

Also, if you check on UBI forum, someone posted an INI setting to tell Forgotten Battles which core to use but I dont remember what it was.

Update: I went looking and found it and it does work:


[rts]
ProcessAffinityMask=1 or 2

If it equals 1, it uses the first core, if it equals 2 it uses the second core. Any other setting it uses both cores.

choctaw111 11-02-2007 02:08 PM

Quote:

Originally Posted by Billy885
Quote:

Originally Posted by F19_Klunk
Will SoW take advantage of multi-core setups, dual or even quads?

Imperative to know when planning for a new rig.

I have a dual core and Forgotten Battles uses both cores. Maybe that will help answer your question about BoB? I can not see Oleg backing up with the new game.

Also, if you check on UBI forum, someone posted an INI setting to tell Forgotten Battles which core to use but I dont remember what it was.

Update: I went looking and found it and it does work:


[rts]
ProcessAffinityMask=1 or 2

If it equals 1, it uses the first core, if it equals 2 it uses the second core. Any other setting it uses both cores.

Not quite right. Zero is core 1. One is core 2 and 2 is both cores. There are even numbers to tell it to run on 3 and 4 cores if you have a quad core processor but I have tried this and Il2 does not run any better using 4 cores over 2 cores. Il2 does run better on 2 cores than 1 core.

DoolittleRaider 11-02-2007 04:52 PM

Quote:

Originally Posted by choctaw111

... Il2 does run better on 2 cores than 1 core.

Are you positive of that..and can anyone else confirm, as well?

I'd been under the impression that unless a program is written specifically to take advantage of dual core, there is no advantage...and that IL2 specifically did not utilize a second core at all. [In fact, I thought I'd read that setting up for dual-core use would negatively impact IL2 performance]
Now you have me curious.

Foo'bar 11-02-2007 06:55 PM

I just tried it out and found out that the game is loading much faster than before. The game itself isn't any faster.

GF_Mastiff 11-02-2007 07:11 PM

it is using 2 cores, it works. utilizing core 2 more than core one though.

Avimimus 11-02-2007 07:52 PM

Oleg could make a blitz era train simulator. After all we will have the physics and terrain in place. It could be a budget title.

Foo'bar 11-03-2007 08:53 AM

Quote:

Originally Posted by choctaw111
Not quite right. Zero is core 1. One is core 2 and 2 is both cores. There are even numbers to tell it to run on 3 and 4 cores if you have a quad core processor but I have tried this and Il2 does not run any better using 4 cores over 2 cores. Il2 does run better on 2 cores than 1 core.

Could you please tell me where you got this from? I was told that IL-2 always is running with only one core. You just can set on wich one:

Code:

[rts]
ProcessAffinityMask=1 (on core 1)
[rts]
ProcessAffinityMask=2 (on core 2)
[rts]
ProcessAffinityMask=3 (on core 3)
[rts]
ProcessAffinityMask=2 (on core 4)

Or am I wrong?

MaXMhZ 11-03-2007 12:34 PM

AFAIK ProcessAffinityMask is a bit-weighted value meaning
bit 0 governs core0
bit1 governs core1
etc

If it is commented out the OS will decide which cores to use.
"IL-2 is not a ,ultithread application." True
IL-2 only uses 1 core" False.
so
PAF=1 - core 0
=2 - core 1
=3 - core 0+1
=4 - core 2
=5 - core 0+2
=6 - core 1+2
=7 - core 0+1+2
commented out - all cores

If a core is enabled, it does NOT mean that core will be performing 100% while the other cores that are not enabled do nothing.
The enabled core needs an active thread to perform,
The disabled cores will be assigned tasks by the OS if needed.
There is only one way to switch off cores - the power switch - meaning all or nothing lol.

There was an long thread at SimHQ some time back exploring this(end 2005/beginning of 2006).


a '1' bit will enable the core, a '0' bit disable it.
Actual activity of cores can be checked through TaskManager. Keep in mind in general Windows OS runs hundreds of threads at the same time IL-2 runs. download a free process viewer here - Have Fun!
A substantial part of IL-2 is written in Java which can use in excess of 100 threads. (source: Sun Microsystems) Shift-Tab opens the Java console in-game ;) Yep that's where all those white messages come from.

choctaw111 11-04-2007 12:30 PM

This is what I dug up. I did make a mistake about the zero value. The zero value distributes the load across ALL cores.

Bitmask: 00000000000000000000000000000000 = Decimal 0
Processor affinity is off, and the load is distributed across all available processors.

Bitmask: 00000000000000000000000000000001 = Decimal 1
Processor 1 selected. The process will only run on processor 1.

Bitmask: 00000000000000000000000000000010 = Decimal 2
Processor 2 selected. The process will only run on processor 2.

Bitmask: 00000000000000000000000000000011 = Decimal 3
Processors 1 & 2 selected. The load is distributed across both processors, effectively the same as setting 0 above for Dual cores.

Because 0 puts the load across all processors and 3 puts the load on processor 1 and 2, they are essentially the same thing for Dual core CPUs.



For Quad core CPUs you can use more values:

Bitmask: 00000000000000000000000000000100 = Decimal 4
Processor 3 selected. The process will only run on processor 3.

Bitmask: 00000000000000000000000000001000 = Decimal 8
Processor 4 selected. The process will only run on processor 4.


And any combo between 0 and 15, for example:

Bitmask: 00000000000000000000000000000101 = Decimal 5
Processor 1 and 3 selected. The load is distributed across processor 1 and 3.

Bitmask: 00000000000000000000000000001111 = Decimal 15
Processor 1, 2, 3, and 4 selected. The load is distributed across all processors, 1, 2, 3, and 4.

This is a post from MaxMhz a while back in response to a question as to how to increase performance on my quad core rig. Please note that forcing Il2 to run on anything above 2 cores does not give me any better performance, HOWEVER running on two cores instead of one core gave me much better performance on the Black Death track, a 36% increase in the minimum frame rates actually.

MaxMhz


Posted Apr 26, 07 20:25
You could try ProcessAffinityMask=15 - that would spread the load over all four cores in your quad processor... ProcessAffinityMask is a bit-weighed value with each bit representing a thread/core
four processors would be binary 1111 (decimal 15)

The drop in FPS is probably caused by all the secundary explosions caused by pieces flying around from the primary impact. That takes a huge amount of processor power.


I hope this stuff helps.

Zorin 11-04-2007 08:59 PM

Three weeks have past. Now, who thinks will get our next update tomorrow?

HenFre 11-05-2007 01:07 PM

Hello Oleg

I want to ask you what French vehicels would be made? And if any are they civilian or military? Air or ground? Will there also be French trains or French ships? French girls?? :lol:

Thanks for reading

robur 11-05-2007 04:24 PM

I hope we'll get some 4.09 news... :(

Zorin 11-05-2007 05:07 PM

I'd say we don't get any news today.

Don't get me wrong, but why at all mention a time frame to a starving community just to disappoint them? Thats like showing a parching man a bottle of water just to spill it all over the floor.

Jughead 11-05-2007 06:58 PM

"Don't get me wrong, but why at all mention a time frame to a starving community just to disappoint them? Thats like showing a parching man a bottle of water just to spill it all over the floor."

It's been going on for a long time, I don't look for it to change anytime soon. It seems to be the MO on flight sims these days. :(

striker85 11-05-2007 11:09 PM

That's wierd, looks identical to my original post on UBI. I put this info together and a guide to optimize IL-2 for multi-core CPUs.

http://forums.ubi.com/eve/forums/a/t...535#9431018535


Quote:

Originally Posted by choctaw111
This is what I dug up. I did make a mistake about the zero value. The zero value distributes the load across ALL cores.

Bitmask: 00000000000000000000000000000000 = Decimal 0
Processor affinity is off, and the load is distributed across all available processors.

Bitmask: 00000000000000000000000000000001 = Decimal 1
Processor 1 selected. The process will only run on processor 1.

Bitmask: 00000000000000000000000000000010 = Decimal 2
Processor 2 selected. The process will only run on processor 2.

Bitmask: 00000000000000000000000000000011 = Decimal 3
Processors 1 & 2 selected. The load is distributed across both processors, effectively the same as setting 0 above for Dual cores.

Because 0 puts the load across all processors and 3 puts the load on processor 1 and 2, they are essentially the same thing for Dual core CPUs.



For Quad core CPUs you can use more values:

Bitmask: 00000000000000000000000000000100 = Decimal 4
Processor 3 selected. The process will only run on processor 3.

Bitmask: 00000000000000000000000000001000 = Decimal 8
Processor 4 selected. The process will only run on processor 4.


And any combo between 0 and 15, for example:

Bitmask: 00000000000000000000000000000101 = Decimal 5
Processor 1 and 3 selected. The load is distributed across processor 1 and 3.

Bitmask: 00000000000000000000000000001111 = Decimal 15
Processor 1, 2, 3, and 4 selected. The load is distributed across all processors, 1, 2, 3, and 4.

This is a post from MaxMhz a while back in response to a question as to how to increase performance on my quad core rig. Please note that forcing Il2 to run on anything above 2 cores does not give me any better performance, HOWEVER running on two cores instead of one core gave me much better performance on the Black Death track, a 36% increase in the minimum frame rates actually.

MaxMhz


Posted Apr 26, 07 20:25
You could try ProcessAffinityMask=15 - that would spread the load over all four cores in your quad processor... ProcessAffinityMask is a bit-weighed value with each bit representing a thread/core
four processors would be binary 1111 (decimal 15)

The drop in FPS is probably caused by all the secundary explosions caused by pieces flying around from the primary impact. That takes a huge amount of processor power.


I hope this stuff helps.


HenFre 11-06-2007 08:21 AM

Will there be different versions of the Bf-109 E? E-1, E-3, E4 or E-7 /B?

Will it be possible to fly in different formations? Like the Schwarm and Vic? And be able as a flightcommander to change formation and spacing between planes inflight?

Will it look more realistic when a pilot bails out of his plane? In Il-2 the pilot sometimes goes through the plane when he bails out in the air, on the ground he exits the cockpit by jumping 3 meters straight up in the air and in water he run instead of swimming. Will this be modeled more realistic in SOW:BOB?

Will your plane crash if you fly into a tree?

Avimimus 11-06-2007 03:22 PM

Quote:

Originally Posted by HenFre
Will there be different versions of the Bf-109 E? E-1, E-3, E4 or E-7 /B?

Will it be possible to fly in different formations? Like the Schwarm and Vic? And be able as a flightcommander to change formation and spacing between planes inflight?

Already in Il2

HenFre 11-06-2007 05:32 PM

Quote:

Already in Il2
I know. Bf-109E-4, Bf-109E-4/B, Bf-109E-7/B, Bf-109E-7/Z. But my question was regarding SOW:BOB..

C6_Krasno 11-06-2007 06:38 PM

He was speaking about the formations : you can change of formation in IL2, and you can change the gap between aircrafts... Since the first IL2 I think. Not in the mission editor though.

DKoor 11-06-2007 06:44 PM

Oleg posted anything yet?

.................BTW guys just keep your tech spree up here..... I'm sure most of us find that EXTREMELY interesting.

Zorin 11-06-2007 07:27 PM

Quote:

Originally Posted by DKoor
Oleg posted anything yet?

Trying to develop some sense of humor here? ;)

DKoor 11-06-2007 09:26 PM

I don't feel like digging thru all these spam pages.

Zorin 11-06-2007 09:39 PM

Compared to the Zoo, the amount of true hearted spam is marginal around here, even in this thread. But who knows how long that will be the case with the lack of information...

JG27_brook 11-07-2007 07:29 AM

wiil u bring better maps too BOB ? now these are nice http://forum.1cpublishing.eu/viewtop...er=asc&start=0

Tbag 11-07-2007 01:08 PM

Better use the real deal:

http://www.mapy.blink.pl/pomorze/mapa_lotnicza.jpg

Jutocsa 11-07-2007 11:27 PM

Nice map mate, although my poor lil town is just missing from the Balaton part of it :)

JG27_brook 11-08-2007 04:45 AM

Quote:

Originally Posted by Tbag

that would do it , :wink:

Tbag 11-08-2007 12:30 PM

Search that site and you will find tons of maps. The 1:300.000 maps were commonly used for Air Navigation as far as I know.

Evgeny 11-09-2007 09:08 AM

Here is the new portion of your questions to Oleg.


1) Will wings visibly flex? (Or even just the effects?)

2) Will any tweaking be made to multiplayer support that may take over Hyperlobby, and support ladders?

3) Will there be a drop down window for coops so we can save server address ?

4) Are we able to choose exactly what type of ammunition we want for our ammunition belts? What I mean is can we choose the types of bullets that we want. If we want to load Gun 1 with all HE and Gun 2 with all Tracer, or no Tracer and Gun 3 with 4 AP and 1 Tracer, or 2 AP and 3 Tracer etc. If we could custom load each ammo belt, this would really open up a lot of possibilities for the virtual pilot.


5) Oleg, will you improve how overheating is modeled in BOB

6) Can we have more realistic vision effect for high G (loose peripheral vision)?

7) I would really like to know how the briefing / debriefing will look like and what info from mission will it contain (offline and online).
If not secret maybe some pictures ?

8) Is the flyable plane set completely decided on, (including different marks of planes we already know), or not yet?

9) Will SoW take advantage of multi-core setups, dual or even quads?

10) Centrifical force- will this be modelled in BoB?

Example: a wing gets shot off: the resulting G-forces on the pilot may be such to keep them pinned (and disoriented) in the cockpit.The same as like if one has many coins in a sock that one spins around keeps them from coming out the open end.

11) I can see that doors of Br-20 aircraft are openable - does it means, that the pilot would be able to go through the doors, to get in to the aircraft, or to get out of the aircraft?

12) I was wondering about a few aspects of mission building for BoB SoW...will we have options (or AI features) like: if Stuka raid fails to remove "radar" tower(s) RAF fighter intercept will find targets (German bombers) quicker? or If AI fighter runs out of ammo he must return to base to reload?

Will cloud's provide inviability from the AI?

Will AI fighters have a blind spot (below)?

Will we be able to program "campaign's" with options concerning supply (if factory or truck convoys destroyed repairs can not be made)

Will we be able to surprise AI defense with tricks like low altitude attack? (like a tree top approtch)

Will we be able to design missions in campaign mode where we have to make command decisions that will effect out come of future actions? (example: if we split our bombers into 2 groups and bomb and airfield and a sea-port at the same time, some RAF fighters will be called away to defend the first (closer) air-strike and the second German raid will meet smaller defense? But if all bombers attack one airfield they have a more difficult defense?)

Will we be able to kill AI gunners in bombers and/or will they run out of ammo?

Will the radio commands to AI wingman (squadron) feature be expanded (improved, fine tuned) in BoB SoW? (maybe voice recognition feature?)

WILL WE be able to build maps?

13) Will there be different versions of the Bf-109 E? E-1, E-3, E4 or E-7 /B?

Will it be possible to fly in different formations? Like the Schwarm and Vic? And be able as a flightcommander to change formation and spacing between planes inflight?

Will it look more realistic when a pilot bails out of his plane? In Il-2 the pilot sometimes goes through the plane when he bails out in the air, on the ground he exits the cockpit by jumping 3 meters straight up in the air and in water he run instead of swimming. Will this be modeled more realistic in SOW:BOB?

Will your plane crash if you fly into a tree?

Robert 11-09-2007 09:40 AM

................
 
thank you, Evgeny. Looking forward to Oleg's replies.

Oleg Maddox 11-09-2007 11:21 AM

Quote:

Originally Posted by Evgeny
Here is the new portion of your questions to Oleg.


1) Will wings visibly flex? (Or even just the effects?)

When we will have in future the planes where it is visible in reality – probably yes. But say on Ju-88 – it is invisible (at least in flight with high G for sure)

Quote:

Originally Posted by Evgeny
2) Will any tweaking be made to multiplayer support that may take over Hyperlobby, and support ladders?

Will be new multiplayer code.
Quote:

Originally Posted by Evgeny
3) Will there be a drop down window for coops so we can save server address ?

Probably. But by another way.
Quote:

Originally Posted by Evgeny
4) Are we able to choose exactly what type of ammunition we want for our ammunition belts? What I mean is can we choose the types of bullets that we want. If we want to load Gun 1 with all HE and Gun 2 with all Tracer, or no Tracer and Gun 3 with 4 AP and 1 Tracer, or 2 AP and 3 Tracer etc. If we could custom load each ammo belt, this would really open up a lot of possibilities for the virtual pilot.

It will depending of mission. And limits defined on server.

Quote:

Originally Posted by Evgeny
5) Oleg, will you improve how overheating is modeled in BOB

The complex model of engine work is more advanced.

Quote:

Originally Posted by Evgeny
/ 6) Can we have more realistic vision effect for high G (loose peripheral vision)?

I do think we have the most realistic for the computer visualisation.

Quote:

Originally Posted by Evgeny
7) I would really like to know how the briefing / debriefing will look like and what info from mission will it contain (offline and online). If not secret maybe some pictures ?

Next year will show maybe :)

Quote:

Originally Posted by Evgeny
8) Is the flyable plane set completely decided on, (including different marks of planes we already know), or not yet?

. Completely decided. Don’t ask too much. Because maybe some of them could be removed and later coming in add-ons
Quote:

Originally Posted by Evgeny
9) Will SoW take advantage of multi-core setups, dual or even quads?

Will.
Quote:

Originally Posted by Evgeny
10) Centrifical force- will this be modelled in BoB?

Example: a wing gets shot off: the resulting G-forces on the pilot may be such to keep them pinned (and disoriented) in the cockpit.The same as like if one has many coins in a sock that one spins around keeps them from coming out the open end.

Maybe. If you mean centrifugal force

Quote:

Originally Posted by Evgeny
11) I can see that doors of Br-20 aircraft are openable - does it means, that the pilot would be able to go through the doors, to get in to the aircraft, or to get out of the aircraft?

Maybe in future. Engine in principle allow it.
Quote:

Originally Posted by Evgeny
12) I was wondering about a few aspects of mission building for BoB SoW...will we have options (or AI features) like: if Stuka raid fails to remove "radar" tower(s) RAF fighter intercept will find targets (German bombers) quicker? or If AI fighter runs out of ammo he must return to base to reload?

Radars will play right role. Reload planned at the moment for online gameplay.
Quote:

Originally Posted by Evgeny
Will cloud's provide inviability from the AI?

Yes
Quote:

Originally Posted by Evgeny
Will AI fighters have a blind spot (below)?

Yes. But not a spot. Some area.
Quote:

Originally Posted by Evgeny
Will we be able to program "campaign's" with options concerning supply (if factory or truck convoys destroyed repairs can not be made)

Too early question
Quote:

Originally Posted by Evgeny
Will we be able to surprise AI defense with tricks like low altitude attack? (like a tree top approtch)

Yes. Some time in some places.
Quote:

Originally Posted by Evgeny
Will we be able to design missions in campaign mode where we have to make command decisions that will effect out come of future actions? (example: if we split our bombers into 2 groups and bomb and airfield and a sea-port at the same time, some RAF fighters will be called away to defend the first (closer) air-strike and the second German raid will meet smaller defense? But if all bombers attack one airfield they have a more difficult defense?)

Can’t answer it now.
Quote:

Originally Posted by Evgeny
Will we be able to kill AI gunners in bombers and/or will they run out of ammo?

It is in IL-2.
[quote="Evgeny"]
Will the radio commands to AI wingman (squadron) feature be expanded (improved, fine tuned) in BoB SoW? (maybe voice recognition feature?) New one.
Quote:

Originally Posted by Evgeny
WILL WE be able to build maps?

Yes. But only small. Big maps we will keep for ourselves that to release new series of sims.
Quote:

Originally Posted by Evgeny
13) Will there be different versions of the Bf-109 E? E-1, E-3, E4 or E-7 /B?

E-1 – Sure no.
Quote:

Originally Posted by Evgeny
Will it be possible to fly in different formations? Like the Schwarm and Vic? And be able as a flightcommander to change formation and spacing between planes inflight?

Try in Il-2. In BoB it is improved.
Quote:

Originally Posted by Evgeny
Will it look more realistic when a pilot bails out of his plane? In Il-2 the pilot sometimes goes through the plane when he bails out in the air, on the ground he exits the cockpit by jumping 3 meters straight up in the air and in water he run instead of swimming. Will this be modeled more realistic in SOW:BOB?

Can’t answer it now. Maybe in time. It is complex animation of pilot at first…
Quote:

Originally Posted by Evgeny
Will your plane crash if you fly into a tree?

In Il-2 we have two types of trees - with collision model and without. These that are without are graphical feature and loads with maximum settings. It was don that to make equal gameplay of players with different power of their PC and its settings. In BoB we will have only type with collision model.

Pierre@ 11-09-2007 11:42 AM

Thanks for these answers, Mr Maddox.
Why not the Bf 109 E-1? Some were still in use during BoB.

BadAim 11-09-2007 01:15 PM

Thanks, Oleg. It's good to "hear" your "voice".

Vike 11-09-2007 01:27 PM

Thanks Oleg for these infos! ;)

@+

NSU 11-09-2007 01:34 PM

E-3, E4 or E-7 /B comes for BoB ?

NSU 11-09-2007 02:48 PM

Hi Oleg

great wish and question

Missionsbuilder in BoB:

Can I put on waypoint a call signal for self spoken radio calls?

so i can make own Mission with radio commands for the Player!

he fly over a "call signal waypoint" and the radio say:
"Einfliegende Feindflieger im Planquadrat D6 in Hanni 4000"

sorry for my bad english! :lol:

Bearcat 11-09-2007 02:48 PM

Good stuff!! Thanks!!

I agree.. the blackouts in ILw are modeled pretty well... Not only that.. I could have sworn that centrifugal force was also modelled in IL2.. I seem to remember not being able to bail in a plane in a hard flatspin..... Particularly the P-39 in the old days.. it has been a while since I have gotten into a flatspin but... :lol:

proton45 11-09-2007 03:16 PM

Thanks for the answers... :D :D :D


Quote:

Evgeny wrote:
7) I would really like to know how the briefing / debriefing will look like and what info from mission will it contain (offline and online). If not secret maybe some pictures ?

Next year will show maybe Smile
I guess we have a while to wait...

150GCT_Veltro 11-09-2007 04:19 PM

Quote:

Originally Posted by NSU
E-3, E4 or E-7 /B comes for BoB ?

bump


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