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Overcast, bad weather (not tempest, bad weather), alto-stratus, grey sky.
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Night bombing raid on London :) |
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To add another question to this: will we again have level stabilizer or something else to fly the plane while on the bomb run (e.g. pilot holding the course and altitude for us)? Or a proper autopilot... |
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A vid of hangars, workshops, barracks, vehicles & parked AC pounded by a shower of bombs, with airfield personnel running diving for the trenches.
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Releasing System specs are the responsibility of the publisher, not the dev team, please stop asking for this.
I'd like to second a screen cap or video of London burning at night. They said that the glow during the height of the Blitz was visible from many miles/km away. Will we get something similar? Will the clouds glow red from the firestorms? Will destroyed buildings stay destroyed? Civilian houses, not military bases. |
- as csThor said, infos about the mission and campaign system would be most welcome
- related to that: scripting possibilities (there was lots of interesting info mentioned on the Russian forums, but Google translate only goes so far) - would love to know how big and persistent smoke from burning objects are (the usual 100m column that dissipates after two minutes like in basically every other sim, or finally some realistic impression of smoke over the targets or the battlefield) |
1.Dedicated server information
2.Multiplay.Ingame browser,play at Ubi.com button, or 3rd party lobby.(or all) 3.Tutorial on making MDS maps. |
I'd like to see maybe a 3-5 minute video showcasing game mechanics first and foremost, much more than seeing a video of max detail graphics or a dogfight.
What i mean by that is a demonstration of any of the following: 1) The dynamic weather system. The mission's weather parameters in the FMB are explained then we see snippets of how the weather evolves, possibly by watching a track/replay of the mission as it has been flown and time skipping/using time compression to display the change in weather patterns. 2) The new AI routines. Do ships and ground units zig-zag and evade? Do aircraft conform to the same set of restrictions as the player or do they still never overheat? Etc, etc. 3) Multiplayer features and dynamic campaign modes for both single and multiplayer. I just re-read the check-six interview and there's a lot of possibilities mentioned. For example, in the new online mode (the long running semi-campaign feature), can i schedule bomber flights as AI units to depart at a time of my choosing and then spawn into them and take control (this has been mentioned in the check-six interview, so it's actually something the Maddox team was considering)? Can i do it in conjunction with the multi-crew feature? Can each crew password-protect the plane they're going to spawn into a few hours from now when the bombers are about to reach the enemy coast? This is not very important for now, but if and when we get a 1943-late war expansion it would enable us to fly bombing raids all the way from the UK to Germany, without having to actually sit in front of our PCs for 6 hours straight. The bombers spawn and start on their way under AI control when you're driving home from work, by the time they're about to reach Holland a couple of hours later you're done with dinner, kids and wife, jump in and take control, fly the bomb run and the combat part and if you want to, fly all the way back to home base, otherwise you give control back to the AI after the exciting part is over, start a new mission and spawn in a fighter to fly a short, cross-channel rhubarb before you go to bed for the night ;) What about support missions? If a base is attacked constantly, does it run out of supplies like ammunition/fuel, resulting in players who spawn there to have reduced loadouts? If yes, can a transport plane land at the base or execute a supply drop to bring in spare parts? In general, a more complex type of stat tracking, similar to the "pilots/planes" counters we currently have in mission oriented DF servers but with more variables and replenishable resources. Can we fly photo recon missions and use that photo as briefing for another mission? Can multi-crewed aircraft have some sort of plotting tools for the ingame mini-map (for example, like in Silent Hunter 3)? Flying recon in a mosquito at 30000ft, i might come across flak concentrations that i could mark on my map to inform other players on my team. During my photo run i might suffer damage and have to divert to another friendly airfield, so what about handing the pilot's controls to the AI, taking control of the navigator and drawing a new flight plan on the in-game map, with bearings to fly and so on? Better yet, how about user-made AI scripts, so that you can actually press Tab and ask your navigator for a new course via the orders menu? This could go on for ages with features that we might not yet see for years or even not at all, but you get the general idea. I know they've done a few things along these lines of thought (they've hinted as much a few times) and while it would probably be part of the package of big surprises in the sim that they are holding back, maybe they could show off just one such feature for the extra "wow,amazing!" factor. 4) Most of all, a demonstration or short tutorial on the new engine management and aircraft systems modeling. Once again, the check-six interview has some awesome examples. The video could start by showing proper engine operation for any single flyable aircraft, then show what happens and how things break apart when you exceed certain limits. Then, it could expand into how a failure of one system might result in a cascade of other systems failing. For example, in a twin engined aircraft one engine might drive the hydraulic pump. In the video the engine dies as result of improper operation or battle damage, then we are shown how the remaining pressure is not enough to lower both the flaps and gear for landing. However, the aircraft has manual gear extension, so the video proceeds to show how it's best to use the remaining pressure in the system to lower the flaps and then use the hand-pump to lower the gear. Or it could show lowering the gear first and being unable to lower the flaps. Or having enough pressure to lower both but not having enough for the wheel brakes, so even if it lands just fine it ends up overshooting the runway, getting the gear torn off and sliding to a stop on its belly. Things like that which would show off the depth of aircraft and damage models and the amount of work that went into them. I'm sure i could write a novel about proposed and interesting game mechanics, so i'll just stop here :grin: |
1. Another vote for some infos about the campaign and mission system. Dynamic and/or static? Maybe a few screenshots from the campaign, briefing and armament menus.
2. Is the dynamic weather system announced on the 46 bonus DVD still include? |
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