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-   -   Friday 2010-10-22 Dev. update and Discussion (http://forum.fulqrumpublishing.com/showthread.php?t=17054)

Foo'bar 10-23-2010 10:11 PM

1 Attachment(s)
Is is because of the resolution or do I read "Luftschrauba" here? It should be "Luftschraube" instead.

Insuber 10-23-2010 11:08 PM

Quote:

Originally Posted by Flanker35M (Post 192331)
S!

I remember the Whaa-Whaa when discussing the option of it being clickable. Oleg stated it would be and discussion faded. Now the bandwagon is oohh aaah..Go figure ;) Oleg for sure has put thought to this and not made an half arsed implementation as you can see.

You're right, and I was wrong. Clickable cockpits look very nice.

Cheers,
Insuber

Insuber 10-23-2010 11:12 PM

Quote:

Originally Posted by Foo'bar (Post 192361)
Is is because of the resolution or do I read "Luftschrauba" here? It should be "Luftschraube" instead.


On my screen is "e", not "a".

Ins

dflion 10-23-2010 11:22 PM

Olegs Team - Dedicated Aviation Professionals
 
Quote:

Originally Posted by Sutts (Post 192188)
Indeed, I think they are the ONLY people capable of showing the vision, dedication and expertise to produce such a work of art in this capitalist age where profit trumps everything else.

Thank goodness we have guys like Oleg. Any western company would have rushed this out and ruined it by now. And how many western companies would have full time experienced aerospace engineers on the team?

Following Foo'bars 'Amen' another 'Amen'
DFLion

Blackdog_kt 10-23-2010 11:22 PM

Quote:

Originally Posted by Skoshi Tiger (Post 192151)
AFAIK the position of the mixture control will be set to get the most efficiency. I've never flown a plane with a CSU or super charging, but I think once your plane is set up at a given RPM/throttle you would alter the mixture to get the correct Exhaust Gas Temperature.

In emergency/combat with full throttle and high RPM's to avoid the possiblity of pre-ignition and detonation, I think you'ld be using full rich mixture most of the time. (less efficient but safer - of course when we're up at 20,000 feet that may be different).

In a light plane it's easy, once you've settled into your cruise you reduce your mixture from rich until you you obtain the highest RMP (indicating the most efficient Fuel/Air mixture) then bump the mixture in a bit so your not running to lean.

[EDIT]
Those throttle quadrants didn't have RPM leavers- Hmmm early fixed pich props maybe????????
[\EDIT



Did you mean shooting down a plane with a Bazooka? or was there another equally impressive scene I missed?

Actually i think they are wondering if the mixture lever operated "backwards". In most planes lever forward=rich. However, i've seen a freeware FSX tiger moth add-on and it too had it backwards (lever back=full rich, while in most cases the full back position is the fuel cut-off). Even more so, if you pulled the throttle back in the Moth it would pull the mixture lever back along with it.

Essentially, it was a crude "auto-mixture" method to ensure that the engine was running rich when at low throttle settings.

As for how mixture is set, it's just like you said. If you have a fixed pitch prop you can do it by leaning for maximum RPM at the given throttle setting. If you have a constant speed prop however the RPMs will be constant. In some cases you can still observe a small jump in the RPM needles until the governor system stabilizes under the new forces.

When this is not possible leaning in general aviation aircraft is done with the help of cokcpit instruments, either a fuel flow/power gauge or an exhaust gas temperature (EGT) gauge. It usually involves leaning for magimum EGT, then enriching just a touch to make sure the engine doesn't run too hot (too lean a mixture can cause somewhat of an overheat).

However, i have absolutely no idea how they did it back then in planes with constant speed props (that don't exhibit enough of an RPM difference to indicate the proper leaning point) but no EGT gauges. It's ok doing it in a civilian aircraft, but when people are shooting at you i guess it's a bit harmful keeping your head inside the cockpit for long periods of time, looking to catch a glimpse of a tiny jump of the RPM needle before it stabilizes again due to the pitch governor. I guess it's one of the reasons that mixture was automated to a large extent early on in many designs, either completely in the German ones, or partially like in the US designs (cut off, full rich, plus two automatic settings, one for auto lean for economy during cruise and one for auto rich to keep temps a bit cooler during climb out and combat).

Maybe it was also done "by ear", listening for changes in the engine's sound? Would be interesting to know.

As for running full rich without taking altitude into account, it won't kill the engine (in fact engines run cooler with richer mixture) but it's generally not advisable if you want to develop any kind of serious power. Restored warbirds run richer than specified in the manuals to preserve their old engines, but back in the day they were more concerned with delivering peak power during combat.
I doubt they would ever go to full rich over 8000 feet or so, unless the engine was starved of fuel/stalling due to battle damage and they tried to keep it running no matter what, at the cost of optimum power.



Quote:

Originally Posted by Flanker35M (Post 192331)
S!

I remember the Whaa-Whaa when discussing the option of it being clickable. Oleg stated it would be and discussion faded. Now the bandwagon is oohh aaah..Go figure ;) Oleg for sure has put thought to this and not made an half arsed implementation as you can see.

Yeah, i remember that too, almost nobody wanted it :grin:
Just as i was saying at the time, it might not the best interface but it's the easiest one if you want to do in-depth modelling of aircraft systems as we'd be out of available shortcuts (or don't remember them) if we had to map everything to keyboard and HOTAS.
So, it was a question between optionally using the mouse for some controls (i doubt people will be clicking the gun triggers or other vital stuff, things like that will stay on the joystick) in exchange for extra realism, or not using the mouse and not modelling the extra stuff because we lack the controllers for it. The correct answer is of course obvious ;)

major_setback 10-24-2010 12:10 AM

Quote:

Originally Posted by Splitter (Post 192343)
If they implement it like they did in X-Plane, it's just a left click on the mouse to switch between the two modes.

Splitter

I thought you had to hold the spacebar down at the same time as moving the mouse, to look around. I never found a way around that. It meant you needed 3 hands!!
(it's been over a year since I played it - my memory might be bad).

Any tips are welcome.

major_setback 10-24-2010 12:25 AM

Quote:

Originally Posted by Foo'bar (Post 192361)
Is is because of the resolution or do I read "Luftschrauba" here? It should be "Luftschraube" instead.

You can see it better on another screenshot:

http://i4.photobucket.com/albums/y12...ack/dial01.jpg

Skoshi Tiger 10-24-2010 12:40 AM

Quote:

Originally Posted by Blackdog_kt (Post 192376)
Actually i think they are wondering if the mixture lever operated "backwards". In most planes lever forward=rich. However, i've seen a freeware FSX tiger moth add-on and it too had it backwards (lever back=full rich, while in most cases the full back position is the fuel cut-off). Even more so, if you pulled the throttle back in the Moth it would pull the mixture lever back along with it.

....
However, i have absolutely no idea how they did it back then in planes with constant speed props (that don't exhibit enough of an RPM difference to indicate the proper leaning point) but no EGT gauges. It's ok doing it in a civilian aircraft, but when people are shooting at you i guess it's a bit harmful keeping your head inside the cockpit for long periods of time, looking to catch a glimpse of a tiny jump of the RPM needle before it stabilizes again due to the pitch governor. I guess it's one of the reasons that mixture was automated to a large extent early on in many designs, either completely in the German ones, or partially like in the US designs (cut off, full rich, plus two automatic settings, one for auto lean for economy during cruise and one for auto rich to keep temps a bit cooler during climb out and combat).

Maybe it was also done "by ear", listening for changes in the engine's sound? Would be interesting to know.

As for running full rich without taking altitude into account, it won't kill the engine (in fact engines run cooler with richer mixture) but it's generally not advisable if you want to develop any kind of serious power. Restored warbirds run richer than specified in the manuals to preserve their old engines, but back in the day they were more concerned with delivering peak power during combat.
I doubt they would ever go to full rich over 8000 feet or so, unless the engine was starved of fuel/stalling due to battle damage and they tried to keep it running no matter what, at the cost of optimum power.
...

I found a copy of the MKII Spitfire pilots notes on Zeno's war birds (close as I could find to a MK I)

There is very little said about adjusting mixture except for the pre-start (Mixture Control -RICH), engine test(test cruse power (WEAK mixture) followed by maximum boost (RICH)), and pre-takeoff (Mixture Control - RICH) checklist. Then two paragraphs use WEAK mixture for maximum range and endurance.

The description of the control is as follows
--------------
14 .
Throttle and mixture controls - The throttle and mixture
levers (10 and 11) are fitted in a quadrant on the port
side of the cockpit . A gate is provided for the throttle
lever in the take- off position and an interlocking device
between the levers prevents the engine from being run on
an unsuitable mixture .
Friction adjusters ( 8 ) for the
control s are provided on t he side o f the quadrant.
----------------

I guess the pilots had enough on their plates as it was.

I was never quite happy with the mixture in IL-2 which was basically wait for the brown smoke to start coming out and then drop the mixture one step.

Cheers!

Splitter 10-24-2010 12:42 AM

Quote:

Originally Posted by major_setback (Post 192380)
I thought you had to hold the spacebar down at the same time as moving the mouse, to look around. I never found a way around that. It meant you needed 3 hands!!
(it's been over a year since I played it - my memory might be bad).

Any tips are welcome.

Maybe we just have different key assignments?

Splitter

Zorin 10-24-2010 01:03 AM

Quote:

Originally Posted by major_setback (Post 192383)
You can see it better on another screenshot:

http://i4.photobucket.com/albums/y12...ack/dial01.jpg

Ok, but underneath it reads "Stetlungsanzeige", but it should be "Stellungsanzeige". Duoble l.

Goanna1 10-24-2010 01:03 AM

Artistic, Amazing and very beautiful--
Congratulations and cudos to Oleg and his team

zapatista 10-24-2010 01:04 AM

Quote:

Originally Posted by Oleg Maddox (Post 191910)
Just to show that the work over lighting tuning is still there... and due this tuning was changing textures.

So finally you all will get really close to photo realistic picture.

oleg,

that picture looks very very good indeed ! and very nice detail in the scenery seen from lower level altitude (like the other shots from last week, but they were in clearer light).

the in cockpit shots are amazing, bellisimo, magnifico !! pretty stunning detail and realism, the dials and controls look so real its like we can touch them ( and with clickable switches we can :) )

thanks for all the effort and hard work, it's all coming together now it seems !

Spinnetti 10-24-2010 01:46 AM

Love the picture details, HATE that I can't see the pilots arms and legs.. Do Ghosts fly these? When I fly, I can see my arms and legs, why not in game?

Splitter 10-24-2010 01:58 AM

Quote:

Originally Posted by Spinnetti (Post 192403)
Love the picture details, HATE that I can't see the pilots arms and legs.. Do Ghosts fly these? When I fly, I can see my arms and legs, why not in game?

As was said a couple Fridays ago, many of us don't care if you get what you are asking for as long as we can turn it off :).

I want to see the plane, not the pilot. And besides, Oleg doesn't have a computer generated foot the size of mine so looking down and seeing a little size 9 would totally kill the immersion for me :grin:

Splitter

tityus 10-24-2010 02:03 AM

Nice Cockpits. Very immersive I can barely wait to hear about devicelink and the possibility to use it to feed data to real/physical gauges.

Another question:

Usually in games, users who lower their resolution and opt for using poorer visuals have the advantage of discerning non-scenery elements more easily than those who go the high end road. Is anything planned on SoW to minimize that?

té mais
tityus

Blackdog_kt 10-24-2010 02:16 AM

Quote:

Originally Posted by Skoshi Tiger (Post 192391)
I found a copy of the MKII Spitfire pilots notes on Zeno's war birds (close as I could find to a MK I)

There is very little said about adjusting mixture except for the pre-start (Mixture Control -RICH), engine test(test cruse power (WEAK mixture) followed by maximum boost (RICH)), and pre-takeoff (Mixture Control - RICH) checklist. Then two paragraphs use WEAK mixture for maximum range and endurance.

The description of the control is as follows
--------------
14 .
Throttle and mixture controls - The throttle and mixture
levers (10 and 11) are fitted in a quadrant on the port
side of the cockpit . A gate is provided for the throttle
lever in the take- off position and an interlocking device
between the levers prevents the engine from being run on
an unsuitable mixture .
Friction adjusters ( 8 ) for the
control s are provided on t he side o f the quadrant.
----------------

I guess the pilots had enough on their plates as it was.

I was never quite happy with the mixture in IL-2 which was basically wait for the brown smoke to start coming out and then drop the mixture one step.

Cheers!

That leads me to believe they had automatic mixture systems similar to the ones found on US aircraft (i know for a fact that later Spits did have it, but i didn't know it was available to the early ones too). In these systems, the lever locks at the pre-determined positions and then the automatic system takes over, leaning for best fuel economy when you place it on "weak" or for smoother engine operation when you place it on "rich". That is, even when you leave it alone it's working in the background, especially if you change altitude.
In a manual control system the lever travels the full range without having any pre-determind notch, each movement of the lever affecting the mixture. Any change of altitude means you'll have to manually readjust it.

If i was to say it in a better way, in the manual system the lever directly affects the fuel flow while in the automatic system the lever selects between two different presets for automatic leaning (normal/economy).

It's actually the non-automatic systems i'm wondering about for the reasons i described above: the RPM gauge doesn't provide enough of an indication due to the constant speed prop and i don't know if there's any EGT instruments to provide an alternative aid to leaning manually.


Quote:

Originally Posted by Spinnetti (Post 192403)
Love the picture details, HATE that I can't see the pilots arms and legs.. Do Ghosts fly these? When I fly, I can see my arms and legs, why not in game?

Because then with our virtual hands in the way we might be unable to click the switches i guess. I wouldn't mind having the pilot in the cockpit, as long as i could turn him off if i need to click on the fuel selector switch before jettisoning my drop tanks. ;)

Hunden 10-24-2010 04:49 AM

Quote:

Originally Posted by Spinnetti (Post 192403)
Love the picture details, HATE that I can't see the pilots arms and legs.. Do Ghosts fly these? When I fly, I can see my arms and legs, why not in game?

I felt the same a year ago then I came to relize Oleg knows best. How would you model the movement of the arms and hands when there flipping swithes, turning knobs and the such. Wouldn't be a problem with the left hand on the trottle for example. But other movements would have a delay or be ignored.....

speculum jockey 10-24-2010 05:25 AM

Quote:

Originally Posted by Spinnetti (Post 192403)
Love the picture details, HATE that I can't see the pilots arms and legs.. Do Ghosts fly these? When I fly, I can see my arms and legs, why not in game?

What's with all the people out there who want to stare at virtual pilot's crotches instead of the beautiful cockpits, planes and scenery? When you fly a real plane you can already see your arms and legs in your peripheral vision. They don't need to be added to the game because they are already visible.

If you can't live without gratuitous crotch-shots, follow these instructions.

Step #1: Take a photo of your crotch (or a stranger's if you prefer).

Step #2: Print the photo of the crotch.

Step #3: Cut the outline of the crotch out from the rest of the photo.

Step #4: Paste the photo of the crotch on to the bottom of your monitor.

VOILA!!! You can now see legs at the bottom of your screen.

Freycinet 10-24-2010 07:34 AM

Quote:

Originally Posted by Zorin (Post 192397)
Ok, but underneath it reads "Stetlungsanzeige", but it should be "Stellungsanzeige". Duoble l.

+1.

I really fear that stupid spelling and grammar errors will undermine this seemingly great sim.

It appears to be the weak spot of all sims coming out of Russia, with the possible exception of the DCS series...

SaQSoN 10-24-2010 08:02 AM

Quote:

Originally Posted by Freycinet (Post 192428)
It appears to be the weak spot of all sims coming out of Russia, with the possible exception of the DCS series...

I wish, you could read Russian and understand what actually is often written with Cyrillic in many games (and even sims), coming out of Europe or USA. :cool:

Believe me, a few mis-spelled letters in BoB cockpits is nothing, comparing to that.

PS Besides, I am sure, Maddox will fix such spelling errors, whenever you point to them. It is not possible to know everything and that is what testers and community is for.

BigPickle 10-24-2010 08:35 AM

S! great shots Oleg thank you for the update, I'm going to dancing in the shop queue waiting to buy this the day its released.
It would be great to know about the oxygen masks, are they going to be added to the pilot models?

Oleg Maddox 10-24-2010 08:43 AM

Quote:

Originally Posted by BigPickle (Post 192432)
S! great shots Oleg thank you for the update, I'm going to dancing in the shop queue waiting to buy this the day its released.
It would be great to know about the oxygen masks, are they going to be added to the pilot models?

The are already long time. It is more simple thanto have pilots with or without helmets, with different suits, etc...that is already.

Hecke 10-24-2010 08:45 AM

Oleg, have you already read about the little spelling mistake on the gauge told about the last few pages?

Or is it just a matter of resolution, that makes it look wrong?

NSU 10-24-2010 08:47 AM

Hi Oleg

can you show us how big the BoB map is?

philip.ed 10-24-2010 08:51 AM

Quote:

Originally Posted by Oleg Maddox (Post 192434)
The are already long time. It is more simple thanto have pilots with or without helmets, with different suits, etc...that is already.

Oleg, is there pilot animation for putting on the oxygen mask? I trust you know how it works. Because for an RAF pilot, the d-mask wasn't the easiest mask to put on whilst flying in formation, let alone being in combat!!!! :D

Snuff_Pidgeon 10-24-2010 08:52 AM

.
 
Oleg, just curious about reflections on instrument glass, will it reflect external elements as well? For example other aircraft.

Hecke 10-24-2010 08:54 AM

Quote:

Originally Posted by Snuff_Pidgeon (Post 192439)
Oleg, just curious about reflections on instrument glass, will it reflect external elements as well? For example other aircraft.

Oleg told they are not dynamic reflections, they are prerendered.

Snuff_Pidgeon 10-24-2010 08:59 AM

Ok, thanks.

Oleg Maddox 10-24-2010 09:00 AM

Quote:

Originally Posted by philip.ed (Post 192438)
Oleg, is there pilot animation for putting on the oxygen mask? I trust you know how it works. Because for an RAF pilot, the d-mask wasn't the easiest mask to put on whilst flying in formation, let alone being in combat!!!! :D

We don't plan any complex animation. I told it already.

All pilots have their animation identical by types, doesn't matter from which country.

In principle, any animations, that are in our sim or in any SIM is just for FUN and don't play serious role in a gameplay. The main things must be placed in absolutely other directions.
Pilot is in principle maybe absent in a cockpit, even from external view, but with this the SIM can't be worse in terms of SIM.

Hope for understanding what I tried to tell - we don't make animation of the oxigen mask itself.

philip.ed 10-24-2010 09:02 AM

Quote:

Originally Posted by Oleg Maddox (Post 192443)
We don't plan any complex animation. I told it already.

All pilots have their animation identical by types, doesn't matter from which country.

In principle, any animations, that are in our sim or in any SIM is just for FUN and don't play serious role in a gameplay. The main things must be placed in absolutely other directions.
Pilot is in principle maybe absent in a cockpit, even from external view, but with this the SIM can't be worse in terms of SIM.

Hope for understanding what I tried to tell - we don't make animation of the oxigen mask itself.

OK Oleg, that's great and I can see where you're coming from ;)

domian 10-24-2010 09:04 AM

Quote:

Originally Posted by Zorin (Post 192397)
Ok, but underneath it reads "Stetlungsanzeige", but it should be "Stellungsanzeige". Duoble l.

Are you kidding???

I can read "Stellungsanzeige" i think you have to clean your glasses instead to search for nonexisting faults.

By the way, i wonder how long it will takes until the release. Since months the community gets thrown a couple of pictures ever week. I could not realize much movement in the developement. No Sounds, no videos, nothing to to say something about a soon release.

It is the same as every year, sadly. The promises of Oleg, that the playing community will have thousands of players until Oktober 2010 is not come true, once again.

Stranzki 10-24-2010 09:09 AM

Quote:

Originally Posted by domian (Post 192445)
Are you kidding???

I can read "Stellungsanzeige" i think you have to clean your glasses instead to search for nonexisting faults.

I've read the same. Just compare t and the l. It really looks like Stetlungsanzeige:


http://i4.photobucket.com/albums/y12...ack/dial01.jpg

NSU 10-24-2010 09:15 AM

yes you are right, must be "Stellungsanzeige"

http://www.rareshop.org/eshop/image....nzeige-704.JPG

domian 10-24-2010 09:19 AM

Quote:

Originally Posted by Stranzki (Post 192446)
I've read the same. Just compare t and the l. It really looks like Stetlungsanzeige:


http://i4.photobucket.com/albums/y12...ack/dial01.jpg

IT IS "Stellungsanzeige"!

The grid pattern in the instrument has no good quality in this enlargement.

Oleg Maddox 10-24-2010 09:20 AM

Quote:

Originally Posted by JAMF (Post 192118)
Mr. Maddox, I've posted these questions before, so I hope you only missed them.

- Is surround gaming (3 screens) being taken into account in development? Flexible FoV? Or will there be an option for users wit 3 screens, to render the view through 3 viewports, like it was done in the racing simulation rFactor?

FOV
http://www.wsgfmedia.com/JKeefe/THUMB_Subviews_OFF.jpg

3 "viewports"
http://www.wsgfmedia.com/JKeefe/THUMB_Subviews_ON.jpg

- Will it be possible to use real DeviceLink cockpit dials in MP? As a way to avoid what could be considered cheating by others, the dials which are destroyed in the game, the real cockpit dials get deactivated through DeviceLink (data output = 0).

- Will we see raindrops on the windscreen, like in the original IL2 demo?

- Will we see rivets on the wing and would they be bump- or normal-mapped?

Thank you.


BoB is working with 3 screens. This is option of video cards now.


Device link will be added later. It will work online. How it will be working in terms of cheating I don't know yet.

In demo of Il-2 there wasn't rain drops on widescreen


rivets on the wings or anywhere on the external view are present where they should. They are drawn and bumpmapped.
If to make them all in 3D this will decrease completely FPS.

Flanker35M 10-24-2010 09:24 AM

S!

Oleg, just one question: AMD Radeon + SoW = compatible? I am looking at the new 6900-series to replace my room heater nVidia ;) Domian: no matter how you spin the pic, it says Stetlungsanzeige instead of Stellungsanzeige.

I have been drooling over the Bf109E cockpit over the last days and I think my tax refund is going to the new computer :D

Oleg Maddox 10-24-2010 09:37 AM

Quote:

Originally Posted by Flanker35M (Post 192451)
S!

Oleg, just one question: AMD Radeon + SoW = compatible? I am looking at the new 6900-series to replace my room heater nVidia ;) Domian: no matter how you spin the pic, it says Stetlungsanzeige instead of Stellungsanzeige.

I have been drooling over the Bf109E cockpit over the last days and I think my tax refund is going to the new computer :D

Should be compatible with any modern cards if there is not bugs in their drivers.

Oleg Maddox 10-24-2010 09:46 AM

No time to find where it is, will answer here for the clear undrstanding
 
Clickable cocpits.

1. We are not doing completely clickable cockpits. There isn't any button or switch is clickable. We program only these that are using in flight. We don't program all that are using for only the start procedure. And will not use in future. Too much work for a lot of types of cocpits and a lot of functions different from one plane to another.

2. We did popup tips for each gauge or lever, knob, switch that is using in our code for control of aircraft, canopy, etc.

3. We make clickable by mouse these that are useful with the mouse by clicks or clicks+moving (see also item 1). Or will help some third party to program own code with explanation of principles.




All these functions are useful for different devices as well.
If there in future after the release we will find that some devices are not useful, but popular on the market - we may think about addition of other style of control for something.

philip.ed 10-24-2010 09:53 AM

Oleg, how will smashed/cracked canopy glass be modelled? If a crack appears due to damage, will it spread and cause various bits of glass to break away?

JG1_Wanderfalke 10-24-2010 09:54 AM

Oh man, thats bad :(

SlipBall 10-24-2010 09:57 AM

Quote:

Originally Posted by Oleg Maddox (Post 192453)
Clickable cocpits.

1. We are not doing completely clickable cockpits. There isn't any button or switch is clickable. We program only these that are using in flight. We don't program all that are using for only the start procedure. And will not use in future. Too much work for a lot of types of cocpits and a lot of functions different from one plane to another.

2. We did popup tips for each gauge or lever, knob, switch that is using in our code for control of aircraft, canopy, etc.

3. We make clickable by mouse these that are useful with the mouse by clicks or clicks+moving (see also item 1). Or will help some third party to program own code with explanation of principles.




All these functions are useful for different devices as well.
If there in future after the release we will find that some devices are not useful, but popular on the market - we may think about addition of other style of control for something.



Disappointing

philip.ed 10-24-2010 10:02 AM

He said it will be possible for third parties develop this later on. What more can you ask for? Just look at those cockpits. If you want click-able cockpits, play your nancy-pancy MFS. It would be cool to do a whole engine-start-procedure, but if this is possible further down the line then that's great.

JG1_Wanderfalke 10-24-2010 10:08 AM

Yeah, i will play my nancy-pancy mfx and i have gorgeous photorealistic textures all over in europe. ^^

Foo'bar 10-24-2010 10:15 AM

Quote:

Originally Posted by SlipBall (Post 192457)
Disappointing

Here we go again. These high quality cockpits is way more we've expected ever, isn't it? Third party can modify such things later. Oleg is concentrating on the important things, thats right and good.

Quote:

Originally Posted by JG1_Wanderfalke (Post 192462)
Yeah, i will play my nancy-pancy mfx and i have gorgeous photorealistic textures all over in europe. ^^

Yes, and all others will have combat in the air ;)

JG1_Wanderfalke 10-24-2010 10:19 AM

Touché

Oleg Maddox 10-24-2010 10:20 AM

Quote:

Originally Posted by SlipBall (Post 192457)
Disappointing

I never promised starting procedure for each aircraft. Instead I always told other things. No for complete starting procedure, no for clickable cockpits.
When we did as a surprise clickable - then dissapointing. Strange...

I think clickable and staring procedure is some different strory isn't it?.

Oleg Maddox 10-24-2010 10:22 AM

Quote:

Originally Posted by JG1_Wanderfalke (Post 192462)
Yeah, i will play my nancy-pancy mfx and i have gorgeous photorealistic textures all over in europe. ^^

You'll never have there photorealistic looking life except the pixelated europe or world.

Don't get the wrong the term photorealistic itself.

Using photos for the maps and term photorealistic is way different things.

Foo'bar 10-24-2010 10:24 AM

Oleg please check email, I have some questions concerning buildings and rail.

pupo162 10-24-2010 10:27 AM

Oleg, is clickable thingy mandatory, or can we jsut map everithing to our keybord and divice and dont have to bother to click ? will we still be able ot use the mosue to pan around and to shoot with mosue buttons?

Dont get me wrong clickables are fun scpecialy for big planes/bombers where you have preatty much all time in the world to click and set everithing up, but in combat in fighters i would just like to keep that "hotas" feeling of il2, of being able to do everithing with my engine and plane witout loosing sight from my opponent


cheers

Dano 10-24-2010 10:30 AM

Quote:

Originally Posted by domian (Post 192449)
IT IS "Stellungsanzeige"!

The grid pattern in the instrument has no good quality in this enlargement.


It quite clearly is not. Even at the resolution of that shot the two L's would be identical in height, which they clearly aren't.

JG1_Wanderfalke 10-24-2010 10:31 AM

But it looks really nice, we have moving cars ships, trees, many many placed buildings, Ai´s...
water and clouds are great with rex2

Oleg Maddox 10-24-2010 10:32 AM

Quote:

Originally Posted by pupo162 (Post 192471)
Oleg, is clickable thingy mandatory, or can we jsut map everithing to our keybord and divice and dont have to bother to click ? will we still be able ot use the mosue to pan around and to shoot with mosue buttons?

Dont get me wrong clickables are fun scpecialy for big planes/bombers where you have preatty much all time in the world to click and set everithing up, but in combat in fighters i would just like to keep that "hotas" feeling of il2, of being able to do everithing with my engine and plane witout loosing sight from my opponent


cheers

Don't worry! When these that will use clickable by mouse feature will be shot down so many times in air because of unrealistic using mouse comparing to the mapped to functions buttons, they will switch off the feature for the normal things - button mapped.

They simply still don't understand the real things. There are not on the market the sims that to compare it on WWII aircraft...
For example.... simple example - Fire button :):):):):):) Hope they will not map it on the function of mouse.

Oleg Maddox 10-24-2010 10:39 AM

Quote:

Originally Posted by JG1_Wanderfalke (Post 192473)
But it looks really nice, we have moving cars ships, trees, many many placed buildings, Ai´s...
water and clouds are great with rex2

And still not photorealistic in right terms.

AI? Sorry, except ground control AI and speeches I can't see there the work over AI in principle, comparing to Il-2 of the first release in 2001.

Cars... If you want you may add cars with AI in our sim anywhere...

Clouds, yes - there isn't bad if do do not look for them in the everning or from the very close look

Water? I didn't saw maybe last various, however the Il-2 water was for a long time the best in any fligth sim on maxed out settings in OpenGl.

Dano 10-24-2010 10:49 AM

Quote:

Originally Posted by Oleg Maddox (Post 192474)
They simply still don't understand the real things. There are not on the market the sims that to compare it on WWII aircraft...
For example.... simple example - Fire button :):):):):):) Hope they will not map it on the function of mouse.

Couldn't agree more, it's far more realistic to reach out and press a button the keyboard or controller than to use a mouse to click a button on a screen.

JAMF 10-24-2010 10:55 AM

Thank you for the answers, mr. Maddox.
Quote:

Originally Posted by Oleg Maddox (Post 192450)
BoB is working with 3 screens. This is option of video cards now.

In rFactor, the developer created 3 rendering rectangles (view-ports). The outside rectangles are at an angle to the centre rendering rectangle. (very visible in image by the 'bend' in the concrete wall) As far as I know, rFactor is the only sim with this method. All others have one large rectangle. I am hoping for 3 rendering rectangles, but I can understand that there aren't enough "man hours" for this method yet.

Quote:

Originally Posted by Oleg Maddox (Post 192450)
Device link will be added later. It will work online. How it will be working in terms of cheating I don't know yet.

That is good news.

Quote:

Originally Posted by Oleg Maddox (Post 192450)
In demo of Il-2 there wasn't rain drops on widescreen

My mistake. I had in memory the rainy P-39 mission, with the raindrops on the glass. :) Nostalgia made the old memory better than it was.

Quote:

Originally Posted by Oleg Maddox (Post 192450)
rivets on the wings or anywhere on the external view are present where they should. They are drawn and bumpmapped.

Nice! Looking inside and out of the cockpit will be like being in the real plane. It's looking like a beautiful work of art. 8)

Oleg Maddox 10-24-2010 10:56 AM

Quote:

Originally Posted by Foo'bar (Post 192470)
Oleg please check email, I have some questions concerning buildings and rail.

I did answer them from my new office email.
Maybe it is lost due to this facrt.
Ok, will try to find or write again

philip.ed 10-24-2010 11:09 AM

Oleg, with the parachutes, if I bailed out and drifted towards a wooded area would my pilot simply fall through the invisible trees and land on the ground, or would the parachute get stuck in the trees(s)?

Hecke 10-24-2010 11:10 AM

Oleg, when will your event with nvidia be?^^ I hope you can show us a gameplay video then with as much as possible maxed out graphics settings and AA turned on. I'm so excited. :grin:

Oleg Maddox 10-24-2010 11:11 AM

Quote:

Originally Posted by philip.ed (Post 192480)
Oleg, with the parachutes, if I bailed out and drifted towards a wooded area would my pilot simply fall through the invisible trees and land on the ground, or would the parachute get stuck in the trees(s)?

Currently with its animation fall through without additional animation and special clipping.

BG-09 10-24-2010 11:24 AM

Some good ideas for SoW...
 
Oleg, would you implement direct relation between the fire temperature and the speed of the burning aircraft, because of strong oxygen supply in to the fire on board of the burning aircraft? Extreme temperatures must destroy the aircraft way much faster, than if the aircraft is just burning as a log in to the fireplace on the ground. Dependences must be:

Higher air speed=more oxygen in to the fire=extreme temperatures=faster destruction of the aircraft.

I have read, the memoirs of Johannes Steinchoff, and he wrote, that the propellers of the Bf-109 in Sicily were shining at the sun as a mirror, because they where polished as mirrors from the dust picked in to the air by the aircraft starting in front of the next Bf-109. The dust in to the air have polished the air propeller, because of the rotation of the propeller in to the dusty air full with sand. The mix of dust and sand acts just as sandpaper at the paint and the metal. Please consider this effect, and implement it in SoW.

~Regards!

philip.ed 10-24-2010 11:24 AM

Thanks Oleg. Is it possible for the parachute to get caught? So does this mean the trees are just invisible objects?

mazex 10-24-2010 11:32 AM

Quote:

Originally Posted by Stranzki (Post 192446)
I've read the same. Just compare t and the l. It really looks like Stetlungsanzeige:


http://i4.photobucket.com/albums/y12...ack/dial01.jpg

Well, whatever the text, the instrument itself has as many polys as a T34 in IL2 ;)

Oleg Maddox 10-24-2010 11:38 AM

Quote:

Originally Posted by philip.ed (Post 192485)
Thanks Oleg. Is it possible for the parachute to get caught? So does this mean the trees are just invisible objects?

No it doesn't means.
It means just for parachutes. We don't plan to make the hanged trooper on a chute, that was hooked on a tree.

Oleg Maddox 10-24-2010 11:39 AM

Quote:

Originally Posted by mazex (Post 192486)
Well, whatever the text, the instrument itself has as many polys as a T34 in IL2 ;)

Something like this. Yes.

Oleg Maddox 10-24-2010 11:42 AM

Quote:

Originally Posted by BG-09 (Post 192484)
Oleg, would you implement direct relation between the fire temperature and the speed of the burning aircraft, because of strong oxygen supply in to the fire on board of the burning aircraft? Extreme temperatures must destroy the aircraft way much faster, than if the aircraft is just burning as a log in to the fireplace on the ground. Dependences must be:

Higher air speed=more oxygen in to the fire=extreme temperatures=faster destruction of the aircraft.

I have read, the memoirs of Johannes Steinchoff, and he wrote, that the propellers of the Bf-109 in Sicily were shining at the sun as a mirror, because they where polished as mirrors from the dust picked in to the air by the aircraft starting in front of the next Bf-109. The dust in to the air have polished the air propeller, because of the rotation of the propeller in to the dusty air full with sand. The mix of dust and sand acts just as sandpaper at the paint and the metal. Please consider this effect, and implement it in SoW.

~Regards!

We have some modeling depending of altitude....

As for prop, when we will probably model conditions of aircraft use in Sakhara, then probably shinning of such type maybe present.

SaQSoN 10-24-2010 11:42 AM

Quote:

Originally Posted by philip.ed (Post 192485)
Thanks Oleg. Is it possible for the parachute to get caught? So does this mean the trees are just invisible objects?

He said above that trees do not affect paratroopers, they just fall through. The trees are quite well visible, or so it seems from the screenshots, at least.

PS Too late. :)

mazex 10-24-2010 11:55 AM

Quote:

Originally Posted by Spinnetti (Post 192403)
Love the picture details, HATE that I can't see the pilots arms and legs.. Do Ghosts fly these? When I fly, I can see my arms and legs, why not in game?

Hate is a strong word when talking about minor cosmetic features of a consumer simulator that you will buy for 50$ ;)

My personal opinion: As there is no game to date that I know of that has done this good combined with stuff like TrackIR (name one if you have a good example) it will rather lower the immersion for me having it included. I would rather see the "bonus feature" time spent on stuff like animated ground crew pulling the chocks away and giving a thumbs up before take off etc...

winny 10-24-2010 12:02 PM

Hi Oleg, I have a quick question about the terrain.

Did you use satllite images and then 'fix' them to match with 1940 or did you start from scratch? just wondering. Thanks.

Osprey 10-24-2010 12:26 PM

Quote:

Originally Posted by Oleg Maddox (Post 192468)
I never promised starting procedure for each aircraft. Instead I always told other things. No for complete starting procedure, no for clickable cockpits.
When we did as a surprise clickable - then dissapointing. Strange...

I think clickable and staring procedure is some different strory isn't it?.

I agree. Who wants to sit there going through a painful pre-check each time.

DCS Blackshark had a 40+ point procedure to start the engines, it was the singular reason I binned it

Allen63 10-24-2010 12:39 PM

I love the cockpits.

Could it be that the finish on the instruments mirrors NOT the reality of the actual Battle of Britain but what one sees in MUSEUMS?

I do wonder about the "wear", "paint fading", "discolorations" shown.

The wear shown seems to indicate months or years in the weather or months of being "banged on" by pilots and ground crew. Presumably, at the BoB, many aircraft were new or only in service a matter of many weeks. Of course, a different theater would be different -- e.g. desert conditions.

I have several antique, original WW2 fighter cockpit instruments on display in my office (from Pacific and European theaters). After 65 years, their finishes don't look any worse than the SoW instruments -- maybe better in some ways.

If time permits, it would be nice to have some textures representing aircraft or individual instruments recently off the production line.

Hecke 10-24-2010 12:52 PM

Quote:

Originally Posted by Allen63 (Post 192498)
I love the cockpits.

Could it be that the finish on the instruments mirrors NOT the reality of the actual Battle of Britain but what one sees in MUSEUMS?

I do wonder about the "wear", "paint fading", "discolorations" shown.

The wear shown seems to indicate months or years in the weather or months of being "banged on" by pilots and ground crew. Presumably, at the BoB, many aircraft were new or only in service a matter of many weeks. Of course, a different theater would be different -- e.g. desert conditions.

I have several antique, original WW2 fighter cockpit instruments on display in my office (from Pacific and European theaters). After 65 years, their finishes don't look any worse than the SoW instruments -- maybe better in some ways.

If time permits, it would be nice to have some textures representing aircraft or individual instruments recently off the production line.

+1

That's exactly what I was thinking. I think Oleg's artists overdid it quite a bit.

Insuber 10-24-2010 12:53 PM

Quote:

Originally Posted by Insuber (Post 192372)
You're right, and I was wrong. Clickable cockpits look very nice.

Cheers,
Insuber

Now I'm right again, because clickable cockpits only in flight (not for startup) are pretty much useless, as I said then and now. Maybe 1% of people will use it.

Cheers,
Insu

Hecke 10-24-2010 12:57 PM

1 Attachment(s)
For example here. Why is there circular abrasion? The stick never touches it?
I so much hope we will have less worn cockpits also.

zapatista 10-24-2010 01:03 PM

Quote:

Originally Posted by JAMF (Post 192478)
Thank you for the answers, mr. Maddox.In rFactor, the developer created 3 rendering rectangles (view-ports). The outside rectangles are at an angle to the centre rendering rectangle. (very visible in image by the 'bend' in the concrete wall) As far as I know, rFactor is the only sim with this method. All others have one large rectangle. I am hoping for 3 rendering rectangles

Jamf,

you make a very good point there, but hard to understand for non-english natives

can you make that same point but with illustrations to document what you mean ? for your previous comparison picture maybe add some arrows etc

i think it is a very important question for multi monitor users, and if oleg understands the issue i am sure he will check for it (or reply its to late to change if he cant)

philip.ed 10-24-2010 01:08 PM

Is the cockpits wear and tear such a huge deal? I'm sure if they looked pristine, a similar amount of people would complain that they look like plastic and are too new and shiney. If we are starting the campaign as sergeant pilots, we'll get the oldest bus anyway :P

Foo'bar 10-24-2010 01:08 PM

Quote:

Originally Posted by Hecke (Post 192504)
For example here. Why is there circular abrasion? The stick never touches it?
I so much hope we will have less worn cockpits also.

I can imagine that the pilot's glove would do that. For me that kind of slight abraison is truely credible.

Quote:

Originally Posted by philip.ed (Post 192508)
Is the cockpits wear and tear such a huge deal? I'm sure if they looked pristine, a similar amount of people would complain that they look like plastic and are too new and shiney. If we are starting the campaign as sergeant pilots, we'll get the oldest bus anyway :P

True words.

Sutts 10-24-2010 01:10 PM

I am disappointed about no startup procedure. Hopefully third parties can deliver the goodies at a later date. I'm quite happy to wait.

I think many folk have got the wrong idea about these procedures. On most fighters they are very straight forward with very few steps to remember. It's the little details that sometimes give the immersion. For instance the way the engine behaves when you over/under prime it...makes it feel like you're operating a real engine.

I do hope we don't have instant oil pressure and engine temperature. Things like that really kill it for me. I'm hoping the days of hitting the start key, firewalling the throttle and taking off are well and truly over.

At the end of the day I can live without the fully clickable pit but it would be nice to see most systems modelled correctly, either by Oleg or third parties.

JtD 10-24-2010 01:19 PM

Quote:

Originally Posted by Insuber (Post 192502)
Now I'm right again, because clickable cockpits only in flight (not for startup) are pretty much useless, as I said then and now. Maybe 1% of people will use it.

Probably the same 1% that will use a clickable cockpit for startup procedure.

rollnloop 10-24-2010 01:29 PM

I intend to use the mouse for every "no need instinctive access" function.

I' ll most probably will use keyboard for gear, flaps, guns, bombs, and so on, but if there are advanced functions like "select fuel tank", "select preset radio frequency" "switch magnetos on", "press ignition buttons", "use boost pumps", "set reticle lighting" "switch windshield deicing" and so on, i'll use the mouse for these, just to know where the levers and buttons are and when and why use them is extremely immersive imho.

I am very happy to know cockpits are clickable and hope 3rd party will add many clicking functions.

Antoninus 10-24-2010 01:34 PM

Dito. There is plenty of time to use the mouse when you're not engaged in combat; and no need to access many functions during a dogfight.

Foo'bar 10-24-2010 01:47 PM

error at the oil temp gauge (Fl20343)
 
1 Attachment(s)
Oleg, we think that we've found an error at the oil temp gauge (Fl20343). The Emil did have a switchable gauge wich can indicate both incoming and outgoing oil temp. For this one have to press the knob in upper right. Those switchable gauges have a description on it "drücken: Eintr.-Temp." (press: incoming temp) I know that the drawing is from 1942, anyway the description on the gauge is missing.

Beside that the scale has to be from 0 to 160°C imho. Please see the attached picture for further informations.

Sutts 10-24-2010 01:58 PM

Quote:

Originally Posted by rollnloop (Post 192512)
I intend to use the mouse for every "no need instinctive access" function.

I' ll most probably will use keyboard for gear, flaps, guns, bombs, and so on, but if there are advanced functions like "select fuel tank", "select preset radio frequency" "switch magnetos on", "press ignition buttons", "use boost pumps", "set reticle lighting" "switch windshield deicing" and so on, i'll use the mouse for these, just to know where the levers and buttons are and when and why use them is extremely immersive imho.

I am very happy to know cockpits are clickable and hope 3rd party will add many clicking functions.

Well put rollnloop. I don't think anyone is arguing we should be using mouse clicks while in a combat situation...that would be madness.

Flanker35M 10-24-2010 02:13 PM

S!

Thank you for the answer Oleg. So it seems I can safely buy the new high end Radeons next month :D Their drivers have improved a lot and in DirectX 11 they are working just fine and in new OpenGL versions 3.2 and above. For some people it is just easier to blame the driver maker rather than bug in a game code..compare to the FPS games where both nVidia and AMD have problems due bad coding so they have to make own hotfixes or workarounds.

As of the clickable cockpit. Fair enough on the start-up. But the bandwagon should remember that even we have clickable cockpit to a degree, MOST do NOT use the important things with mouse but on a HOTAS or similar. I will use the least needed functions with mouse and program most critical ones to the HOTAS as I've done with IL-2. So really no use to make mouse control look bad. And there is a plethora of simulation stuff(extra switch/rotary boards, multithrottles etc) you can buy to make a cockpit like environment ;)

Soon I run out of time, RoF, SoW, IL-2 and EVE Online..aaargh!!:D

6S.Manu 10-24-2010 02:14 PM

Quote:

Originally Posted by Insuber (Post 192502)
Now I'm right again, because clickable cockpits only in flight (not for startup) are pretty much useless, as I said then and now. Maybe 1% of people will use it.

Cheers,
Insu

LoL, ora ti firmi Insu!!! :D

Hi everyone,
For sure I won't use the clickable cockpit option (I've tried in other games but I can't stand the micro movement of my TIR) but I would like to be forced to use the instruments during the flight/fight more than we do in IL2.

Infact I would like to not have the istant alert on screen (overheat!, flap jammed, ect);

There were many little episodes that could you make you lose SA: for example there is an chapter in "The big show" where the author was to kill a 190 when he had an issue with the gunsight: after he manually checked it the german was gone until he found it behind himself.

So it would be nice if Oleg had found out a good compromise; swearing against a little moving arrow because your head keep moving and you can't aim correctly is not really realistic, but at the same time controlling the entire airplane controls without having to search them with your eyes is not really realistic too.

The right thing should be, IMO, that is you press a particular control that is needed to be ID on the cockpit panel (so not the controls on stick nor the throttle) then your sight will automatically move on the controls for 1 or 2 seconds after the key has being pressed.

In that 1-2 seconds you could have lost sight with the enemy. So more advance planes who don't need switching between 20 levers to stay inflight (chargers, mixtures ect) could take an real advantage even ingame.

I wish Oleg could take in consideration this idea for the next step on the SoW engine.

Azimech 10-24-2010 02:27 PM

Quote:

Originally Posted by BG-09 (Post 192484)
Oleg, would you implement direct relation between the fire temperature and the speed of the burning aircraft, because of strong oxygen supply in to the fire on board of the burning aircraft? Extreme temperatures must destroy the aircraft way much faster, than if the aircraft is just burning as a log in to the fireplace on the ground. Dependences must be:

Higher air speed=more oxygen in to the fire=extreme temperatures=faster destruction of the aircraft.

Higher airspeed means more oxygen but also more cooling. It doesn't always work that way, it's the difference between blowing out a candle or trying to blow out your gas stove which is burning at max. Not every fire has the same intensity. Hydraulic oil, engine oil and fuel all have different properties.

Quote:

I have read, the memoirs of Johannes Steinchoff, and he wrote, that the propellers of the Bf-109 in Sicily were shining at the sun as a mirror, because they where polished as mirrors from the dust picked in to the air by the aircraft starting in front of the next Bf-109. The dust in to the air have polished the air propeller, because of the rotation of the propeller in to the dusty air full with sand. The mix of dust and sand acts just as sandpaper at the paint and the metal. Please consider this effect, and implement it in SoW.
That's bad news for wooden props.

Azimech 10-24-2010 02:38 PM

Quote:

Originally Posted by 6S.Manu (Post 192528)

Infact I would like to not have the istant alert on screen (overheat!, flap jammed, ect);

Agreed.

Quote:


So it would be nice if Oleg had found out a good compromise; swearing against a little moving arrow because your head keep moving and you can't aim correctly is not really realistic, but at the same time controlling the entire airplane controls without having to search them with your eyes is not really realistic too.

The right thing should be, IMO, that is you press a particular control that is needed to be ID on the cockpit panel between (so not the controls on stick nor the throttle) then your sight will automatically move on the controls for 1 or 2 seconds after the key has being pressed.

In that 1-2 seconds you could have lost sight with the enemy. So more advance planes who don't need switching between 20 levers to stay inflight (chargers, mixtures ect) could take an real advantage even ingame.
Bad idea.

Pilots were trained to know and operate every important control without looking. I've seen training films with pilots blindfolded on the ground in their cockpits while the instructor was testing them.

It's the same what I do, I have six levers and 12 buttons for my left hand. I don't look, I just operate them from memory.

Insuber 10-24-2010 02:45 PM

Quote:

Originally Posted by JtD (Post 192511)
Probably the same 1% that will use a clickable cockpit for startup procedure.

I for one would be happy to use a clickable procedure for startup, not in-flight ... not very practical to leave the stick alone and use the mouse ...

Insuber 10-24-2010 02:50 PM

Quote:

Originally Posted by 6S.Manu (Post 192528)

The right thing should be, IMO, that is you press a particular control that is needed to be ID on the cockpit panel (so not the controls on stick nor the throttle) then your sight will automatically move on the controls for 1 or 2 seconds after the key has being pressed.

In that 1-2 seconds you could have lost sight with the enemy. So more advance planes who don't need switching between 20 levers to stay inflight (chargers, mixtures ect) could take an real advantage even ingame.

I wish Oleg could take in consideration this idea for the next step on the SoW engine.

+1 that's really a good idea! switching the view to the particular gauge or light for 1 or 2 seconds after pressing the relevant key is a very realistc rendering of the real thing!

Bravo Manu!

Azimech 10-24-2010 02:51 PM

Quote:

Originally Posted by Insuber (Post 192533)
I for one would be happy to use a clickable procedure for startup, not in-flight ... not very practical to leave the stick alone and use the mouse ...

Replace "not very practical" with "ludicrous".

bolox 10-24-2010 02:54 PM

first off fantastic job on the cockpits:grin::grin::grin:
the reflections are really good- compliments to the artist
little errors:-

the P type compass in British fighters- fantastic you've put the correct parralel lines in but the cardinal points are marked in 'white' with North under a red square(triangle for bombers)
http://i240.photobucket.com/albums/f...ompass3400.jpg

hurricane asi appears to have 2 needles

oxy regulator labelling should be a type VIIIA
http://i240.photobucket.com/albums/f...IOxyReg001.jpg
(but your gauge faces are more typical;) )

spitfire clock has been discussed before- you appear to have a smaller, later pattern clock. a larger more flush mounted type was 'standard' fittment
http://i240.photobucket.com/albums/f...lock1large.jpg
tho 12hr pattern was more typical.

spit rudder pedals- again discussed previously- should not be the later 'double step' pedals but the earlier pattern for both MK I and II (source MKII pilots notes)

may i also add to the chorus of pleas for any information possible on devicelink with a little example of what is possible with this in IL2
http://i240.photobucket.com/albums/f.../brit-gen1.jpg

hoping to be able to do more in SOW

6S.Manu 10-24-2010 02:56 PM

Quote:

Originally Posted by Azimech (Post 192532)
Bad idea.

Pilots were trained to know and operate every important control without looking. I've seen training films with pilots blindfolded on the ground in their cockpits while the instructor was testing them.

It's the same what I do, I have six levers and 12 buttons for my left hand. I don't look, I just operate them from memory.

Infact I stated that it should work only for controls who need to be ID on the panel. I know that a pilot must be trained to use basic controls without looking at.

But where are controls that, IMO, needs to be checked manually.
Look at the right panel on this mig3 cockpit: look at the number of levers.. IF I have to switch something I can't believe that a pilot could do it blindfolded.

http://www.avsim.com/pages/0102/il-2/mig3cockpit2.jpg

An extreme example: if you have to change the light bulb of your gunsight I would like to have the complete animation. I'm scared by the "press SHIFT+G key" to instant change the light bulb.

JAMF 10-24-2010 02:57 PM

Quote:

Originally Posted by zapatista (Post 192506)
Jamf,

you make a very good point there, but hard to understand for non-english natives

can you make that same point but with illustrations to document what you mean ? for your previous comparison picture maybe add some arrows etc

i think it is a very important question for multi monitor users, and if oleg understands the issue i am sure he will check for it (or reply its to late to change if he cant)

Sure Zapatista, here is my attempt at a graphical explanation:

One viewport, extreme left and right have stretched objects and stretched textures
http://img209.imageshack.us/img209/8...ubviewsoff.jpg


http://img176.imageshack.us/img176/5...rviewports.jpg

3 viewports, extreme left and right objects with very little distortions.
http://img695.imageshack.us/img695/1...ewsonedges.jpg


I do hope this rendering will happen more in the future, as I do believe 3 displays (or more) is the future. Much like TrackIR was a big jump in immersive gaming, the so-called "surround gaming" is the next big step in immersiveness.

(We don't have affordable high-res head-mounted-displays yet, to put us "in" the cockpit.)

JVM 10-24-2010 02:58 PM

Quote:

Originally Posted by Foo'bar (Post 192520)
Oleg, we think that we've found an error at the oil temp gauge (Fl20343). The Emil did have a switchable gauge wich can indicate both incoming and outgoing oil temp. For this one have to press the knob in upper right. Those switchable gauges have a description on it "drücken: Eintr.-Temp." (press: incoming temp)

Beside that the scale has to be from 0 to 160°C imho. Please see the attached picture for further informations.


Hello Foo'bar!

You sure about that? Your drawing is from 1942 and you are mentioning what presumably is the most recent instrument (1043A). Apparently the variant completely on the left 1042S is indeed 120°C. It would not struck me as impossible that the 109E DB601A or N which was comparatively less powerful and running less hot than a 1942 109G2, with its quite more powerful DB605?

Just wondering...

JV

PS Did you see my little K5 work?

Foo'bar 10-24-2010 03:11 PM

Hello Jean-Valéry,

the gauge has a knob to switch and imho therefore there's a description missing, no matter if a 1942 or 1940 built gauge. About 120°C or 160°C indeed I'm not shore though.

About the kmz file I first have to install Google Earth first because I've assambled a new rig recently. As soon I got GE I will comment it at Foo'rum. Thanks so long, mate! :)

Hunden 10-24-2010 03:36 PM

Quote:

Originally Posted by Hecke (Post 192504)
For example here. Why is there circular abrasion? The stick never touches it?
I so much hope we will have less worn cockpits also.

thats from the right hand glove :grin:

JG1_Wanderfalke 10-24-2010 03:38 PM

2 Attachment(s)
Nice Details

SaQSoN 10-24-2010 04:06 PM

Quote:

Originally Posted by JG1_Wanderfalke (Post 192546)
Nice Details

Photographic textures... What a pathetic look.

Antoninus 10-24-2010 04:15 PM

Quote:

Originally Posted by Insuber (Post 192533)
I for one would be happy to use a clickable procedure for startup, not in-flight ... not very practical to leave the stick alone and use the mouse ...

You still have two hands. In some real fighters pilots had to manually raise the landing gear with their right hand directly after take off and other stuff do to. Might not be practical but WW2 weren't the most ergonomic crates.

You can (and should) trim your plane.

Avimimus 10-24-2010 04:24 PM

Quote:

Originally Posted by SaQSoN (Post 192552)
Photographic textures... What a pathetic look.

Go easy on it ;)

Compared to Oleg's technique - yes it is dramatically weaker.

However, back in the old days - when few objects could be rendered and textures were low detail - it was a good and even superior technique. I remember Jane's IAF - you could actually recognise individual valleys by their erosion patterns! Each pixel was unique - that has got to count for something)

speculum jockey 10-24-2010 04:31 PM

Quote:

Originally Posted by Hecke (Post 192504)
For example here. Why is there circular abrasion? The stick never touches it?
I so much hope we will have less worn cockpits also.

The circular abrasion is from the semi-skilled labourer who installed it in the Messerschmitt factory with leather gloves covered in metal shavings. He wasn't that worried about scratching the paint on the inside of the cockpit since his shift-boss made it quite clear they were 15% behind on their monthly quota, "and maybe he could be replaced by some skilled French machinists who get paid 1/2 as much as he does". The rest of the interior wearing is from him and other similar labourers hurriedly climbing in and out of the cockpit a few hundred times while installing and connecting instruments and controls, all the while scraping their boots and tools around the inside of it.

Christ! Do you want this game to be released some time within the next three years, or are you willing to wait for Oleg to have the "dynamic mud" aspect ironed out so that the cockpit floor is extra dirty if the airfield was wet that morning?

Incorrect gauges and marking are one thing, but . . . wait! You've never kissed a girl have you?


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