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-   -   Friday 2011-02-04 Dev. update and Discussion (http://forum.fulqrumpublishing.com/showthread.php?t=18564)

Novotny 02-05-2011 05:38 PM

Quote:

Originally Posted by philip.ed (Post 220790)
I think he just wants to know if it's possible. I'd imagine it is, the team wouldn't make it so it wasn't, but who knows ;)

Exactly. They aren't going to release something that no-one can play, so it's perfectly reasonable to assume that an average pc can fly over cities; possibly with the graphical effects turned down a bit.

To go on and on about it, however, whilst being rude to the developer ('one more try then I will give up/I really cant put it much more simple than that' - does he think he's speaking to a child?) and trying to imply that the developer is trying to trick us in some way, is the mark of an asshole.

And yes, I did say that Tree is an asshole. He irritates the vast majority of us and I for one wish he could be permanently banned, and have requested it before and will no doubt do so again.

Jaws2002 02-05-2011 05:39 PM

Quote:

Originally Posted by ElAurens (Post 220732)
Thank you Luther, for being real, honest, and open about the progress of the new sim.

It's these little chats you take time for that keep a lot of us on your and Oleg's side. You are not some monolithic software giant company shoving out new, flashy, yet shallow content just to sell box art. The way that you and Oleg share with us makes me, and I'm sure most vets of the sim, feel like we are actually part of this grand adventure, not just customers picking up a fast food lunch at the drive through window.

Carry on just as you are.

The BlitzPigs, and our friends in the sim eagerly await the release.

S!

+1 EL.

Like your new avatar.:mrgreen:

BadAim 02-05-2011 05:39 PM

See, now you guys have done it! Ilya has run out of the building screaming and left Oleg to deal with us. I sure hope he doesn't get hit by a car or something.

JAMF 02-05-2011 05:42 PM

Quote:

Originally Posted by Oleg Maddox (Post 220795)
It was told already in the past: We have two exe files for 32 and 64 bit.

I know you have answered that question before, but that is not the answer to the question. I do try to be as detailed in my questions as I can. The other question is still open.

-Is the 32Bit exe programmed with LargeAddressAware, so even the 32Bit exe can use 3GB on the 32Bit Windows and 4GB on the 64Bit Windows7?

BadAim 02-05-2011 05:46 PM

Quote:

Originally Posted by JAMF (Post 220799)
I know you have answered that question before, but that is not the answer to the question. I do try to be as detailed in my questions as I can. The other question is still open.

-Is the 32Bit exe programmed with LargeAddressAware, so even the 32Bit exe can use 3GB on the 32Bit Windows and 4GB on the 64Bit Windows7?

Why the hell would you use the 32 bit exe if your running 64 bit windows?

has this forum gone completely insane?

Oleg Maddox 02-05-2011 05:46 PM

Quote:

Originally Posted by swiss (Post 220752)
What if Lu's PC is the best one they have in the office?
There must be better ones? Sure, but maybe the have Quadras installed - great Gpu, but worthless for gaming.

And the fact they don't really have a business relation to either of the two Gpu manufactures makes it impossible for him to recommend one card over the other.
So no, you will not get the info you're craving for.

You are close to the true.

addman 02-05-2011 05:47 PM

Hey Oleg! While you're here, will there be a Luftwaffe trainer aircraft available at release? Cheers!

Tempest123 02-05-2011 05:48 PM

Quote:

Originally Posted by luthier (Post 220281)

Finally the videos we've been waiting for, lol!

Biggs 02-05-2011 05:48 PM

Quote:

Originally Posted by addman (Post 220803)
Hey Oleg! While you're here, will there be a Luftwaffe trainer aircraft available at release? Cheers!

was the bf-108 not used as a trainer?

addman 02-05-2011 05:51 PM

Quote:

Originally Posted by Biggs (Post 220805)
was the bf-108 not used as a trainer?

I think so but will it be flyable at release?

JAMF 02-05-2011 05:52 PM

Quote:

Originally Posted by BadAim (Post 220801)
Why the hell would you use the 32 bit exe if your running 64 bit windows?

has this forum gone completely insane?

Good question. Maybe because the 64Bit version might not be on the CD? That was the previous question, which nhas not been answered. Clear now?

It's not insane, just apparently beyond your grasp.

Biggs 02-05-2011 05:54 PM

Quote:

Originally Posted by addman (Post 220806)
I think so but will it be flyable at release?

good question.

booterboy 02-05-2011 05:56 PM

evening guys,
really disappointed to read some posters on here being really rude in their questions to the development team.
most of us want to see hd vids etc of CoD in action,be patient and have manners,we are very lucky to have a dev team who interact with their customers.
i for one would rather have oleg and the team finish their hard work without
having to deal with (some)impatient kids on this forum.
just wait another few weeks,it will be worth it.

CharveL 02-05-2011 06:06 PM

Oleg,

In the scripted campaign can you tell us if there will be carryover of things like damage, maybe even weathering, from one mission to the next where we are still with the same plane? What about kills and losses? If you lose 5 planes in your squadron will they still be gone in the next mission?

Thanks

Triggaaar 02-05-2011 06:07 PM

Quote:

Originally Posted by Hecke (Post 220745)
Could you please specify this a bit more. What is the maximum video memory which is still useful. I'm thinking of a 3Gb video memory card, but it could be wasted money, if you told us that more than 2 gb for example don't give any performance increase.

I doubt anyone in the dev team has tried the game with 3Gb of video memory on a single card, so unlikely they can answer that.

Oleg Maddox 02-05-2011 06:15 PM

Quote:

Originally Posted by Mango (Post 220393)
Constantly amazed at people's attitude that the perfect sim is "owed" to them. :rolleyes:

If Oleg and Luthier were not donating their time to give us updates and insight on the development process, you would simply either buy it and take what's in the box, or keep your money.

Well said.

Or like do amost all others: Put in advertizing everything that you'll never see in game... with cool words, cool renderings, and couple of screenshots corrected or redrawn sometime...

sk065 02-05-2011 06:20 PM

Quote:

Originally Posted by Oleg Maddox (Post 220816)
Well said.

Or like do amost all others: Put in advertizing everything that you'll never see in game... with cool words, cool renderings, and couple of screenshots corrected or redrawn sometime...


Marketing a product is essential.. If you dont market it how do you expect people to buy your game? Good faith? Perhaps from people who know yoyur previous work but not from the masses. Im afriad business doesnt work like that.

Good luck anyway

Jaws2002 02-05-2011 06:23 PM

Quote:

Originally Posted by booterboy (Post 220811)
evening guys,
really disappointed to read some posters on here being really rude in their questions to the development team.
most of us want to see hd vids etc of CoD in action,be patient and have manners,we are very lucky to have a dev team who interact with their customers.
i for one would rather have oleg and the team finish their hard work without
having to deal with (some)impatient kids on this forum.
just wait another few weeks,it will be worth it.


The poor moderation on this forum always struck me. How can you let this crap go on for years without puting this guys down for good?

I mean you have squeakers like Tree, that are braging on other forums about "being banned four times on banana forum", come back every time to do it allover again. And if you noticed, this idiots, without maners are the ones that take most of the attention. Oleg and Ilya have to come again and again to answer their crap.

Why!!! Why do we have to put up with this?
CAN'T THE MODS BAN THIS GUYS FOR GOOD? :evil:

Oleg Maddox 02-05-2011 06:26 PM

Quote:

Originally Posted by JAMF (Post 220799)
I know you have answered that question before, but that is not the answer to the question. I do try to be as detailed in my questions as I can. The other question is still open.

-Is the 32Bit exe programmed with LargeAddressAware, so even the 32Bit exe can use 3GB on the 32Bit Windows and 4GB on the 64Bit Windows7?

I would say you jsut one thing: doesn't matter 32 or 64 bit... but you need more than 4 to escape the one of the types of shuttering.
As Ilya already told - huge space with good resolution terraine need more memory both graphics card and PC itself.

PS. It is possible to make excellent detail of surface with close look and forget about large map. Or to make some flight sim that every 20 sec will upload new visbla far surface with uncceptable for flight sim pause (loading surface that isn't in memory. just in common words without any specific).

Tree_UK 02-05-2011 06:28 PM

Quote:

Originally Posted by Jaws2002 (Post 220820)
The poor moderation on this forum always struck me. How can you let this crap go on for years without puting this guys down for good?

I mean you have squeakers like Tree, that are braging on other forums about "being banned four times on banana forum", come back every time to do it allover again. And if you noticed, this idiots, without maners are the ones that take most of the attention. Oleg and Ilya have to come again and again to answer their crap.

Why!!! Why do we have to put up with this?
CAN'T THE MODS BAN THIS GUYS FOR GOOD? :evil:

Come on, Ive not been disrespectful to Oleg or luthier, my DVD rack as every product Oleg has ever made, this is a forum for us to ask questions, and i have never bragged about being banned and for the record its 3 times.

Oleg Maddox 02-05-2011 06:30 PM

Quote:

Originally Posted by sk065 (Post 220818)
Marketing a product is essential.. If you dont market it how do you expect people to buy your game? Good faith? Perhaps from people who know yoyur previous work but not from the masses. Im afriad business doesnt work like that.

Good luck anyway

Marketing isn't my business now.
If I presonally would do it, then there will be other picture, like it was with Il-2.

Also, there is other ways of marketing in comparison to usual things.
Trust me I have really good experience with this.

jpinard 02-05-2011 06:39 PM

Oleg - Just wanted to say we all support you and want to see your studio thrive along with yourself. I do have a suggestion. Many, many, many, many people wanted a dynamic campaign that is reminiscent of these classic titles:

Their Finest Hour: The Battle of Britain

Secret Weapons of the Luftwaffe

B-17 Flying Fortress: the Mighty 8th

My suggestion is you make a committment to create a dynamic campaign (if it's possible) as a full priced add-on. If you state this you'll have people who are very happy... VERY HAPPY to pay an extra $50 just for that feature. If you knew you'd get extra revenue from a dynamic campaign alone, then hopefully you can make a committment that it will come out at some point. But please - don't offer it for free. If you can divert all your resources to it since it won't have to be piggy-backed with post-game support it should make it much easier on you all. You need the revenue and we want to support you.

Tvrdi 02-05-2011 06:41 PM

Oleg, 10 years passed after my first online dogfight in IL2....are you too excited because we will all clash online, again, in.....COD...? There will be always complains and suggestions but never forget ppl who do respect your work and your cooperation with community.....thank you again.
and maybe one interesting question.....how is engine overheating modelled? I suppose it is much better than in IL2 where it had some weak points.....

sk065 02-05-2011 06:44 PM

Quote:

Originally Posted by Oleg Maddox (Post 220824)
Marketing isn't my business now.
If I presonally would do it, then there will be other picture, like it was with Il-2.

Also, there is other ways of marketing in comparison to usual things.
Trust me I have really good experience with this.


Fair enough!

I look forward to seeing the final result and hope Ubi gives you the chance to continue your hard work.

Regards

JAMF 02-05-2011 06:47 PM

Quote:

Originally Posted by Oleg Maddox (Post 220821)
I would say you jsut one thing: doesn't matter 32 or 64 bit... but you need more than 4 to escape the one of the types of shuttering.
As Ilya already told - huge space with good resolution terraine need more memory both graphics card and PC itself.

PS. It is possible to make excellent detail of surface with close look and forget about large map. Or to make flight some that will every 20 sec will upload with visible uncceptable for flight sim pause the surface that isn't in memory (just in common words without any specific).

Thank you for the answer. That should be a clear statement for people still on a 32Bit OS and 4GB of RAM. The 64Bit exe is a necessity for smooth gameplay then.

I'll look forward to seeing 8GB of memory filling up.

[EDIT]P.S.: Sorry if questions like these will pass your desk, when the SimHQ interview questions are sent.

kendo65 02-05-2011 07:00 PM

Quote:

Originally Posted by Biggs (Post 220805)
was the bf-108 not used as a trainer?

This was covered a while back - the 108 isn't flyable, and apparently wasn't used as a training aircraft.

So, no, there is no Luftwaffe equivalent in game to the Tiger Moth.

Aquarius 02-05-2011 07:02 PM

AI
 
Hello I have maybe a stupid question about impact of position of sun during attack... Please, does anybody know if is in CoD any difference like better chance to stay unseen with sun in 6 and surprise the enemy fighters/bombers?It was quite usual tactic, so I am curious about that...

I am not an IT or something like this, dont know anything about programming and this stuff, so have no idea if it is even possible to make it...

Cheers:)

PS:sry for my english

Oleg Maddox 02-05-2011 07:42 PM

Quote:

Originally Posted by Tvrdi (Post 220828)
Oleg, 10 years passed after my first online dogfight in IL2....are you too excited because we will all clash online, again, in.....COD...? There will be always complains and suggestions but never forget ppl who do respect your work and your cooperation with community.....thank you again.
and maybe one interesting question.....how is engine overheating modelled? I suppose it is much better than in IL2 where it had some weak points.....

Thank you.
Yes, much better in terms of precise.

Oleg Maddox 02-05-2011 07:52 PM

Quote:

Originally Posted by jpinard (Post 220826)
Oleg - Just wanted to say we all support you and want to see your studio thrive along with yourself. I do have a suggestion. Many, many, many, many people wanted a dynamic campaign that is reminiscent of these classic titles:

Their Finest Hour: The Battle of Britain

Secret Weapons of the Luftwaffe

B-17 Flying Fortress: the Mighty 8th

My suggestion is you make a committment to create a dynamic campaign (if it's possible) as a full priced add-on. If you state this you'll have people who are very happy... VERY HAPPY to pay an extra $50 just for that feature. If you knew you'd get extra revenue from a dynamic campaign alone, then hopefully you can make a committment that it will come out at some point. But please - don't offer it for free. If you can divert all your resources to it since it won't have to be piggy-backed with post-game support it should make it much easier on you all. You need the revenue and we want to support you.

One of the ways - there will be third party made dynamic campaigns like it was with Il-2.
And I personally dislike so-called dynamic campaigns that is very repeatable really...
The feartures of Ai and other features, included already in release allow for thirs party to make really serious work over dynamic campaigns engines.

Gamekeeper 02-05-2011 07:56 PM

This is one of the most informative threads I have seen on this board. Thanks Oleg and Luthier for spending part of your weekend answering questions very helpful indeed.

I am currently compiling an FAQ covering what has been said in this thread I hope it will provide an easy reference to all the details we have been given in these 34 pages.

Airwarfare FAQ: Game Features

Ironman69 02-05-2011 08:07 PM

Oleg, can you tell us more about how you coded joystick inputs for CoD? Do you still use the X, Y, Z axis? ie.. 10 20 30 40 50 ...100 ? Is this input customizable by the player?

Aquarius 02-05-2011 08:16 PM

Quote:

Originally Posted by Gamekeeper (Post 220857)
This is one of the most informative threads I have seen on this board. Thanks Oleg and Luthier for spending part of your weekend answering questions very helpful indeed.

I am currently compiling an FAQ covering what has been said in this thread I hope it will provide an easy reference to all the details we have been given in these 34 pages.

Airwarfare FAQ: Game Features

Truth, how many other game developers are sitting in front of computer in saturday evening and discuss and answer questions to their community:)?...

Compilation of FAQ is a great idea - it would be nice to collect some recently told features from more than only this one thread. It could usefull especially for such a lazy smegs like me:)

Gamekeeper 02-05-2011 08:32 PM

Quote:

Originally Posted by Aquarius (Post 220860)
lazy smegs like me:)

You sound amply qualified to help, anyone can register and help compile the FAQ through our forums

Hecke 02-05-2011 08:36 PM

Quote:

Originally Posted by Gamekeeper (Post 220857)
This is one of the most informative threads I have seen on this board.


You know why this is one of the most informative?

Because some people here "dare" to ask questions to the devs about features and other stuff.

If there weren't all these people complaining about us asking questions, it would be a short thread with a load of interesting information in a sort of Q&A.

Necrobaron 02-05-2011 08:39 PM

Quote:

Originally Posted by luthier (Post 220713)


There's bits and pieces. We made a decision about 18 months ago that we wouldn't be able to make it right, and we'd rather build good static campaigns instead. So it's been on a backburner for some time.

I'm the guy who wrote a bunch of giant 100-page design docs for the dynamic campaign, so it was a very hard decision for me personally.

There's probably at least a year of work left on it to make it great. We could have make something like an Il-2 level dynamic campaign in a few months, but I don't want to do that at all. I want it to be ground-breaking and worthy of the rest of the game.

Sounds good to me! It's encouraging to hear that you not only want to make a dynamic campaign generator but also want to make if far exceed what we've seen before. I put countless hours in various campaigns from the old series but there is always room for improvement. I think a robust, well-made dynamic campaign generator on par with, or exceeding, the quality of work put into IL2CoD will be a joy to experience.


Quote:

Originally Posted by Feathered_IV (Post 220724)
http://i221.photobucket.com/albums/d...iekLuijken.jpg

Wiek Luijken is willing and able and happy to offer his services to Oleg.

That looks great! Just add some Spitfires (or make a separate RAF edition so consumers have a choice) and it'd be perfect.


Quote:

Originally Posted by ElAurens (Post 220732)
Thank you Luther, for being real, honest, and open about the progress of the new sim.

It's these little chats you take time for that keep a lot of us on your and Oleg's side. You are not some monolithic software giant company shoving out new, flashy, yet shallow content just to sell box art. The way that you and Oleg share with us makes me, and I'm sure most vets of the sim, feel like we are actually part of this grand adventure, not just customers picking up a fast food lunch at the drive through window.

Carry on just as you are.

The BlitzPigs, and our friends in the sim eagerly await the release.

S!

+1

Succinctly and beautifully said!

Sutts 02-05-2011 09:37 PM

Oleg, Luthier,

Thanks for your feedback this week, to me it's worth more than the update itself. Your honesty and openness is really refreshing.

Shots look great. Love the matt finish on the Spitfire, very nice. Strafing effects look great too.

Hope the final tweaking goes well.

nearmiss 02-05-2011 11:17 PM

Quote:

Originally Posted by Oleg Maddox (Post 220854)
One of the ways - there will be third party made dynamic campaigns like it was with Il-2.
And I personally dislike so-called dynamic campaigns that is very repeatable really...
The feartures of Ai and other features, included already in release allow for thirs party to make really serious work over dynamic campaigns engines.

That is very exciting to read, Oleg.

The computer generated campaigns always drove me nuts. There were always problems, altitude of player too low, weather too bad for combat situation, timing was way off for aircraft contact, locations were repetitive. I can't recount the times I felt I was wasting my time.

It is great to read what you just said. We are going to have an FMB this game deserves.

We are going to have a smokin' good time.

THanks and many thanks for that.

Necrobaron 02-05-2011 11:58 PM

I'll agree that IL-2's dynamic campaign could be repetitive and a bit stale (which frankly is probably more realistic than one would think), but I personally never had any other problems with it. Regardless, to me, saying that having a new dynamic campaign in CoD is pointless because the old one was lacking is like saying Generic Game B shouldn't have improved graphics because the graphics in the previous Generic Game A were bad*. Errr...what?

*Again, not specifically in the case of IL-2, but just as a generic example

swiss 02-06-2011 12:06 AM

Quote:

Originally Posted by sk065 (Post 220818)
Marketing a product is essential.. If you dont market it how do you expect people to buy your game? Good faith? Perhaps from people who know yoyur previous work but not from the masses. Im afriad business doesnt work like that.

Good luck anyway

Oleg answered that already, as far as he is concerned.
What do think is Ubi's job in this venture?
Try to find the product manager in charge(at UBI!) and enlighten him with your knowledge.
Oh, dont forget to come back and report.

Btw: Would you mind telling me what you do for a living?


Quote:

Originally Posted by Tree_UK (Post 220822)
this is a forum for us to ask questions

Couldn't agree more!
Now it's your turn to try to listen, as this part doesn't work so well. ;)

Tree_UK 02-06-2011 12:16 AM

Quote:

Originally Posted by swiss (Post 220908)
Oleg answered that already, as far as he is concerned.
What do think is Ubi's job in this venture?
Try to find the product manager in charge(at UBI!) and enlighten him with your knowledge.
Oh, dont forget to come back and report.

Btw: Would you mind telling me what you do for a living?




Couldn't agree more!
Now it's your turn to try to listen, as this part doesn't work so well. ;)

Im listening brother, im listening real hard, but im not hearing any answers to my question(s).:!:

swiss 02-06-2011 12:34 AM

Quote:

Originally Posted by Tree_UK (Post 220910)
Im listening brother, im listening real hard, but im not hearing any answers to my question(s).:!:

Try reading then. ;)

SlipBall 02-06-2011 12:46 AM

It's not rocket science to understand, that the best lies ahead. A long time out maybe 4 or 5 years and beyond before hardware can handle all that we will see and enjoy. Just be patient Tree, 5 years more, you could do that standing on your tree limbs.:-P



p.s. great up-date team

Chivas 02-06-2011 12:51 AM

Quote:

Originally Posted by Tree_UK (Post 220910)
Im listening brother, im listening real hard, but im not hearing any answers to my question(s).:!:

If you were reading and comprehending when the developers say they are still optimizing the sim, you would understand its impossible to say what a highend computer is capable of in COD until they finish optimizing.

The more important factor is that they have optimized enough that the average comsumer with the average system will be able to play COD with adjusted options.

nearmiss 02-06-2011 04:58 AM

Tanner you need to spend some time on this site just going through the threads. You'll find there is many times more information that has been shared on this site than the example you provided.

There are threads on this site with links to pages and pages of information.

Definitely if you had been following this website for the past year you'd know a great deal more.

Oleg and Luthier have been answering questions in this one thread for the past two days, and each week they answer questions and give interviews.

kestrel79 02-06-2011 07:00 AM

I can't wait for that game. I'm a huge Starwars nerd. But you can't compare that game to Cliff of Dover.

Bioware is HUGE, hundreds of employees, 150 million plus dollar budget for that game. Just a tad larger than Maddox Games.

kimosabi 02-06-2011 08:54 AM

Quote:

Originally Posted by Tanner (Post 220928)
BTW this is what a real Developer Update looks like:

http://www.swtor.com/news/blog/20110204

And how frequent are those updates? No way in hell that's a weekly update, more like monthly or less.

luthier 02-06-2011 09:06 AM

Quote:

Originally Posted by Tree_UK (Post 220786)
Hi luthier, one more try then I will give up, you have said that you cannot fly over towns/cities/airfields on your PC because of its limitations. Ok, fair enough, what I am asking is can you fly over those same places with a better PC than yours, (a high end PC if you like) without the slow down your current PC suffers. Forget showing me a video a simple yes or no answer will be fine. I really cant put it much more simple than that.

Let me also try to be extremely clear.

1. You can fly over cities on my PCs, just not at the highest settings, or at a low resolution with no FSAA. Stutters are only apparent at low altitude. Stutters mean short dips in FPS every few seconds by about 25%.

2. Whether the world's best PC will or will not stutter over cities depends on resolution and FSAA. If you run the game on three monitors at 5760 x 1080 with 8xFSAA, you will experience stutters while flying over London at altitudes under 200 meters or so.

3. The Buildings video option limits the number of buildings on the screen and offers fluid performance while still offering a picture superior to that of Il-2.

4. FPS is highly situation-dependent. We give you a huge sandbox to play with. So I cannot possibly make any blanket statements about performance on any hardware because we give you the tools to bring the game to a screeching halt.
Any game on the market can be made to run at 0 FPS with enough action on the screen. It's just most other developers ration the action very carefully and balance the game to make sure your FPS does not dip below a set minimum. We do that with our stock campaign and online missions but we do not limit what you can do with the game by yourself. Anyone can crank up the resolution and create a large enough low-level dogfight in Cliffs of Dover that will run at 0 FPS and possibly even crash the game.

5. To sum up: your FPS depends on factors beyond your hardware. It also depends on your resolution, on your FSAA setting, and on the amount of action on the screen.

This is the last I will ever address the topic.

Quote:

Originally Posted by Hecke (Post 220782)
The 64 bit question is the following.

Will you ship a 64 bit .exe on release which allows CoD to use more Ram than with 32 bit.

I'm actually not sure, I'll have to ask Monday. CoD usually sits at around 1.8 Gigs in the memory. I don't think I've ever seen it go anywhere near 3 gigs.

Quote:

Originally Posted by Triggaaar (Post 220791)
So is that likely to happen at some stage (ignore if already answered, I haven't finished reading this thread).

Our future is highly dependent on the success of CoD. If everything goes well, then yes, dynamic campaign and dynamic weather are items 1 and 2 on the list.

Quote:

Originally Posted by Bolelas (Post 220793)
Mr Luthier, as you said: "We need to write a whole different chunk of code for that kind of input to be recognized properly.", are you planing to do it in the future, maybe a year or 2 from now? Or is it a dead question?

It's not a big deal to code it in, it's just the guy who could do it is buried neck-deep in other stuff. I need to play around with the Warthog some more myself before we begin to think about actions.

Quote:

Originally Posted by addman (Post 220803)
Hey Oleg! While you're here, will there be a Luftwaffe trainer aircraft available at release? Cheers!

No. Nor is one planned for any foreseeable future.

Quote:

Originally Posted by Aquarius (Post 220834)
Hello I have maybe a stupid question about impact of position of sun during attack... Please, does anybody know if is in CoD any difference like better chance to stay unseen with sun in 6 and surprise the enemy fighters/bombers?It was quite usual tactic, so I am curious about that...

It depends on AI skill level. AI at any level checks the sky in segments, i.e scans the airspace. They also always take clouds and sun into the account.
Lower-level AI pilots have some periods when they don't scan at all. They scan a smaller overall area of the airspace. They focus on each segment longer - i.e. if he looks at his 8 o'clock you can attack him head-on and he won't spot you. Sun blots out a larger portion of the sky for them.
However the sun is not a 100% blind zone and there is a chance even the dumbest idiot will see you coming out of the sun, chances increasing the closer you are to his 12 o'clock high.

In the end, since you're rarely aware of your opponent's skill level, this results in a very realistic picture. You're never sure whether he breaks and turns into you from 3 miles away, or if you can keep sneaking up on him for a no-deflection shot at 50 yards. Very frustrating when you end up holding your fire just a second too long, and he spots you and breaks away after sitting dead square in your sights.

Quote:

Originally Posted by Ironman69 (Post 220858)
Oleg, can you tell us more about how you coded joystick inputs for CoD? Do you still use the X, Y, Z axis? ie.. 10 20 30 40 50 ...100 ? Is this input customizable by the player?

No, it's much more advanced. We have different customization options for different axes. For example you can not only adjust the curves but also set your idle, 100% and WEP positions for the throttle axis. I'm pretty sure this could be seen in some Igromir videos.

Feathered_IV 02-06-2011 09:17 AM

Quote:

Originally Posted by Feathered_IV (Post 220724)
Thanks for the update Luthier. Nice to see the "human" element in the vid. Hopefully we'll all develop a similar cackle soon.

By the way, do you know if Oleg got the email I sent regarding this?:

http://i221.photobucket.com/albums/d...iekLuijken.jpg

Wiek Luijken is willing and able and happy to offer his services to Oleg.

Hi again Luthier. I wonder if you'd seen this one earlier. Wiek Luijken is an aviation artist and fan of the Il-2 series. He would be happy to work with you. ;)

furbs 02-06-2011 09:26 AM

Thanks Luthier, very interesting hearing about the AI...sounds very good,

I have a couple more questions about the AI if you dont mind...

Do you know how the AI reacts to damage to their airplane,will they try and break off and run for home?

And does the AI try and use real world tactics, Boom and zoom, attack from the sun, neg G dives, hit and run(one pass and away, not staying to fight to the death like IL2) and such?

How does the AI suffer from engine overheat, fly untrimed, suffer from high G and blackouts?

Would also be interesting to know if the AI will know if not to attack when at a disadvantage...low and slow

I know there are limits to what the AI can do and im not saying all this should be possible...just wondering how far COD has taken the AI.

Thanks for taking the time to reply to us Sim nuts. :)


PS. any chance of seeing a nice weathered 109? :)

Wutz 02-06-2011 09:29 AM

Thank you for the info luthier very interesting!
Shame that the Bf 108 is out of the question of becoming flyable.
But then I guess one can never say never?

Sutts 02-06-2011 09:44 AM

Quote:

Originally Posted by luthier (Post 220971)
Let me also try to be extremely clear.

1. You can fly over cities on my PCs, just not at the highest settings, or at a low resolution with no FSAA. Stutters are only apparent at low altitude. Stutters mean short dips in FPS every few seconds by about 25%.

2. Whether the world's best PC will or will not stutter over cities depends on resolution and FSAA. If you run the game on three monitors at 5760 x 1080 with 8xFSAA, you will experience stutters while flying over London at altitudes under 200 meters or so.

3. The Buildings video option limits the number of buildings on the screen and offers fluid performance while still offering a picture superior to that of Il-2.

4. FPS is highly situation-dependent. We give you a huge sandbox to play with. So I cannot possibly make any blanket statements about performance on any hardware because we give you the tools to bring the game to a screeching halt.
Any game on the market can be made to run at 0 FPS with enough action on the screen. It's just most other developers ration the action very carefully and balance the game to make sure your FPS does not dip below a set minimum. We do that with our stock campaign and online missions but we do not limit what you can do with the game by yourself. Anyone can crank up the resolution and create a large enough low-level dogfight in Cliffs of Dover that will run at 0 FPS and possibly even crash the game.

5. To sum up: your FPS depends on factors beyond your hardware. It also depends on your resolution, on your FSAA setting, and on the amount of action on the screen.

This is the last I will ever address the topic.



I'm actually not sure, I'll have to ask Monday. CoD usually sits at around 1.8 Gigs in the memory. I don't think I've ever seen it go anywhere near 3 gigs.



Our future is highly dependent on the success of CoD. If everything goes well, then yes, dynamic campaign and dynamic weather are items 1 and 2 on the list.



It's not a big deal to code it in, it's just the guy who could do it is buried neck-deep in other stuff. I need to play around with the Warthog some more myself before we begin to think about actions.



No. Nor is one planned for any foreseeable future.



It depends on AI skill level. AI at any level checks the sky in segments, i.e scans the airspace. They also always take clouds and sun into the account.
Lower-level AI pilots have some periods when they don't scan at all. They scan a smaller overall area of the airspace. They focus on each segment longer - i.e. if he looks at his 8 o'clock you can attack him head-on and he won't spot you. Sun blots out a larger portion of the sky for them.
However the sun is not a 100% blind zone and there is a chance even the dumbest idiot will see you coming out of the sun, chances increasing the closer you are to his 12 o'clock high.

In the end, since you're rarely aware of your opponent's skill level, this results in a very realistic picture. You're never sure whether he breaks and turns into you from 3 miles away, or if you can keep sneaking up on him for a no-deflection shot at 50 yards. Very frustrating when you end up holding your fire just a second too long, and he spots you and breaks away after sitting dead square in your sights.



No, it's much more advanced. We have different customization options for different axes. For example you can not only adjust the curves but also set your idle, 100% and WEP positions for the throttle axis. I'm pretty sure this could be seen in some Igromir videos.



Wow Luthier, some seriously advanced AI going on there. I like it.:grin:

Ctrl E 02-06-2011 09:48 AM

it looks awesome luthier. very, very exciting.

can i be so bold as to ask about your korean war project. i'm guessing it's on the backburner somewhat?

is it still a chance to see the light of day?

cheers.

Sutts 02-06-2011 09:54 AM

"Our future is highly dependent on the success of CoD"


I think this is a key point that everyone should take note of. Those of you who say you are holding off because this or that feature isn't making the initial release - please think again. These guys have been busting a gut to bring us the greatest simulator of all time. The least we can do is support them when the critical time comes. Without our support there will be no further improvements and the series we've all come to take for granted will die. A publisher needs to see sales. No sales, no future investement.

Think about it.

Foo'bar 02-06-2011 10:04 AM

Quote:

Originally Posted by Wutz (Post 220975)
Thank you for the info luthier very interesting!
Shame that the Bf 108 is out of the question of becoming flyable.
But then I guess one can never say never?

Since when a 108 is a trainer? And where did luthier say that the 108 won't gonna be flyable in any time?

Insuber 02-06-2011 10:26 AM

Hi Luthier,

How are the Flight Models done? Parametric, fluidodynamic as in X-Plane, mixed ? Are they different from Il-2 ones, or just an evolution of them?

Cheers,
6S.Insuber

Abbeville-Boy 02-06-2011 10:27 AM

Quote:

Originally Posted by Feathered_IV (Post 220972)
Hi again Luthier. I wonder if you'd seen this one earlier. Wiek Luijken is an aviation artist and fan of the Il-2 series. He would be happy to work with you. ;)

this is the publishers department now i think

major_setback 02-06-2011 10:28 AM

Thanks for the info. It is good to know we have full control of the visuals. For looking at recorded video I like to turn graphics to max and turn down the speed of playback.
It is especially good to be able to do this for recording purposes.

Wutz 02-06-2011 10:29 AM

Quote:

Originally Posted by Foo'bar (Post 220988)
Since when a 108 is a trainer? And where did luthier say that the 108 won't gonna be flyable in any time?

Ok I guess I mixed up the plane types there, but a German trainer would be nice in time, as British planes where not really used on the German side in great numbers, unless they where "souveniers" picked up along the way. ;)

Tree_UK 02-06-2011 10:31 AM

Quote:

Originally Posted by luthier (Post 220971)
Let me also try to be extremely clear.

1. You can fly over cities on my PCs, just not at the highest settings, or at a low resolution with no FSAA. Stutters are only apparent at low altitude. Stutters mean short dips in FPS every few seconds by about 25%.

2. Whether the world's best PC will or will not stutter over cities depends on resolution and FSAA. If you run the game on three monitors at 5760 x 1080 with 8xFSAA, you will experience stutters while flying over London at altitudes under 200 meters or so.

3. The Buildings video option limits the number of buildings on the screen and offers fluid performance while still offering a picture superior to that of Il-2.

4. FPS is highly situation-dependent. We give you a huge sandbox to play with. So I cannot possibly make any blanket statements about performance on any hardware because we give you the tools to bring the game to a screeching halt.
Any game on the market can be made to run at 0 FPS with enough action on the screen. It's just most other developers ration the action very carefully and balance the game to make sure your FPS does not dip below a set minimum. We do that with our stock campaign and online missions but we do not limit what you can do with the game by yourself. Anyone can crank up the resolution and create a large enough low-level dogfight in Cliffs of Dover that will run at 0 FPS and possibly even crash the game.

5. To sum up: your FPS depends on factors beyond your hardware. It also depends on your resolution, on your FSAA setting, and on the amount of action on the screen.

This is the last I will ever address the topic.

.



Thank you Luthier, that information is very useful, just one more question if I may, are there any plans to weather the 109 before release?

Many Thanks

Peffi 02-06-2011 10:35 AM

Ugly cover
 
Quote:

Originally Posted by Feathered_IV (Post 220972)
Hi again Luthier. I wonder if you'd seen this one earlier. Wiek Luijken is an aviation artist and fan of the Il-2 series. He would be happy to work with you. ;)

This cover has been showed many times now and no answer. You will not get one. UBISOFT decides on the cover and it seems to me it has already been decided. The cover is not nice. It doesn't portray the Battle of Britain, and what is that long hair doing on it?

Hecke 02-06-2011 10:45 AM

Quote:

Originally Posted by luthier (Post 220971)

CoD usually sits at around 1.8 Gigs in the memory. I don't think I've ever seen it go anywhere near 3 gigs.

Quote:

Originally Posted by Oleg Maddox (Post 220821)
but you need more than 4 [GB] to escape the one of the types of shuttering.
As Ilya already told - huge space with good resolution terraine need more memory both graphics card and PC itself.


So why do we need more than 4 GB then?

Sven 02-06-2011 10:54 AM

Quote:

Originally Posted by Hecke (Post 221002)
So why do we need more than 4 GB then?

Because you need 1 for your OS and maximum 3GB for CoD, it's just like they said Hecke, read better.

kendo65 02-06-2011 10:55 AM

Quote:

Originally Posted by Sutts (Post 220985)
"Our future is highly dependent on the success of CoD"

I think this is a key point that everyone should take note of. Those of you who say you are holding off because this or that feature isn't making the initial release - please think again. These guys have been busting a gut to bring us the greatest simulator of all time. The least we can do is support them when the critical time comes. Without our support there will be no further improvements and the series we've all come to take for granted will die. A publisher needs to see sales. No sales, no future investement.

Think about it.

Agree completely.


Thanks again Luthier for the info.

The AI sounds fantastic - just what a lot of us have been hoping for. It should give a real edge to the offline combat - the uncertainty as you close on an enemy about whether / when they will spot you and react. Excellent. :)

alexei1789 02-06-2011 10:56 AM

Hi Luthier and Oleg,

thanks so much for still answering our question !
you say engine overheat realism is improved compared with il2...
What about cooling ? when air-cooled engine is at idle in a long descend, it stresses the engine (fast external cooling and slow in the center). Is this modeled in the sim ?
just wondering, and already happy to receive the sim as is :)

A.

Hecke 02-06-2011 11:02 AM

Quote:

Originally Posted by Sven (Post 221003)
Because you need 1 for your OS and maximum 3GB for CoD, it's just like they said Hecke, read better.

You're right thx for the help.

If you have a 2 GB GFX card + 1 GB OS you then should have 6 GB Ram, right?

JVM 02-06-2011 11:03 AM

Quote:

Originally Posted by Foo'bar (Post 220988)
Since when a 108 is a trainer? And where did luthier say that the 108 won't gonna be flyable in any time?

Damned! You grilled me, Foo'bar! :-)

Wutz 02-06-2011 11:04 AM

Quote:

Originally Posted by Peffi (Post 221001)
This cover has been showed many times now and no answer. You will not get one. UBISOFT decides on the cover and it seems to me it has already been decided. The cover is not nice. It doesn't portray the Battle of Britain, and what is that long hair doing on it?

Not too familiar with how old photos look like?
I am certain there are more than plenty that like Feathered_IV interpretation very much! I do as it is not the woren out stereo type so often dished out.

luthier 02-06-2011 11:14 AM

Quote:

Originally Posted by Feathered_IV (Post 220972)
Hi again Luthier. I wonder if you'd seen this one earlier. Wiek Luijken is an aviation artist and fan of the Il-2 series. He would be happy to work with you. ;)

Like the others have said, we don't decide on the box art, the publisher does.

We could certainly benefit from some top-notch 2D art both in the game and in our marketing - promotional materials, but it's way too late at this point to do anything.

Quote:

Originally Posted by furbs (Post 220974)
Do you know how the AI reacts to damage to their airplane,will they try and break off and run for home?

Yes. Moreover, it reacts to damage and especially losses to other planes, and may decide to run for home even if his plane is intact. Whole formations of newbies may scatter and run if you shoot down their leader etc.

Quote:

Originally Posted by furbs (Post 220974)
And does the AI try and use real world tactics, Boom and zoom, attack from the sun, neg G dives, hit and run(one pass and away, not staying to fight to the death like IL2) and such?

Not staying to fight till death was one of the most important requirements for me for the AI. They do use real-world tactics more than in Il-2. You'll see them working in group a lot more for instance.

Quote:

Originally Posted by furbs (Post 220974)
How does the AI suffer from engine overheat, fly untrimed, suffer from high G and blackouts?

AI engine model is greatly simplified compared to that of the player plane, but we do try to make sure it doesn't give them an advantage.
You can study this in detail when flying the real sim. Autopilot is very verbose, you can see exactly what levers they move etc.

Quote:

Originally Posted by furbs (Post 220974)
Would also be interesting to know if the AI will know if not to attack when at a disadvantage...low and slow

Well they try to extend away and take it from there, but generally even most humans would be doomed if caught in a situation like that.

Quote:

Originally Posted by Ctrl E (Post 220982)
can i be so bold as to ask about your korean war project. i'm guessing it's on the backburner somewhat?

Yes. It's not looking very hopeful for the next immediate sequel either.

Quote:

Originally Posted by Insuber (Post 220993)
How are the Flight Models done? Parametric, fluidodynamic as in X-Plane, mixed ? Are they different from Il-2 ones, or just an evolution of them?

We did a huge technical interview for a print magazine, where our FM programmer wrote like two pages of stuff on it. I'll see if we can publish it here, because that would be a much, much better answer than anything I can type up.

Quote:

Originally Posted by alexei1789 (Post 221005)
What about cooling ? when air-cooled engine is at idle in a long descend, it stresses the engine (fast external cooling and slow in the center). Is this modeled in the sim ?

Our engine model is insanely compelx. I dare say it's the most complex engine model in any game of any genre by far. There's multiple points of interest for every piston, every cylinder, every hose, every exhaust, etc. The guy who wrote it can build an internal combustion engine from scratch in his garage. Working on engines is a huge hobby of his.
So rest assured that cooling, overheating, combat damage, or normal operation of our engines is as precise and as detailed as you'll ever see in any game in the next several years.

Hecke 02-06-2011 11:21 AM

Luthier,

you said that wind is part of weather and the new weather won't make it to the initial release.

Will wind socks not be present and working then because the new weather doesn't make it into release?

luthier 02-06-2011 11:24 AM

Quote:

Originally Posted by Hecke (Post 221012)
Luthier,

you said that wind is part of weather and the new weather won't make it to the initial release.

Will wind socks not be present and working then because the new weather doesn't make it into release?

We have some kind of a working wind that doesn't offer a lot of fidelity. It works perfectly fine and we use it in every stock mission. You assign compass direction and strength to it, and it blows across the entire map.

It affects wind socks, smoke plumes, etc.

Dano 02-06-2011 11:27 AM

Luthier, the AI, it sounds awesome, thank you and Oleg both for the discussion :)

For those concerned with the cover, this post on the IL2 Sturmovik facebook page may give you hope:

http://www.facebook.com/home.php?#!/il2sturmovik

While we haven't revealed the final box art for IL2: COD yet, our community has started brainstorming on it already. How creative can it get? Well, check it out! http://forums.ubi.com/eve/forums/a/t...9/m/2081010709

Sutts 02-06-2011 11:27 AM

So rest assured that cooling, overheating, combat damage, or normal operation of our engines is as precise and as detailed as you'll ever see in any game in the next several years.


I'm so happy about this. Thanks Luthier.

Would love to see that article too.:grin:

Sven 02-06-2011 11:28 AM

Quote:

Originally Posted by luthier (Post 221010)


We did a huge technical interview for a print magazine, where our FM programmer wrote like two pages of stuff on it. I'll see if we can publish it here, because that would be a much, much better answer than anything I can type up.



Our engine model is insanely compelx. I dare say it's the most complex engine model in any game of any genre by far. There's multiple points of interest for every piston, every cylinder, every hose, every exhaust, etc. The guy who wrote it can build an internal combustion engine from scratch in his garage. Working on engines is a huge hobby of his.
So rest assured that cooling, overheating, combat damage, or normal operation of our engines is as precise and as detailed as you'll ever see in any game in the next several years.


Wow, that's some highly interesting stuff we are about to get in our hands! Also looking forward to the article written by your FM programmers:)

Hecke 02-06-2011 11:30 AM

Quote:

Originally Posted by luthier (Post 221013)
We have some kind of a working wind that doesn't offer a lot of fidelity. It works perfectly fine and we use it in every stock mission. You assign compass direction and strength to it, and it blows across the entire map.

It affects wind socks, smoke plumes, etc.


Thx for answer. Does the direction and strenght change or is it the same for the whole mission?

T}{OR 02-06-2011 11:34 AM

I would like to know as well weather does the wind change direction or does it stay fixed during the whole mission. Since dynamic weather is out for the release - do clouds move at all or are they static as in IL2?

Quote:

Originally Posted by luthier (Post 221010)
Our engine model is insanely compelx. I dare say it's the most complex engine model in any game of any genre by far. There's multiple points of interest for every piston, every cylinder, every hose, every exhaust, etc. The guy who wrote it can build an internal combustion engine from scratch in his garage. Working on engines is a huge hobby of his.
So rest assured that cooling, overheating, combat damage, or normal operation of our engines is as precise and as detailed as you'll ever see in any game in the next several years.

Music to my ears. :cool:

kirq 02-06-2011 11:34 AM

I know how You react on this subject Luthier, but please close Your eyes, count to 10 and tell us something more about tracers (it's my fetish ;) ). We've already seen one type, yellow smokeless ones. What other types do we have in the game, how they look, do they ricochete? Which one generate smoke trails and are there any conditions (weather, altitude) which makes smoke to appear?

I would be extremely happy to see before a release a short video presentation (2-3mins) covering only tracers.

alexei1789 02-06-2011 11:42 AM

Our engine model is insanely compelx. I dare say it's the most complex engine model in any game of any genre by far. There's multiple points of interest for every piston, every cylinder, every hose, every exhaust, etc. The guy who wrote it can build an internal combustion engine from scratch in his garage. Working on engines is a huge hobby of his.
So rest assured that cooling, overheating, combat damage, or normal operation of our engines is as precise and as detailed as you'll ever see in any game in the next several years.[/QUOTE]

Oooooooh, that sounds so good to my ears.

Thank you again !!!!
A.

furbs 02-06-2011 11:54 AM

Quote:

Originally Posted by luthier (Post 221010)
Like the others have said, we don't decide on the box art, the publisher does.

We could certainly benefit from some top-notch 2D art both in the game and in our marketing - promotional materials, but it's way too late at this point to do anything.



Yes. Moreover, it reacts to damage and especially losses to other planes, and may decide to run for home even if his plane is intact. Whole formations of newbies may scatter and run if you shoot down their leader etc.



Not staying to fight till death was one of the most important requirements for me for the AI. They do use real-world tactics more than in Il-2. You'll see them working in group a lot more for instance.



AI engine model is greatly simplified compared to that of the player plane, but we do try to make sure it doesn't give them an advantage.
You can study this in detail when flying the real sim. Autopilot is very verbose, you can see exactly what levers they move etc.



Well they try to extend away and take it from there, but generally even most humans would be doomed if caught in a situation like that.



Yes. It's not looking very hopeful for the next immediate sequel either.



We did a huge technical interview for a print magazine, where our FM programmer wrote like two pages of stuff on it. I'll see if we can publish it here, because that would be a much, much better answer than anything I can type up.



Our engine model is insanely compelx. I dare say it's the most complex engine model in any game of any genre by far. There's multiple points of interest for every piston, every cylinder, every hose, every exhaust, etc. The guy who wrote it can build an internal combustion engine from scratch in his garage. Working on engines is a huge hobby of his.
So rest assured that cooling, overheating, combat damage, or normal operation of our engines is as precise and as detailed as you'll ever see in any game in the next several years.

Luthier, the AI sounds better than i could of hoped for! i know AI is one of the hardest things to do well and it can never be perfect.

Thanks.

furbs 02-06-2011 12:00 PM

Just thought of one more question about the AI

The AI in IL2 had a major problem...deflection shooting!!

i think you know what i mean :)...have the team managed to address this tricky problem?

Cheers.

philip.ed 02-06-2011 12:24 PM

With smoke, Luthier, will we see it change form when a plane flys through it?
I've posted examples of this before, but I can't for the life of me remember the correct term for this. I think it might be called a smoke vortex.

KG26_Alpha 02-06-2011 12:32 PM

Ok this is page 40.

You need to go back and read this thread as you are asking the same questions over and over.

And those posting OT garbage please delete accordingly yourselves.

Thanks.

luthier 02-06-2011 12:42 PM

Quote:

Originally Posted by Hecke (Post 221018)
Thx for answer. Does the direction and strenght change or is it the same for the whole mission?

Direction doesn't, strength fluctuates a bit I believe.

Quote:

Originally Posted by T}{OR (Post 221019)
I would like to know as well weather does the wind change direction or does it stay fixed during the whole mission. Since dynamic weather is out for the release - do clouds move at all or are they static as in IL2?

The clouds move with the wind. They remain in place if there's no wind but they still kind of change shape a little bit. The puffs they're made out of rotate and shift.

Quote:

Originally Posted by kirq (Post 221020)
We've already seen one type, yellow smokeless ones. What other types do we have in the game, how they look, do they ricochete? Which one generate smoke trails and are there any conditions (weather, altitude) which makes smoke to appear?

We've shown smoke tracers too.

Each gun has a selection of ammunition types you can put in the ammo belt. Each ammunition type has various associated effects in addition to its own ballistics. There are tracer rounds, smoke rounds, etc. Tracers are of different colors, and some have associated smoke. I don't believe they're dependent on weather.

Quote:

Originally Posted by furbs (Post 221029)
The AI in IL2 had a major problem...deflection shooting!!

i think you know what i mean :)...have the team managed to address this tricky problem?

Some AI are better than IL-2 and they'll snipe you with impossible snap shots. You'll scream at our AI guy until you get online and have a good human do the same.

Bad AI is even worse at shooting than IL-2. We've watched tons of gun camera footage - not the dramatic close-up great-shot footage that goes around everywhere, but lots and lots of the other stuff. Real pilots fired God knows where. So do our rookies. They spray and pray, forget about deflection altogether or miscalculate it grossly etc.
I.e do about what I do.

Quote:

Originally Posted by philip.ed (Post 221032)
With smoke, Luthier, will we see it change form when a plane flys through it?
I've posted examples of this before, but I can't for the life of me remember the correct term for this. I think it might be called a smoke vortex.

No, there's no visible wake vortex. We didn't even plan it as part of the complex weather module. Too complex, smoke effects would kill everything regardless of whether anyone flies through them.

furbs 02-06-2011 12:55 PM

Thanks...the deflection shot im talking about is when you have a AI on your six at about 200yds...all you have to do is pull a slight turn and the AIs shooting will pass behide you safely and they wont correct for lead....will they now adjust for lead if you keep your slight turn?

BTW these Q and A are worth much more than about 3 months of update screens and get me much more excited about the sim (to me anyway). Bravo Luthier!! :)

thanks.

JAMF 02-06-2011 12:56 PM

Quote:

Originally Posted by luthier (Post 220971)
I'm actually not sure, I'll have to ask Monday. CoD usually sits at around 1.8 Gigs in the memory. I don't think I've ever seen it go anywhere near 3 gigs.

Hi Luthier,

If you are running the 32Bit exe on your system with your Windows 7 Ultimate 64-bit, this could be limited to a maximum of 2GB, if it's not LargeAddressAware.

Only if the 32Bit exe is programmed with the LargeAddressAware flag, then it could go up to 4GB (or max. available on 4GB of RAM). This was one part of my "64Bit" question. I hope you will have a chance to ask someone if the LAA-flag is used. :-) (...and in the future run a LAA modified 32Bit exe and see the memory go over 2GB) :cool:

Tvrdi 02-06-2011 01:36 PM

@Luthier, one thing bothers me a bit....as you said complex weather will not make it into initial release...but we all know how much of an impact weather had on planes "behaviour". there will be some kind of a weather and impact on planes in initial release?

whatnot 02-06-2011 02:00 PM

Amazing update thread, I'm mesmerized! Like a cap would have been blown off the info tube and we'r getting all the questions answered we've speculated about for years!

THANK YOU!

Some whoever whining about what a proper development update is should have his head examined. I've never seen a dialogue and honesty of this depth from a game developer.

You've more or less answered all the questions I have had bouncing in my head, but can you tell me which magazine that FM article was written into? I'll do some digging to see if I would be able to find something about it while waiting for a possible 'ok' on publishing it here.

The engine model complexity sounds fantastic!

Skoshi Tiger 02-06-2011 02:02 PM

Quote:

Originally Posted by luthier (Post 220713)
Not good. We just got the Warthog this week, and I was very disappointed in how most of the buttons worked. I played around with the TM software and couldn't figure it out at all. The push-up-for-constant-input button that's also a push-down-for-no-input-at-all doesn't work with the game at all. We need to write a whole different chunk of code for that kind of input to be recognized properly.

Thanks for the heads up. I will live in hope for a possible update some time in the future.

Still, that gives me a month to sruce up my BU0836 based trim and switch controls.

All the best and I hope the next month and a bit goes well for you and the whole development team.

Cheers!

philip.ed 02-06-2011 02:29 PM

OK, Cheer Luthier. :grin:

Abbeville-Boy 02-06-2011 02:39 PM

Quote:

Originally Posted by Tvrdi (Post 221052)
@Luthier, one thing bothers me a bit....as you said complex weather will not make it into initial release...but we all know how much of an impact weather had on planes "behaviour". there will be some kind of a weather and impact on planes in initial release?

he answered all ready 3 post
above yours :confused:
and weather will ship with game
use at own risk :grin:

addman 02-06-2011 02:42 PM

Wow! Thanks for all the interesting answers luthier. It's like, first we got the bad news and then we got the good news and boy are these news good!:grin: I prefer this way of approach, now I feel like a kid the night before christmas again.

kendo65 02-06-2011 02:49 PM

Quote:

Originally Posted by luthier (Post 221010)
...
Yes. Moreover, it reacts to damage and especially losses to other planes, and may decide to run for home even if his plane is intact. Whole formations of newbies may scatter and run if you shoot down their leader etc.

Not staying to fight till death was one of the most important requirements for me for the AI. They do use real-world tactics more than in Il-2. You'll see them working in group a lot more for instance.

Absolutely awesome! :)

As others have commented - getting all this information is worth more than the screenshots. Can almost hear the collective sigh of relief after some of the recent disappointing news.

One further question on AI - one of my big annoyances in il2 was AI wingmen suddenly breaking formation in a headlong charge at the enemy as soon as they come into sight. Is it possible in COD to have them wait orders before breaking formation?


Quote:

Originally Posted by luthier (Post 221010)
Our engine model is insanely compelx. I dare say it's the most complex engine model in any game of any genre by far. There's multiple points of interest for every piston, every cylinder, every hose, every exhaust, etc. The guy who wrote it can build an internal combustion engine from scratch in his garage. Working on engines is a huge hobby of his.
So rest assured that cooling, overheating, combat damage, or normal operation of our engines is as precise and as detailed as you'll ever see in any game in the next several years.

:)

klem 02-06-2011 03:12 PM

Quote:

Originally Posted by luthier (Post 221010)
...........
Our engine model is insanely compelx. I dare say it's the most complex engine model in any game of any genre by far. There's multiple points of interest for every piston, every cylinder, every hose, every exhaust, etc. The guy who wrote it can build an internal combustion engine from scratch in his garage. Working on engines is a huge hobby of his.
So rest assured that cooling, overheating, combat damage, or normal operation of our engines is as precise and as detailed as you'll ever see in any game in the next several years.

Luthier, have you seen the new A2A Simulations Spitfire? It's for FSX so I don't think you'll mind me mentioning it here?

It has the full start up procedure including mixture, prop, loading start cartridges, Air tank, oxygen management, etc and a real need to manage rpm, boost and radiator to avoid engine overheat/coolant loss and wear.

Does the CoD Spitfire go to anywhere near that level? (and if so it can presumably be dumbed down if not wanted).

If the engine management is that critical it is going to make air combat a whole new ball-game (and presumably for all the other aircraft).

kalimba 02-06-2011 03:22 PM

Quote:

Originally Posted by klem (Post 221075)
Luthier, have you seen the new A2A Simulations Spitfire? It's for FSX so I don't think you'll mind me mentioning it here?

It has the full start up procedure including mixture, prop, loading start cartridges, Air tank, oxygen management, etc and a real need to manage rpm, boost and radiator to avoid engine overheat/coolant loss and wear.

Does the CoD Spitfire go to anywhere near that level? (and if so it can presumably be dumbed down if not wanted).

If the engine management is that critical it is going to make air combat a whole new ball-game (and presumably for all the other aircraft).

Cool...Can you fire different kind of ammo with it ?

Thanks ! :grin:

House M.D. 02-06-2011 03:28 PM

Bets update so far!
Keep it coming Ilya!

luthier 02-06-2011 03:29 PM

Quote:

Originally Posted by klem (Post 221075)
Luthier, have you seen the new A2A Simulations Spitfire? It's for FSX so I don't think you'll mind me mentioning it here?

It has the full start up procedure including mixture, prop, loading start cartridges, Air tank, oxygen management, etc and a real need to manage rpm, boost and radiator to avoid engine overheat/coolant loss and wear.

Does the CoD Spitfire go to anywhere near that level? (and if so it can presumably be dumbed down if not wanted).

We always held the opinion that complex start-up procedures are a waste of our time.

Everyone else does them as gimmicks. What you see is just a simple sequence of "press button A to press button B to press button C to press button D to enable pressing Start Engine." They don't model the individual systems involved. Neither do we, and we don't want to pretend that we do. We don't do gimmicks.

All the hotspots in our cockpit work. All the controls are animated. You can set fuel cock levers and work the priming pump and flick the magnetos and all. Do that if you like, or don't. We feel that most people will only try that once, if at all.

The systems we do model are crucial however. Watching the gauges and controlling mixture, prop pitch and radiator is essential. Our office is obviously filled with Il-2 online veterans, and for a while we could only play online with Complex Engine Management disabled completely. We could barely fly the Spitfire, and the 109 not at all. We fly with CEM on now, but we still to this day fly with Overheating disabled because damn it is hard!

luthier 02-06-2011 03:44 PM

2 Attachment(s)
Also, will you please stop asking about weathering on the 109? It's always been there. I just like them new and shiny.

|ZUTI| 02-06-2011 03:47 PM

Mr. luthier, Oleg.

I have a question regarding third party stuff. Maps in particular. In the past, when these Friday updates started to be a regular thing Oleg mentioned that you guys will allow smaller 3rd party maps to be loaded in the game. But that this will be available after the initial release (not that long after that) and it is still undecided about the size of these maps.

Anything new about this? Still on your road map? Because, looking at the terrain, well, I can only imagine what beautiful maps one could create.

Thanks and good luck.

PilotError 02-06-2011 03:47 PM

Thanks for the update.:)

And a huge thanks for all these answers you are giving us, Oleg and Luthier.:grin::grin::grin:

It has been a very interesting weekend.:cool:

Of course, you are just making it all the harder for us to wait untill release day.:grin:

Hecke 02-06-2011 03:57 PM

the wind won't change the direction? hm

So the windsocks will only go up and down and we won't have to wait until the wind is in the right direction on start ups. Was actually looking forward to that.

I'm hoping to see that feature some time after release.

P.S This is definately the perfect dev update. Thank you for your effort.

major_setback 02-06-2011 04:06 PM

Quote:

Originally Posted by luthier (Post 221084)
All the hotspots in our cockpit work. All the controls are animated. You can set fuel cock levers and work the priming pump and flick the magnetos and all. Do that if you like, or don't. We feel that most people will only try that once, if at all.

...

I will certainly use it. Not all the time, just the same way as I didn't like to fly in MSFS all the time. But sometimes you don't want to fight, you just want to fly. If that can becomes as realistic as possible then it is a totally different game, and a different type of immersion. I like both these games. I think quite a few of us feel the same.

This will draw MSFS users to the game, and possibly save me from using MSFS again.

Question: Are the AI now 'blind' when they are in/behind a cloud? (I know it was planned, but I would be interested to know if it will make the initial release).


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