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-   -   Friday 2010-10-15 Dev. update and Discussion (http://forum.fulqrumpublishing.com/showthread.php?t=16964)

HB252 10-18-2010 10:59 AM

Hi Oleg and teamwork guys!!

Nice update! :grin:

Just one question:

I readed in this book:

"Luftwaffe test pilot: Flying captured allied aircraft of word war two"

Author: Hans-Werner Lerche


and I would like highlight two things:

British planes throtles: the author said that when the pilots hand is off on it, the throtle come back to 0% power. (I think that it happen in Wellington plane)

German planes throtles: to the athor said that when the pilots hand is off on it, the throtle keep about 50% power.

This featured is modeled in the sim?

By example: if a british pilot died (only in the sim :grin:) when a power is on 100%, in the dive to the ground the power must reduce progressivevely and his plane must crash whit 0% power. Isnt it? And 50% power in german plane.

A greeting

Sutts 10-18-2010 11:06 AM

Quote:

Originally Posted by HB252 (Post 190703)
Hi Oleg and teamwork guys!!

Nice update! :grin:

Just one question:

I readed in this book:

"Luftwaffe test pilot: Flying captured allied aircraft of word war two"

Author: Hans-Werner Lerche


and I would like highlight two things:

British planes throtles: the author said that when the pilots hand is off on it, the throtle come back to 0% power. (I think that it happen in Wellington plane)

German planes throtles: to the athor said that when the pilots hand is off on it, the throtle keep about 50% power.

This featured is modeled in the sim?

By example: if a british pilot died (only in the sim :grin:) when a power is on 100%, in the dive to the ground the power must reduce progressivevely and his plane must crash whit 0% power. Isnt it? And 50% power in german plane.

A greeting

The german pilot obviously didn't read the handbook:grin:. Every throttle I've seen has some means of adjusting the friction to keep the throttle from doing this.

KOM.Nausicaa 10-18-2010 11:41 AM

Quote:

Originally Posted by Xilon_x
animation separated smoke house is separated flags movement is separated to all games. i not like this.
i like if all games engine have the wind direction vector and force intensity wind.

When I was working on a 3D animated feature film back in 2007, I once got a 3D model for a car sent to me for approval. (i was art director). We opened the car in Max and saw an insane amount of polygons. After some searching we tracked that amount down to the little metal tube which attaches the rear mirror to the door of the car. That little tube had 40,000 polygons.

What you are asking with your flags moving due to wind is the equivalent of the little tube. An insane amount of processing power concentrated in an insanely small spot.

kedrednael 10-18-2010 12:46 PM

Quote:

Originally Posted by Xilon_x (Post 190591)
Dear Oleg maddox if simulator SoW not have the wind is negative.
wind is a important physic factor.
EXAMPLE direction of wind.
GLIDER airplane not fly if not have Wind.
Wind cold or wind hot.
glider airplane.
instrument meteo for take direction and intensity of wind.

:confused:
We fly without wind.
Did you mean:
Dear Oleg Maddox, if simulator SoW doesn't have thermals that's negative.
thermals are an important physic factor.
gliders won't fly verry long without thermals.
I think you meant that right? otherwise it is just complete nonsense, even now it's stupid.
hot air rises, so can we thermal above burning factories, cities?

kedrednael 10-18-2010 01:05 PM

Quote:

Originally Posted by Xilon_x (Post 190673)
i remember during ww2 use glider airplane for night attak.

Attachment 3706


http://en.wikipedia.org/wiki/Thermal

physic factor wind and thermal.

i remember FSX use glider and thermal.
and also
CONDOR http://www.condorsoaring.com/

At night there is no thermal because the sun ain't shining. Or you should thermal above factories. Or were the gliders towed towards their target?

FSX gliding is terrible, you can pull the glider up 300 metres or something by pulling the stick, if you land (In FSX you just point the glider down and hit the ground... landing!)you won't fall on 1 wing tip, the glider just stands on the ground on 1 weel, etc. The glider flight in FSX is just not realistic.

Oleg Maddox 10-18-2010 01:39 PM

Quote:

Originally Posted by kedrednael (Post 190718)
:confused:
Dear Oleg Maddox, if simulator SoW doesn't have thermals that's negative.

Did I say it anywhere?

Insuber 10-18-2010 01:48 PM

Bump
 
Quote:

Originally Posted by insuber (Post 190677)
xifon,

stop panicking. Calm down. Relax, everything goes well.


Wind is already modeled in il2, no reason that it is not in bob
turbulence is already modeled in il2, no reason that it is not in bob

oleg said that turbulence and wind gusts will be present in bob.

Ok?

bump

Insuber 10-18-2010 01:51 PM

Hi Oleg,

Could you tell us something about training?

Also, last year (or two years ago? :D) you confirmed that the air gunnery training will be helped by having a "predictive pipper", a sort of red point showing at all moments where to aim. It looked a great idea for novices. Is it still in your plans?

Cheers,
Insuber

Splitter 10-18-2010 02:13 PM

Quote:

Originally Posted by kedrednael (Post 190718)
:confused:
We fly without wind.
Did you mean:
Dear Oleg Maddox, if simulator SoW doesn't have thermals that's negative.
thermals are an important physic factor.
gliders won't fly verry long without thermals.
I think you meant that right? otherwise it is just complete nonsense, even now it's stupid.
hot air rises, so can we thermal above burning factories, cities?

I think there is a big language barrier being experienced here :). May I try to sum things up?

In IL-2, there is wind and turbulence but it is not modeled "well" (the game is 10 years old after all). Flying in a real light aircraft or in a more modern sim dedicated to flight (not combat), the effects of wind are more apparent.

These things (wind and turbulence) will be modeled better in SoW if I have read past postings correctly. Crosswind landings may take some extra skill.

How did I do? :)

Thermals: I don't know of any general aviation flight sim that models thermals "well" for gliding. What I do know is that programming for such things and doing it well takes a lot of resources (from what I have heard from developers of other flight sims). It would not surprise me that a dedicated glider sim does the best job. But we don't do a lot of gliding in combat sims :).

Splitter

T}{OR 10-18-2010 02:33 PM

I am quoting myself from the other day as I believe my post (questions) was missed. :)

Quote:

Originally Posted by T.}{.O.R. (Post 190294)
That is excellent news. Any clues on who the publisher is, or better - is it at least someone else than UbiSoft? :)

Few questions about the MP:
  1. Will there be an option to first load some custom made skins on the server, and then force players (server setting) to first download them before hitting fly or even joining the server. I am asking this because some time when many people load their skins all you see is blank skinned planes flying all over the place.
  2. Also, I asked this once before - would it be possible (for servers with external views on) to disable the option to browse through enemy planes? More important - to prevent from seeing which type of planes is the opposite side flying (in IL2 this command was 'S')?
  3. How is kill crediting implemented? Will we have shared kills and if so in which way will server determine when it is a shared kill and when it isn't? What about human manned gunners (if I remember correctly, humans will be able to join a human piloted bomber on dog fight servers)?
  4. And last but not least - will there be an option to limit which countries or air forces can be selected per side? This would greatly help admins of the servers which try to simulate a certain scenario or battle - servers that are historically oriented (this goes for question #1 as well).



Thank You for your time.



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