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-   -   Oleg Maddox's Room #2 QUESTIONS & REQUESTS TO OLEG ABOUT BOB SOW (http://forum.fulqrumpublishing.com/showthread.php?t=6909)

ECV56_Guevara 03-07-2010 03:32 PM

Oleg and team: the online wars like Air War, Air domination war, our squad own online war Condor War, use the eventlog and the .mis to create troops movements, supply lines, etc..just to recreate a battle scenery. I wanna know if in Bob the .mis and the log will be in similar open editable format, and if tit will have more info than the actual one. I hope you understand my question, english is not my language. Thanks in advance.

Mysticpuma 03-08-2010 02:46 PM

Hi Oleg, I wonder if you have time to explain how the weather effects will work in SoW?

My main question about the weather is cloud layers. I have talked with various pilots from the WW2 era and many seem to recall two and sometimes three layers of cloud which they flew up through.

I wonder if it will be possible to have a low cloud layer with the pilot can fly up into, then break through it. Then the cloud layer would be beneath them, but above them would be another cloud layer to go through. Effectively once through the first cloud layer, their would be cloud below and cloud above, but both would be possible to fly through?

http://upload.wikimedia.org/wikipedi...ud_layers.jpeg

Would be very authentic and immersive. I wonder if you have time to discuss it?

Thanks, MP. Very eagerly awaiting this ;)

Ernst 03-08-2010 03:32 PM

Limited radio ranges or no radio transmitters (in some planes) negating comms between players would be a interesting feature. This ll encourage players to fly close and allows new tactical and strategies. Ex.: Destroy enemy radio stations.

Stiboo 03-08-2010 06:06 PM

Q & A & Requests - FMB
 
Any news you can give us on the FMB? -

how many types of triggers

how many types of mission eg - escort, attack, free flight ...

how many flights/aircraft per side

Can we cut and paste the mission briefing/writing from MS Word etc...

Will we be able to add other things such as photos or music in mission briefing?

Regards

Stiboo

[SIGPIC][/SIGPIC]

Sebtje 03-10-2010 03:20 PM

Dear Oleg,

What about a good old school hardback game manual copy in the box? Big format paper Navigation Map...

It will be sell just a DVD on a plastic box or with useful goodies in the package (Manual, Maps, B-Uhr for the collector edition?! ;))???

The idea is a win-win situation with happy customer with added value and more sales for 1C.

Flyby 03-12-2010 11:10 PM

Oleg,
I know SoW_BoB will support multi-cores CPUs, but how many cores will it support? 2? 4? 6?
thanks man,
Flyby out

zakkandrachoff 03-14-2010 04:45 PM

a question about texture or "skins" of airplanes
the texture will be fragmented like LOMAC? for example, in a mission, i don't want the yellow nose of the Bf 109E, so i change the yellow nose for a white nose, but i don't touch the rest of the skin of the plane. will be?. or only will be a entire skin like il2



http://i970.photobucket.com/albums/a...ff/me109x2.jpg

mark@1C 03-15-2010 10:40 AM

Hello, BOSS
After I have read the interview "Visite de Maddox games et interview d'Oleg" written by Check-six community, I get to realize how realistic you are going to give us, especially the statement of the full engine management demonstrated by Mr. Roman Deniskin, using clickable mode.
However this reply is about my idea of operating using keyboard, perhaps we can call it a little improvement of "typeable" or "strikeable". I mean, a visual interface for keyboard/"typeable" players, just like me.
Traditional Control Setting/key mapping interface is in a TEXT style, with the functions/commands listed on the left side of the screen, keys on the right side. It's okey for a game such as Counter-Strike, such a game does not have too much keys to control(just Forward, Backward, Jump and so on). So a TEXT style interface can deal with it at all.
But the coming BoB/SoW is not a FPS like Counter-Strike, it is a simulation, just as what you have been doing. It should have a large number of keys to use, even more than IL-2 I guess. And different types of planes will have different cockpit layouts.
So considering these two points, the numbers of the keys and the various layouts of different types(though subtypes will have similar layouts). I think we can have a visual-cockpit-key-mapping-interface, that means while we are going to set some keys and suppose we are going to fly Bf109E, the Control Setting/key mapping Interface will turn us to a detailed illustration of its cockpit, then we can set each key in a direct visual or somewhat ergonormic way.For some examples, if the switch or button is on the left side of the cockpit control panel, we can use "Z" or "A" or "Q" etc; if a bar or lever, we can use "Spacebar" or "Shift" etc; We get to know which key to use in game control immediately, and it may also help us to read and memorise the different functions of diverse instruments and equipment in the cockpit, especially for beginners. And another important thing is, after having finished configuring all the keys, we can save it as a file, such as Bf109E.key or SpitfireMkIIA.key, etc. We can load different key configurations in different types of planes.
"Coupled with this is a new Joystick module that allows the player to save and store up to 4 different stick sensitivity routines. These can all be adjusted or loaded in the arming screen. So once you have selected your aeroplane type you can select your customised stick profile."——Allow me to quote this paragraph from the thread of 4.10 patch DT, my idea of keyboard module is a bit like it.
I believe it will increase the immersion to some extent to the game, and it is not difficult to implement.
Of course, the most immersive way to do all these, is in a real-time 3D environment. I mean, you just sit in the cockpit and setting the keys to the cockpit panel. It may begin with a choice of the "Adjusting Mode" from the UI, when the player is in a specific plane. Then the screen will turn to Black-and-White( or blueprint, etc) visual effect, the switches and buttons which can be used in the game will be highlighted. and a detailed instruction bubble will indicate the function beside the one the player has chosen, and so on...
Regards.

Skoshi Tiger 03-15-2010 12:09 PM

Hi Oleg, I've just re-watched Bridges of Toko Re and it gave me an idea.

Would it be possible to have a command to ask an AI wingman to perform a visual check of your aircraft. (we can use teamspeak or the chat bar for human wingmen)

With such a detailed damage model it might be useful on a full realism server or campaign to have a friendly AI have a quick visual inspection and give verbal information like "your leaking fuel" or "looks like your gear is shot up" or "bail out quick your on fire" or "Crickey, I can see right through you!". Hopefully it would just be an AI script to implement it. (Says the man with no idea of the complexities of creating AI scripts ;) )

Just an idea.

Thanks to you and your team for all the hard work.

Cheers!

Blackdog_kt 03-15-2010 02:01 PM

Quote:

Originally Posted by mark@1C (Post 149955)
Hello, BOSS
After I have read the interview "Visite de Maddox games et interview d'Oleg" written by Check-six community, I get to realize how realistic you are going to give us, especially the statement of the full engine management demonstrated by Mr. Roman Deniskin, using clickable mode.
However this reply is about my idea of operating using keyboard, perhaps we can call it a little improvement of "typeable" or "strikeable". I mean, a visual interface for keyboard/"typeable" players, just like me.
Traditional Control Setting/key mapping interface is in a TEXT style, with the functions/commands listed on the left side of the screen, keys on the right side. It's okey for a game such as Counter-Strike, such a game does not have too much keys to control(just Forward, Backward, Jump and so on). So a TEXT style interface can deal with it at all.
But the coming BoB/SoW is not a FPS like Counter-Strike, it is a simulation, just as what you have been doing. It should have a large number of keys to use, even more than IL-2 I guess. And different types of planes will have different cockpit layouts.
So considering these two points, the numbers of the keys and the various layouts of different types(though subtypes will have similar layouts). I think we can have a visual-cockpit-key-mapping-interface, that means while we are going to set some keys and suppose we are going to fly Bf109E, the Control Setting/key mapping Interface will turn us to a detailed illustration of its cockpit, then we can set each key in a direct visual or somewhat ergonormic way.For some examples, if the switch or button is on the left side of the cockpit control panel, we can use "Z" or "A" or "Q" etc; if a bar or lever, we can use "Spacebar" or "Shift" etc; We get to know which key to use in game control immediately, and it may also help us to read and memorise the different functions of diverse instruments and equipment in the cockpit, especially for beginners. And another important thing is, after having finished configuring all the keys, we can save it as a file, such as Bf109E.key or SpitfireMkIIA.key, etc. We can load different key configurations in different types of planes.
I believe it will increase the immersion to some extent to the game, and it is not difficult to implement.
Of course, the most immersive way to do all these, is in a real-time 3D environment. I mean, you just sit in the cockpit and setting the keys to the cockpit panel. It may begin with a choice of the "Adjusting Mode" from the UI, when the player is in a specific plane. Then the screen will turn to Black-and-White( or blueprint, etc) visual effect, the switches and buttons which can be used in the game will be highlighted. and a detailed instruction bubble will indicate the function beside the one the player has chosen, and so on...
Regards.

I'm not sure i understand what you mean, but it looks like you're requesting a cockpit-relative control scheme, right?

What we have now in IL2 is a function-relative control scheme. That means, in all planes if i press "G" the landing gear will start moving up or down.
In a cockpit-relative control scheme, the keys don't correspond to a function that needs a switch to be flipped, but to the switch itself relative to the cockpit layout. So, for example, pressing "G" in a cockpit relative control scheme will not have the same effect in all aircraft and most of the times it will not be the landing gear. It will be whatever switch/button happens to be to the center and a bit left of the instrument panel.

Is this what you are requesting, or did i misunderstand everything? :lol:
It's an interesting idea, i wouldn't use it but it could be useful for other people.

mark@1C 03-16-2010 05:45 AM

Quote:

Originally Posted by Blackdog_kt (Post 149981)
I'm not sure i understand what you mean, but it looks like you're requesting a cockpit-relative control scheme, right?

What we have now in IL2 is a function-relative control scheme. That means, in all planes if i press "G" the landing gear will start moving up or down.
In a cockpit-relative control scheme, the keys don't correspond to a function that needs a switch to be flipped, but to the switch itself relative to the cockpit layout. So, for example, pressing "G" in a cockpit relative control scheme will not have the same effect in all aircraft and most of the times it will not be the landing gear. It will be whatever switch/button happens to be to the center and a bit left of the instrument panel.

Is this what you are requesting, or did i misunderstand everything? :lol:
It's an interesting idea, i wouldn't use it but it could be useful for other people.

A cockpit-relative control scheme, well, that's it, it is one side of my idea. On the other side, the second important thing is, I hope BoB/SoW can give us a new experience of Control Setting/key mapping, not a text UI, but a What You See is What You Get way.

Bolelas 03-16-2010 10:25 PM

Can anyone tell me if bob sow will have the possibillity of adding on/of switches instead of having only the momentary switches like the ones on the keyboard?
i know some games that have it, some RC games (radio controled sim.) and the MS flight sim does have it to,in an add-on, i think they call it FSUIPC or something like that.
Its very usefull to people who want to build pannels and stuff like that. I hope it includes that possibillity of defining the behaviour of all the keys...

na85 03-17-2010 10:19 PM

It's not like it's particularly hard to convert a switch to a momentary toggle. Someone who is building a panel probably has the requisite skills.

baronWastelan 03-19-2010 08:20 AM

Hi 1C team!

I have played online via hyperlobby since ancient (1.2) Il-2 version. I stopped playing online a couple years ago because of 2 main problems I could not tolerate any more:

1. Players using incorrect nationality markings.

2. Players using lights and or smoke in combat situations.

I never understood why the server could not prevent those from happening. If I ever go online again in SOW, it will only be when the server admin can control these things.

Thanks for reading!

Blackdog_kt 03-19-2010 08:48 AM

Well, i can understand about the smoke, but i imagine that using the lights is not unreealistic as a signal option.

In fact, the P51 had 3 colored recognition lights under the starboard wing that could be used by the pilot to send morse code.

Sure, he wasn't sending actual morse code when he was evading attacks by a 190, but if he asked for wingmen to clear his tail and they couldn't spot him, he could press the morse button repeatedly to signal them.

The reason lights are problematic in IL2 is not because they are used in combat, but because they are too visible during daylight. Cheers ;)

mrburns 03-20-2010 06:30 PM

Quote:

Originally Posted by Bolelas (Post 150224)
Can anyone tell me if bob sow will have the possibillity of adding on/of switches instead of having only the momentary switches like the ones on the keyboard?
i know some games that have it, some RC games (radio controled sim.) and the MS flight sim does have it to,in an add-on, i think they call it FSUIPC or something like that.
Its very usefull to people who want to build pannels and stuff like that. I hope it includes that possibillity of defining the behaviour of all the keys...

I'd also like to know if gauge data will be available for viewing on a separate monitor for those of us building simulator cockpits to fly in.

Insuber 03-20-2010 07:10 PM

Quote:

Originally Posted by baronWastelan (Post 150527)
Hi 1C team!

I have played online via hyperlobby since ancient (1.2) Il-2 version. I stopped playing online a couple years ago because of 2 main problems I could not tolerate any more:

1. Players using incorrect nationality markings.

2. Players using lights and or smoke in combat situations.

I never understood why the server could not prevent those from happening. If I ever go online again in SOW, it will only be when the server admin can control these things.

Thanks for reading!

Bwastelan,

Try UKDed servers on Hyperlobby, the markings policy is rather strict (kick after a couple of warnings), and light / smoke is not tolerated either.

Regards,
Insuber

mark@1C 03-25-2010 02:05 PM

Hi, Boss,
I asked one of my friends to draw some samples which can express my idea of the new Control-Setting UI, and here there are, you can see the details in #409 reply, wish you enjoy them.

Text interface: No, it's boring.
http://j.imagehost.org/0820/TEXT-UI.jpg

Illustration Style: Well, it's fit for such a WWII game.
http://j.imagehost.org/0850/ILLUSTRATION-UI.gif

Real 3D In-game style: An Immersive interface
http://j.imagehost.org/0510/real-UI.gif
Sample2
http://j.imagehost.org/0172/real-UI2.gif

Regards.

hugso 03-25-2010 02:33 PM

Quote:

Originally Posted by Bolelas (Post 150224)
Can anyone tell me if bob sow will have the possibillity of adding on/of switches instead of having only the momentary switches like the ones on the keyboard?
i know some games that have it, some RC games (radio controled sim.) and the MS flight sim does have it to,in an add-on, i think they call it FSUIPC or something like that.
Its very usefull to people who want to build pannels and stuff like that. I hope it includes that possibillity of defining the behaviour of all the keys...

Yes, it is fairly simple to produce a momentary pulse with switches using relays and I have done this in my cockpit. What would be really nice would be a button for the starter motor which has to be held on to keep the starter churning and then let go as the engine fires. This is done in X-Plane and it feels so much better than the toggle in IL2. Sounds trivial, but does feel so much more realistic. (Also, it would be good if the engine noise stopped at the same time as the prop stops turning when the engine switched off instead of running on for half a second with a stationary prop as it does at present). This is not a moan - I think IL2 is the most amazing sim ever and an incredible achievement by all concerned. Thanks.

MikkOwl 03-25-2010 02:38 PM

1CMark - The illustration style looks cool but is definitely more confusing/difficult, which will complicate technical aspects unecessarily for the less computer savy people out there. However, the in-cockpit samples are very clever and useful - more so now when we will get clickable cockpits which are very aircraft specific. Having ability to assign in cockpit view, as well as be able to get an overlay in the cockpit when in-game showing us what we bound to what, will simplify and clarify. Helping people to get the controls sorted.

dduff442 03-26-2010 03:16 PM

It's just occurred to me that the topics of ECM and ECCM have not been raised previously. As the new engine incorporates sensor modelling, how will ECM be handled?

By 1946, plans for the SCR-270 radar set were published into the public domain as it was considered already obsolete. This indicates the speed with which ECCM had progressed during the war. The early Wurzburg sets were totally blinded by spot jamming but modifications like Wurzlaus and Taunen gave it some ability to operate in spite of noise interference.

By 1955, the array of ECCM methods was huge and airborne ECM sets featuring parabolic antennae used a variety of sophisticated jamming and spoofing techniques. Modelling each system at the circuit level clearly isn't realistic but hopefully some generic ECM and ECCM capabilities can be abstracted?

Maybe we could be told a few details of how the engine handles these things?

Thanks,
dduff

mark@1C 03-27-2010 06:43 AM

Will BoB/SoW give us a First Person Point of View or a Third Person Point of View to control the pilot in a free way? Just like GTA for example. I mean, I hope I can sometimes walk across the airfield, go around a specific plane, go to the pilots cafeteria and have a drink(if available), etc. HoHo, just for fun...

AndyJWest 03-27-2010 10:16 AM

I think the 'HoHoing' is best left in GTA.;)

If the SoW engine is as adaptable as Oleg seems to intend, who knows, we might even see this one day. I don't know about the 'pilots cafeteria' though, I'd say the mess bar (out of bounds to sergeant pilots) was more authentic. You could then get virtually blotto, sing rude songs around the piano, debag the squadron leader and leave dirty footprints on the ceiling. For authenticity, the next day's flying would feature shaky controls and blurred vision.

RedToo 03-27-2010 12:43 PM

Quote:

Originally Posted by AndyJWest (Post 151767)
For authenticity, the next day's flying would feature shaky controls and blurred vision.

Until a quick whiff of oxygen sorted your head out ...

RedToo.

Hood 04-01-2010 10:41 AM

Can the single player campaign missions also be made available as co-op missions?

Hood

Jugdriver 04-07-2010 07:18 PM

Quote:

Originally Posted by Flyby (Post 149544)
Oleg,
I know SoW_BoB will support multi-cores CPUs, but how many cores will it support? 2? 4? 6?
thanks man,
Flyby out

Bump:

Oleg

I know you are hesitant to discuss hardware requirements and specifications for BoB/SoW because things might change, but hopefully you can enlighten us a little with regards to multiple core CPUs and BoB/SoW. I have an even more specific question, will there be a noticeable increase in game performance in BoB/SOW when a 6 core CPU is used vs a 4 core CPU? I am looking to build a new computer soon and I want to optimize it for BoB/SOW.

Thanks

JD

d0ntstare 04-09-2010 10:53 AM

Quote:

Originally Posted by Jugdriver (Post 153657)
Bump:

Oleg

I know you are hesitant to discuss hardware requirements and specifications for BoB/SoW because things might change, but hopefully you can enlighten us a little with regards to multiple core CPUs and BoB/SoW. I have an even more specific question, will there be a noticeable increase in game performance in BoB/SOW when a 6 core CPU is used vs a 4 core CPU? I am looking to build a new computer soon and I want to optimize it for BoB/SOW.

Thanks

JD


I think you will find that the game will probably exceed anything a computer of today can handle.. after all IL2 was way ahead of its game unless you were very wealthy on time of its release :P

Hazz 04-09-2010 11:28 AM

Will be some altitude show filter on map for level bombing action ?

Thunderbolt56 04-09-2010 12:41 PM

Quote:

Originally Posted by Jugdriver (Post 153657)
will there be a noticeable increase in game performance in BoB/SOW when a 6 core CPU is used vs a 4 core CPU?


One of the reasons I went with socket 1366 instead of the 1156. Regardless of his potential answer, I'm dropping in a hyperthreaded 6 core jobber a month after they're released.

kestrel79 04-09-2010 02:55 PM

Yep I will be upgrading whenever this sim is released. Right now running on 4 year old hardware. It will be worth the wait and upgrade.

Want to enjoy this sim in all its glory asap.

Avimimus 04-09-2010 03:08 PM

Quote:

Originally Posted by dduff442 (Post 151646)
It's just occurred to me that the topics of ECM and ECCM have not been raised previously. As the new engine incorporates sensor modelling, how will ECM be handled?

By 1946, plans for the SCR-270 radar set were published into the public domain as it was considered already obsolete. This indicates the speed with which ECCM had progressed during the war. The early Wurzburg sets were totally blinded by spot jamming but modifications like Wurzlaus and Taunen gave it some ability to operate in spite of noise interference.

By 1955, the array of ECCM methods was huge and airborne ECM sets featuring parabolic antennae used a variety of sophisticated jamming and spoofing techniques. Modelling each system at the circuit level clearly isn't realistic but hopefully some generic ECM and ECCM capabilities can be abstracted?

Maybe we could be told a few details of how the engine handles these things?

Thanks,
dduff

In WWII most aircraft had a dedicated radar operator. So there isn't generally a need for the pilot to interact directly with the system, rather only to be vectored by the guy in the back seat.

I'd always hoped that the sensor system would be open to 3rd party modding - this way complex rules based on system performance under different conditions could be scripted even if Oleg's team doesn't have the time.

Ernst 04-09-2010 03:12 PM

But if the radar op get killed? :(

robtek 04-09-2010 03:45 PM

Then, as he sits in front of those very sensitive units, those units are probably also dead.
Anyway you could send a gunner there who then scratches his head and tells you !i really don't know what to do with this sh*t."
Fazit: No operator -> no radar! So, if it is "mission-critical" -> RTB

robtek 04-10-2010 08:12 AM

When i look at this picture from a Ju88 Cockpit i believe that for immersion the crew must be displayed.
http://www.ju88.net/propeganda/ju88cockpit.jpg
To emulate the closeness in the cockpit with it hindrances, to see the gunner move from the cruise position to his battle stand when reaching enemy infested territory and so on.
Maybe the pilot could be semi-transparent where he is blocking instruments?

imaca 04-10-2010 11:49 AM

Quote:

Originally Posted by Igo kyu (Post 141543)
I agree with the two posts immediately above mine.

Particularly the Spitfire had lower wing loading than the 109, just look at the wings, the wings of the Spitfire are much bigger, so for aircraft of more or less the same weight the loading is bound to be lower.

In "Luftwaffe Fighter Aces" by Mike Spick, on page 50 we have a table including many things, particularly:

I remember an old " Air Illustrated" magazine which had a report by the RAE (I think) on the 109E. They did comment that the 109E had a tighter turn at low speed than the spitfire (because of slats), but overall were less than impressed - the main problem (apart from the cramped cockpit) they found was poor control harmonization, particularly at high speed elevators (i think) becoming very heavy. The low speed turn advantage would have little practical value in combat - obviously no pilot wants to get into a low energy state and I think Luftwaffe pilots generally kept speed high (BnZ).
Another advantage for the Spit is its large wing root fairings - these lower drag when turning which confers a superior energy retention in turning manouvres - (the 109 has a very abrupt wing/fuselage join)

zakkandrachoff 04-15-2010 02:37 PM

i think that will be great that the Bristol Beaufighter night fighter will be flyable and not the BlenheimIV. The Beau have 4 × 20 mm Hispano Mk III cannon (60 rpg) in nose and 6 × .303 in (7.7 mm) Browning machine guns (outer starboard wing). and the BlenheimIV only have 4 x .303.

And will be a nice experience fly a night heavy fighter whit radar included whit a big operational range of combat.

"entered service with the Royal Air Force in July 1940. In the winter of 1940 - 1941 the Beaufighter was used as a night fighter"

http://i58.photobucket.com/albums/g2...Mk1_WiP_06.jpg

"German bombers were relatively free from RAF fighters when attacking at night. The Beaufighter represented an ideal platform for this night fighter role. It was fast enough at 360-MPH to catch German bombers, it was heavily armed, and the observers position was an ideal spot to incorporate a radar operators controls. These night fighter versions were painted a matte black. On October 25, 1940 a Beaufighter recorded its first night victory. The Beaus utilized a transmitting antenna mounted on the nose, and receiving antennas mounted on the leading section of both wings."

http://www.directart.co.uk/mall/images/stk0114.jpg

Xilon_x 04-21-2010 10:36 PM

http://www.youtube.com/watch?v=VUTbTvvW92sCiao Oleg Maddox this is ultimate movie CORPO AEREO ITALIANO trasfer to belgium and prepare attak to ENGLAND.


ITALIAN PILOTS IN ENGLAND



http://www.youtube.com/watch?v=U6iT6oIpkmw

http://www.youtube.com/watch?v=DmSjeufbbAA

Ernst 04-24-2010 05:44 PM

How about maps in SoW. It ll be possible a large map of entire Europe in a 1:1 scale like RoF? Or just a wide number of small maps?

robtek 04-24-2010 06:57 PM

afaik it will be possible to do smaller maps, the big maps are reserved for OM or expansion pack producers.

TBear 04-26-2010 06:30 AM

Im one of the hvy plane freaks....love bombers. In another post i have asked about AI crew members if they would be there, but for me its larger :( an proberbly no way near what will be in SOW when is done...

Oleg please reconsider 3d crew members. Not for the pilot seat, but for the other positions. The old B-17 M8 had a decent way, and im sure yo could make something that would work. No need for some over complicatet 100 different animations, something simple so you just dont feel alone...

And another small thing. Give the bomber pilot a way to check crew status. Consider making a Tab command where you can ask crew status after attack where they report in. That way you dont have to jump positions to figure it out and you can get rid of the dammedge messages....

SOW will also become the bombe pilots simulator and i realy hope you will look into imersion of that...being a bomber pilot in ww2...

TAB-

Crew status -repport-

Bzz tail gunner ok

Bzz Bombardier ok

etc etc ;)

Tbear

Bigglesworth 04-26-2010 03:23 PM

Civil Aviation
 
Community arround FS X is wonderfull. Are you planning to use the engine for Civil Aviation? Make Airbus 320, nice 3D cockpit, some ILS airports etc? It could be amazing for flying community... Thanks for answer.

Xilon_x 04-26-2010 03:48 PM

Ciao Oleg Maddox this is another important movie of LUFTWAFFE in ACTION in BATTLE OF BRITAIN

http://www.youtube.com/watch?v=yy2_B...eature=related

another important video regards BATTLE OF BRITAIN original document real war loock whit actenction the explosion the smoooke and the tecnic of attak and the real effect
http://www.youtube.com/watch?v=s5kPj...eature=related
this is very goood video and real document of real pilot's
http://www.youtube.com/watch?v=5nMc_...eature=related

Sagamore 04-27-2010 05:19 AM

It would be nice to make a normal navigation. Before the start of mission player can make a way points and game calculate distance between this points, speed, altitude, course and time of flight. Than player open in game map, he can watch all parameters of flight. I think this would be nice especially for bombers. Sorry for my bad English, I study it 5 years ago at school.

Erkki 04-27-2010 06:17 AM

Saga, you can already do that! ;)

Just not needed on typical servers, with such close distances and often the exterior views and "GPS" helping players.

Sagamore 04-27-2010 12:30 PM

I mean offline game. For example, you play bomber mission. You create a points betwen your field and target. Distance from your field to first point 30 miles. Your speed - 300 miles\hour. So, you can fly this 30 miles for 6 minutes. You write near the point on map this numbers, and press start. In game open map and see how much time you must fly to point. For hardcore players it must be handle, for inexperienced players it can be automatically. My idea not actually for online, I just say about offline gamers who like long distance fligth on bombers, just like me.

Erkki 04-28-2010 11:35 AM

You can already do that. Print the map, grab a ruler with angles and a pencil, a stopwatch and a scratchbook, why to stop at doing it at the screen? :confused:;)

Some people do that. Only way to navigate in bad enough weather, above the clouds, in a bomber. Just not in a typical server.

Xilon_x 04-28-2010 07:05 PM

dear Oleg Maddox in il-2 the pilot for the navigation have only map and virtual stear point.
in WW2 for the navigation pilots have important instrument loock photo

http://www.hayesotoupalik.com/images/DSCF0402.jpg
U.S. ww2 rules

loock this link




http://sliderulemuseum.com/Ephemera/...ilots_WWII.jpg

russian pilots prepare briefing whit map and rules.

Qpassa 04-28-2010 07:14 PM

could be possible to create ,in the briefing a tool for paint in the maps ( just for coops, and server could desactivate this)

Sagamore 04-29-2010 03:24 AM

I told the same about navigation. Some navigation instruments will be very good.

Skoshi Tiger 04-29-2010 04:56 AM

Quote:

Originally Posted by Erkki (Post 156751)
You can already do that. Print the map, grab a ruler with angles and a pencil, a stopwatch and a scratchbook, why to stop at doing it at the screen? :confused:;)

Some people do that. Only way to navigate in bad enough weather, above the clouds, in a bomber. Just not in a typical server.

Can you print the maps? The only map I've seen was the New Guinea map. Maybe 'm looking in the wrong places?

One of the problems is printing the map in an appropriate scale.

Having measuring tools (rule/protractor) and a way of making notes on the map window within the game would be useful for navigation in SOW.

Cheers!

Erkki 04-29-2010 05:13 AM

Yeah, you can print them. Some people have screen-shotted all the maps, merged them, edited with grid numbers etc. - I will PB you if I find out the place where I got them.

Scale is easy - a side of one grid is 1km, the side of the far-out zoom grids is 100km. Though, that helps little if you're not flying a German or a Russian crate! :grin:

Sagamore 04-29-2010 07:40 AM

Erkki, this way is difficult. I had no printer, so what can I do? I told about ingame measuring tools, because it's quick and easy, and you don't need print nothing. Your way good too, but as for me a little difficult. I think make some measuring tools not so hard to do for Oleg crew. Besides, this tools can be optsionarniy.

Blackdog_kt 04-29-2010 12:29 PM

I'd like to see some kind of map plotting tools and geometry instruments as well. I'm not in a hurry and i don't expect it on the initial release version, i'd just like to see it sometime down the line.

Imagine something like the navigator's maps in Silent Hunter 3. Stopwatch, pencil, eraser, ruler, compass, protractor, bearing overlay tool and a nomograph. In fact, a lot of these were not in the original SH3 but modded into it by the players, before the developers incorporated all of them into the game with a later patch.

It would be very nice having the ability prepare a flightplan before the mission and still be able to change things while flying it. Or even better, a flight plan that can be posted in the mission lobby when we are flying online, so that other people can download it and then also change it, etc. Think of it as a text/html file that can be created, edited and distributed from within the simulator's interface. It would do wonders not only for coops, but for objective based DF servers with realistic flight times as well.

Flyby 04-29-2010 12:50 PM

can we expect different rendering
 
Oleg, with regard to smoke and flames from aircraft, can you talk about the differences (or compare them) between IL2 and SoW? Hey that sounds like a good idea for the Friday 4-30 update! ;)
Flyby out

Xilon_x 04-29-2010 01:29 PM

yes yes Blackdok-kt yes good example Silent Hunter have the instrument and tools in the map for calculate the navigation and for calculate the way for attak whit torpedo and have cronometer ecc. ec.. the AIR BOMBING have FAC-SIMILE tecnology approac for prepare launch of bomb. AIR NAVIGATION is fac simile to NAVY MARINE SEA NAVIGATION.

PeterPanPan 04-30-2010 01:25 PM

AI not to attack?
 
Hi,

Don't know if this has been posted/answered already, but will there be the ability in SoW to give orders/preferences to AI on both sides not to attack certain targets?

For example, an AI RAF flight could be given orders not to engage with Me109s, but only go for bombers. Or AI Luftwaffe could be given orders engage RAF aircraft but ignore shipping etc. Individual aircraft could perhaps have 'obedience' settings, so that orders are not always obeyed!

All this would add the the historical realism of the sim and seriosuly increase the scope/fun of missions/mission building.

PPanPan

Xilon_x 04-30-2010 01:33 PM

Hello Oleg Maddox and 1C Company another important thing to include in the maps of World War II are the NATO symbols.
You might also want to add object groups groups groups of aircraft by troops in STANDARD format with an easy 'to build a huge mission.
I have seen many maps of World War II and I always wondered but these symbols have meaning?

Classic example of the invasion of Sicily by the Allies notice the symbols used and the arrows indicate the attack vector.
http://www.privateletters.net/MAPS/E...0July1943).bmp

each symbol has a precise meaning and also indicates the amount.
surely there is the complete list of NATO symbols used in the 2 world war.
Excellent system of symbols to be included in the BOB map.

csThor 04-30-2010 02:28 PM

German symbols differed greatly from that. BTW were these NATO symbols also used in WW2 or are they a post-war invention (as the term suggests)?

Not sure if they're needed at all, since SoW is a flight sim and not a strategy game. Pilots rarely knew the ground situation in that detail (= composition and name of ground forces/unit in specific locations).

PeterPanPan 04-30-2010 02:32 PM

Quote:

Originally Posted by csThor (Post 157086)
Pilots rarely knew the ground situation in that detail ...

Indeed. For example, RAF pilots patrolling the skies over Dunkirk during the allied evacuation had little idea of the full scale exodus that was happening below.

PPanPan

Xilon_x 04-30-2010 03:28 PM

the complete list of NATO symbols is not born 'good for the mission builder? strange. In my opinion might be a good idea.Si would know if the RAF pilots wore in their plane was a map like this map? an aeronautical map of the Second World War? German bombers had surely a tactical map on board.
The tactics and strategy are two important elements to be included in a simulation professional.BOB's not forget that there are only in aircraft but also ships trups.e means and the various structures.

RedToo 04-30-2010 06:01 PM

Spitfire cockpit.
 
Oleg have you seen this:

http://simhq.com/forum/ubbthreads.ph...ml#Post3003475

I have no idea how accurate the information is, but it sounds as if he knows what he is talking about.

RedToo.

LukeFF 05-02-2010 09:01 AM

Could we see some interior shots of the He 111? I can't recall the last time we saw any of these.

Blackdog_kt 05-05-2010 12:55 AM

Quote:

Originally Posted by PeterPanPan (Post 157064)
Hi,

Don't know if this has been posted/answered already, but will there be the ability in SoW to give orders/preferences to AI on both sides not to attack certain targets?

For example, an AI RAF flight could be given orders not to engage with Me109s, but only go for bombers. Or AI Luftwaffe could be given orders engage RAF aircraft but ignore shipping etc. Individual aircraft could perhaps have 'obedience' settings, so that orders are not always obeyed!

All this would add the the historical realism of the sim and seriosuly increase the scope/fun of missions/mission building.

PPanPan


This could be done in European Air War. It's a very old sim but it had one of the best command structure interfaces i've seen. For example, you could tell parts of your flight to "target bombers" or "target fighters" and they did just that. They selected the targets, but they didn't break off and attack until you told them to.

There was a lot more cool stuff you could do with them, like attacking bombers in a line abreast formation before breaking off, sending some of them to occupy the fighters while the rest of the flight took on the bombers and so on. I have the original disc and manual lying around, maybe i could upload the html document that explains EAW's command system if i get around to it. I strongly suggest copying that system or using it as a baseline guide, it was that good.

Xilon_x 05-07-2010 09:37 PM

http://www.finn.it/regia/immagini/fi...woodbridge.jpg
The Fiat BR.20 SN.22621 243-2 of the 243rd Squadron forced down at Woodbridge, Suffolk, Battle of Britain. An officer holds wine and biscuts found in the Italian plane


loock this is italian food during a mission if pilots not have food not have ENERGY not have MORALE not have Good attenction during fly.

The food is important for refuel pilots energy and morale.

AndyJWest 05-07-2010 10:25 PM

As I remarked before when someone posted this pic on one of the forums, I think the guy on the right has come across downed Italian aircraft before. ;)

I think we can agree on this one Xilon_x. No WWII air combat sim is complete without refreshments for the aircrew. If Oleg ever makes us a Sunderland, we can probably have a three-course meal on board. If I'm piloting a Blenheim, I'll probably have to make do with a thermos of tea and a spam sandwich. :(

bf-110 05-07-2010 10:35 PM

What next?
Stewardesses?

And wine during flight?If drinking and driving can have bad results,flying...

Xilon_x 05-07-2010 11:06 PM

for the excellent performance italian pilots have the secret ITALIAN WINE hahahahahahah.:):-P.

i put you the link of ENGLAND WW2 CONTROLL TOWER and airfield LOOK THIS.

http://www.controltowers.co.uk/new_2006.htm

YES WINE because in england the temperature is very very cold -30c° the pilots drink wine

nearmiss 05-07-2010 11:13 PM

Quote:

Originally Posted by Xilon_x (Post 158192)
http://www.finn.it/regia/immagini/fi...woodbridge.jpg
The Fiat BR.20 SN.22621 243-2 of the 243rd Squadron forced down at Woodbridge, Suffolk, Battle of Britain. An officer holds wine and biscuts found in the Italian plane


loock this is italian food during a mission if pilots not have food not have ENERGY not have MORALE not have Good attenction during fly.

The food is important for refuel pilots energy and morale.

The American Counterparts ---

http://www.youtube.com/watch?v=I9adsn2d25I

http://www.youtube.com/watch?v=DIZeE9BHxc0

zakkandrachoff 05-13-2010 03:25 PM

we will can do our own "artnose" and designs over the paint of the plane. I means only in our plane, and our wingman have the same skins of paint but not the lines, pics and grafitti that we have. And in diferents points of the plane, not only the nose and tail.
. SOW will have a tool for make this "personalization plane" (or tunning)?
examples.
http://img89.imageshack.us/img89/8733/spit1.jpg
http://farm4.static.flickr.com/3036/...caa0275d42.jpg
http://img52.imageshack.us/img52/274...tralosdaos.jpg
http://img59.imageshack.us/img59/746...77bf109g2w.jpg
http://i392.photobucket.com/albums/p...le/me109bt.jpg
http://i368.photobucket.com/albums/o...illo/bf110.jpg

furbs 05-13-2010 04:03 PM

nice pics zakkandrachoff...by the way...thats a E4 in your sig :)

zakkandrachoff 05-14-2010 02:27 AM

Quote:

Originally Posted by furbs (Post 158927)
nice pics zakkandrachoff...by the way...thats a E4 in your sig :)

jeje i know. the E4 i paint the yellow to wite. That is a message to Oleg team to make multyple skins, not only yellow noses in german fighters.

and the "bf109f4" is one of my bests, I need to complete the list. If Galland still alive, he will kick my ass if read this! He dont like anything the armament in F4

Xilon_x 05-14-2010 11:18 AM

i ask a question.
BOB or SOW regard all ENGLAND? or ENGLAND and COLONYES or ENGLAND NAVY GEOGRAPHIC POSITION? exist also the ATLANTIC BATTLE.
ENGLAND have the navy troups during battle of brittain in middle atlantic and to GIBILTERRA.

and ENEMY GERMANY AND ITALY? ITALY during SOW have troups in BELGIO

and GERMANY in GERMANY NATION i not have idea the area of map you USE in SOW.

ALL EUROPE?
ONLY WEST EUROPE?

GERMANY during battle of brittain attak from GERMANY BELGIUM AND NORVEGIA.

Wutz 05-14-2010 01:38 PM

No it is only the Falkland Islands against Argentina:lol:
And its plum puddings against tacos.

JG53Frankyboy 05-14-2010 01:56 PM

Quote:

Originally Posted by Xilon_x (Post 159035)
i ask a question.
BOB or SOW regard all ENGLAND? or ENGLAND and COLONYES or ENGLAND NAVY GEOGRAPHIC POSITION? exist also the ATLANTIC BATTLE.
ENGLAND have the navy troups during battle of brittain in middle atlantic and to GIBILTERRA.

and ENEMY GERMANY AND ITALY? ITALY during SOW have troups in BELGIO

and GERMANY in GERMANY NATION i not have idea the area of map you USE in SOW.

ALL EUROPE?
ONLY WEST EUROPE?

GERMANY during battle of brittain attak from GERMANY BELGIUM AND NORVEGIA.

what is not understandable in "Battle of Britain" ?????????????????????????

the first SoW will be about this battle that was fought in summer 1940 over southeast england.
and yes , Oleg decided to put the italians also in game - his decission , as they came very late in action , ocotber IIRC
-> http://www.dalnet.se/~surfcity/falco_bob.htm

and no, so far is known, Norway and scotland will be not on the huge "campaign map" of SoW:BoB.

Xilon_x 05-16-2010 10:21 AM

ok you not understand me i repeat the question:

ENGLAND during battle of britain have areal attak from different way.

ITALY attack ENGLAND from BELGIUM

GERMANY attack england from GERMAN coast but attenction also from NORWAY coast.

ok waht is the AEREA of map? all europe or nord europe you place in SOW?

TheGrunch 05-16-2010 11:35 AM

We suspect (but are not sure) that it is most of Southern England and a lot of the Northwest coast of France. It may be that there are several smaller maps, of course.

bf-110 05-16-2010 06:41 PM

German bombers didn´t reached London,right?

AndyJWest 05-16-2010 07:27 PM

Quote:

Originally Posted by bf-110 (Post 159323)
German bombers didn´t reached London,right?

Quote:

The Blitz was the sustained bombing of Britain by Nazi Germany between 7 September 1940 and 10 May 1941, in the Second World War. While the Blitz hit many towns and cities across the country, it began with the bombing of London for 76 consecutive nights. By the end of May 1941, over 43,000 civilians, half of them in London, had been killed by bombing and more than a million houses were destroyed or damaged in London alone.
http://en.wikipedia.org/wiki/The_blitz

robday 05-16-2010 07:45 PM

I have a question about the Storm of War series.
Will the follow ups to BoB just be add-ons, or will the series be like "Forgotten Battles" and "Pacific Fighters"? That is will they be stand-alone sims that can be merged, or will BoB provide the basis for everything else to be added to?

Xilon_x 05-17-2010 12:45 PM

if you want helps regard C.A.I. loock this link:
http://en.wikipedia.org/wiki/Corpo_Aereo_Italiano

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

CRO_Adriatic 05-25-2010 11:59 AM

On pictures 2010_05_24 road is same level as terain.

Is there plans to make roads "leveled"-"cut in" the terain?

Same question also for mannually added airfields- in IL-2 if they are on not leveled ground, we have airstart.

Will be there posibillity to put airfields on more than just 100% leveled pleaces?

Hecke 05-25-2010 03:12 PM

Hi,

will SOW BoB support 5.1 or 7.1 surround Sound?

I'm asking cause i'm planning to buy a soundsystem for pc.

philip.ed 05-25-2010 04:20 PM

Quote:

Originally Posted by GOA_Potenz (Post 160466)
One thing that i always want to see in il2,

It will be fire and smoke inside cockpits in SoW BoB???

If it's not modelled, you and HG will soon sort that out :grin:

BadAim 05-25-2010 06:59 PM

Quote:

Originally Posted by CRO_Adriatic (Post 160784)
On pictures 2010_05_24 road is same level as terain.

Is there plans to make roads "leveled"-"cut in" the terain?

Same question also for mannually added airfields- in IL-2 if they are on not leveled ground, we have airstart.

Will be there posibillity to put airfields on more than just 100% leveled pleaces?

Yes, I would like to see this too. While I'm sure most of the fields in Southern England were fairly level, I've read of many in other places that were anything but. One, IIRC on New Guinea required a landing C47 Pilot to "Haul back on the stick and slam the throttles to the firewall" on the flare, to avoid crashing into the steeply inclined runway (this was just standard landing procedure). I'd like to be able to try that one day.

Foo'bar 05-26-2010 04:15 AM

Quote:

Originally Posted by CRO_Adriatic (Post 160784)
On pictures 2010_05_24 road is same level as terain.

Is there plans to make roads "leveled"-"cut in" the terain?

That's more important when it comes to railroads. There's no problem when streets follow the terrain in the old days, but rail tracks shouldn't go more than 2‰ up or down.

AndyJWest 05-26-2010 04:28 AM

Quote:

Originally Posted by Foo'bar (Post 160898)
That's more important when it comes to railroads. There's no problem when streets follow the terrain in the old days, but rail tracks shouldn't go more than 2‰ up or down.

And of course, there were no 'railroads' in Britain. We had railway lines, not those horrible Yankee abominations... ;)

Xilon_x 05-26-2010 05:55 AM

IN second world war not exist the TUBE ---CALAIS-----DOVER FOO-BAR the best of rail road and veicles are in europe expecialy in GERMANY FRANCE and ITALY.
http://en.wikipedia.org/wiki/Channel_Tunnel

philip.ed 05-26-2010 09:52 AM

Quote:

Originally Posted by GOA_Potenz (Post 160876)
actually i want to do it for Il-2 ;)


That would be awesome! ;)

Foo'bar 05-26-2010 11:45 AM

Quote:

Originally Posted by AndyJWest (Post 160899)
And of course, there were no 'railroads' in Britain. We had railway lines, not those horrible Yankee abominations... ;)

Thanks, I will keep that in mind. English isn't my native language.

Foo'bar 05-26-2010 11:50 AM

Quote:

Originally Posted by Xilon_x (Post 160906)
IN second world war not exist the TUBE ---CALAIS-----DOVER FOO-BAR the best of rail road and veicles are in europe expecialy in GERMANY FRANCE and ITALY.
http://en.wikipedia.org/wiki/Channel_Tunnel

I know about the channel tunnel ;) and "yes" about the rest, haha. Can't wait to get a italian/mediterranean theatre for this one.

AndyJWest 05-26-2010 03:25 PM

Quote:

Quote:

Originally Posted by AndyJWest
And of course, there were no 'railroads' in Britain. We had railway lines, not those horrible Yankee abominations...
Thanks, I will keep that in mind. English isn't my native language.
Sorry, Foo'bar, that wasn't meant as a dig at you - it was aimed more at Britain's transatlantic cousins. Not that there is much hope in curing them of their errors after all these years... ;)

Foo'bar 05-26-2010 05:33 PM

Quote:

Originally Posted by AndyJWest (Post 161002)
Not that there is much hope in curing them of their errors after all these years... ;)

:D cheers!

flyingbullseye 05-26-2010 08:00 PM

Quote:

Originally Posted by AndyJWest (Post 161002)
Sorry, Foo'bar, that wasn't meant as a dig at you - it was aimed more at Britain's transatlantic cousins. Not that there is much hope in curing them of their errors after all these years... ;)

We're cured of our errors, we kicked them out. ;)lol

Flyingbullseye

Xilon_x 06-02-2010 07:58 AM

please loock this document are important for series SOW(BoB).Loock whit attenction the explosion effect flames and physic effect crashing plane and collision.loock whit attenction the light of explosion light gun fire light of flames.

http://www.youtube.com/watch?v=5nMc_HJO0RU&NR=1

http://www.youtube.com/watch?v=Wx5VT...eature=related

http://www.youtube.com/watch?v=P7oOg...eature=related

http://www.youtube.com/watch?v=-9YVe...eature=related

swiss 06-02-2010 01:01 PM

Quote:

Originally Posted by Xilon_x (Post 160906)
IN second world war not exist the TUBE ---CALAIS-----DOVER FOO-BAR the best of rail road and veicles are in europe expecialy in GERMANY FRANCE and ITALY.
http://en.wikipedia.org/wiki/Channel_Tunnel

Nope, but they had something almost as astonishing:

P.L.U.T.O.

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

Xilon_x 06-03-2010 10:13 AM

American movie regards BoB:
http://www.youtube.com/watch?v=BGXcb...eature=related

PHOTO

http://www.youtube.com/watch?v=6XopprCMV6I

Xilon_x 06-04-2010 06:29 AM

I often ask myself a question.
Why Germany has asked the help of the Axis forces to conquer England?
Germany might well require the assistance of Japan.
Why 'Germany has changed its mind on England and was' moved after the Russian front?
Italy had a good naval force because 'between Hitler and Mussolini, there were no specific agreements on how to attack England? Mussolini said that he wanted to participate in the Battle of Britain while not indifferent to Hitler gave great importance to Italy, and his address so there were very specific agreements perhaps if they had made arrangements both in terms of strategic air and naval perhaps there could be a better strategy.
are just my assumptions but things go well in the story are different.

because Germany has used with greater intensity 'air power instead of the sea?
the distance between Germany and Eng and soon a massive attack by sea, escorted by a good air cover would be optimal.
during the Battle of Britain there was' the attack on Taranto and 70% of Italian naval forces was partly damaged and partly destroyed.
If the Italian ships were on the English coast instead of in the bay of Taranto with the German U-boat with a good air cover?
What do you think? I put the question to be enemies than friends.

LukeFF 06-04-2010 07:43 AM

Xilon_x, the king of off-topic posts. :rolleyes:

Xilon_x 06-04-2010 10:01 AM

because the king of off topic?:confused:
everything 'on the Battle of Britain history technology strategy pictures movies real and not fake.:cool:
I do not think being off-topic.
Lukeff then tell me what is the right argument that you think should I enter?:confused::confused::confused:

Qpassa 06-04-2010 10:32 AM

Someone should read the title of the thread:

Oleg Maddox's Room #2 QUESTIONS & REQUESTS TO OLEG ABOUT BOB SOW
Please no more OT


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