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-   -   Friday 2009-10-30 Screenshots Update discussion thread (http://forum.fulqrumpublishing.com/showthread.php?t=10809)

Aviar 10-30-2009 03:08 PM

Oleg,

Will SoW have a proper 'Exit Plane' command? Right now, all we have is the 'bailout' command. If you safely land after a mission and want/need to get out of your plane, your pilot is seen running and diving onto the ground. Also, for certain scoring and gameplay situations, this is seen as a 'bailout'....when in reality it should not be.

I hope you will consider a true 'Exit Plane' command that can only be activated if the plane is on the ground and will not be viewed as a 'bailout' by the game engine.

Aviar

Oleg Maddox 10-30-2009 03:14 PM

Quote:

Originally Posted by nearmiss (Post 116093)
You know Oleg, I think you've gone beyond the realm of developing a flight sim game.

The graphics, along with the integration of real world physics is so beyond anything anyone of us could have ever thought. Certainly, we weren't expecting as much.

Basically, I'd say it is just amazing that you would put so much effort into the detail. BOB SOW will be the benchmark air combat flight sim for many years.

It is good you are taking a more active role with updates and such. I don't think it takes alot of effort on your part to keep the interest of this community of users interested.

I will try to keep each week activitiy... by small updates.
If i missed, then I'm working too much.
But anyway will try to do it like in the past.

Oleg Maddox 10-30-2009 03:16 PM

Quote:

Originally Posted by Aviar (Post 116105)
Oleg,

Will SoW have a proper 'Exit Plane' command? Right now, all we have is the 'bailout' command. If you safely land after a mission and want/need to get out of your plane, your pilot is seen running and diving onto the ground. Also, for certain scoring and gameplay situations, this is seen as a 'bailout'....when in reality it should not be.

I hope you will consider a true 'Exit Plane' command that can only be activated if the plane is on the ground and will not be viewed as a 'bailout' by the game engine.

Aviar

I did asnwer already somewhere about animation. We dod so many or nothing... depending of the whole good going or not good going development.
At lease we have some initial sceleton animation engine. How we will use it will be clear more later.

Oleg Maddox 10-30-2009 03:18 PM

Quote:

Originally Posted by MOH_Hirth (Post 116094)
Dear Oleg and Team!

First thank you for everything you have ever done so far, I have absolute certainty that SOW is a new milestone in the history of simulation, you have a large and loyal community that will always be beside you.

"Few" Questions:

1. What is new in FM system?
2. Will the sounds be opened like skins?
3. What you think about a exclusive channel sound for "low pass" or "Fly by view" vision?
4. Will SOW have new smokes, flash hits, intermitent fire? the gun impact is the important moment for the imersion.

1. Not so much in feeling, but much in some details of behavior
2. probably
3. Nothing. We have syntezis and don't use complete flyby sound file.
4. everything. probably one smoke you may see on the last screen shot from the last friday.

Jaws2002 10-30-2009 03:21 PM

Absolutely superb work all around.
Only now we start to see what you've been working on so hard, for so many months.
I'm sure this are exciting times for you guys. Getting everything in the engine and seing it interact with other parts of the game.:-P
You can also show some of the things you've been busy working on.

I absolutely love the idea of the user to be able to customize the lighting, colors of the sky. That's excelent. :mrgreen:
I love this shot:
you can see how the cirus clouds interact with the sun and the beautiful sunset.:eek:

http://img.photobucket.com/albums/v2...Jaws/sky47.jpg

one question:
Any chance to gve user the ability to customize a bit the color of the ocean water?
The ocean looks so different from place to place.

Thank you for all this updates and can't wait to get my hands on my copy.:mrgreen:

rakinroll 10-30-2009 03:33 PM

Thank you Oleg, these pics are wonderful! ;)

Robert 10-30-2009 03:42 PM

I'm really enjoying these shots Oleg and crew. Again Kudos.

What really has me amped is the lighting and reflections effects, and what I'm looking forward to the most is seeing how this lighting will play out in locating enemy aircraft.

In IL2 I still use minimal icons. Seeing these lighting and texture improvements makes me very hopeful that BoB will significantly add to my enjoyment of a more realistic CFS.


That first screen shot of a squadron of 111s coming across the channel in glorious lighting (with AA/Anistropic) is going to be gob smackingly beautiful. SMACK AWAY Oleg.

Oleg Maddox 10-30-2009 03:46 PM

Quote:

Originally Posted by Jaws2002 (Post 116119)

one question:
Any chance to gve user the ability to customize a bit the color of the ocean water?
The ocean looks so different from place to place.

Thank you for all this updates and can't wait to get my hands on my copy.:mrgreen:

Can't answer this. But with the release of tools some time after the release of the sim there is possibility to make own maps with own textures-colors. This measn on your PC you are probably can change texture of the water for our existed map. Water color we have constant for the region. For other is other. In Il-2 we also have diferent colors of "water" for different regions.

HFC_Dolphin 10-30-2009 04:04 PM

One more critical question, in case you can reply now:

As far as I know, in real Battle of Britain, German fighters could not fight long because of their fuel capacity.
Will this be the same in the game, or do you plan to avoid this problem that might give big advantage to Allies?

In general, how do you plan to show the distance in between the Channel. Will it take long to fly it, or you will make it shorter for the shake of playability?

Oleg Maddox 10-30-2009 04:11 PM

Quote:

Originally Posted by HFC_Dolphin (Post 116129)
One more critical question, in case you can reply now:

As far as I know, in real Battle of Britain, German fighters could not fight long because of their fuel capacity.
Will this be the same in the game, or do you plan to avoid this problem that might give big advantage to Allies?

In general, how do you plan to show the distance in between the Channel. Will it take long to fly it, or you will make it shorter for the shake of playability?

Will.
Map is real in distances.


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