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-   -   Friday 2009-11-20 Screenshots Update discussion thread (http://forum.fulqrumpublishing.com/showthread.php?t=11131)

Oleg Maddox 11-20-2009 11:44 AM

Friday 2009-11-20 Screenshots Update discussion thread
 
Please don't post anything untill I'll finish loading new shots.

13th Hsqn Protos 11-20-2009 12:00 PM

S~! Oleg

Good lighting. I like it.
Cockpits very good as usual. Transparencies are well done as is stuka dive markings on window. Luftwhiners will be happy.

Trees looking better.

Please take higher resolution screenshots if possible. Thanks for update and welcome back :cool:

Insuber 11-20-2009 12:03 PM

Good images Oleg, thank you for posting. The shadows are gorgeous especially inside the cockpit, they add a lot to the realism.

Question: when will we see a movie ? ;-)

Tentative month of the first video release would be great, without any engagement of course ...I'd love to see that Stuka plounge in video for instance ...

Regards,
Insuber

Feuerfalke 11-20-2009 12:04 PM

It's so cool to see your simulation coming together piece by piece - thanks for sharing.

The view from within the StuKa looks great. The new trees, the faint haze and the shadows give a great impression of height and the shadows inside the cockpit are awesome!

:cool:

Oleg Maddox 11-20-2009 12:08 PM

Videos
 
I promised first video to post on SimHq...
However there is a problem to make it now due to great changes of textures and some of the tech- replacements. There is some glitches that I don't like to show to escape any usual speculatings :)
Its why I still don't post any videos.

Also, I was posting this update from home. I'm still in vacation :) Repairing my flat a bit. So I really haven't time to produce some more interesting shots with greater resolution.

Viking 11-20-2009 12:10 PM

You crazy!
 
PULL UPP! PULL UPP!

You are waaaay to close to ground, if you chrash that Stuka ou might delay the relase of BOB for weeks! You realese how much one of those babys costs?


Viking

13th Hsqn Protos 11-20-2009 12:10 PM

Rgr. Working on my house today as well. Woman is breaking them with small hammer :rolleyes:

Thanks for taking time to post. Looking forward to better images next week. Have good weekend with family (son). :)

Omphalos 11-20-2009 12:13 PM

Very surprising how quickly you fixed the trees Oleg!

Looking forward to the video on Simhq when you get everything worked out!

Good luck with your house and tell the wifey the fans said hi!!! :-P

sport02 11-20-2009 12:27 PM

I am more and more impressed by your work .

Skarphol 11-20-2009 12:42 PM

Now I'm even looking forward to fly training missions in the Stuka!
Just bombing on a target range without oposition from enemies looks fantastic now!
This sim is going to cost me my marriage...

Skarphol

lep1981 11-20-2009 12:45 PM

I love the Stuka development so far, shadows are great and the cockpit looks amazing...

I can see the bomb's arm extended in the image, is that going to be animated? I suppose it will considering it is extended in the image, but I thought i'd better ask ;)

Great work so far Oleg.

furbs 11-20-2009 01:07 PM

very, very nice cockpit on that stuka!

things are coming together!

Oleg...one of the things i always thought could be better in IL2 was the smoke, fire and weapon hit affects...has much time and thought gone into improving these in SOW?

cheers.

lep1981 11-20-2009 01:53 PM

Quote:

Originally posted by furbs
Oleg...one of the things i always thought could be better in IL2 was the smoke, fire and weapon hit affects...has much time and thought gone into improving these in SOW?

cheers.
I TOTALLY second this question... something I've always believed as well and would be great to see improved.

McHilt 11-20-2009 01:56 PM

Been away for a while but I have to say:

No words to describe what Oleg and friends are creating,
simply stunning!

Keep it up... ;)

TheGrunch 11-20-2009 02:24 PM

Beautiful as usual! Looks like SoW will have a bit of an actual 3D sense of altitude, which has always been missing from games.

csThor 11-20-2009 02:32 PM

Very very nice. I wonder about the target specifications for Stuka missions, though. In Il-2 you need to designate "enemy objects" (= tanks, artillery etc) as target to get the AI to dive-bomb like it's supposed to be. However Stukas were often used to soften up very specific geographical areas like a fortified hill or deny the enemy the use of important road or railway systems (with a well-placed bomb on a crossroads or railway line). Will such things be possible to specify?

Second question: In real life Stukas were often tasked with "individual attacks" from within a larger formation. This means the unit (Staffel or Gruppe) makes a wide circle over the target area and individual crews pick out specific targets to dive down and attack. This was often used against camouflaged enemy positions or tanks and allowed the Stukas to keep the pressure on enemy formations for quite some time - time which german ground units often used to approach and attack such targets. Will such things be possible?

PS: Now show us how my Stuka emblems look on those. :mrgreen:

mark@1C 11-20-2009 02:38 PM

hi.BOSS,
After I have seen some updated screenshots these one or two months.I've got a feeling.Don't you think that the whole background(the whole scenery)is a bit "clean"?
I mean if the sky is clean,maybe it's beautiful.But it seems that the ground needs some more "dirty" and "soil" feelings.I think you have done this very well in planes modeling.Sometimes I think "god,what a worn plane".
The plane looks realistic,while the ground scenery looks like we are just flying over an EA SIMS 3 city.
Maybe BOSS,you have already seen the ARMAII,"To surpass ARMAII" is my best wishes to your NEW SERIES.

zaelu 11-20-2009 02:40 PM

The cockpit look very nice but something is missing even more now... the pilot. :(

Please Oleg, due consider including a animated pilot like DCS Ka50 or other racing games today have... even toggle-able is good enough.

mark@1C 11-20-2009 02:52 PM

Quote:

Originally Posted by zaelu (Post 120896)
The cockpit look very nice but something is missing even more now... the pilot. :(

Please Oleg, due consider including a animated pilot like DCS Ka50 or other racing games today have... even toggle-able is good enough.

I think in such a game,pilot is the last thing to exhaust the system resources...

airmalik 11-20-2009 03:26 PM

Some great details in those pics. Love the windows and shadows.

Quote:

Originally Posted by TheGrunch (Post 120887)
Looks like SoW will have a bit of an actual 3D sense of altitude, which has always been missing from games.

Exactly! Looks great!

Oleg, I know the focus of this update is the Stuka but I couldn't help but notice the abrupt transition from land to sea. Is this something that we can expect to be improved?

Also, there's a mysterious shadow in 0021.jpg and 0022.jpg just above the gun sight. Doesn't seem to be attached to any of the trees.

Jaws2002 11-20-2009 03:35 PM

Great shots.:grin:

I bet he didn't pull up un time and that beautiful stuka was ruined by the bomb blast. :mrgreen: http://forums.ubi.com/images/smilies/59.gif

HenFre 11-20-2009 03:37 PM

Wow.. Great looking pictures, Oleg.. Amazing how the view from the cockpit gives an actual feeling of depth..

To bad that this bird will be such an easy target for the hurricanes and spitfires, but guess it will also look absolutely smashing whilst on fire and hitting the ground :grin:

Foo'bar 11-20-2009 04:40 PM

Quote:

Originally Posted by mark@1C (Post 120894)
hi.BOSS,
After I have seen some updated screenshots these one or two months.I've got a feeling.Don't you think that the whole background(the whole scenery)is a bit "clean"?
I mean if the sky is clean,maybe it's beautiful.But it seems that the ground needs some more "dirty" and "soil" feelings.I think you have done this very well in planes modeling.Sometimes I think "god,what a worn plane".
The plane looks realistic,while the ground scenery looks like we are just flying over an EA SIMS 3 city.
Maybe BOSS,you have already seen the ARMAII,"To surpass ARMAII" is my best wishes to your NEW SERIES.

In 1940 the world was much cleaner than today ;)

ramstein 11-20-2009 05:40 PM

Quote:

Originally Posted by Foo'bar (Post 120936)
In 1940 the world was much cleaner than today ;)

just how old are you?

hiro 11-20-2009 06:48 PM

thank you for the update
 
That was great!

Seeing the game in action with bomb drops . . . and the detail in the cockpit is awesome.

Enjoy your vacation and have fun.


What elements are getting updated for the 3D engine?




As for the arma detail, that's a FPS based kind of game. And Oleg just said WIP . ..

Remember about the posts way back? This Amra has to look good up to around 2000 m or so . . . because most of flying there is supporting ground . . . BOB SOW has to look good on the ground all they way up to space. Well just shy of space.




The Stuka is close enough for a safe pull out if its using IL-2 AI.

whatnot 11-20-2009 07:03 PM

I've been silently monitoring the progress of this sim after falling in love with IL-2 less than half a year ago. But after seeing these shots I simply couldn't be a silent partner anymore!

I thought I found a cheap pick for a bit of entertainment from the discount bin getting the IL-2 e just for 16€ or whatever, but after a while of heavy duty flying and my investment in HOTAS, pedals and TrackIR I am simply ADDICTED to aviation!

The shots looks simply GORGEOUS!! Especially the 0021.jpg blows my mind!

I can't wait to get my hands on that thing!

Also another thing I just love is the involvement with the player base and the updates to keep us drooling! Sure there was a period of radio silence, but dialogue like this between the players and developers is just not happening with most of the game studios.

Keep up the good work!

tagTaken2 11-20-2009 07:12 PM

Quote:

Originally Posted by hiro (Post 120963)
. . . BOB SOW has to look good on the ground all they way up to space. Well just shy of space.




The Stuka is close enough for a safe pull out if its using IL-2 AI.

:)

Interesting thought about how high we might be able to go. If SoW engine is truly designed for addons, then we should be able to get to black sky. Space shuttle mod might be pushing it, but NF-104..?

Insuber 11-20-2009 07:15 PM

It is very nice to see those beautiful trees shadows, they add a lot of 3D and realism (I'd say tree-D, eheheh). It means that they are full 3D objects ... with all the implications.

BTW I just peered at some RoF screenshots, and there trees don't cast shadows, if I'm right. Just wanted to point it out ;-)

Regards,
Insuber

ECV56_Lancelot 11-20-2009 09:51 PM

Hi Oleg,

One question arise seeing the cockpit of the Ju87. We will have to use a SHIFT-F1 view to use the gunsight on german planes or we we´ll be able to use the gunsight with track IR and 6 DoF?
I assume both, for those with and without track ir, but it doesn´t hurt to ask? :)

Beautiful cockpit! Almost photorealistic! :)

Necrobaron 11-20-2009 10:55 PM

For some reason I've always been drawn to the Stuka, warts and all. I spent a great deal of time flying the Stuka in IL-2 and look forward to getting back in the cockpit in the skies over Britain. I just hope my gunner can shoot straight and keep those pesky RAF flyers off my tail.;)

Will we see both the B-1 and B-2 in SoW?
________
Body Science

gflinch 11-21-2009 04:35 AM

Never been able to 'Hear' a screenshot before. These are amazing! I can just hear that stuka siren screeming

AdMan 11-21-2009 08:06 AM

trees!!

Oleg Maddox 11-21-2009 10:29 AM

Quote:

Originally Posted by furbs (Post 120862)

Oleg...one of the things i always thought could be better in IL2 was the smoke, fire and weapon hit affects...has much time and thought gone into improving these in SOW?

cheers.

of course. Simply it is too early to show.

Oleg Maddox 11-21-2009 10:34 AM

Quote:

Originally Posted by ECV56_Lancelot (Post 121028)
Hi Oleg,

One question arise seeing the cockpit of the Ju87. We will have to use a SHIFT-F1 view to use the gunsight on german planes or we we´ll be able to use the gunsight with track IR and 6 DoF?
I assume both, for those with and without track ir, but it doesn´t hurt to ask? :)

Beautiful cockpit! Almost photorealistic! :)

I think both

genbrien 11-21-2009 10:40 AM

Hi Oleg!

Was wondering if sudden depresurization would be simulated ?
if so, how do you plan to do it ?
Thank you

Oleg Maddox 11-21-2009 10:45 AM

Quote:

Originally Posted by genbrien (Post 121107)
Hi Oleg!

Was wondering if sudden depresurization would be simulated ?
if so, how do you plan to do it ?
Thank you

Don't know yet will be or not. If you mean the high altitude and pressured cockpits.

Insuber 11-21-2009 11:02 AM

Hi Oleg,

Glad to see you here. I had a question, which will be the size of the map of BoB ? Will it include Wales and Scotland, to play the Luftwaffe attacks from Norway ? And on German side, Northbound will it include Belgium, Holland and maybe the Norway bases ? And maybe Paris, Bordeaux ...

Thanks,
Insuber

PS: Did I say you that I like your work ? ;-)

C6_Krasno 11-21-2009 11:25 AM

Hi Oleg,

I have a question about the modelling of the trees. Their graphics are already superb (and WIP I understood) ; my question is, will they stop all bullets / shells fired at them, like in IL2 ? Or will they let some projectiles pass through them ? It's maybe too early to say that, but as we'll have beautiful forests, it would be good to be able to shoot at ground troups hided behind a line of trees, for example. I can't remember any hint about this point.

SlipBall 11-21-2009 11:35 AM

The Stuka look's very real to life, I notice in #3 .jpg small white caps on the water. Will those white caps remain the same all of the time, or are the wave heights connected somehow, to the weather engine in the game?...hope that you had a good rest:)

major_setback 11-21-2009 11:42 AM

Hi Oleg.

Thanks for all your hard work, and for taking the time to come here! I'm happy to see things start to fall into place now.

It's nice to see that the trees have shadows :-)

I'd like to ask about the user tools that will be released after SoW:BoB:
Would it be possible for those people with modding experience to move parts of the IL2 aircraft into the SoW series? For example - would it be possilble to use the Gladiator cockpit from IL2, or even to import a whole aircraft like the Ju52?
I know that some elements wouldn't work properly (for example cockpits are not 3D), but I just wonder if the game engines are similar enough to allow for this, or is it impossible?

Kurfürst 11-21-2009 11:58 AM

Just one quickie :

It would be nice if some reflections, sun shining on the plexiglass would be present. The shadows on the instruments are nice, but the plexiglass somehow lacks life-likeness... its like in Il-2 completely transparent.

If possible, some distortion of objects where the glass curves would be nice... it would make the feeling of the aircrafts motion far more believable!

Third, the weathering/aging of the cockpit instruments and the cockpit in general is nice, but it would be great if not only the external view would show such an effect, but also the the cockpit instruments... all the screenshots I've seen show only greatly used cockpits, where the paint is chipped etc.. in reality, many of these planes were practically brand new, fresh from the factory, and lifespan at the frontline for aircraft was only a couple of dozen hours.. they simply did not have time to age so much. So greatly weathered cocpits looks a bit unrealistic, and it would be possibly better if the instruments would weather only gradually to brand new to used one... I take this is simply solved by gradually overlaying brand new/used textures?

philip.ed 11-21-2009 12:43 PM

Quote:

Originally Posted by Kurfürst (Post 121123)
Just one quickie :

It would be nice if some reflections, sun shining on the plexiglass would be present. The shadows on the instruments are nice, but the plexiglass somehow lacks life-likeness... its like in Il-2 completely transparent.

If possible, some distortion of objects where the glass curves would be nice... it would make the feeling of the aircrafts motion far more believable!

Third, the weathering/aging of the cockpit instruments and the cockpit in general is nice, but it would be great if not only the external view would show such an effect, but also the the cockpit instruments... all the screenshots I've seen show only greatly used cockpits, where the paint is chipped etc.. in reality, many of these planes were practically brand new, fresh from the factory, and lifespan at the frontline for aircraft was only a couple of dozen hours.. they simply did not have time to age so much. So greatly weathered cocpits looks a bit unrealistic, and it would be possibly better if the instruments would weather only gradually to brand new to used one... I take this is simply solved by gradually overlaying brand new/used textures?

To an extent I agree, but I think the modelling of the canopies already looks good from these pics IMHO. If you look at the internal shots, you can see the tinted reflection from the gunsight. Now that is a nice feature! ;)

nearmiss 11-21-2009 02:38 PM

Been watching the WW2HD on History channel.

One thing that has always been an issue. Everything is too pretty and pristine in the IL2 and SOW pictures. When I view the old war films there are no pretty or pristine battlefileds.

Progressive destruction, if possible would make a difference. By progressive, I mean a timeline of destruction. Not mission only, but if battle destroys a town it stays destroyed throughout timeline of campaign.

Airbases, roads and railways could be repaired within the campaign and in some cases they should be repaired during the mission.

The US Navy seabees built and maintained airbases very quickly. They had bulldozers and equipment to fill bomb holes within hours on airbases. They also used the mesh strips and replaced sections very quickly.

All armies on all battlefields, I'm sure scrambled like crazy to make airbases servicable first and roads second. Especially, when they had aircraft in flight that would soon return.

Roads and railways were critical for ground traffic movement so they were also repaired within days. Buildings were not reconstructed, they were left as is until after the war.

I don't know what it would take for creating such a progressive destruction package, but progressively destroyed towns and other infrastructure are a big part of the viewing experience. War machinery that was destroyed should also remain, except on runways, road and railways. Damaged war machinery was just pushed to the side or in heaps at airbases, roadways and railways. The war carried on.

We do have burned out sections in IL2 in town areas, which works well enough for the towns. The burned out sections do have to be reconstructed with each mission over the same towns.

Anyway, not trying to solve the issue with what I think should be done. Just trying to explain what I meant by progressive destruction.

T}{OR 11-21-2009 03:41 PM

Love the bomb 'cradle' on the last shot. :cool:

AdMan 11-21-2009 07:48 PM

Quote:

Originally Posted by Kurfürst (Post 121123)
Third, the weathering/aging of the cockpit instruments and the cockpit in general is nice, but it would be great if not only the external view would show such an effect, but also the the cockpit instruments... all the screenshots I've seen show only greatly used cockpits, where the paint is chipped etc.. in reality, many of these planes were practically brand new, fresh from the factory, and lifespan at the frontline for aircraft was only a couple of dozen hours.. they simply did not have time to age so much. So greatly weathered cocpits looks a bit unrealistic, and it would be possibly better if the instruments would weather only gradually to brand new to used one... I take this is simply solved by gradually overlaying brand new/used textures?

this I can agree with, to only have cockpits that look like they've already survived a war and none that look fresh from the factory would be a little disappointing

mark@1C 11-22-2009 02:52 AM

Quote:

Originally Posted by nearmiss (Post 121139)
Been watching the WW2HD on History channel.

One thing that has always been an issue. Everything is too pretty and pristine in the IL2 and SOW pictures. When I view the old war films there are no pretty

This is part of my view about Realistic Soil and Dirty enviroment,especially The Ground.
To say it again and further more.
Some of my first impressions of the ground scenery,an EA SIMS 3 city, an Enhanced LEGO city,and so on.
BOSS,I noticed that you have done the work excessively focusing on every Single object.When we put them alone,it looks great.But when we put them together,something wrong.
It seems that Things are simply added into a scenery,just like a theatre stage scenery.But Things should be mixed,to build a Living Enviroment,not simply a stage scenery.
Maybe,modeling single object is your first step,and modulating whole enviroment is the next step.

Sprain 11-22-2009 03:02 AM

What about the gamaplay?
 
Yes yes, the graphics are astounding. But what about the gameplay? We don't need another Rise Of Flight destined to be forgotten.

"The gameplay's the thing"

Chivas 11-22-2009 03:20 AM

Quote:

Originally Posted by Sprain (Post 121261)
Yes yes, the graphics are astounding. But what about the gameplay? We don't need another Rise Of Flight destined to be forgotten.

"The gameplay's the thing"


I wouldn't write-off ROF just yet. ROF was released as a work in progress, and will be improved as time goes on. We will be very lucky if SOW isn't released without a lot of features delayed. I can see both these sims having very long lives with constant updates over the next 10-15 years.

AdMan 11-22-2009 04:50 AM

I think peple are panicking way too much. Everything that I've seen that is even close to complete looks amazing, especially going back and looking at all the screens and vids then combining them is quite impressive.

as far as reflections on the gauges, they can bee seen in this vid, and this isn't even in the engine yet. So I'd imagine they will reflect well when hit by direct sunlight.
http://www.youtube.com/watch?v=TJHz3TnehmY

sport02 11-22-2009 07:44 AM

the look of the forest is very good but generally with forest we only see the crown or the top of the trees , the look is more like cauliflower for exemple , and we have complete trees with all branchs only on one face in the edge of the forest

13th Hsqn Protos 11-22-2009 12:56 PM

Quote:

Originally Posted by Chivas (Post 121262)
I can see both these sims having very long lives with constant updates over the next 10-15 years.

Constant payed updates. Lets be clear.

Abbeville-Boy 11-22-2009 01:29 PM

Quote:

Originally Posted by 13th Hsqn Protos (Post 121313)
Constant payed updates. Lets be clear.



sow will be free updates / paid add ons, to be clear

Chivas 11-22-2009 02:37 PM

Quote:

Originally Posted by 13th Hsqn Protos (Post 121313)
Constant payed updates. Lets be clear.

They'd be out of business within a year if most of the updates weren't paid. That should be clear to everyone.

Lucas_From_Hell 11-22-2009 03:39 PM

From what I've got, this will work just like IL-2. If a new title is released, it's paid. If it's just a patch, it's free.

The only difference will be that we won't get any new planes of maps with the updates, but these can be made by other users and etc.

Am I right?

robtek 11-22-2009 03:41 PM

Updates are fixes also called patches -> must be free
Upgrades, also called add-ons are usually paid for.

13th Hsqn Protos 11-22-2009 07:01 PM

Quote:

Originally Posted by Chivas (Post 121333)
They'd be out of business within a year if most of the updates weren't paid. That should be clear to everyone.

We will see how well your model works out for RoF.......

Necrobaron 11-22-2009 08:02 PM

RoF updates are free. The ability to fly additional planes does cost money, although the planes themselves are in the game regardless. I think we've all been spoiled by Oleg's generosity during the IL-2 era.;)
________
Weed Vaporizers

13th Hsqn Protos 11-22-2009 08:17 PM

RoF has failed.

There is a lesson there for Oleg.

but I of course will bow to your much greater wisdom .....

Chivas 11-22-2009 08:51 PM

Quote:

Originally Posted by 13th Hsqn Protos (Post 121392)
RoF has failed.

There is a lesson there for Oleg.

but I of course will bow to your much greater wisdom .....

Maybe ROF failed for you because you failed to realize that it was released as a WIP. I see ROF having a very bright future. Both ROF and SOW are being developed by fellow combat flight simmers, who have a love for the genre, without them the genre would be dead.

Necrobaron 11-22-2009 09:21 PM

Sorry if you have no idea what you're talking about.


Quote:

Originally Posted by 13th Hsqn Protos (Post 121392)
RoF has failed.

There is a lesson there for Oleg.

but I of course will bow to your much greater wisdom .....

________
Box Vaporizer

zapatista 11-23-2009 01:33 AM

Quote:

Originally Posted by Chivas (Post 121394)
Maybe ROF failed for you because you failed to realize that it was released as a WIP. I see ROF having a very bright future..

RoF is a buggy piece of junk that was released to early as a product in beta stage, and the "gaming model" is completely flawed and deserves to be a flop. nowhere on their product box or webpage does it openly and clearly state it is an unfinished beta product which was prematurely released because they ran out of money, you personally might not mind that, but the rest of us surely do.

the RoF game world is empty and lifeless and dead, no ground life or activity, plane flight models are scripted and not real physics (note for ex planes without wings flying around as if nothing has happened to them, untill they "bug fixed" it by adding "no wings = dead plane and fall to ground" etc..), no real online play (lacks dogfight and coop servers), lacks offline play (non existent), etc..

the main RoF forums have long lists of complaints and unhappy people (even if RoF has bribed several forum owners to censor open discussion), sales have slumped after their initial con trick of selling an unfinished product got realized. and now they want to keep charging you for the patches to fix it ? sure, pull the other one and see if we can laugh some more !

and why are you here again advertising it in a BoB forum ? keep that junk crap out of this forum

zapatista 11-23-2009 01:57 AM

Oleg,

thanks for the new stuka pictures :)

Question 1: in the dynamic campaign, will we be able to take of from an airfield and then request from the local area "command center" an update on aircraft activity in our sector ? with information on approximate numbers of suspected enemy planes, and their heading and altitude ?

this would mean
- not just having limited information on the one specific mission we are flying, but getting an overview of all activity in that sector
- at very busy times this could have low information detail, just giving approximate numbers of formations and aircraft types
- at less busy times it could give more precise information, like enemy reconnaissance plane in sector X, or damaged enemy bombers returning home at low altitude in sector Z etc..

question 2: can we have some type of visual feedback on the damage status of our own aircraft ? in real life we get much more information on the damage to our aircraft because we feel the hits it takes and we feel the changes in how the plane behaves in the air when it is damged (for ex increased vibrations when we slow down, more sluggish to turn left then right etc..). sitting behind a monitor in our livingroom removes a lot of those clue's
- ? is it possible to have a "visual damage report" that either with an image or text gives us a damage status ? (something we can turn on/off to have a quick report and see our status). you can add some uncertainty to it to make it more realistic so it isnt 100% precise, for ex "right wing root multiple hits, possible structural weakening" etc..
note: this would be an option you can turn on/off in the setup, so people who prefer not to get this information can continue to fly uninformed

erco 11-23-2009 02:04 AM

Love the cockpits! I wanted shadows, I got shadows!
Thanks Oleg and Crew!

Chivas 11-23-2009 02:17 AM

Quote:

Originally Posted by zapatista (Post 121461)
RoF is a buggy piece of junk that was released to early as a product in beta stage, and the "gaming model" is completely flawed and deserves to be a flop. nowhere on their product box or webpage does it openly and clearly state it is an unfinished beta product which was prematurely released because they ran out of money, you personally might not mind that, but the rest of us surely do.

the RoF game world is empty and lifeless and dead, no ground life or activity, plane flight models are scripted and not real physics (note for ex planes without wings flying around as if nothing has happened to them, untill they "bug fixed" it by adding "no wings = dead plane and fall to ground" etc..), no real online play (lacks dogfight and coop servers), lacks offline play (non existent), etc..

the main RoF forums have long lists of complaints and unhappy people (even if RoF has bribed several forum owners to censor open discussion), sales have slumped after their initial con trick of selling an unfinished product got realized. and now they want to keep charging you for the patches to fix it ? sure, pull the other one and see if we can laugh some more !

and why are you here again advertising it in a BoB forum ? keep that junk crap out of this forum

Sure there are a few whiners with no vision, but most ROF simmers see the potential, and understand that the alternative was no WW1 sim at all. ROF will have a bright future and we should see substantial improvement in the next free patch.

zapatista 11-23-2009 02:54 AM

Quote:

Originally Posted by Chivas (Post 121470)
Sure there are a few whiners with no vision, but most ROF simmers see the potential

do you work as a marketing drone who misleads people for a living ? your trying to turn reality upside down and pretend the emperor is wearing invisible clothes.

customers complaining about an unfinished buggy product with very very limited gameplay are not "people who lack vision", they are dissatisfied customers who have been misled and conned

the very few who "see the potential" as you put it, are a small minority off diehard fans who would have been happy to send RoF 50$ to keep their project development going without it being released for another year.


Quote:

Originally Posted by Chivas (Post 121470)
we should see substantial improvement in the next free patch.

yada yada yada, the same old excuses have been going on now for 6 months, and still nothing major has been fixed, yet people are already paying extra money for one or 2 new planes that should have been included from the start, wow how fantastic is that. and RoF has already made statements about the next game they are about to release, which will be sold in exactly the same way again, they just add a couple of new planes and replace the scenery and wham bam you got another 50$ game.

what you see is what you get with RoF, and obviously its crap, if that is the future of flightsimming, no thanks,

mark@1C 11-23-2009 03:05 AM

Quote:

Originally Posted by zapatista (Post 121467)
Oleg,

Question 1: in the dynamic campaign, will we be able to take of from an airfield and then request from the local area "command center" an update on aircraft activity in our sector ? with information on approximate numbers of suspected enemy planes, and their heading and altitude ?

I imagine it further more.
We can play different roles in the game,a Radar soilder,an Air traffic controller,and so on.Those dynamic tactical imformation will not apply by AI,but by ourselves.
(For such AI can hardly do well in their work.For example,maybe Silent-Hunter Series.To use Wolf Pack Tactic by AI Information looks like a fantasy still.)

Chivas 11-23-2009 03:05 AM

Like I said some have no vision. Its amazing that people expect a work in progress features and bugs to be completed in a few months on projects that take years to develop. The development has no finish line as its planned to be adding new and innovative features over atleast the next 8 to 10 years.

TheGrunch 11-23-2009 03:39 AM

Quote:

Originally Posted by Chivas (Post 121477)
Like I said some have no vision. Its amazing that people expect a work in progress features and bugs to be completed in a few months on projects that take years to develop. The development has no finish line as its planned to be adding new and innovative features over atleast the next 8 to 10 years.

I think the major sticking-point is that most people expect lots of aircraft to be in a sim release nowadays, whereas I was delighted that the DCS series decided to go the study-sim route in the hope that it inspires more developers to do the same. I like the sound of a handful of meticulously well-modeled flyables, and a decent few AI aircraft. Seems like you might be the same - rather a few aircraft very well-modeled than many to an average standard.
The only problem is that where you don't have many flyables, multiplayer can get quite predictable.

Necrobaron 11-23-2009 04:08 AM

This really isn't the thread to be debating this but while RoF is not perfect, so many of the negative things the minority say about this upstart sim are either blown out of proportion or simply not true (scripted FM? Oh, please...) and then they get in a huff when people challenge them on it. If you feel the game is lacking, put it away and come back to it in 6 months and see if anything you feel is lacking has been added. It's not like they're charging for the updates and the only thing that it costs you is time. I really don't understand the anger and vitriol some people spew toward this sim. I echo Chivas in the belief that RoF has a lot of potential and has a development team that really seems to want to make it all that it can be. I look forward to seeing what the future holds and hope they succeed.

Now back to SoW...;)
________
Box vaporizers

AdMan 11-23-2009 04:43 AM

Quote:

Originally Posted by zapatista (Post 121467)
question 2: can we have some type of visual feedback on the damage status of our own aircraft ? in real life we get much more information on the damage to our aircraft because we feel the hits it takes and we feel the changes in how the plane behaves in the air when it is damged (for ex increased vibrations when we slow down, more sluggish to turn left then right etc..). sitting behind a monitor in our livingroom removes a lot of those clue's
- ? is it possible to have a "visual damage report" that either with an image or text gives us a damage status ? (something we can turn on/off to have a quick report and see our status). you can add some uncertainty to it to make it more realistic so it isnt 100% precise, for ex "right wing root multiple hits, possible structural weakening" etc..
note: this would be an option you can turn on/off in the setup, so people who prefer not to get this information can continue to fly uninformed

do you have a force feedback flightstick? Even in IL-2 with my saitek I always know when and where I have taken damage and if you're not flying cockpit-only view a quick external check will show damage to tail sections. Damage to a wing will cause the stick to pull to one side and with the saitek evoforce FF turned up past 70% it will jump right off the desktop if you don't have a handle on it.

zapatista 11-23-2009 04:49 AM

Quote:

Originally Posted by Necrobaron (Post 121480)
This really isn't the thread to be debating this.........

then dont !

zapatista 11-23-2009 04:56 AM

Quote:

Originally Posted by Chivas (Post 121477)
Its amazing that people expect a work in progress features and bugs to be completed in a few months on projects that take years to develop. The development (*of RoF*) has no finish line as its planned to be adding new and innovative features over atleast the next 8 to 10 years.

it doesnt say that on the game box or RoF website, does it ? your turning facts upside down and pretending it replaces reality

it is sold as a fully functioning and completed game with a whole list of great features, instead of that you get beta crap full of bugs, errors, and incomplete content. your not even denying these flaws, you'r now just relabeling it as some great strategy to eventually get something worthwhile, and that is the part that is so misleading about it.

zapatista 11-23-2009 05:10 AM

Quote:

Originally Posted by AdMan (Post 121486)
do you have a force feedback flightstick? Even in IL-2 with my saitek I always know when and where I have taken damage and if you're not flying cockpit-only view a quick external check will show damage to tail sections. Damage to a wing will cause the stick to pull to one side and with the saitek evoforce FF turned up past 70% it will jump right off the desktop if you don't have a handle on it.

no i havnt used a force feedback stick in il2, but i think that aside from maybe feeling some thumps or jolts when you get hit by larger caliber shells or flack, it wouldnt solve most of the problem i mentioned

being able to only externally view your aircraft for physical damage to the exterior of the plane doesnt solve it fully either, because some important damage might not be externally visible (ex control cables damaged, torn, type of engine damage to electrical controls or coolant/fuel hoses, landing gear damaged while it is retracted, etc to name a few). additionally, external views are often used as a cheat during dogfighting or as a cheat to improve SA during flight. it is also not very realistic to be able in mid air step out of your aircraft and make a visual inspection tour to look for damage (note: if there is a time limit of how often and how long you can on external view inspect your aircrat, then this might still be usefull to also include since many of us enjoy inspecting the detailed damage model in closeup and see exactly what has happened to our aircraft after a close encounter).

whatever solution oleg finds to this, the main aim is to somehow use "visual aids" in a game to obtain or provide the same type of information the pilot would get in real life when flying an aircraft. by sitting in our livingroom behind a monitor we are missing a lot of clue's a real pilot would get. personally i am in favour of a keyboard key that would bring up a schematic of our aircraft, with a colour coded damage status. with for ex black marks where some damage was taken, with yellow marking important damage, and red marking critical damage (coolant or fuel loss for ex, structural damage that can soon lead to complete complete structural failure etc..). as initial damage leads to further deterioration, the colour coding might change over time while we are still flying, engine overheating and seizing etc). there might be other ways to do it, for ex bringing up a notepad with a "damage report" etc..

this information is already available inside the game since the damage model keeps a record of what is affected, it is a matter of finding a good simple way to represent the important parts so at a quick glance you can get an overview of your aircraft status. it is not intended as some unrealistic highly detailed engineering report, but as a usefull visual replacement to provide the player with some usefull information, a large part of which is normally more available by physically being in a moving aircraft where you can feel the resistance of aircraft controls and behaviour

those that dont like a feature like that could simply switch it off in the options and not use it

note: the same "damage report" status info could stay with the aircraft after it has landed, and while the same aircraft stays parked at an airfield over hrs or days, the damage could gradually be repaired and be shown to gradually return to normal. when you are at that airfield and choose a plane from the available list of aircraft, each aircraft could be marked with a summary of its status, eg "100% functional", "structurally sound, refueled, but not re-armed", "damaged left landing gear, but armed and fueled" etc..

note 2: you can take the same concept one step further, for ex returning from a mission with a damaged aircraft, you could land it at the nearest airfield. then select one of the other available aircraft at that airfield, and fly back to your home base (while CO of local airfield yells over the radio, "hey darn fool that is my aircraft, come back immediately !!"). once returned at your home airfield with whatever mode of transport you used along the way, you get roster'ed back on for whatever next flight is due. eventually, once repaired and refueled, your own aicraft would be shuttled back to your own base and become available again

Necrobaron 11-23-2009 05:37 AM

You first...

Quote:

Originally Posted by zapatista (Post 121489)
then dont !

________
MEDICAL MARIJUANA CARD

SlipBall 11-23-2009 07:37 AM

(quote)
personally i am in favour of a keyboard key that would bring up a schematic of our aircraft, with a colour coded damage status. with for ex black marks where some damage was taken, with yellow marking important damage, and red marking critical damage (coolant or fuel loss for ex, structural damage that can soon lead to complete complete structural failure etc..). as initial damage leads to further deterioration, the colour coding might change over time while we are still flying, engine overheating and seizing etc). there might be other ways to do it, for ex bringing up a notepad with a "damage report" etc..




This sounds like a Terminator movie, I don't like it. I think that if you have damage, then its time to get out of there and try to get home.

genbrien 11-23-2009 07:54 AM

Quote:

Originally Posted by SlipBall (Post 121529)
(quote)
personally i am in favour of a keyboard key that would bring up a schematic of our aircraft, with a colour coded damage status. with for ex black marks where some damage was taken, with yellow marking important damage, and red marking critical damage (coolant or fuel loss for ex, structural damage that can soon lead to complete complete structural failure etc..). as initial damage leads to further deterioration, the colour coding might change over time while we are still flying, engine overheating and seizing etc). there might be other ways to do it, for ex bringing up a notepad with a "damage report" etc..




This sounds like a Terminator movie, I don't like it. I think that if you have damage, then its time to get out of there and try to get home.

agree
it's a sim, not an arcade game... in real life you dont have a nothing indicating what was hit or not.... only gauges, feelings and visual references:rolleyes:

PeterPanPan 11-23-2009 08:07 AM

Hi Oleg,

This post is not specific to Stukas (which look superb BTW) but I wanted to ask an 'environmental' question.

As the summer of 1940 was a hot one, will we see heat shimmer above the ground, from ground level? Particularly on the concrete runways?

I think this effect would greatly add to the realism and immersion of the airfield environment. Presumably, it could be toggled off if it was too resource hungry for lower spec machines?

Or were all airfields 100% grass in 1940, and so heat shimmer didn't really happen?

Many thanks

PPanPan

Mysticpuma 11-23-2009 08:54 AM

Hopefully Oleg will read this post and skip past the COMPLETELY OFF TOPIC RoF discussion!!

Oleg, the engine you are using for the new Sim, looks like it is made for detail and will (I guess) initially be a challenge for some computers, as Il2 was (and to an extent still can be).

Would you please consider adding a pilot's body for the internal cockpit view for a few immersion reasons.

Firstly it would be great to look down and see a body in the cockpit as you fly rather than just a Ghost flying the interior view.

Secondly rather than clicking on the map button and bringing up the mini view, the player could look to the left or right hip and click the button and the pilots hand would then take a map out, this would allow the head to turn in the cockpit, without the view being blocked by the map overlay but the pilot could glance at the map. A (moving) pencil drawing of the aircraft could show the current position?

Thirdly it could be used to add a completely new immersion experience with body specific injury affecting flight.

Instead of the current aircraft damage affecting flight and the pilots view, when injured, steadily getting redder, why not have a five-point injury mark on the body (invisible to the player....but I'll explain). The body has a damage mark added to the legs, arms and chest and maybe a sixth for the head.

While flying a bullet from an enemy aircraft hits the pilots body (which we can now see if this is included) in the cockpit.

Suddenly it's hard to turn the aircraft left. The Rudder isn't damaged, but looking down you see blood on the leg which is causing the pilot to be hindered in his operation of the aircraft. Similar could be done for the arms, and the chest could mean a steady greying/blacking or redding out?

The pilot has an emergency button which brings out a small medical kit which takes 30-seconds to apply, in which time the pilot is trying to fly and apply a life-saving medical kit. It's immersive!

Lastly, if an injury point was added to the head, as long as the hit wasn't fatal, it would look good to have blood trickling down the screen and the pilots hand wiping it away, but the screen gets smeared, making visibility more difficult, which it would be if you were injured?

After the above, I hope you see why I request that a pilots body be added to the cockpit as it would add so much more scope to the simulation scenario?

Looking forward to seeing the Sim one-day, cheers, MP.

zaelu 11-23-2009 09:33 AM

+1 to what Mysticpuma said!

I heard many saying when they are killed in the plane saying: "my pilot was killed" or "he killed my pilot"... for me is always funny this absence of immersion from others... and always I tell them on TeamSpeak: "It was you who died you silly one!" :D.

It's normal for some to be separated from the avatar of the pilot as the pilot... is missing.

I found very little trouble looking around the body of the pilot in DCS Black Shark and in worst case I temporary remove him with the assigned key. It would be nice if the body would be animated so if you want to look at something that the pilots body obstruct... like a hand... after a second that hand to move away gracefuly :) .

Also... death in the cockpit should be replaced from annoying black screen to the view falling on the dashboard and bloobing in the cockpit as the plane hurls into abbyss. That's because we really don't know precisely how death is but, we know that is not instantly :P .

Oleg Maddox 11-23-2009 09:41 AM

Quote:

Originally Posted by Insuber (Post 121113)
Hi Oleg,

Glad to see you here. I had a question, which will be the size of the map of BoB ? Will it include Wales and Scotland, to play the Luftwaffe attacks from Norway ? And on German side, Northbound will it include Belgium, Holland and maybe the Norway bases ? And maybe Paris, Bordeaux ...

Thanks,
Insuber

PS: Did I say you that I like your work ? ;-)

Belgium - yes.

Oleg Maddox 11-23-2009 09:44 AM

Quote:

Originally Posted by Mysticpuma (Post 121554)
Hopefully Oleg will read this post and skip past the COMPLETELY OFF TOPIC RoF discussion!!

Oleg, the engine you are using for the new Sim, looks like it is made for detail and will (I guess) initially be a challenge for some computers, as Il2 was (and to an extent still can be).

Would you please consider adding a pilot's body for the internal cockpit view for a few immersion reasons.

Firstly it would be great to look down and see a body in the cockpit as you fly rather than just a Ghost flying the interior view.

Secondly rather than clicking on the map button and bringing up the mini view, the player could look to the left or right hip and click the button and the pilots hand would then take a map out, this would allow the head to turn in the cockpit, without the view being blocked by the map overlay but the pilot could glance at the map. A (moving) pencil drawing of the aircraft could show the current position?

Thirdly it could be used to add a completely new immersion experience with body specific injury affecting flight.

Instead of the current aircraft damage affecting flight and the pilots view, when injured, steadily getting redder, why not have a five-point injury mark on the body (invisible to the player....but I'll explain). The body has a damage mark added to the legs, arms and chest and maybe a sixth for the head.

While flying a bullet from an enemy aircraft hits the pilots body (which we can now see if this is included) in the cockpit.

Suddenly it's hard to turn the aircraft left. The Rudder isn't damaged, but looking down you see blood on the leg which is causing the pilot to be hindered in his operation of the aircraft. Similar could be done for the arms, and the chest could mean a steady greying/blacking or redding out?

The pilot has an emergency button which brings out a small medical kit which takes 30-seconds to apply, in which time the pilot is trying to fly and apply a life-saving medical kit. It's immersive!

Lastly, if an injury point was added to the head, as long as the hit wasn't fatal, it would look good to have blood trickling down the screen and the pilots hand wiping it away, but the screen gets smeared, making visibility more difficult, which it would be if you were injured?

After the above, I hope you see why I request that a pilots body be added to the cockpit as it would add so much more scope to the simulation scenario?

Looking forward to seeing the Sim one-day, cheers, MP.

We will have minimal animations. No blood.

mark@1C 11-23-2009 09:54 AM

Boss,
some more words,
Frequently development-update-display these days indicates that,maybe,you begin to lose patience.
I want to say,don't worry about the deadline.
Step by step,and try your best as usual.
We fans are looking forward to a quality first SOW rather than a Fast-food SOW(Just like some complaints about ROF you can see in some threads.)
We all support you.
and again best wishes to your team.

mark@1C 11-23-2009 10:02 AM

Quote:

Originally Posted by Oleg Maddox (Post 121575)
No blood.

I quite approve.
It's a tactical Sim,not a horror film...

Talisman 11-23-2009 10:14 AM

Dummy pilot and damage visual aids diagram not wanted thankyou
 
Oleg,

With regards to the aircraft damage and cockpit pilot posts above. Please, no damage visual aids and please, please and please again, no dummy pilot in the cockpit!

I would like to see and use the cockpit without a dummy pilot getting in the way. This is a flight sim, not a cartoon game. I can't believe some of the stuff people are asking for. Good luck.

Happy landings,

Talisman

PeterPanPan 11-23-2009 10:15 AM

Quote:

Originally Posted by mark@1C (Post 121583)
I quite approve.
It's a tactical Sim,not a horror film...

Indeed. There are also commercial considerations, as was the case with IL2 I believe. If you add gore, the game becomes R or 18 rated and so limits the audience.

PPanPan

mark@1C 11-23-2009 10:19 AM

Quote:

Originally Posted by PeterPanPan (Post 121589)
Indeed. There are also commercial considerations, as was the case with IL2 I believe. If you add gore, the game becomes R or 18 rated and so limits the audience.

PPanPan

Yes,I just want to add this...And on the other hand,it will be boring that every game looks like CS with a many kinds of Blood patches,zombies...oh...god...

Quote:

Originally Posted by Talisman (Post 121588)
This is a flight sim, not a cartoon game. I can't believe some of the stuff people are asking for.

So do I ...

Oleg Maddox 11-23-2009 10:26 AM

Quote:

Originally Posted by SlipBall (Post 121120)
The Stuka look's very real to life, I notice in #3 .jpg small white caps on the water. Will those white caps remain the same all of the time, or are the wave heights connected somehow, to the weather engine in the game?...hope that you had a good rest:)

the wave heights connected somehow :)

Oleg Maddox 11-23-2009 10:32 AM

Quote:

Originally Posted by sport02 (Post 121282)
the look of the forest is very good but generally with forest we only see the crown or the top of the trees , the look is more like cauliflower for exemple , and we have complete trees with all branchs only on one face in the edge of the forest

Currently we see on shots each tree completely.

Oleg Maddox 11-23-2009 10:37 AM

Quote:

Originally Posted by major_setback (Post 121122)
Hi Oleg.

Thanks for all your hard work, and for taking the time to come here! I'm happy to see things start to fall into place now.

It's nice to see that the trees have shadows :-)

I'd like to ask about the user tools that will be released after SoW:BoB:
Would it be possible for those people with modding experience to move parts of the IL2 aircraft into the SoW series? For example - would it be possilble to use the Gladiator cockpit from IL2, or even to import a whole aircraft like the Ju52?
I know that some elements wouldn't work properly (for example cockpits are not 3D), but I just wonder if the game engines are similar enough to allow for this, or is it impossible?

If to rework the model to the SOW standards - Possible. Completely is not possible direct import.

Oleg Maddox 11-23-2009 10:39 AM

Quote:

Originally Posted by Sprain (Post 121261)
Yes yes, the graphics are astounding. But what about the gameplay? We don't need another Rise Of Flight destined to be forgotten.

"The gameplay's the thing"

I think the gameplay will be interesting. Both single and especially online.

Oleg Maddox 11-23-2009 10:45 AM

Quote:

Originally Posted by zapatista (Post 121467)
Oleg,

thanks for the new stuka pictures :)

Question 1: in the dynamic campaign, will we be able to take of from an airfield and then request from the local area "command center" an update on aircraft activity in our sector ? with information on approximate numbers of suspected enemy planes, and their heading and altitude ?

this would mean
- not just having limited information on the one specific mission we are flying, but getting an overview of all activity in that sector
- at very busy times this could have low information detail, just giving approximate numbers of formations and aircraft types
- at less busy times it could give more precise information, like enemy reconnaissance plane in sector X, or damaged enemy bombers returning home at low altitude in sector Z etc..

question 2: can we have some type of visual feedback on the damage status of our own aircraft ? in real life we get much more information on the damage to our aircraft because we feel the hits it takes and we feel the changes in how the plane behaves in the air when it is damged (for ex increased vibrations when we slow down, more sluggish to turn left then right etc..). sitting behind a monitor in our livingroom removes a lot of those clue's
- ? is it possible to have a "visual damage report" that either with an image or text gives us a damage status ? (something we can turn on/off to have a quick report and see our status). you can add some uncertainty to it to make it more realistic so it isnt 100% precise, for ex "right wing root multiple hits, possible structural weakening" etc..
note: this would be an option you can turn on/off in the setup, so people who prefer not to get this information can continue to fly uninformed

Can't answer now. We have in design doc even more...But what we will get in final it is currently under question

Oleg Maddox 11-23-2009 10:49 AM

Quote:

Originally Posted by TheGrunch (Post 121479)
The only problem is that where you don't have many flyables, multiplayer can get quite predictable.

Perfect definition.

Mysticpuma 11-23-2009 10:51 AM

I wasn't requesting a Gore Fest as some may think, I was actually suggesting that a pilot model in the cockpit could have a 'damage' model, so that you'd understand why you couldn't operate the rudder or stick properly. It doesn't have to be gushing out, just a stain on the leg or arm indicates limited movement of a control surface from that appendage.

Secondly, the pilot model could just be switched on or off, that would be the pilots choice not one persons opinion of what should and shouldn't be in the sim for all players as could the pilot damage model!

Just because it's requested, doesn't mean you have to use it! Think of CEM in IL2, I don't use it, but it doesn't mean I tell everyone we don't want it! Blimey!

Thanks for the reply Mr. Maddox, I am glad that you will include a pilot for interior views too. Cheers, MP.

mark@1C 11-23-2009 11:13 AM

Quote:

Originally Posted by Mysticpuma (Post 121617)
I was actually suggesting that a pilot model in the cockpit could have a 'damage' model, so that you'd understand why you couldn't operate the rudder or stick properly...

I think what you want can be indicated by some animated icons on gamescreen,no need to build a whole pilot-in-cockpit_view...
Maybe as BOSS has already said.."We will have minimal animations..."

Lucas_From_Hell 11-23-2009 11:28 AM

Quote:

Originally Posted by Talisman (Post 121588)
I would like to see and use the cockpit without a dummy pilot getting in the way. This is a flight sim, not a cartoon game.

For some reason, all the times I got into a cockpit I could see myself, my legs and my arms and etc. I guess I'm living in a cartoon, then?

Maybe this could be done as in DCS, where this is optional - want pilot? Shift+P and you have a completely moving pilot. Don't want a pilot? Shift+P again, and you don't have a pilot.

It would be nice to see the pilot moving all around, instead of that ghost and empty cockpit. Imagine that cockpit, with those shadows, and with a animated pilot moving the controls around! That would be awesome. As MP said, it adds to immersion.

Feathered_IV 11-23-2009 12:02 PM

Originally Posted by TheGrunch:
The only problem is that where you don't have many flyables, multiplayer can get quite predictable.

Quote:

Originally Posted by Oleg Maddox (Post 121615)
Perfect definition.

I would respectfully suggest that large numbers of flyable aircraft do not contribute much to mission-variety when they can only perform two tasks ie: bomb something or shoot something down. In Il-2 the only variety is where you fly to to do one of these two basic tasks.

I love the Il-2 series, and have done for many years. I think that I have pretty much outgrown it though. There just isn't enough variety in the mission goals to make me want to do it all again for another eight years. I hope SoW will give more thought to the many roles and objectives of a pilot in WW2.

ECV56_Lancelot 11-23-2009 12:51 PM

I´m sorry but that´s an oversimplification, and in any case combat aircraft are made to either shoot something down, bomb something, and transport something. And most of us are mainly interested on the first two roles, otherwise we would be flying a boeing 737 on a civilian simulator.
There is none two bombing missions equal, and none two aerial combat equal, each engagement is diferent, and that´s what make it interesting to do it all over again, specially when you are getting more and more real physics modeled.
Also there is a lot of varitey of targets and combat areas that make everything diferent.
If you are tired of flying missions where you have to bomb something os shoot something, then why bother to buy and fly a combat flight sim?
I´m not against the idea of having maybe rescue mission, or flying a transport aircraft to a pocket zone and drop cargo to the troops while there artillery explosion all around, and come back, but they should be rare exception because you will get tired of them way more quickly than flying combat missions.

Anyway, its just an opinion. :)

Avimimus 11-23-2009 12:53 PM

Quote:

Originally Posted by mark@1C (Post 121583)
I quite approve.
It's a tactical Sim,not a horror film...

What about tomato sauce? I seem to remember a somewhat disturbing scene involving a He-111 pilot in that old Battle of Britain movie.

Not to mention soup (as in the Memphis Belle movie)...

AdMan 11-23-2009 01:00 PM

personally I like the ghost pilot, as well as in driving sims too, I have enough problems keeping my own hands out of the way of the screen and instruments without virtual-me getting in the way. I also like to be able to see how the control mechanisms in the cockpit move and it helps to make sure controls are calibrated right, for instance looking down and seeing the rudder peddles is a simple way of checking your axis, with a pilot modeled in-cockpit, you'd generally only be able to see his knees

Also it's already been said that pilot movements would take too much time for release because animating all movements for 6DOF devices is complex

Lucas_From_Hell 11-23-2009 01:05 PM

Quote:

Originally Posted by ECV56_Lancelot (Post 121672)
I´m sorry but that´s an oversimplification, and in any case combat aircraft are made to either shoot something down, bomb something, and transport something. And most of us are mainly interested on the first two roles, otherwise we would be flying a boeing 737 on a civilian simulator.
There is none two bombing missions equal, and none two aerial combat equal, each engagement is diferent, and that´s what make it interesting to do it all over again, specially when you are getting more and more real physics modeled.
Also there is a lot of varitey of targets and combat areas that make everything diferent.
If you are tired of flying missions where you have to bomb something os shoot something, then why bother to buy and fly a combat flight sim?
I´m not against the idea of having maybe rescue mission, or flying a transport aircraft to a pocket zone and drop cargo to the troops while there artillery explosion all around, and come back, but they should be rare exception because you will get tired of them way more quickly than flying combat missions.

Anyway, its just an opinion. :)

Totally agreed. For example, I've been having lots of fun recently in the same sort of mission, most of the time - CAP - in the marvelous "For the honour of French Wings" (or something similar) DGen campaign.

What makes it more or less interesting is the challenge you're facing. Leading six planes into a hot spot against 12, 20, 30 or more fighters, and eventually bombers, can offer a good challenge to you. And during the Battle of Britain, this was more likely to happen.


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