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... and in english
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Excellent! Great to see some of the online features in action. Especially the fact that we'll still have a few fun online maps. Presumably we'll have more serious options as well (I wouldn't doubt it) but a few fun ones are always good too.
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Hey, great! Thx!
Normaly I am a full real player, but I feel that these arcade online modes will be fun too :) It's really a great thing to be able to switch planes. A bit like battlestation midway. Things like that will make the game more attractive to casual gamers. Nice! |
Kill streaks??? I don't think that guy plays flight sims. No way in hell would I want to have kill streaks in MP. He just doesn't understand what this game is all about. Just my two cents
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not a bad video. I wonder what version was used though as the Spitfire engine,well..., but the 303s, I hope those stay as they are.
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see its the same engine tones as well, will be modded soon enough. |
It's an online dogfight map.
It's also a beta no doubt. Same engine sounds as IL2 is the give away. |
i think that ... "map" has been deliberately chosen to be featured in that video to keep away the best
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Thanks for posting.
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Nice post - was good to hear the explanation.
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I think it was a bad idea to paint targets on the British aircraft :-)
http://i58.photobucket.com/albums/g2...spithole01.jpg |
I can read many people complaining but the more I watch the video the more I think it's gonna be a great sim.
And by the way. http://forum.1cpublishing.eu/showpos...2&postcount=50 Quote:
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I really like the idea of having groups of AI controlled planes that have objectives of their own... I always used to get tired of pure fighter servers.. only the one or two people would decide to take a bomber up to try and bomb the oppositions airbase...
this way we can have something more of a realistic scenario in our fighter servers beside just being 109s vs spits. ----- the only thing was a bit odd (and i noticed it the first time this vid was shown) was the Rev dial in the spitfire cockpit... why was it oscillating so violently? that cant be right. |
lol major :)
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You're right Dano...i watched this video yesterday (the original, non-translated version with the Russian commentary) and didn't make the connection before :-P
The RAF bases are on islands that look like a roundel, the Luftwaffe bases are on islands that form a cross :grin: |
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hope they include realistic maps, i wont be flying that arcade scat map= lame imo
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"Pacman map" and so on. :rolleyes: |
I love how the gunners head move and look in the direction they are shooting at!!!! :-P
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Assuming that the instruments and needles are 3d, exhibit weight and inertia properties and they are mechanically linked to their sensors in a similar way to how they worked in reality, this is like holding an RPM indicator on my hand and suddenly linking it to the appropriate outlet of an already working Merlin engine: the needle will jolt and jump up missing the actual read out due to the violence of the original movement and inertia, then oscillate back and forth for a while until it stabilizes. That's the best explanation i can think off. I've seen similar things happen with some FSX add-ons that model instruments in a similar manner on a friend's PC. He's got the A2A P-47 and the instruments and needles jolt all over the place when you start the engine, because they have simulated how each one is connected and they go from an off state to a working state within a few seconds. Plus, if the engine is running rough then the engine driven vacuum pumps are also, it takes time for the vacuum to form and all your gyro instruments and artificial horizon take time to stabilize while the vacuum pressure builds up. What we see in this CoD video is very similar to that, but with an engine already running almost flat out due to the aircraft being already flown by the AI at the moment we decide to jump in the cockpit and the game "connects" the instruments to the already operating subsystems of the airframe. As for the remaining, smaller oscillation, we know that prop RPM is a direct function of prop angle of attack, which is not exactly steady during maneuvers and airspeed changes. The prop governor does keep the RPM where the pilot wants it (if he's using a constant speed prop like in the Spit) but it's not an instantaneous effect so i guess there's a bit of "lag" in how fast the prop angle can be manipulated, with the RPM changing slightly as a result. As for the actual contents of the video, the interviewer is either poking fun or totally disconnected with flight simming, kill streaks and bonus items? :-P On the other hand, the fact that they included options to cater to the new guy (that the rest of us can thankfully turn off :grin:) means more people will try it out. I don't harbor an illusion that the majority of such players will try to learn how to fly with realistic difficulty settings, or even stick around for that matter, but every little bit helps and the "take control of already flying AI aircraft to stay in the action" feature will attract action oriented players too, especially if the server is using relaxed difficulty settings. That same feature can be useful for non-arcade servers too. We currently have a theater where the majority of missions were short hops across the channel, but 3-4 years in the future our hardware might be able to run a 1:1 scale map of most of western Europe. Can you say "western front strategic bombing campaign without having to fly for 7 hours straight?" ;) If this could be coupled in the future with a custom-made lobby to insert our own AI flights into the mix, the possibilities would be endless. Talk with your buddies on teamspeak, arrange a time that suits everyone and decide to meet up for some online fun the next day. Calculate time,airspeed and distances (or simpler: place a sample flight in the FMB with your chosen waypoints and read the arrival times for each waypoint for your selected airspeed/altitude), then set up a raid of your own on the server (maybe add a password or nickname association too, so that other players don't hijack your bomber :-P ) You'll be at work and your B-17 will be taxiing to take-off. As you exit the office and start driving home the formation is circling the field to assemble. By the time you're back home, put the kids to bed, talked to the wife and grabbed something to eat, your bomber is approaching occupied Europe. You fire up the game, join the server, jump in your previously-AI bomber and take control, meet your buddies and fly the interesting part of the mission. ;) Sure i'm getting ahead of myself here, but i've been speculating about such a feature for ages and it's exactly what they implemented. This is going to be awesome, especially a few months down the line when the community will be up to speed and able to tinker with things thanks to the SDK release. |
Yeah the interviewer was hilariously clueless. "7 kill streak and you get a big flying fortress that like blows everybody off the map!"
yes because the bigger and slower the plane the more dangerous, right? :rolleyes: |
March 30th internationally?? More confusion.Anyways am I the only one loving the fact that every single bullet hit produces a flash???
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I don't know if that's due to the ammunition used or not, but yes, it was very fancy looking. For all we know the guy could be rolling with a full load-out of DeWilde rounds.
I think i'm going to do away with tracers for machine guns too, not because i don't like them (i do a lot) but to maintain the surprise factor. Flying for the RAF means going mostly against big targets anyway, against 109s the fact that you have 8 rapid firing machine guns and it's a smaller, easier to damage aircraft will even things out. I think it could work for German aircraft as well. I'm thinking of not using tracers on the machine guns to maintain surprise and line up the shots (after all, the 109 and 110 have a notoriously big magazine for the small guns), but keep the cannon tracers to help with their funky trajectories when finishing the bandit. After all, i do like the smoke trails a lot :D |
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The German 7.92 mm MG rounds were not API, just regular AP, so you won't see flashes when they hit. The German 20mm will of course, explode with a large flash on contact, due to the fact they are hollow and packed with explosive. |
LOL Luthier has written of 23975 planes :D
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I cant remember, was there a option for 303 rounds with just smoke trails?
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If only I knew Russian!
I liked the video, not for the details it portrayed, but more for the lack of details shown. If you notice, all the close-ups of the planes weren't very detailed. The ground textures / grass weren't detailed as well. I would wager a guess and say the graphic settings were somewhere towards medium, maybe even medium/low in that video. We've all seen the screen shots and videos of grass moving with the wind, metalic shine of the Stuka, and every single rivot modeled in a wing, for instance. This video showed none of that, and should make all those people with medium systems breath a sigh of relief. The video looked just a tad better than our current IL2 modded, and with that (not meant as an insult by any means), I'd guess that we have a wide variety of options for graphics/detail level to help with FPS issues and with those who don't own high end machines. That's very cool IMO. |
How good is this!
Hello all.
I've been through this intro video (and many others) and I have to say this is brilliant! The damage effects are a huge improvement on the old IL2, I just hope that the sounds will be spruced up a bit. I've been playing Sturmovik for a while now, and I am pretty good, even if I say so myself.:cool: Happy Planezing, Scott. |
When a 109 crashed, Ilya said the Spitfire had scored a manoeuvre kill - was that just his interpretation, or can the game award credit for manoeuvre kills?
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Excactly what I thought of:)
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awh i hope they dont gay it up with stupid stuff like manoeuvre kills and kill streaks. There's no shaking head smily here, but if there was one i'd use it right now.
EDIT# just watched again by manoeuvre kill i think he means he got the AI the crash by flying close to the water. |
This video is really exciting- the modelling on the exteriors looks fantastic. I agree that it appears to be made using low detail settings. I wonder about the difficulty settings as well- it may have had stalls disabled (that manouver the 109 pulled just before it crashed should have sent it into a more dramatic spin).
What i found remarkable was the way the Spit was able to sit on the 6 of the He111 and not get hit by a sniper tail gunner! I noted the mention of the international release date as well- can't wait for 30th of March. |
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It would obviously be difficult to code it, and there would be mistakes, but I'd like it if it was possible. Not sure how that's comparible with kill streaks, which is very FPS and would be ridiculous. |
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