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Oleg Maddox's Room #2 QUESTIONS & REQUESTS TO OLEG ABOUT BOB SOW
... A New Oleg Maddox's Room -
I think that it has become too time consuming to scroll through the 187 pages of Oleg Maddox's Room in search for answers. People keep posting the same questions because they haven't time to read the 1860 posts in Oleg Maddox's Room. So, I compiled a list of all the answered questions, along with the relevant answers. That way it will be easier for everyone to find answers, and easier for Oleg because people won't keep asking the same questions. Quote:
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With 4.09 we will stop any work with Il-2. Really we did it already... just waiting finalization of new maps. Quote:
It will be in BoB. Already is in current code of BoB. Quote:
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No new sounds in 4.09. Quote:
Camera views will be expanded Quote:
Fuel rearm - will be. Repair - some sort. No battles with infantry. We are doing flight sim. Quote:
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Sound - we alwasy use the most advanced sound cards that to get binaural sound. Quote:
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In BoB there is absolutley new sound engine. Maybe in Il-2 sound samples wasn't so good for the cheap speakers, but the 3D bunaural engine of sound there is still the best. And I don't undesrant why to repeat me... Lack of time means that we are busy with new sim. Completely new. This means time, forces and funds. I don't see if there could be any additional questions why or so... Quote:
1. Not for all is even possible to find sources that to make them looks like real. With the more great quality of modelling in new sim this point is going to be even more stronger than in IL-2. 2. now flyable aircraft, i.e developemtn of aircraft, cockpit of fighter take at least 4-6 months... I don't speak about bombers, which are more complex and have more internal seats to model with enviroument... So if you will make simple calculation and with take equal time for each aircraft you may get many-many years of developemtn only 30-40 aircraft in one small development studio. 3. We will release special tools for third party that will allow to include third party aircraft or new cocmpits... But it will be not like the chaos in MS... it will be by other way and no chaos in online. The new system. But tools - some time after the reelase of BoB itself... So the most advanced third party developers sure will make all flyable or will make completely new things... Simply this i shouldn't tell now in details. Some solutions are secret Quote:
50 Lb is really for two hands as a midle force with which possible to pilot aircraft still in the frame that to do not chrash... FM isn't the thing that you need to learn again. Some differences in complex situations... but in general fly the same or very close to what is. It will be different in details and more adjustable for different aircaraft types. Quote:
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I can't promise now... but my guys in research what is possible by minimal human/month busy schedule... Say "Thanks" guys who did it... and who do not understand what they did for online community... Quote:
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Shaders we use very much in Il-2 Quote:
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I don't know what we will have with FF... But probably this item will be open in source code for third party development. Quote:
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From bullets we will "draw" actual(exact) places of hits. This you will see not so soon and already in the 3D engine together with other types of damage. Main was to show missibg in flight aerodynamic panels of engine, etc.. It wasn't so rare in real aerial combat. For us is a great task how to make a lot of details and at the same time to render a lot of aircraft in air simultaniosly.... So all things will be optimized for this... Say it is possible to make even greater details of damage, aircraft itself , etc... but probably in case of hundreds aircraft in action around you you will need the PC that will be existed only say ten years after release Hope you all understand what the tasks we have and what the technical problems are on our board... The is no problem to make increadible amount of polygons in aircraft (or ground units), but then will follow problem of PC power, when in air isn't just one aircraft.... When the water is trasparent, when the clouds looks like real and moving, etc... BoB will be again a "fight of compromises" in technologies and will offer the best compromises that wioll be usable for many years ahead, like it was with Il-2 Quote:
And in Il-2, when it was born - nobody in industry had such "very general" Attemps of others was... Quote:
For all other questions I would say yes on 98%. Quote:
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Training also will be absolutely new. Including online training Quote:
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No... My statement was that Bob _will_run_ on the system on which now Il-2 series run at highest detail... But it doesn't means that it will run on high detail on that system... This means that probably it will be lowest settings... Quote:
Anyway, I personally plan to upgrage my home PC only _after_ release of BoB. Quote:
It looks good, but not like BoB engine. BoB engine it is not modification of Il-2 engine. Also I tested periodically BoP and would like to say that the contol of aircraft there and FM isn't like in all arcade sim-games, but control aircraft is more easy than in arcade sims... becasue the guys keeping some original physics from Il-2. Hope I did right answers for all the buzz around it Quote:
The next after BoB we plan to make the area that never yet modelled And it should go on the market after BoB during a year or so. But the first our target after BoB - to release the Enduser tools that allow them to incorporate new planes, ground vechicles, ships, etc into a sim as a system. We would like to create some industry around it, like it is around MS FS. It is stron point of MS FS on the market. However we understand the problems with such way and we are doinf it with the target of no cheating online. Some time more close to release later I will tell it in all details. This will be someting new on the market. In BoB intial release we will have controlable stationary AA guns. You may play for them in online or even in sigle play if you wish to create such a mission. This will a first step in realisation of our plans for online gameplay. In a touch with writen above you may imagine what can do with only this feature some crative third party developers. Tools will alow to "program" by simple ways such objects (aircraft also). But again plase read with attention - this will not kill online. There will be some sort of protection. We don't plan to copy WWIIOL. But if we will decide to go for only online gameplay, then we can use BoB engine. Quote:
I'm the guy, who dislike to create one time good thing then wait when this good thing will be worse then new others... from others. I'm the guy who like to get always only good. So I would like top get in BoB many things that isn't in any sim in features, etc... or in any possible competitors in future (At least I hope ) Somebody told here that why we are doing the planes that didn't play role in the war... It is incorect opinion. Each plane played some role. And each plane that we model is important part of history and GAMEPLAY for single play. It is also important for users that like to make themselves some episodes of airwar that we or others never covered in a flightsim. Also this will make the sim unique comparing to all other BoBs before. If you'll look for years back, you may se that with original Il-2 was really the same situation ... Or you don't like to try to fly military autogyro for recon or for the tunings of radar and trying to escape attacks of bf109s? I can give you a guarantie that it will be for many people very interesting and to feell the things that was never experinced before.... Just little sample... Only when you pay attention to such "outside of main picture" detail the product might be interesting for all. In short: We try to make the BoB that will be not like all BoBs before on a sim market... we try to make not the single one time released game, but the series of expansions... that will work like Pacific Fighters in the past... stand alone or merged with previous release, begining from BoB. Quote:
Recording will be possible in two formats one of them is similar to NTRK, another - ready video, but still under question in which format finally. But only NTRK will be possible to use for full HD video conversion. Quote:
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So I expect that there will be many flyables later after the intial release... and BoB will be growing even more than Il-2 series Quote:
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4.09 still don't know when. My guys really to busy that to switch back to Il-2 even for some time. Quote:
There is only experinece of Il-2 development behind, but the 90+% of code is completely new. The other 10% also with changes. Quote:
2. Even at Beta isn't possible to define finally required sys. specs. For the best out of BoB probably there will be no such PC on the market at release... like it was with the first release of Il-2.... However eve without best out it will looks superb. Simply we should think about future becasue we plan for SoW series long life, not less than for Il-2 sries, if not more. We plan to make series that will cover agin Il-2 modelled battles as well as some never modelled in any game... 3. I hope everythng from the general graphics to the gameplay, from Ai to the FM, from the sky to the ground... as well as never seen before some of gameplay features, like it was offered with the first Il-2.... At the time of Il-2 release there were some many features that was release in a game for the first time in world in princile. Many others copied ideas from Il-2... 4. With the release of BoB there will be player controlable AA-guns. Even in sigle play if you like to create such a mission... This feature at first will show the features of our new game-sim engine... as well as it could be direction of parallel development or third party development... At lease I can say that the quality of ground modeling is with the idea in mind to use it for the future interesting features of the gameplay... so smart answer.... 5. There will be possible two types of campaing.... One is dynamic with the possibility of managment in a squad and higher. But there will be no feature of High command that could change everything in a war.. Dynamic campaign will be more or less close to history. The other campaing mode - it is a sequence of single missions, that possible to make very precise from historical point of view. I can't say right now will be such fully developed by us campaign inside the sim with the release, but at least it is possible. as well as there will be some amount of historical single missions right with the release. Anyway we again will offer more than any other developer of flight sims in that item... Also the campaign systems will be open for thirs party modifications or even for inclusion of own ENGINE of campaign. This will be ture for both sinlge and online gameplay campaigns. We simply learned all requests of users for some years of Il-2 life... The best that we can do - will be there. Hope I gave some info for the brain here Quote:
So in Il-2 it was done in the last versions more real than you think... And I haven't seen yet in a sim more real tracers... If you mean color - they are all by a tracer specifications docs of WWII shells/bullets for each country that we modelled. At night the fire/flash leight of 20 mm cannon could be even more than 2 meters... At day it is the same but visible less and even more less on the film (in short words). At flight it depending of speed... But anyway it is present. The differences of leight we plan to model in flight and on the ground, at day and at night. The difference at the day/night time was done in Il-2 for the for the first time in the world in game industry. Quote:
I only can say you right now... that yes we will have sometime free add-ons with new features, like it was with Il-2. But other info - till the right time. Everything will be fine Quote:
3. No.... transparency of frae details will make visible other things... construction fuselase, engine, etc... Simply we model it by another way than others in arcade games or the games that say that they are simulators of ground battle but the models there ar far from what we say now is most realistic for the current period. Also on the sceen you see by two eyes. So the comparison with steroscopic view in life and like you mean by one eye isn't right. We simply will have more complex movement of the neck-head-body of the pilot than in Il-2. Quote:
Korea can't moves forward without us. Simply becasue it is based on SoW series engine. Quote:
What I can say really - we are working hard... and BoB will be done doesn't matter of anything in possible future Quote:
So you may see in color films from different theatres even for one type of weapon very different type of tracers, also that was changed some time several times during the war. Quote:
German radars will work by other way. They used it for another purpose. Quote:
2. Confirmed no "radars" across the clouds 3. We will have several very precise copies London building, but other things - most generic... But from above the streets, etc will looks close to the map of 1940 that we have. To make a full copy of London would take large time... it is impossible... or possible if we will drop the main thing of simulator... Quote:
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Yes we plan. Because it is really good for the recording of tracks We plan to make some browser. But probably it will be separate program from which you will be able to star the sim with automatic connection to selected server. We had such things in the past in our previous (before Il-2) games. But this program will be not the program that will replace others, that works fine with Il-2. It will be in additional, if user prefer. Quote:
And as I told... the code will be partially open in terms of modification with the use out of normal fixed parameters and code servers... In time I think we may see even U-boat controlable The water is transparent in engine. Quote:
I can't say yes to all your questions. Recon maps we would like to make and it is in plan. However I don't know if it will be in release. The format of brief is HTML... so theoretically there is possible to use recon map and send to others across the map. But it will depending of many factors, so I can't tell you 100% yes. As for the capture airfield.... we plan several online modes in additional to what we had in Il-2... Also can't say you final features As for changes of map... don't know yet all features that will go in final. You know I never promise when I'm not sure, if you are NSU that I know... Video in gif or flash player format probably will be possible in a brif. I don't know which type of HTML we will use in final. You know there is going the new version of HTML in future... Proabbly we will stay with the current for a long time. So if to make everything manually for single missions - then you probably may use all features of current HTML version . If automatic - then just limited amount of features... However the engine of campaign (doesn''t matter single or online) will be open for modifications. Or even someone may developm completely own. We will give access to that item of code for modifications that will not damage the fair online gameplay. You will be able to put on the map trigger with sound message with the defined radius of action. Quote:
Stall, black outs, redouts was a limit for AI even in Il-2. Simply they are robots and calculate it way faster than you. Quote:
In BoB we will have more complex AI behaviour that will be more "humanized". However before Il-2 there was no one sim with "humanized" aircraft AI like in Il-2... Quote:
We don't plan to model with the first release night fighers. Too much work for the too small effect in gamplay. The first thing is important that will be economicallyy right in development. However I do think in future if the BoB will be successful, then we may work over such things as well. As well as third party developers. Quote:
However it is explained as well above about their precise. Some time AI with level of Novice also crashes in a stall in dogfight... Quote:
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2. It is possible. Probably we will minimize it in release, becasue of hit to resources, but in general Buses already now can travel by their own trajectory in a city and make stops as well cars will try to find place for parking in a end "waypoint". It is working already. Just would repeat the amount of such action probably we will need to minimize due to resource eater feature. But for Editor we will offere to use it for enduser to modify scenery, etc... 3. See above. Yes we plan some life on airfields. But the main goal of course still will be the air battles 4. Yes. Also we are currently working over "real" 3D craters of bomb hits on the ground.. that will destroy the usability of airfields for some time (real time for repair of runway or the time that defined in tunings of mission or on server) 5. The resolution of detials and LODs is way higher than in lL-2. How far we we will see the type of the object... I can't say right now. All will depends of the all final resource-eaters.... In Il-2 once we did halfransparent dot for the groun objects that to make some ability to see it from longer distance... howver users dislike this system and preffered to go back as it was. It isn't definitiopn of the LOD only. It is definition of the screen resolution, and power of a system on which we will run BoB in fuuture in a middle settings. Also due to online gamplay we will need to make it absolutely identical to medium system for the fair gameplay. Its a rule... Or the player with more power PC and greate resolution of the monitor you would be named as a cheater.... We already have great experience in that and many items of gameplay when we need to go for some middle level of details on middle to high power game machines... Quote:
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1. Can't say at the moment. I only can say that in each cokpit we model we make all switches operable in 3D models. But not operable in the intial code. As I told it is for "masochists" 2. To switch different fuel tanks should be possible in intial release. 3. Not everything. Partially panic, but close to very historic types of attach - yes. 4. Probably. It will depending of the final GUI complexity. I can say that we now can change the load of the bullet/shell belts, but it will be anyway in a way of some amount of standard sets. And special effiency of each shell/bullet type will play more greater role than in Il-2. Quote:
2. If you mean the problem on ailerons of Spitfire before and including initial series of MK V due to rodation of the wing relatively aileron - Yes we plan it. Wing twist - visually separate of each console - not. Quote:
2. Maybe a bit more complex, but maybe anyway by one button. It is still diputable in our team. But sure we wiill not copy rweal procedures for each aircraft. Fist becasue it is tioo much time eater in development. Second, becasue if to do, then to do it really correct, but not like others WWII sims developer declare that they have it realistic. Enough to compare with real manual the item "preparing for fligth(take off, or so)"... The main thing is that most active people will play online our sim and opnly periodically - single play. In online gameplay the procedure for real starting engine will limit very much gameplay, so we MUST go there fro compromises with reality. The only real starting procedure will reduce interest for the gameplay very much... as well as some other real features (like real ACTUAL time of refueling and reloading) - then you will get German or Russian plane ready more quiker than British or US.... This will damage the online gameplay be sure... 3. Yes. A bit. Becasue we model more precise fuel consumption due to different input, than in Il-2. 4. This I already answered above in other answers. 5. No. But in a code it is possible alreay now. see my other answers. 6. We have completely new online protocol. More for sure. Quote:
2. In Il-2 the sound engine was designed for HiEnd sound cards. It was so different sounding on Hi End and on regular cards.... On simple motherboard cards of some producers the panning was so simple, that we was unable to control it or regulate the distance... and some people begun to use it... In BoB we will have completely new sound engine that will not depending of type of sound card. We simply did own panning code, etc... Also how to limit the ability of player to make louder his speakers... still don't know This will be the only one limit I know in a new sim... Quote:
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technically in engine it is possible, but I don't think we will have work time for such "small" features before we will release the sim. Quote:
2. Will 3. question is done too early (as many others from other guys) 4. These turrerts that has two positions for fire and the speedy flight will work as it should. It is done with actual time animations. 5. will but on close distances. 6. Way more complex than in Il-2. As for the rescue.. we plan special aircraft for that in missions. Boats - maybe, maybe not. To wait boat will be too hard so great time... Not too interesting for the gameplay. 7. Weak points will be. But not the ammo belts of MGs of ships 9. I think no. Becasue at first we are doing flight sim, then we are thinking what is most important to develope for ther other things that have their own sequence of importance. Quote:
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Right now I would say that most of requested by you features are used for internal tools. For the end user some of them will be removed due to many commercial reasons. 100% answer can be done for the size of map. For the end users it will be limited in size. Because the great size map will will keep only for us, as a developrs of the next after BoB new sim or/nad map + objects addons on a payware basis. So in general enduser will be able to make own maps say for online gameplay in proportions like it is done for Il-2. Quote:
Ta-152c - I hope you don't read indicator speed that to get image of real speed with which aircraft is flying. Compare indicator speed in cockpit and in the mode without cockpit. Without cockpit the speed is real. In cockpit - indicated. Please read in internet or books what is real speed(TAS) and indicated(IAS) Quote:
But you can't load directly the dot matrix (raster) image into the tools. You will need to work with it to the standards of tools... to create layers of altitudes, etc... Nothing comon here with the SIM CITY Another way if you want to create new quick map that is siutable for the new scenery of online gameplay... then our tools will give you ability to make it very fast and easy and looking like real surface with only features that we offer in standard set... However even in this case you can make own textures and to add it in tools that to work with them and use in new map. Quote:
Notice: However if you are playing with gamepade or other similar device and then connect the online server where all other plays with the joystics (settings on the server) then you automatically will get the switch to normal FM... and possibly will be not able to play with others on the same level of aircraft control, like with at least Joystick. my personal opinion as well as all pilots that I know and was asking specially for this item, all tell that clickable cockpit by the mouse is Ok for the the civil aircraft (say such funtctions like levers, wheels, etc), but anyway it isn't even comparable to the real life precise of hand movement... Say, pedals also clickable? Mapping on the device or even keyboard is more close to real life than to make all things clickbale/moveable by the mouse. Especially in military aircraft.... Some reealtive sample: I would be glad to see how some will be control aircraft by the joyistick and then by the mouse simultaniosly clicking on the fire button on the control column in 3D cockpit. This sample I give only as realtive. But it is easy to understand in comparison... |
Very nice!
I hope your collection of answers will replace the old thread, so people don't ask for the things already answered over and over again. |
Ok, guys, really good idea, so this is new thread for Q & A. The old one is closed from this moment. Forgottenfighter thanks for the summarizing info.
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Will oil from let's say an fuel leak pour onto the windsheild dynamiclly or like a splash texture like in the previous game. Just curious :)
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From this point onwards could everyone please try articulate their posts such that they actually contain a question for Oleg with regard to SOW BOB. The idea of this thread was not to hide the unanswered questions in the previous Oleg Maddox's Room, nor to simply rename it. If there is any chance that Oleg will answer our questions, we need a fresh thread to remove the same posts that some people are now bringing back here. Keep it clean, more questions less rambling about Oleg abandoning us. Thank you.
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Hi Oleg, During the war gunner's were told to use short burst of their guns to avoid extream heat damage, and even melting. Will this possible type damage to the guns, be included in damage moddel of SOW?
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about multi-core usage...
Will SoW_BoB make more efficient use of two cores (75% usage for both cores? 80%?) or wil it show better efficiency with a quad-core cpu? I wonder if it's better to have a sim where you can turn on all the goodies, and have (say...) 50% per core usage on a dual core? That might imply some headroom left by the sim. So I discount that, knowing the source of the sim. Is it predictable that Sow with all the goodies turned on will overpower a quad core running at 3.6ghz, and 90% efficiency? If so, good thing it's scalable!! :D
No chance this sim will be more GPU intensive than CPU intensive. Right? Flyby out |
Oleg(quote)
We are developing the simulation of ground AAA support in all areas, including radars, High Command, etc. It will work as a system: damage of one will have result in other.(quote) Will this type damage logic apply to airfields that have had their fuel levels/ammo levels lessened do to an attack. Will it under these circumstances prevent the choice of a full load of fuel prior to take off. Possibly then have to go land at another airfield to re-fuel or even just to get ammo?...And then how to know other airfield have supplies...have to call to them by their location name, using the Radio?...and finally would it be possible to use a program such as teamspeak to communicate with the AI controll tower (or possibly a human because of ground position choice's, not that anyone would choose to be in a tower:grin:), instead of using text? |
What I was thinking was a type of speech recognition software for some simple phrases in game, requiring the use of a mic...its everywhere now a days:-P
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Working Radar Control in Online Play: You log on to an SoW server and join the game. A mission is already in progress. On the briefing map, you can see that there are plots all over the board. You select RAF and choose a Spitfire flying out of Hornchurch. The server auto-generates you the callsign Baker, Blue Three. Entering the game, you taxi out of your revetment and scramble immediately. Climbing hard, en-route for Dover you ask control for an intercept vector. You key in the commands for this (promising yourself you will get around to sorting out the voice activation system one day soon. Everybody says it's amazing). You key in: Tab> 1> 3> 2. "Hello Control> This is Baker Blue three> Requesting vector." Using voice samples similar to those in the old Il-2, the AI controller replies, "Hello Baker Blue three. Steer 160. Bandits inbound at angels zero. Range 40 miles. Over" The AI controller has appointed you a "channel" based on your location on the map. Not everybody hears the same control messages, thus avoiding clutter. A pair of Hurricanes nearby have heard this however, and change course to intercept too. "Hello Baker Blue Three. This is control. Are you recieving me? Over." Ah whoops! Unlike the Il-2 series, this controller actually requires a response to communications. If you do not respond to calls he will keep calling you, before finally giving you up as lost. You key in: Tab> 1> 3> 6. "This is Baker Blue Three. Received and understood." Minutes later, speeding across the fields of Kent, you key in a request for an update from control. "Hello Baker Blue three. Steer 160. Contact faint. Bandits at angels zero. Range 20 miles. Over" They are holding course then. Twenty miles would put them just north of New Romney... Suddenly the AI control breaks in: "Hello Baker Blue three. Bandits now heading two zero. Steer oh seven oh. Buster!" You acknowledge and open the throttle wide, swinging onto the new heading. Your heart skips a beat as two Hurricanes flash across your nose. "Hello Baker Blue three. This is control. You are right on top of them." You dip your wing. Can't see a bloody thing. No, wait...there they are! Three fast moving shapes. Darting across the town of Ashford. Rooftop height. Me110's from Erpro-210, making a run for Biggin Hill. You key in the last call - a tallyho to Control. Saftey catches off. Gunsight on. As you half roll into the dive, the gunner of the rearmost 110 is already firing...... |
@feathered IV
quite nicely written but the 110´s should have been hidden from the radar by the ground reflections unless they were above, say... angels 3, or not? Also detection should be impossible by radar once they passed the coast, one would have to rely on aircraft spotters. And finally if you have managed to loose the 2 hurris in your hot pursuit of the 110´s those 3 experienced fighter pilots are quite a match for a (assumption) snotty nosed air force reserve pilot officer just 9 months out of college. :-) |
feathered IV
Your vision and presentation through exciting word decription is very enjoyable to read, I'm surprised that I missed the other thread. You paint a very possitive picture of a gaming experience that would transform time, and put us all in the middle of the great war, get tired of the dog fight thing, looking for more I quess. I can only hope that your ideas have been considered, and that SOW will incorperate such exciting game play. I wish that the developer would discuss such possibilities here, instead of the silence that we have |
Will we be able to choose aircraft in Single Player like in Il-2 Coop missions?
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oleg in bob can we set cross wind for runway:confused:will it change by itself as the weather front moves:confused: thank for reply
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Oleg, A pilot should always try to take-off and land into the wind. In SOW with the ever changing weather, how will the pilot on approuch to a field, know the current wind conditions for landing at that airfield? Will it be that he must read the wind sock, or will the information come from the tower via the radio?
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Oleg:
Will SOW 1. Have better (larger) ground object ratio to aircraft size. 2. Have the old collision modelling (able to chew rudders off with propeller) . This was removed because of the dogfight servers complaining of ramming IIRC. 3. Have full radio & navigation equipment working especially the bombers eg: Fug 25 IFF 4. The points system removed and kills, shared kills, probables, bombed factories airfield hangars,shipping and all ground targets shown as graphic icons. 5. Better control over AI bomber flights, ability to get flight as flight leader to drop without having to lock ground targets, at the moment AI follow you like a love sick puppie then try to kill you when you land. Cheers |
Salute
In the past, Oleg was interviewed, during which interview, he mentioned he would be releasing the recommended requirements for SOW BoB in May of 2009. Many of us have been waiting to upgrade our computer systems until we hear from Oleg what the requirements are. We want to get a system which can run the game at the levels which deliver all the eye candy we have come to expect from Oleg's games. Can you at this point tell us what the recommended requirements are? Or when these will be published? Thanks very much for your patience and thanks to Oleg for all his hard work, we know that SOW BoB will be an amazing game. :) |
Hi,
I have some questions/sugestions about bombers: 1. Some of those bombers have a navigator in its crew. It would be nice if we can ask him where the hell we are. 2. Will the speed rotation of the turrets be modeled? |
Salute
Here's another graphics related question. From what I understand, Oleg has already said that the game will be optimized for multi core CPU's, but my question would be, would it also be optimized for multi core Graphics CPU's? Ie. would a dual core Graphics card such as an ATI 4870 X 2 1024mb be a better choice than a faster, but single core NVidia GTX 285? Thanks again |
Some good points made about the content of this thread.
I just spent over an hour removing 12 of 15 pages of postings that were nonsense from this thread. http://forum.1cpublishing.eu/showpos...85&postcount=6 First the postings will go, then if posters persist to post the stuff... then the posters. This purpose of this thread was about questions and issues in one place for Oleg to read, and possibly discuss. I'm cleaning the thread by deleting postings. Don't be alarmed if you invaluable insights are gone. Read the first page of this thread it has a purpose and is sticky for that reason. No more gripes and whines, if you expect answers to viable questions to Oleg then ask. Carefully prepare your questions, he doesn't have time to read through the kind of mash we've just experienced. |
Hi Oleg, I think that it would be a good idea, if a player could check his gunstat's in off-line play mode. Please consider this possibility:)
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Hi oleg,
1) with the dynamic campaign engine will there be constant non-combat "background" AI activity in england that includes for ex: - transport aircraft taking of from some airfields and heading to other airfields to deliver cargo, aircraft spare parts, munitions, fuel (whatever was historically accurate). - groups of unarmed fighter aircraft being flown by non-combat pilots from the factories (located in the rear) to the various airfields. once landed they become "available" for selection at that airfield for ex. this is historically correct activity, and special groups of pilots constantly flew these new replacement aircraft to various squadron airfields - small passenger aircraft flying in new pilots, recovered pilots who have parachuted during combat, or even VIP's flying in their own aircraft or as passengers (as was historically the case) - some squadrons would get relocated from airfield A to B, so that mission might simply be relocating the aircraft to another airfield, rather then fighting (but you could encounter anything possible in flight of course) - supply truck convoys (and trains) bringing in fuel, munitions etc in some scenarios that type of activity was very important (stalingrad for german resupply, gibraltar for the British etc), but even when you read historical accounts of BoB and ww2, most larger airfields had a constant buzz of activity of aircraft flying in and out, and not all of those were pure combat missions, having some of that same activity would bring the sim "alive" instead of flying in dead space. even as a friendly pilot flying over england, you would need to clearly identify the aircraft you have spotted, rather then just shoot at anything that doesnt look like a spitfire or hurricane. similarly on the ground some trains and trucks could be civilian, others might be military transports (points deducted for shooting civilians, points gained for destroying military transport). again we as pilots would need to IDENTIFY what we see before we shoot at it. some il2 pilots would also enjoy flying those supply missions, where for ex you have to fly cargo from A to B, and might have to be on the constant lookout for enemy fighters (or friendly fighters who mistake you for an enemy) 2) if a small amount of AI activity and missions is included like that in BoB, will that part of the game engine be open to 3e party developers so we can make this more complex in detail ? 3) will we be able to stop fuel and munitions (and spare parts for repairs) being available for aircraft at an enemy airfield by bombing/destroying their fuel dumps and hangers at that airfield ? so that if those are destroyed, it would take X amount of time again before aircraft that landed there can be refueled again ? - this has the benefit of being able to "shut down" an enemy airfield, and force them to use another airfield. in the historical BoB that is exactly what the germans initially did, but then they made the error of attacking london and big residential cities instead, allowing the airfields to recover and be repaired. this is a tactic we should be able to use in a simulator as well i hope. |
Zapatista, I guess the second question has already been answered previously.
But I have a question about a subject many complained on IL-2 series (and led to development of many softwares and MODs to correct this): aircraft markings. I believe they will be the 1940 standard for German planes (a little question about it: will the swastikas be avaible? They make it so more historical correct and immersive) and A1 markings for British planes, right?. But will there be default skins with the markings (such as in some American and Japanese planes, and in Hawker Tempest in IL-2) and only lettering show (and this lettering, will it be similar to the old one, that looks more like it was glued than painted, or like in fully marked skins we can find around or even like MAT Manager (the markings and lettering are a little bit transparent so they look more natural in game)? And will we be avaible to select some special markings (this specially concerning about German planes. Some planes were painted with different markings instead of numbers). Will we be avaible to select different variations of this kind of markings on Storm of War? I know it might be too early for this question because you've said on the first page that sounds haven't been set yet, but it might be outdated, so: different accents for squadrons formed by foreign pilots (Polish, Czech, French and etc.)? And what about some popular phrases said over radio (such as "Achtung Spitfeuer!"), will they be present in the speech pack? |
Hi Oleg do you know if the game will be available has a download?
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Hi Oleg, a graphics question.
In IL2 we have two options, either openGL or DX. In the past nvidia cards did better with openGL and if used the current ATI cards do better with DX 10.1. Will you offer the two options of openGL and DX but use DX 10.1 for the ATI users giving the community the best of both worlds? Flyingbullseye |
Lucas,
oleg already answered that no gore and no swastikas etc.. will be in BoB, to maintain PG ratings and comply with certain countries legal systems (no swastikas allowed in germany for ex) |
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From Oleg on page 1 of this thread text Quote: 9) My question is: on what operatiing system SOW-BOB will run? Will it be based on OpenGl as Il2 was or DirectX? Will it be DirectX9 or 10? Or both? Oleg: OpenGl - still main. ************************************************** ************************************* Oleg: Regarding being able to join a COOP mission in progress, as you have stated if the option is selected by the host this allows pilots to join a Coop in progress replacing an AI slot, will this also allow pilots to select an aircraft within the Coop mission if they have been shot down and take an AI seat without leaving the Coop and having to rejoin ? Cheers :) |
Hi Oleg,
Can we have an option for a server setting to turn OFF points in dogfights? |
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presumably this will have an on/off setting in the options, so some servers can use "dead is dead" |
Oleg, will AI flying in bomber formations be dynamic, able to close ranks well when one of their number is shot down?
For the later mods of SoW, that would be especially noticeable in the complex USAAF formations. |
Gripes, whines, complaints, rants, release date questions, and other disgruntled postings will be edited or deleted from this specific thread.
This thread, Oleg Maddox #2 is dedicated for users with sensible questions to Oleg about the upcoming BOB SOW application. The first two pages of this thread have a large composite of questions and answers by Oleg to users. You might check there before you make a new posting to assure your question has not already been answered. The rest of the forums is open as always and standard forum rules apply. Thanks |
Will SoW make reflective skins and sun-reflections possible?
Many reports state that canopy and late in war the polished metal of the US-fighters sometimes reflected the sun, making them visibile over large distances. Will this effect be available in SoW and would you see a difference between a polished P-51 and a dull olive painted in terms of reflections? |
graphs question
Hi Oleg,
Will it have "post processing filtering"? Thank you |
Hi Oleg, could you tell us at the current level your at with this development whether the game engine runs significantly better with Nvidia cards running in SLI mode, we have seen that even most recent game releases only show a marginal FPS increase when running dual/triple/quad setups. Or are you not at that stage yet.
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My question:
UBIsoft announced that on their press-conference on June 1st a number of previously secret projects will be officially shown to the public. (www.ubi.com -> news) Rumors also stated, that there will be some real blockbusters, long awaited sequels of previously released games, that will be presented by very special people for the community. Are you going to this years E3, Oleg? :grin: |
Hi Oleg.
about your new dynamic campaign engine ....the historical battle of Brittan ran from roughly the 10th June 1940 to the 15 September 1940, ....... a) does this mean we can start a server running the dynamic campaign and over 3 months of permanent uptime it will constantly generate missions over those 3 months whenever we join it ? (there is historical data available which is that accurate, some books i have on that era lists day per day what exact german/english missions were flown) note: the initial campaign engine could just do a few of those main mission for each week (say about 30 missions in total for the 4 month period for ex) b) when we join a dynamic campaign server, can we choose and select what mission to fly (like in falcon4 campaign servers for ex), so we could select for ex - bomber escort mission in a fighter, or chose the bomber aircraft - fighter patrol - cargo plane to fly in supplies to an airfield etc.. c) if the initial campaign engine wont be as detailed, is it possible to open up this part of the game to 3e party developers so the il2 community can keep working on it and add that level of detail ? |
will an ashtray be modeled in the 109 cockpit like the one Galland had installed in his 109 ?
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Will SOW ship with dedicated server side software and once released how long do you expect turn-around to be on expansions. Battle of France, Balklands and Eastern front. And on my WW2 online / ARMA2 crusaded. Would it be feasable to create such a game? Would the engine handle a FPS type perspective for ground units? |
Wot-if-scenarios
As long as SOW allows me to create WOT-IF-SCENARIOS, i'll be happy.
WI - Some He111 were armed with 20mm cannons (for 1/2 the bomb load - weight issues) to protect bomber formations WI - Whirlwinds had been available for BOB (ok, I know Whirly-winds won't be available) WI - The big wing theory had been used earlier. WI - Emils had long range fuel tanks. WI - heinkel fighters were selected for Laftwaffe and not Bf 109. I'm a long term fan, we're still out there! .. just waiting. |
The luftwaffe and drop fuel tanks 1939-40[!?]
about luftwaffe drop fuel, check this site
http://warandgame.wordpress.com/2008...tanks-1939-40/ i hope oleg see this |
Well, I've got another one here:
In Storm Of War, will we be able to destroy railways? It would make the game much more historically correct. Attacks with bombs or rockets could explode the trails, and slow down enemy train movement in that sector, and it would be a beutiful thing to explode a railway and see a derrailment of a totally loaded fuel train. :evil: |
bombed runway damage that last a bit as well for emersion :evil:
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Hello Oleg
I would like to see some way to speed up people hitting the fly button in online games. maybe a timer that the host could activate? something ,anything to make people hit that fly button after an allotted time has past |
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I think this is the video you were talking about Codex.
Oleg_and_Ilya_by_Mysticpuma_talk_about_BoB_and_IL2 _at_Sim_show.avi Wheelsup |
I can't remember if this has been asked before but it is a major gripe for me due to the monotonous regularity of its occurrence ...
When a pilot ejects in SOW, will thier body still pass through the aircraft structure? Or will the body bounce off or get entangled on the airframe? After successfully bailing out will the parachute become entangled when landing in trees? Also after a crash landing where the plane flips over (a thing I do quite regularly) will we still get the blue image where the line of sight goes beneath the ground poly's? Cheers? |
Loved the Simhq interview...
Any chance we can see the game engine in action, short video, even still images? Second question, you mention 17 planes. Are these historic planes or exotics not linked to the Battle of Britain? |
"You may see again some very interesting details.
Modeling of AAA in our new simulator means following (for example): Say, if the electricity generator of search light will be destroyed, then the search light wouldn’t work… then the effectiveness of anti aircraft guns also wouldn't be good. We are developing the simulation of ground AAA support in all areas, including radars, High Command, etc. It will work as a system: damage of one will have result in other. Also would remind that British and German radar systems will have different purpose as it was in reality." Oleg Maddox Any chance there will be a delay between when an aircraft comes into view of the AAA and when the AAA starts firing? It has always been a major shortcoming of IL2 that surprise attacks are impossible, as if the gunners lived at their guns 24/7. Surprise attacks were not uncommon in real life. I.D. |
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In a well executed attack, it was sometimes possible to make the first pass before some (or even many) of the guns could be maned at all. Subsequent attacks, however, could be on the verge of suicidal. I.D. |
Oleg, since you have in your possession ROF, how are the PC requirements in that sim compared to SOW? Higher, same?
Flyingbullseye |
Well, some questions/requests from my part:
1) Will we have ships with some AI. I mean, performing evasive maneuvers to make more dificult hiting them with bombs and/or torpedoes. 2) Will we have small, medium and large fleets as a whole? I mean transport convoys with destroyers moving around, or strike forces that move in formation, and so on. Instead that to have to put on the mission builder one ship at the time. Or creat fleets by our self and place the on the map like a single object. 3) Will you keep or improve the possibility to modify the "rate of fire" of flak from ships like we have on IL-2? Its a very good thing and i hope we will have it also on SoW. 4) Will be improved the damage that anti-tanks guns do. One problem i have witi IL-2, is that with some tanks could be hit countless times by anti-tank guns and still live like nothing happened, and the anti-tanks guns being destroyed one at the time, becoming completely useles. This forced me to use tanks instead of the anti tanks guns on their positions in order to have some decent ground defense. 5) Will the anti-tank guns rotate to hit the tank from the side or rear if the tank pass by? 6) Are you planning on modeling real important naval bases like, for example, the german submarine bases set on France. With their huge bunkers and all? 7) Will we have bunkers with improved damage model. Concrete bunkers can't be destroyed with small bombs or rockets, they need direct hit of heavy-bombs or ship shells, etc. 8) Will we have hard or soft targets with seccondary or bigger explosions or bigger cloud colummns?. Small, medium or large ammo or fuel depots for example. 9) Will we be able to set a particular building, or group of buildings, as an objective? For example, a church, factory, house, etc. Buildings that are already on the map. 10) Can we have whales and dolphins and be able to see them under water or jumping over it? ;). Even better, can we have sharks attacking downed pilotos :grin:. Uhhmm, better not, this would hurt the pg rating. Sorry, i got carried away by my morbosity. :grin: Thanks for the hard work! |
:)
VVVery good post Oolegggg !!!!:grin:
buth i whant external views of He 111 (i don't like fly bombers (i like ME110;)) buth i want compare the HE 111 of Storm of War whit the HE 111 of Birds of Prey) bye:grin: |
Well, another question here.
Will we be able to set bigger flights in Storm of War (like setting a 7 plane flight instead of putting one with 4 and another with 3)? It would make things way more dynamic. And will the mission builder have the power to choose the formation AI flights will fly (like setting that A Flight will fly VIC formation, top cover, and B flight will fly line abreast, close escort)? And one more that bothered me many times in IL-2: mixed planes formation. Sometimes I wanted to set things like a Spitfire leading three Hurricanes, or a single 190 leading its 109 to battle, or a P-47 flight with one pilot flying a Razorback while all the others are in bubble-tops, same with the Mustang, but I couldn't. This would make historical accuracy way bigger, and would also improve the gameplay. Thanks in advance, and all the best to Storm of War team, good luck on the final 20% (presuming that you are still in the 80% Oleg mentioned on SimHQ). |
In the picture posted on the 22/5 The Wellington has 'bent' flaps.
http://files.games.1c.ru/il2pict/Vel...n_damage06.jpg Two questions: 1) Does this indicate that the aircraft skins can be deformed for certain types of damage? 2) if we have minor collisions with other objects\ground will the aircraft get dented/deformed or pannels bents back? Cheers! |
guys...might be worth not posting anymore questions in here until Oleg clears up the backlog...think we have 45990 questions to go.
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The supposed damage look's very symmetrical for each wing, too symmetrical in fact. I don't think that would be very likely. Perhaps that is not damage that we are seeing. Good question on wether the metals will develope bend's...hope Oleg makes a comment on your question's.:) edit: on second thought, maybe the metal will bend, but only on a fixed, certain area of the aircraft, and any bend may have a fixed angle, always being the same in looks. Other than the props and flaps, I don't see any other bends |
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This is the cosmetic damage as far as i can tell, not the destruction damage, like wing tips blown off etc. My question for Oleg is will damage such as cosmetic bullet holes have direct fm influence. A hole in my left wing although cosmetic in nature, will it affect drag? Will the damage model be more pronounced. Looking at a single engine fighter in IL 2 I can basically have engine smoke, stutter, stop, burst into flames or explode. Could a prop theoreticaly be hit by an incoming shell and shatter? Just how varied will the new damage model be? Will damage model from inside the cockpit be the same, a few holes in the windshield and a destroyed gunsight? If I am in a bomber cockpit and my co-pilot is killed will he slump over or will he still be alive to me? |
Re: Bent metal skin damage.
Would be a nice thought to have this in real time DM but quite a load on the old CPU me thinks. The bent flaps thing is the same skin DM the IL2's have where you see peeled parts on the engine cowl and wings in the current IL21946. I dont think were goping to see it peel or bend inj real time, but appear as it does now in a DM skin. |
Agreed, KG26_Alpha.
And other than the deformation the damage effects are not symetrical. I guess the chance of suffering the same damage to both flaps without shooting them off the wing is pretty much down to zero. In Olegish: Possible damage (not at once) In EliminateSpeculationish: It's a showcase for visual damage-effects. You will never see all this damage at once on a single plane ingame, as the plane would disintegrated long before due to weapons-effects, fire, explosions, structural stress, etc. |
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You could sure put that many holes in it with a Ki-27 and it would still keep on flying. My guess is it might tickle the pilot to death though |
Hi, Oleg,
I would like to see hydraulic failure modelled in SOW. This would lead to the gear being lowered on an aircraft that has been hit as can be seen in some Gun camera footage. It would also make it feasible to lower the gear manually if the gear will not lower. I think this would be a cool feature both when attacking an aircraft and also having been attacked making an emergency landing possible. Cheers. |
Make AAA (at least and Flak maybe) shoot at plane based on type of planes and MARKINGS. So if a Spitfire as german marking RAF AAA will try to shoot it down.
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As for the "gun cam" gear dropping that's probably due to the pilot before bail out or extensive damage to the gear locking mechanism, not sure the damage modelling will go that far, would be nice if it did. |
Will we see oil splats/smears on cockpits generated from enemy aircraft engines that have been damaged? I have read numerous combat accounts where this happened after attacking an enemy aircraft.
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just went back to replaying IL2, it's still a classic! :grin:
A few bugs though that are annoying, hope they are are fixed in SOW. (1) AI planes target a enemy plane far off in the distance and ignore enemy in their windscreen. (2) AI gunners on some bombers fire at open space when enemy is near. (3) AI planes when taking off ignore if the plane in front is on fire and try to takeoff, exploding when they hit it. As to SOW, it would be great when a plane lands to re-arm / refuel if ground crew actually run out and a fuel truck moves out to your plane and you see them in action. Seeing resting pilots relaxing in chairs, laying on the ground while waiting to be scrambed would be totally sick also. . |
I'd like to see some shots of ordnance in the next picture update. RAF and Luftwaffe bombs. :)
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storm of war will be like...
wish storm of war will be like, or most better birds of prey
http://e3.gamespot.com/image_viewer/..._below;thumb;1 :-P |
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The Bop terrain looks very very much like the SOW terrain that Oleg ditched and restarted in 2007. So it should be a whole lot better.:grin::grin:
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Very impressing screenshots!
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Anyway... A QUESTION for Oleg...Hello! I'm really curious about the distance at which detail will be visible? How will this be handled? How are you going to deal with the issue of buildings "popping into view"? How far are we going to be able to see details? This is a real immersion issue with me...Thanks! |
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Also clouds popping into view as well, another IL2 trait I hope SOW will end for good |
Will the BOB have a more realistic engine modeling.
A present in 1946 i can run the engine Maximum power and RPM all day as long as i cool it when it over heats i will not have a problem. During the battle of britain both the spitfire and hurries only would last about 2 minutes and emergany war power and had wire across the throttle control that the pilot had to brake to engage EWP.In the years during ww2 the engine were very fragile and prone to braking down and had to be managed and it not a lot they have to do is but it would be good to know that if i don't lower the engine RPM and boost going to the battle and leaving the battle. Will the early spitfires and hurries have the de havilland two speed prop pitch instead on the rotol constant speed propellers. And will there be a engine run to were you have to test for propllers that run away and other test to make sure every is running ok and also the be about to switch the constant speed propeller off when they do loss control or get damaged. With IL2 the time a engine can run when over heat has been modeled in as a preset time no mater how hard i run the engine or the height and weather condition. Will this be variable depending on the condition and make were if you don't check gauges you will damage the engines. |
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IL2 has some degree of engine damage due to overheat probably dependant on aircraft and map type. Take a TB3 on the Kalkin Gol Map, set all realism switches on, 25 % fuel 28 x100 fabs climb to 500m, , make a target for yourself to attack say 4-5 grids there and back (not too far). You cant run over 59% power if you overheat whilst climbing, your engines will degrade so much you wont make it back to base, they need constant management to avoid damaging them even firing the extinguishers to cool them helps :) Now whether this is a feature or a bug in the maps ambient temperature I'm not sure but it shows IL2 has overheat modelled to engine damage in varying degrees. |
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I was fortunate enough to experience a party a long time ago in Australia's Northern Territory. As part of the 'Entertainment' some of the locals had a old GM Holden red motor (186ci straight 6) set up on a stand without a raidiator. They drained the oil from the crank case, fired her up and jamed the throttle wide open, and then everyone stood back and drank Bundie Rum and and made bets on how long the motor would last. The problem was the engine just wouldn't stop. It just kept on going and going until some one poured a hand full of sand in the oil filler. Even then it took another 3-4 minutes to finally die! Now is every Holden Red motor going to put up with that kind of abuse? No! Definately not. In a flight sim having extremely restrictive over heating/engine damage model is just as inaccurate as an overly forgiving engine damage model. Also one of the reasons they had the wire was to inform the ground crew that the engine had been run at combat power level. So that they could check for damage. It wasn't a given that the engine would be damaged. |
A good and realistic compromise would be to go by what was standard operating procedure, as this was usually decided by the test crews who would stress the engine to its limits so that the pilot wouldn't have nasty surprises in battle.
For example, i've flown the Spitfire add-on for MS FSX in a friend's PC. We have spitfires running around with throttles wide open in IL2, but in reality the maximum continuous boost allowed was +8lbs. You could exceed that but you had to keep an eye on the temperature gauges and then let it cool down, which adds another very important dimension to air combat...making sure your motor is cool before the fight so you can abuse it for a couple of minutes. This would also end the unrealistic continuous furballing, because people would have to disengage to cool their engines every now and then. Another thing is that just because the throttle lever has a certain amount of travel, you don't need to jam it wide open to take off. Manifold pressure is a function of external air pressure, you need less throttle to achieve a certain power setting at low altitude than you would need when you go up at altitude. For example, in the Spitfire add on i talked about you only needed to move the throttle about 60-70% of the way in to achieve take off power, maybe even less, because there's enough outside air pressure to give you the manifold pressure you need. This would also have a very good side effect of balancing the sides in a realistic manner. The allies had better performing or easier to control aircraft, but most of them had manual engine systems. The axis on the other hand had aircraft that might be less maneuverable than a spitfire and slower than a P47 at altitude, but the pilots usually didn't have to touch anything apart from the throttle. What we have now in IL2 is exactly the opposite of what happened in reality, FW190 pilots using manual pitch to get what was the historical performance of their rides on automatic settings, while P47s cruise around on WEP and 100% pitch while in reality they had to monitor manifold pressure, RPM, intercoolers, radiators and turbo-supercharger speeds. I'm not complaining for what is an inherent disadvantage of a 10 year old engine that never the less scaled really well to more modern PCs along the years, but i would like to see it changed in BoB:SoW. It would be cool to fly by the engine instruments instead of the % pop up messages that appear when moving the throttle ;) |
Closing the stable door??
Does it realy matter about BOB SoW now that BOP is coming out on console??
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Do some more research in these forums.
or Take your fishing gear else where :) |
(quote)Blackdog_kt
For example, in the Spitfire add on i talked about you only needed to move the throttle about 60-70% of the way in to achieve take off power, maybe even less, because there's enough outside air pressure to give you the manifold pressure you need. This is true, you can easily take-off with reduced power...but I believe it is always recomended to use full power on take off's. I was tought that way, the idea being that you have a a bit more options in case of trouble. Take offs are the most likely time for a problem to arise due to water, or other factors. You want to have that extra speed/thrust available to you.:) |
I'm not arguing against that, just using it as an example ;)
If there's one thing FSX does a lot better than IL2, that thing is engine management in prop driven planes |
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Yep, I too want more, but the masses don't, so maybe we might get a bit more in SOW, but not much...but also you could easily takeoff in a spit at 70% in IL-2 as well, I will have to look at the man. guage next time |
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You are probably correct but you should have said "the only thing" . FSX is a "sterile" experience compared to IL2. |
[quote=KG26_Alpha;79967]What did you base this assumption on ?
Just the general words from Oleg on the matter...I think that the third party projects will fill the void someday |
[QUOTE=SlipBall;80070]
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Okay I do, but hell he ain't building the game just for me lol |
[QUOTE=Bobb4;80328]
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I would like to see the AAA reduced from submarines for a time before it dives, This would allow A/C like the Swordfish a good chance of sinking it as in RL (asuming that the subs can dive during the game)
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Oleg if you ll make another game and will not look after it....please dont make it...
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and Mekushikurih, Oleg has supplied more update and support for the Il2 series than anyone could reasonably expect. We were infact spoilt! Just because they have finished with IL2 to start working on BoB doesn't take away the six or so years that Oleg supported the IL2 series. |
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Does responding to this comment mean looking after a troll? |
best rez for spotting bogeys in SOW?
per the title, is it possible to get a clue as to the best resolution to use for spotting bandits in SoW? I guess this has been asked before. No I didn't do a search. Still be nice to know. I assusme a lot of guys are holding off buying a new system until SoW is in imminent release. Buying a good monitor that displays the best res for spotting bogeys could be an issue (?).
Flyby out |
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Therefore that person isn´t aware how long this game exists and how much oleg has done for it. It might have taken those 15 min. to install the game, find this forum and post. Maybe we wont hear anymore from there? |
yes he done so much that we have sniper bomber gunners and it cant be fixed...
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Flyingbullseye |
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I’m not an expert but try a diving, slashing attack from outside the arch of fire from the tail gunner and try not turning back on to your target until you’ve exited the immediate danger area and put your self in a proper position to attack again. Also you might appreciate the gunner’s skills a bit better if you fly a few missions in bombers and take over control of the guns. Even a mug like me can get an occasional kill from the tail guns if the attacker is not using the correct tactics! Cheers! |
beyond visual range,
9 hits only, all to the engine area... the rest is bull shit... ah..also http://forum.1cpublishing.eu/showpos...2&postcount=10 they are not normal, and dont tell me that he is looking after the game, if that was a mmo or something alike that had rivals, its lifespan would not be that long. |
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Attacking a large formation from the rear wasn't clever, attacking stragglers from the rear was do-able, which is why the big wing boyos liked head on attacks, that sort of attack broke up the formation, and made all of the bombers stragglers and easy targets. The Spitfire and Hurricane I think (unlike contemporary russian planes) had bulletproof windscreens, not enough to stop cannon shells, but plenty to stop rifle calibre bullets getting through. The 12.5mm guns of the US bombers were very different from the 7.xxmm guns in use earlier in the war. |
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