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IL-2 Sturmovik The famous combat flight simulator. |
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#1
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The bigest mystery in forth comming SoW - The Humans...
Salute! Well pilots, while we know that Oleg will offer to us superb quality of the aircrafts, there is one question, which did not find satisfying solution in all Il-2 series in all these years of development. Here it is... The Humans. Oleg, my friend, please do something this time for the humans - bad done humans have devastating effect over the immersion. All of us have seen pilot falling through the wings, motors, fuselage...this is awful. And figure of the ground crew and the pilot looks like crash test dummy. It is useless for us to have 3D aircraft models, with all rivets in their places, while the pilot is looking like...sack full of potatoes... May be you have no time to make people? If I was on your place, I would hire external developer from the gaming industry to create for me just the human figure and human behavior code. Good idea I think...guys? Please tell us what do You expect from the humans in Storm Of War - Battle Of Britain! And one more thing - would you like civilians running on the streets and the roads and the fields? What do you thing about personal gun armament for the pilot? May be you have to say something about Human AI behavior...and more. Everybody is Welcome! ~S! <-------BG-09------<<< Last edited by BG-09; 10-13-2008 at 12:22 PM. |
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Hi.
I've only one hope for humans (size, height, etc no prob for me, Oleg make good job): In WWII one pilot dont could turn and turn and turn all time, and no g-suit available. I know red and black vision after hight G-forces turn, it's ok... BUT how time one pilot could turn at medium-hight forces continuosly?. I read books over WWII pilots and some have hard training to maximize strenght, but no way to simulate all. I wait in SoW pilots have medium strenght, in il2 i think lots of superhumans in copkits S! PD. Sorry for Uglish |
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Last edited by Igo kyu; 10-07-2008 at 07:38 PM. |
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I get wrong? ![]() |
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I think more-detailed humans will be present without a doubt. If they are even close to the quality of image we have currently available in COD4 or UT3, they will be outstanding. We don't even need 20 different ones. Simply having 3 or so to choose from would be fine because we all know it'll be a matter of days, post-release, that there will be myriad different downloads available to alter the appearances of our personal pilots.
I still use the Chuck Norris that I DL'd over 3 years ago. |
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A human with a damage model could be fun... Imagine bailing and hitting your plane = dead
This would make more poeple A) Ditch B) Roll over before bailing C) Die.... |
#7
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They always go down from your first kick. ![]() |
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For years as I've cleaned out my netcache - I keep finding Chuck Norris. Every time wondering how Chuck gets in there. LOL..... S~ Gunny |
#9
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While this is very true, what do you suggest? All we can do is exchange one arbitrary system for another. If we limit high G turns to say, 3 complete circles, then all an opposing pilot has to do is count to three, and he knows that his adversary is helpless What people don't seem to realize is that it's going to be the same for every player unless somehow there is a system that models pilot stamina Now, that would be something to have indeed, but how is this done? Points system like CFS3? No thank you. Random chance at the beginning of each flight? No thank you. gaining "levels" of pilot experience that is recorded by the sim? No thank you. Choice of several default pilot 'models' that have strengths and weaknesses? No thank you What do you suggest to replace the admittedly unrealistic system we have now? I see many choices, each just as unrealistic. There are many arbitrary systems we deal with in any flight sim, and it's easy to say "this is not right" but difficult to come up with a way of modeling something as unique as the human body. In order to make a real flight sim, we must model the whole world. Example: Something we ignore completely is Oxygen. I don't mean how much is available to breathe, either The human body has evolved to want the pressures we see right now at our desks. At altitude, it's not just a question of Oxygen that we can breath via an Oxygen supply system, a pilot's very body leaks out O2 at altitude because of the pressure difference It's extremely difficult to model these things. I am curious to see how this and other unique aspects of flight are handled, but I suggest that instead of saying "pilots are superhuman, give them medium strength", we think in more detail and more in depth, that we think beyond what we see as wrong and try to gain insight into how to actually address it, and what a solution to the problem might affect- giving pilots "medium strength" only exchanges an old problem for a new problem |
#10
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Human question isnt easy, as you say in oxigen example, i say too about open copkits... I say "medium strenght" to simulate reality, now with "superhuman strenght" planes could make turn and turn and turn, only if you exceed "x" number of G's lost vision. In real combat two ways of lost vision: 1 after one turn of "x" G's 2 after continuosly turns with "y" G's, and x>y. 1 is in 1946 ok. 2 in 1946 not simulated i think. I dont know "x" and "y" values, but i believe Oleg team know well, only hope read this. I think in 1946 limit is the plane, in RL limit is the pilot. S! and sorry for uglish Last edited by AA_Absolute; 10-13-2008 at 07:02 AM. |
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