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IL-2 Sturmovik The famous combat flight simulator.

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  #201  
Old 11-11-2009, 10:07 AM
Oleg Maddox Oleg Maddox is offline
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Quote:
Originally Posted by Mat72 View Post
Hi Oleg,

Will there be the danger of attack from marauding German fighters whilst on training missions? Would teach pilots to keep a good look out!!
We plan with transfer into real battle, right from the training.
Already told too much.... Because it isn't done yet. Basis in code is done, but in plan the development of training is more later. How much will go in final - we will see.
The basis(basis code) of Training is almost done, but there should be creating of screens, missions and speeches/texts of teacher. I can tell only that we put there some features, that never was done in history of fligth sims. Realistic in a code and useful for real training, like in real military flight school.
I only would repeat. We created the basis in code, but not final taining.

Last edited by Oleg Maddox; 11-11-2009 at 10:10 AM.
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  #202  
Old 11-11-2009, 10:12 AM
HFC_Dolphin HFC_Dolphin is offline
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In IL-2 there were some limitations due to the original engine design.

Now I wonder, after the BoB is released, which parts of the engine will be "out-of-discussion" to be amended?

I know it's difficult to tell 100%, but maybe you can give us a rough idea of what's to be "locked" as soon as the game is released.
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  #203  
Old 11-11-2009, 10:19 AM
Zorin Zorin is offline
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Quote:
Originally Posted by Oleg Maddox View Post
What do you mean:
1. Battle order in action?
2. Types of columns?
3. Both?


What I can say for now:

We made the feature that user can build own columns in aditional to standard sets. Almost no limit in amount of units in columns.
We made new AI for the movement, parking, search, fire, etc...
We keep battle order like in Il-2 as it is done using Guderian's tactics... that were in use commonly (Really the basis was developed by russians, however Stalin killed/repressed allmost all real talent commanders before the war.... Germans were learning military skill tactics in Russia for a long enough time before the war... That is not so much widely known fact.)


Why we did so much for BoB, where it wasn't in use?
Simply we should think about online gameplay and future of the project expanding.
Thanks Oleg, exactly what I liked to know and I'm very satisfied by the options you'll provide us with.
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  #204  
Old 11-11-2009, 10:46 AM
Oleg Maddox Oleg Maddox is offline
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Quote:
Originally Posted by HFC_Dolphin View Post
In IL-2 there were some limitations due to the original engine design.

Now I wonder, after the BoB is released, which parts of the engine will be "out-of-discussion" to be amended?

I know it's difficult to tell 100%, but maybe you can give us a rough idea of what's to be "locked" as soon as the game is released.
1. There will be a complete lock on all changes to the core code. Especially for basic online engine.
The code will be open to external additional modules, for inclusion of new any ground objects or planes flyable or AI. New campaign engines and other possible programs. Basically open interface for many things. Even game menu is designed for such future additions.
2. A tool for such models to be inserted into the engine
3. A tool for non programming, but tuning of aircraft behavior (all data neccessary for FM of that aircraft. You simply put digits and move sliders.)
4. Some 3D models as a basis for learning or rework by third party.
5. Probably totally or partially open code for the programming of cockpits and animations of aircraft details.
6. Editor of maps. Allow to create maps from users made textures, etc. The map will be limited in size. Unlimited in size maps editor - only by a license for third party with agreement.


That isn't a final decision. So maybe some changes in one or other side.

Notice about online gameplay:

All new Aircraft or player-controlable content may not be included in our core online gameplay set without our certification and agreement with third party developer.
In all other cases such content you may play in a single play or probably online on specially created servers, that are not certified (updated in code) by us.
This is the general idea how to escape online cheaters and don't damage fair online gameplay.

To clarify. Let's take the Spitfire for example. Its FM will be completely locked in the "core" set. You will then be able to create your own Spitfire version with our tools, with tuned FM parameters, etc, let's call it the SuperSpit. You'll be able to use the SuperSpit offline whenever you like. When you join an online server with the "core lock" enabled, you won't be able to fly the SuperSpit. You'll only be able to fly our stock Spitfire with all parameters unmodified. Alternatively, when you join a server with no core lock, you'll be able to fly your SuperSpit, or the regular Spitfire, whichever you prefer.
Same goes for all other changes that we'll allow through our user tools.

Attention:

Items 2,3,5 and 6 will be released some time after the relase. We will take time to make user friendly interface and manuals. At the moment the goal it to finish BoB itself and we can't make all things in parallel process. We have just some basis that we using ourselves with totally open source code that all time in changes. its why we can't release many things right with the BoB release.


PS. this post a bit edited by Ilya Shevchenko that to make clear my Olegish English
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  #205  
Old 11-11-2009, 11:01 AM
HFC_Dolphin HFC_Dolphin is offline
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WOW, I'm impressed by the last reply!!!
And as far as I can understand, actually there won't be any engine limitations for you. Meaning, that whatever you want to change, you'll be able to do it (not like the IL-2 maps, for example, which could not be worked after the final release).
This is very promising and thank you for letting us know!!!
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  #206  
Old 11-11-2009, 11:36 AM
Oleg Maddox Oleg Maddox is offline
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Quote:
Originally Posted by HFC_Dolphin View Post
WOW, I'm impressed by the last reply!!!
And as far as I can understand, actually there won't be any engine limitations for you. Meaning, that whatever you want to change, you'll be able to do it (not like the IL-2 maps, for example, which could not be worked after the final release).
This is very promising and thank you for letting us know!!!
Limitation is always present:
1. Time
2. Money for additional development.
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  #207  
Old 11-11-2009, 12:18 PM
Abbeville-Boy Abbeville-Boy is offline
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will bullet holes be visable on ground targets such as barrels, buildings, etc?
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  #208  
Old 11-11-2009, 12:33 PM
Oleg Maddox Oleg Maddox is offline
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Quote:
Originally Posted by Abbeville-Boy View Post
will bullet holes be visable on ground targets such as barrels, buildings, etc?
I can say that they will be visible on aircraft.
But can't say now about such target as buildings.
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  #209  
Old 11-11-2009, 12:52 PM
Tbag Tbag is offline
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Oleg, thank you very much for all your answers! One question concerning clickable cockpits:

If a 3rd party wants to model clickable cockpits for the aircraft, could those be used online in the Maddox-Approved mode of SoW?
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  #210  
Old 11-11-2009, 12:56 PM
Oleg Maddox Oleg Maddox is offline
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Quote:
Originally Posted by Tbag View Post
Oleg, thank you very much for all your answers! One question concerning clickable cockpits:

If a 3rd party wants to model clickable cockpits for the aircraft, could those be used online in the Maddox-Approved mode of SoW?
I can't say it now. The code isn't finished in this part.

However I'm sure that these that will use clicable will have disadvantage in control speed .
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