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IL-2 Sturmovik The famous combat flight simulator.

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  #241  
Old 02-16-2010, 11:56 PM
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Qpassa Qpassa is offline
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People who need MORE FOV:
http://il2fovchanger.byethost7.com/
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Call of Duty

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Last edited by Qpassa; 02-17-2010 at 12:09 AM.
  #242  
Old 02-17-2010, 03:55 AM
csThor csThor is offline
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@ Franky

That "singapore" skin is actually the current "desert skin" which means the pacific maps are set to use the "desert" texture of aircraft if available. The finnish greens are the standard summer skin and are used on every summer map.
  #243  
Old 02-17-2010, 05:13 AM
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He111 He111 is offline
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Just loaded 4.09m - love the Sparrowhawk, detail is devine. those trimotors aren't very powerful (probably historically correct).

if you could make 4.10 compatible with A_A_A unified 1.2, that would be sweet .. LOL! joking, actually I'd like to make a small donation for all the free goodies. what is your PAYPAL account details?

Keep up the good work - quality will be rewarded!

.
  #244  
Old 02-17-2010, 08:16 AM
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Azimech Azimech is offline
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I have the same feeling... I'd like to give everyone a few beers.
  #245  
Old 02-17-2010, 11:18 AM
BTB BTB is offline
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Hi TD,
well done, keep it going Salute!


I have a question about the weathermodel, do you plan to change something on it, like velocity, direction, top, turbulence and gust??

E.g. it would be nice to set in FMB some variables like direction and velocity, espacially Carrier Operations,start/landing, improves.

Best regards,
Cheers
  #246  
Old 02-17-2010, 11:19 AM
David603 David603 is offline
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Quote:
Originally Posted by csThor View Post
The short answer is because they aren't exactly following Maddox Games specs. There is a bit more to that, though, but since I am not a modeller I am not fully fluent in the gibberish they use for slang and so I am not really in the position to give the full background.
Shame about that, I know you guys need to stick to the official specs but those updates really do improve the accuracy and visual quality of two of the most important fighters of WWII.
  #247  
Old 02-17-2010, 11:57 AM
CKY_86 CKY_86 is offline
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Will the triggers for the FMB be in 4.10?

Also do you plan on increasing the flight sizes? Something like upto 8 or 10 would be amazing.

Loving the updates.
  #248  
Old 02-17-2010, 03:08 PM
daidalos.team daidalos.team is offline
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The specs for 3D modelling are generally known and quite clear. They have been put together by 3rd party modellers several years ago while they were submitting planes directly to Maddox Games. They have been even posted on several mod community sites. Unfortunately there are very few modelers who have the patience to follow and stick to them.

In general we are open to cooperation with serious and dedicated modellers, progammers and texture artists who can get the job done within specified/agreed parameters. We are looking for those who are able to create complex modelling or programming usually from scratch rather than modifying existing IL-2 content.

1. The first step is to contact us via email: daidalos.team@gmail.com We have already communicated this before.

2. Then we do a technical evaluation and give our honest feedback to the author on his project. If we recognize a perspective development, we offer our further cooperation.

3. Then we provide our remote support/tutorials through our private development forum where we can discuss technical stuff only.

That's how it is working right now and it is quite productive.


Quote:
Originally Posted by ben_wh View Post
As we know, there are a lot of talented modders out there who have been developing new planes, maps and other content for the sim. However as pointed out by TD, some of these do not adhere to the standard used for other content currently in-game (e.g. polygon counts, FM)

My questions are:
1) Is there a set of published 'specs' for modders to follow for developing new content? (plane, map, FX, sound, etc.)

2) Is there an established process for modders to submit their content to TD for assessment to be included in official patch? Normally, a spec sheet would accompany the submitted content with key info (e.g. polygon count) to reflect compliance with standard specs.

This way the community can benefit from the products of the creative energy from modders, and TD can maintain control on the quality of content going into official patches, while TD members can focus on core improvement areas in their plan.

Quite possibly such process is already in place but then I do not have visibility into the inner workings of the patch development process. Just curious.

Cheers,
  #249  
Old 02-17-2010, 03:31 PM
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That's how it is working right now and it is quite productive"

Ohhh! Do I love that statment?

Khun Viking
  #250  
Old 02-18-2010, 12:43 PM
SG2_Wasy SG2_Wasy is offline
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update today?
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