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IL-2 Sturmovik The famous combat flight simulator.

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  #41  
Old 03-19-2010, 07:37 PM
JtD JtD is offline
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Nice work again, the Italian planes do look nice!

-----
And since everyone is making smart ass comments about things that aren't finished yet anyway, I'd like to point out that the sun is coming from north of the Palace of Westminster which obviously is wrong!
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  #42  
Old 03-19-2010, 07:42 PM
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TheGrunch TheGrunch is offline
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Originally Posted by JtD View Post
I'd like to point out that the sun is coming from north of the Palace of Westminster which obviously is wrong!
That one was in the model viewer, not the actual map, smartass.
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  #43  
Old 03-19-2010, 07:50 PM
Foo'bar Foo'bar is offline
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Originally Posted by Zorin View Post
Looking at the Ju 88, I do feel a bit disappointed in regard to the new skin size of 2048x2048. All the details appear to be rather blurred and it is not that much better than any well made Ju88 skin in Il-2.

It does look flashier with the lighting effects and all, granted, but yet not near what I had hoped for.
The planes in SoW do have much more details than in Il-2 wich all need their room on the texture map, think about all the details underneath the cowlings wich all want to be skinned. Beside that I believe that the Ju 88 skin layout isn't the same than in Il-2 where only one wing underside was there. In SoW the 88 will have for both wing undersides their own place on texture file. So the new skins with 2048² won't provide a 4 times higher resolution than 1024² though the file is 4 times bigger.
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  #44  
Old 03-19-2010, 08:36 PM
Blakduk Blakduk is offline
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Thanks for the great pics- the close up of the Ju88 looks brilliant. I get a sense now of how the crew were crammed together in that space- when damaged bombers of this type crash landed extricating the crew was apparently quite traumatic.
From reading the screen messages i get a sense of how much more detailed the damage modelling and (i assume) the interaction with AI aircraft will be.
It also appears that ground controllers are giving information about altitude, numbers etc of enemy aircraft????
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  #45  
Old 03-19-2010, 08:59 PM
Sutts Sutts is offline
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Oleg,

That picture featuring the Blenheim navigators table got me wondering.....

One day do you think we'll be able to take on the role of bomber navigator and have access to the tools of the day to perform this demanding job?...giving the pilot heading updates, calculating wind speeds, performing dead reckoning tasks at low level etc.

It would really be fantastic to watch the mission unfold from the front end of a low level bomber with all the pressure of spotting land marks such as road and rail junctions, coastline features etc. and keeping the mission on track.

I've seen footage of a low level mossie raid and it gives me goose bumps. Would be great to get a feel for what it was really like.

No pressure, just something that I think would add another dimension to the sim in a future release.

Thanks!
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  #46  
Old 03-19-2010, 09:06 PM
No457_Squog No457_Squog is offline
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Originally Posted by Sutts View Post
...One day do you think we'll be able to take on the role of bomber navigator and have access to the tools of the day to perform this demanding job?...giving the pilot heading updates, calculating wind speeds, performing dead reckoning tasks at low level etc...
I still have my fingers crossed that features like these would be included. It would be spectacular if the Navigator was permitted to actually use his chinagraph/ruler to plot courses and then using a simple "Navigator > Pilot" communications menu - instruct the pilot to change course.

Like I said - I still have my fingers, toes, arms, legs & eyeballs crossed for this sim
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  #47  
Old 03-19-2010, 09:26 PM
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SlipBall SlipBall is offline
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Very nice and thank you! The air chart look's so real, that I feel I could reach out and pick it up...all looking very good, thanks again
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  #48  
Old 03-19-2010, 09:29 PM
Cobra8472 Cobra8472 is offline
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Hi Oleg,

Appreciate the development update.
Not many developers who are so in touch with the community since day 1 of development

I'm wondering if you are planning to implement flat bottoms into your cloud rendering system?

Using textures with flat bottoms on the lower sprites of a cloud has a desirable effect.

A simple shader which darkens the sprite based on Y-position within the cloud is also a suggestion from my side. Hence the bottoms of the clouds would become darker than the top. (effect is visible in my old cloud rendering system; http://www.dackard-3d.com/clouds_1.jpg , http://www.dackard-3d.com/clouds1.jpg)

Obviously I realize all elements of the engine and simulator are still heavy Work in Progress however.The cottonball clouds of IL-2 are a bit of a pet peeve of mine.

Last edited by Cobra8472; 03-19-2010 at 11:43 PM.
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  #49  
Old 03-19-2010, 09:56 PM
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Flyby Flyby is offline
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Oleg,
Since there will be implementation of DX11, at least in modest ways at the beginning, I assume you've done some testing on the only DX11 cards available (ATi). What I wonder is this: how will "water=3" be rendered on an ATI card now, if at all?
thanks!
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  #50  
Old 03-19-2010, 10:00 PM
Avimimus Avimimus is offline
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Quote:
Originally Posted by Oleg Maddox View Post
Sure in time of development progress we will see better and better like it was in the old Il-2 time
What Oleg is talking about:
http://www.combatsim.com/memb123/htm...il2-update.htm
http://www.combatsim.com/memb123/htm/jan99/IL-2.htm
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