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#81
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That all depends if there is a wind present. The parachute is never free from the pilot in this short video and won't billow down unless there is no wind.
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#82
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+1
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#83
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Looking great there !!!
Very nice tumble action and all ... does the airspeed play any role on how fast the pilot puts away his parachute? Are we going to see pilots or gunners being draged away by strong surface wind blowing? Does the pilot cary a sidearm he can shoot with? Are we almost done? Can we have the game this year? |
#84
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just what i was thinking Gaga...jeez...its a flight sim and i want to play it sometime before i pop my clogs
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#85
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And what you describe as "stuffy" is the desire of some of us to have the game actually reflect the reality of the situation. It might be fun to have a pilot stroll around the English countryside avoiding strafing planes, commandeering passing vehicles, swimming the channel back to France - it might be fun to have invisibility shields and F15s in 1940, but it isn't realistic. People need to make up their minds whether they want a SIMULATOR or a first person shooter. Last edited by kendo65; 04-17-2010 at 11:49 AM. |
#86
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looking great Oleg and team.
This debate about what a pilot does after they parachute to land is getting stupid, if it's friendly, they're ready for the next mission, if it's enemy, they're a POW. The real debate should be what happens when they land in water, remember many brave and skilled pilots were lost to Poseidon. The Germans put a lot of effort into rescuing downed pilots with sea planes and ships but Britain kept trying to destroy them. I have an old book on the BOB, printed just after it happened, it shows the methods British coastal command used to rescue pilots. Here's a picture of a "rescue station" and patrol boat. (I cannot load the picture, I don't have a Photobucket account, but I can email it if someone’s interested?) And another thing, a good alternate mission might be to fly a lysander into france one moon lit night to supply arms to the resistance. Lets see who can land onto a small field at night? He111. Last edited by He111; 04-17-2010 at 12:02 PM. |
#87
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#88
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Finally some consructive critisism pertaining to the actuall update. +1 Other than that it looked great. I can however imagine it to be very difficoult and takes a lot of work getting it to look realistic (affected by wind and so on). Hope not. Last edited by Baron; 04-17-2010 at 04:51 PM. |
#89
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@Gadget: your criticism is polite, however I think you may not realise the complexities of what you're asking for.
Have a glance over this article discussing cloth simulation within a 3d title: http://software.intel.com/en-us/arti...-for-3d-games/ Whilst it's certainly technically possible, it's very difficult, so we once more come round to the problem of finite resources. Making a game is all about balancing compromises. I'd be extremely surprised if SOW is not feature-complete at this stage. if Oleg is still deciding on implementing possible features at this stage then I couldn't possibly see the game coming out within the next year or two. You've got to decide what sort of features are most important for a flight simulator. If this was a game about the linen industry, then accurate cloth physics would probably be high up the list of important effects. I want almost all of the development work to go into the feeling of flight, the representation of terrain and the believability of the AI. I wouldn't be prepared to sacrifice any development time from these areas for what I feel are less important factors. Last edited by Novotny; 04-17-2010 at 05:37 PM. |
#90
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![]() That's easy...the pilot kisses the ground ![]()
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