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IL-2 Sturmovik The famous combat flight simulator.

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  #181  
Old 10-15-2010, 10:24 PM
JG53Frankyboy JG53Frankyboy is offline
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Quote:
Originally Posted by Oleg Maddox View Post
We will have probably two versions from the beginning of release.
Bf110C-4 and C-7 ?!
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  #182  
Old 10-15-2010, 10:25 PM
Oleg Maddox Oleg Maddox is offline
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Quote:
Originally Posted by Hatch View Post
Will we be able to adjust colour & whitebalance to adjust it our own particular distorted view of the world?
There is the tool inside to adjust a lot of things in lighting and colors. The question is will be or not it fully accesible for end user. We will decide it after we will get all things in release of master.
On some of the early shots with the sky you may find the menu of this tool.
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  #183  
Old 10-15-2010, 10:36 PM
Hatch Hatch is offline
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Quote:
Originally Posted by Oleg Maddox View Post
There is the tool inside to adjust a lot of things in lighting and colors. The question is will be or not it fully accesible for end user. We will decide it after we will get all things in release of master.
On some of the early shots with the sky you may find the menu of this tool.
Ok thanks for answering.


Maybe a few presets like Real, Kodachrome or B&W
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  #184  
Old 10-15-2010, 11:03 PM
PilotError PilotError is offline
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Thumbs up Different spinners ?

Thanks for another great update Oleg.
It may have been a bit smaller, but it was full of amazing and interesting content.

I really like the communications. Much more information being given, with the possibility of AI kill stealing (hopefully) being a thing of the past.

It also looks like the Hurricane in shots 2 and 3 has a large round type spinner, while the Hurri in shot 5 seems to have the smaller pointy type spinner.
We may well be getting multiple variants of the Hurricane as well as the Bf110.

I'm really looking forward to buying this game, but every update is making the waiting all the harder.

Once again, thanks Oleg and team.
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  #185  
Old 10-15-2010, 11:11 PM
d165w3ll d165w3ll is offline
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Lovely screen-shots over east Kent. I just had a holiday there this July (grew up there too). All looking great - you can almost make out Walmer Castle, it seems. I wonder, is it actually modelled? A bit of a can of worms though, because there are dozens of castles in Kent. And some amazing trees

Last edited by d165w3ll; 10-16-2010 at 11:08 AM.
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  #186  
Old 10-15-2010, 11:14 PM
=69.GIAP=TOOZ =69.GIAP=TOOZ is offline
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Perhaps this has been asked and answered before, but I was curious about the overall plan for the whole SOW series.

First release is Battle of Britain, mid-late 1940. What comes next? Perhaps the Mediterranean/N. Africa? Late 1940-mid/late 1941 with the release perhaps centred around Malta? Then maybe late 1941-mid 1942 centred on perhaps the desert campaign? Etc, etc.

Basically, is it the idea to release "Campaign Packs" or whatever you want to call them, with maps and aircraft, etc, directly related to those campaigns, or perhaps the releases will based on a timeline, with a 1941 expansion, 1942 expansion, etc?

And how far apart would these releases perhaps be? A year, two years?

I'm not looking for exact answers, I'm just curious what has been envisaged for the overall strategy of game expansion particularly when you consider the possibility of 3rd party contributions. Perhaps it would help to focus the efforts of those particular individuals who are capable and want to get their contributions included in the game on working on relevant projects that will help "complete" a given campaign set, or whatever. This would be better than what happened in the past where people would create models of random aircraft that they thought were cool rather than look at the overall game and figure out what was perhaps needed.

Of course, the fact that there are people who are willing to devote time and energy to these projects is a great thing, and certainly most people would want to create their dream fighter plane, or their favourite oddity, or whatever, but a little co-ordination in the future would be nice!

Last edited by =69.GIAP=TOOZ; 10-15-2010 at 11:16 PM.
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  #187  
Old 10-15-2010, 11:16 PM
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Bolelas Bolelas is offline
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One question i have not yet seen the answer: can we program the keys to do other things than just press and realese, like we do on the keybord, have we options to add switches on-off, so cockpit builters dont have to use programs to map keys ?

Other question i was long looking was answered last week: if other pilots see our head turning as we change the direction to where we look. Oleg told game is prepared for that, but BOB will not have it for now.

Thanks all.
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  #188  
Old 10-15-2010, 11:21 PM
Oleg Maddox Oleg Maddox is offline
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Quote:
Originally Posted by PilotError View Post
Thanks for another great update Oleg.
It may have been a bit smaller, but it was full of amazing and interesting content.

I really like the communications. Much more information being given, with the possibility of AI kill stealing (hopefully) being a thing of the past.

It also looks like the Hurricane in shots 2 and 3 has a large round type spinner, while the Hurri in shot 5 seems to have the smaller pointy type spinner.
We may well be getting multiple variants of the Hurricane as well as the Bf110.

I'm really looking forward to buying this game, but every update is making the waiting all the harder.

Once again, thanks Oleg and team.
Yes, we model subtypes. Including types of props.
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  #189  
Old 10-15-2010, 11:23 PM
d165w3ll d165w3ll is offline
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Repetitive buildings are neccessary...

... and also realistic. There are some parts of England where housing consists od a large number of clones of a single design. I recall seeing a massive area of such in Preston, Lancs.
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  #190  
Old 10-15-2010, 11:24 PM
JAMF JAMF is offline
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Mr. Maddox, I don't know if these questions have passed here already, or if they have been answered, so here they are:

- Will we see raindrops on the windscreen, like in the original IL2 demo?
- Will we see rivets on the wing and would they be bump- or normal-mapped?
- Is surround gaming (3 screens) being taken into account in development? Flexible FoV? Or will there be an option for users wit 3 screens, to render the view through 3 viewports, like it was done in the racing simulation rFactor?
- Is the SoW engine ready for future 64Bit development, so it can use more than 2GB and load everything into memory on systems that have the memory? Like load all LoD models and all textures into memory to fill up 8GB?
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