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IL-2 Sturmovik The famous combat flight simulator.

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  #11  
Old 02-24-2011, 12:30 PM
speculum jockey
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After seeing those screens I hope the "Wings of Prey has better terrain" people will kindly be quiet from now on. CoD has officially surpassed them in every regard!

Great options and beautiful pics!
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  #12  
Old 02-24-2011, 12:55 PM
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NSU NSU is offline
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wauu, i love the pictures:






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  #13  
Old 02-24-2011, 01:08 PM
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i hope we get tomorrow some pictures from London by night with a cool german Bomber attack (shooting Flak, Searchlights and fire)
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  #14  
Old 02-24-2011, 01:35 PM
ImpalerNL ImpalerNL is offline
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I understand you can man flak guns in CoD.
This certainly is something new and ive never seen this with other combatsims.
Also the level of customization in CoD looks awesome.
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  #15  
Old 02-24-2011, 01:52 PM
Avimimus Avimimus is offline
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There were a couple of sims which had controllable flak guns (airwarrior series, FS:SDOE and several mods come to mind).

I'm quite impressed by the AI and aircraft customisation options. I'm looking forward to splitting the multi-aircraft campaigns into three separate single aircraft campaigns...

It looks like grass, trees and clouds are the only areas which will be really wanting improvement as processing power increases.
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  #16  
Old 02-24-2011, 02:24 PM
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The details look incredible, all the loadouts, weathering on a slider, and an su-26! woot.
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  #17  
Old 02-24-2011, 02:39 PM
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choctaw111 choctaw111 is offline
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Very interesting.
Thanks for sharing.

Let me edit this and comment on the screenshots, the options in particular.
Simply beyond ANYTHING I was imagining which is what I have been saying for years...that Oleg would do more than we could have hoped or imagined for.
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Last edited by choctaw111; 02-24-2011 at 02:48 PM.
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  #18  
Old 02-24-2011, 05:22 PM
JG53Frankyboy JG53Frankyboy is offline
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Quote:
Originally Posted by T-JETTer View Post
A few interesting facts that are not included in the review:

- Triple the easiest to control planes: Tiger Moth », Ju-87 and Su-26
- For leading his unit all the bots are also difficult to keep up
- Flaps on the Bf-109 is fully released / removed about 60 sec, the chassis on the Bf-110 - 90 sec
- To master the complete management of prop and engine, I fear, have to learn a real manual
- Moving section of the lantern on the Bf-110 and Ju-87 pilot and a shooter managed separately
- From the cockpit BR.20 to taxi and takeoff at the beginning can not see anything
- Included option anthropomorphic control simulates the position of the hands of the pilot and will not allow you to manage more than two systems simultaneously
- There are three types of aerodromes: herbal, grassy with groomed lanes with concrete runways
- If you know the full editor of Il-2, do the same on the complexity of the mission in WT can be immediately
- A full editor appeared counter take-off weight and overload indicator. Now you need to decide: to produce cars in one way or change the fuel / combat boot. You can even remove the extra machine guns and cannons
- Level of training of each crew member, on bench planes can now be configured individually
just beeing curious, and from where are these informations when they are not in this review ?
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  #19  
Old 02-24-2011, 05:36 PM
ghodan ghodan is offline
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http://babelfish.yahoo.com/translate...rUrl=Translate

translation to english.

I find it a little disturbing that a website gets the info instead of the community on the forum, for example on flyable planes.
Why did they get it, why not straight on the forum the real il2 community.
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  #20  
Old 02-24-2011, 05:51 PM
JG4_Helofly JG4_Helofly is offline
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Quote:
Originally Posted by Blackdog_kt View Post
Not only do we get a realistic workload that will force people to fly smarter, the game also models the pilot's inability to control more than two things at a time. You press two buttons at the same time on your keyboard/hotas that correspond to functions on the side consoles and that effectively means your virtual self has taken his hands off the stick

That's pretty much excellent and will make us appreciate how these aircraft were really flown, because it effectively disables tools we have and they didn't, like hotas macros: in order for a macro to work without wrestling control of the aircraft away from you, adequate delays between each action would have to be part of the macro and this means it could be the same as manually pressing the keys on your keyboard in sequence.

I really like all the effort they've put into this, because the reason our simulated fights are unrealistic stems from the fact that our simulated aircraft have been much easier to operate through the years, even if they fly in an accurate manner. All we will need to experience the real deal of calculated and carefully planned fighting with human opponents is a few servers that will make use of this setting
+1
A big leap toward realistic air combat!
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