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  #61  
Old 12-28-2011, 12:30 AM
Pursuivant Pursuivant is offline
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Quote:
Originally Posted by Xilon_x View Post
tank you for important airplane CANT 506 this is cant 506 cokpit in italian museum
You need a LOT more than that to build a flyable aircraft in the game. Better to have pictures of the cockpit and all crew stations from all angles. Even better, provide blueprints and manuals - maintenance manuals, crew manuals and pilot manuals - for the plane.

If the plane carried equipment which is important in the game - like bomb sights - or unusual weapons - provide lots of pictures, blueprints and manuals for those things as well.

Quote:
Originally Posted by Xilon_x View Post
italian navy class littorio
I believe that this is being worked on as a mod/3rd party project.

Quote:
Originally Posted by Xilon_x View Post
italian bunker
I don't mean to be rude, but how did Italian bunkers/fortifications differ from those of other nations? If there was a significant difference, then perhaps they should be modeled. Otherwise, why bother?


Quote:
Originally Posted by Xilon_x View Post
varius italian sea plane imam ro43/44 or italian bomber savoia marchetti or br20 ecc.ec. missing ITALIAN FIGHTER class V ...reggiane 2005 missing fiat g55 ecc.ec.
TD and 3rd party modelers are filling in the gaps as fast as they can. Some of the planes you want are available as mods of various quality, some good some horrible.

Unless you can do professional level 3d modeling in 3ds Max or do java coding, the most useful thing you can do is provide as much information as possible about specific vehicles (ships, planes, tanks) you'd like to see in the game. The more technical and detailed the information, the better.
  #62  
Old 12-28-2011, 12:45 AM
Pursuivant Pursuivant is offline
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Originally Posted by JG27_PapaFly View Post
As a cancer researcher I know quite a bit about systems biology and physiology and in fact a really simple model would offer amazingly realistic pilot fatigue behaviour.
I'm not nearly so well-trained, but I've studied a lot about human physiology under stress and I agree that it would be reasonably easy to add factors such as fatigue and hypoxia to the game.

A very simple method of modeling fatigue loss would be a simple "Fatigue Points" score. Under stress, such as combat or high-g maneuvers, the pilot would lose points at a set rate. Likewise, he'd recover "Fatigue Points" at some other rate when he's not exercising hard or fighting for his life - basically, it's the human equivalent of engine heating and cooling.

If Fatigue Points go below a certain level, he can't do certain things, such as hold high G turns.

More technically, as the human body is stressed and lactic acid builds up in the muscles, muscle strength goes down. It's not exactly a exponential curve, but it comes pretty close.

Just compare typical leg press strength against forces exerted on the rudder pedal during a turn of X g's and divide by the exponential function to determine if the pilot can hold a turn of X g's. Pretty simple stuff to add to the sim; not much more complex than the "hit locations" and bleeding injuries which TD introduced with the 4.10 patch.

Likewise, it would be really easy to measure progressive hypoxia above 10k feet/3 km, or sudden hypoxia which occurs above 20k feet/12 km using simple functions. These factors have been extremely well studied.
  #63  
Old 12-28-2011, 01:31 AM
Avimimus Avimimus is offline
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You know - usually I only agree with the plucky enthusiasm of Xilon's posts, but the Ro 43 is kinda attractive. Of course, I'd prefer a Dornier 22...
  #64  
Old 12-28-2011, 01:37 AM
Avimimus Avimimus is offline
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Originally Posted by pupo162 View Post
regarding 1, that would be really hard to simulate, since it al ldepends a lot on the phisical condition of the pilot, and how one reacts to huigh g maneuvers, and flying overall. im agaisnt it.
Isn't it already there (with regards to the AI "giving up" and the player blacking out more easily")?

Of course, improving the modelling would be wonderful (although taking into account the strain on the airframe created by rolling while pulling g's would be high priority).
  #65  
Old 12-28-2011, 04:38 AM
Pursuivant Pursuivant is offline
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I finally read the 4.11 release notes. If everything works as advertised this will be the best patch yet. Bravo TD!
  #66  
Old 12-28-2011, 08:56 AM
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addman addman is offline
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OMG! Thanks TD! The "drop bomb" command would have been enough for me, the rest is just a big fat lovely bonus! Thanks! thanks! thanks! thanks! thanks! thanks! thanks! thanks! thanks! thanks! thanks! thanks! thanks! thanks! thanks! thanks! thanks! thanks! thanks! thanks! thanks! thanks! thanks! thanks! thanks! thanks! thanks! thanks! thanks! thanks! thanks! thanks! thanks! thanks! thanks! thanks! thanks! thanks! thanks! thanks! thanks! thanks! thanks! thanks! thanks! thanks! thanks! thanks! thanks! thanks! thanks!
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  #67  
Old 12-28-2011, 10:19 AM
aquila26 aquila26 is offline
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Originally Posted by Faustnik View Post
Thank you for new info!
thank yoou and happy new year
  #68  
Old 12-28-2011, 10:46 AM
pupo162 pupo162 is offline
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Quote:
Originally Posted by Pursuivant View Post
I'm not nearly so well-trained, but I've studied a lot about human physiology under stress and I agree that it would be reasonably easy to add factors such as fatigue and hypoxia to the game.

A very simple method of modeling fatigue loss would be a simple "Fatigue Points" score. Under stress, such as combat or high-g maneuvers, the pilot would lose points at a set rate. Likewise, he'd recover "Fatigue Points" at some other rate when he's not exercising hard or fighting for his life - basically, it's the human equivalent of engine heating and cooling.

If Fatigue Points go below a certain level, he can't do certain things, such as hold high G turns.

More technically, as the human body is stressed and lactic acid builds up in the muscles, muscle strength goes down. It's not exactly a exponential curve, but it comes pretty close.

Just compare typical leg press strength against forces exerted on the rudder pedal during a turn of X g's and divide by the exponential function to determine if the pilot can hold a turn of X g's. Pretty simple stuff to add to the sim; not much more complex than the "hit locations" and bleeding injuries which TD introduced with the 4.10 patch.

Likewise, it would be really easy to measure progressive hypoxia above 10k feet/3 km, or sudden hypoxia which occurs above 20k feet/12 km using simple functions. These factors have been extremely well studied.
my opinion on this feature is pretty much the some off the one we got on Clod, regarding only having 2 hands.

for those who dont know COD has this feature were you can only do 2 things at the same time, as if you only had 2 hands. so , in a 109 its impossible to fly the plane (one hand for the stick) control throttle ( one hand at throttle) and trim the plane( third hand on trim).

The problem? its too counter intuitive. i used to have a g940, throttle on the big one and elevator trim on the small axis. so dispite the fact that i knew the rules of the game, in those heat moments in the middle of a dogfight where i did a trim set up and a power set up at the same time, suddenly my plane stopped working as i had tought it would, and htis was death.

My point, its hard to know what can or you cant do in every plane, especially in il2 1946 where you have a LOT of planes.

Stress is hard to measure. in my first days of flying this game i shaked my ass off ( literelly) when i had an enemy at my six. on my glory days, i was a cold blood killer, and used to watch tv while slaughtering my squadmates on internal campaign.

its ahrd to account for it. how do i know if im "stressed" in game? and why am i stressed? why am i tired? why do i know im tired?

simulation flying its tiresome on its own. after 5 mins of dogfight you are more prone to mistakes, you are more nervous, adrenaline is pumping, you have no fear of death, but in a campaign not playing for 1 hour is punishment enough.

about tired? i once flew a 3 hour patrol. for 3 hours i saw nothing. i was getting tired, the result was obvius. i wasnt checking my six, i was flying in a shamefull manner, and when i got into a dogfight i was so anxiusto kill that guy, i never toguht the stuff i usually think ( is he alone? whats is plane? cna i win? etc )... no i was so tired that i jumped right on him, lost lots of energy, did turn and burn with a plane with superior abilities.... but the other pilot was tired too, and i got the best of him.

other short story. regarding fatigue on simualtion vs real life. waths your patience to pick up a plane and fly around with it? and how aobut in real life? i did 1 hour flights in real life. obviosly we didnt sjhoot anithing down. we did some loopings barrel rolls and a split S from time to time. but flying virtully im bored in 10 mins of no action, speacilly if i know that there isnt going to be one. real life flying is far less tiresome.

So. my thougths about this is simple. how do you measure something like fatigue and stress without becoming counter intuitive?
  #69  
Old 12-28-2011, 01:31 PM
Pershing Pershing is offline
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DS devicelink
"Dedicated server has additional readouts now. This is intended as interface for 3rd party
applications which want to read position of units in real time. Please see devicelink.txt for more
information.
This feature works on dedicated server only during network play and is released as
undocumented"



Am I right - insted of elemenating any posibility to use unathorized radar-software, DT is easing this? (sorry for my English)
  #70  
Old 12-28-2011, 03:05 PM
RegRag1977 RegRag1977 is offline
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Default Only 2 hands option/ pilot fatigue as described by Pursuivant

Quote:
Originally Posted by pupo162 View Post
my opinion on this feature is pretty much the some off the one we got on Clod, regarding only having 2 hands.

for those who dont know COD has this feature were you can only do 2 things at the same time, as if you only had 2 hands. so , in a 109 its impossible to fly the plane (one hand for the stick) control throttle ( one hand at throttle) and trim the plane( third hand on trim).

The problem? its too counter intuitive. i used to have a g940, throttle on the big one and elevator trim on the small axis. so dispite the fact that i knew the rules of the game, in those heat moments in the middle of a dogfight where i did a trim set up and a power set up at the same time, suddenly my plane stopped working as i had tought it would, and htis was death.
I for one want this option for IL2 too, it may be counter intuitive as you say, but intuitivness is not what i am looking for in a WW2 sim. Using too many axis in the same time is just not realistic at all when it comes to WW2 air combat anyway: it is not a F1 racing sim, but a WW2 sim. I am all for such an option in IL2, along with pilot fatigue as described by Pursuivant.

Of course all this should come as difficulty options on the realism board, so that people that still want to play the old way can have their fun too

BTW guns jamming would be so nice too!

Last edited by RegRag1977; 12-28-2011 at 03:07 PM.
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