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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games.

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  #21  
Old 02-21-2012, 06:49 PM
Chivas Chivas is offline
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I am being positive i do believe that the next patch will be a major step forward, as you all know zapatista ardently disagreed with me during development but sadly what I was aying as come to fruition. However a year since release i think we are on the verge of getting what we paid for.
I wouldn't be so optimistic. I do think the next patch will make the sim playable on most people PC's, but I'm not so sure that all the AI, and Command issues, necessary for enjoyable offline play will be addressed yet. This will probably have to wait for the next patch, but I do hope they have addressed some for this patch. This patch should however increase the online community as the AI, and Command issues aren't a problem.
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  #22  
Old 02-21-2012, 07:06 PM
6S.Manu 6S.Manu is offline
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Originally Posted by Insuber View Post
If I had get a cent for every time I checked in here to look for news since October 2007, I would be rich by millions. Thank you devs for this enriching thought.

Cheers,
ins


Poor Insu...
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A whole generation of pilots learned to treasure the Spitfire for its delightful response to aerobatic manoeuvres and its handiness as a dogfighter. Iit is odd that they had continued to esteem these qualities over those of other fighters in spite of the fact that they were of only secondary importance tactically.Thus it is doubly ironic that the Spitfire’s reputation would habitually be established by reference to archaic, non-tactical criteria.
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  #23  
Old 02-22-2012, 12:16 AM
Mr Greezy Mr Greezy is offline
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I am in no way saying that the release and subsequent months following the release of this game wasn't a monumental cluster****. Only the people making the game would have the truest of understanding as to how that happened.

It's for that reason why I made the post. The game was released in a complete garbage state. PRE-alpha, many have said. A lot of companies would have, could have, packed it up, counted it as a loss, and started working on something else.

The fact is, this new team seems determined to rebuild the name that is IL2. You can moan and gripe all you want about woulda-coulda-shoulda...it takes a looooonnng time for a dev team on what must be a shoestring budget (this isn't Modern Warfare here, guys) to take a completely broken game of this complexity and turn it into a bonafied sim.

And for that, I think we should all take a moment to thank them for sticking with it and trying to give us what we all had hoped for in the first place. That only implies passion and dedication to the niche market of WWII combat flight simulation on the PC platform.

Forgive, forget, move on, look to the future, all that stuff. It may run like crap on older machines...it runs OK at best on my lil' powerhouse I have...but the devs are making it better. Plus, they are giving us exactly what we asked for in the form of weekly updates to show us how they're making it better. I can think of only a handful of companies out there that do that, so we should all appreciate it. Play RoF in the meantime if you can't stomach it. I for one am just happy that this thing isn't dead.

So, I repeat, go team!

Last edited by Mr Greezy; 02-22-2012 at 01:14 AM.
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  #24  
Old 02-22-2012, 12:42 AM
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ACE-OF-ACES ACE-OF-ACES is offline
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Originally Posted by Mr Greezy View Post
A lot of companies would have, could have, packed it up, counted it as a loss, and started working on something else.
Bingo!

Too bad so many seem to forget that
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  #25  
Old 02-22-2012, 02:30 AM
Tiger27 Tiger27 is offline
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I currently dont play CoD at all, mainly owing to CTD's and lack of time, but 1 year in and with much bad publicity etc, they are still working away on trying to get this sim right, that has to be encouraging and I see no reason that one day this wont rise to the top of the FS pile.

ROF has kept me sustained and also shown that over time even a quite badly broken sim can be fixed and shine, if this was a FPS it would have been dead in the water a long time ago, but thankfully it isn't.
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  #26  
Old 02-22-2012, 03:37 AM
FS~Phat FS~Phat is offline
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Thats because a few good FPS games come along every year or 2 with multi-million dollar development budgets and their popularity wanes after only 18months or so which is why they have to keep regurgitating the same thing over and over.

Flight Sims and for that matter Combat Sims of note only come along every 5-10years and last for 10years plus. So it must be accepted that there are longer development cycles with a longer payback cycle... That is why the team are still working on this despite the faultering start last year. Its a long term proposition and always has been. There is still no other challenger to the WWII air combat scenario right now with this level of fidelity and detail so I expect its popularity will increase this year as the patches and sequel roles out to fix the issues we all know to well. Have patience grasshoppers!

PS. Guys please stop the personal attacks and chest beating. Infractions have been dealt.

Last edited by FS~Phat; 02-22-2012 at 03:51 AM.
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  #27  
Old 02-22-2012, 05:42 AM
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zapatista zapatista is offline
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Originally Posted by Tree_UK View Post
Thank you, being right twice a day works for me.
if you equate yourself to a broken inanimate object, sure


Quote:
Originally Posted by Tree_UK View Post
Genuinely I am sorry you got it all wrong during development I would of been much happier had the game been what you said it would be, your belief and trust in Oleg is to be commended if nothing else. And I would bet he remembers you fondly as well for all the times you defended him.
you'r misrepresenting events and are being misleading

people who believe in oleg's grand vision and supported him over the years with positive feedback, and contributed idea's and technical knowledge, didnt "get it all wrong during development ", just because in the last stage of the project there was a forced early release by the project financiers. SoW/BoB is becoming exactly what the grand vision intended, and as was originally envisaged by the grand master of ww2 sim makers. with integrated battle field scenario (vehicle, AA guns, and even some limited ship control), the ability for extensive AI routines with control over ground vehicles and supply lines, dynamic 24/7 campaign engine, improved flight models and aircraft detail, dynamic weather, and even eventually articulated skeletal human animations.

from what the rest of us already know, most of these advanced elements are already present in a near completed state (and some are already being added now, like flak and vehicle control), since oleg developed the project in a modular form (with each area being worked on independently over the years) you can expect more goodies to be added soon (note; it is my hope developers will now focus on game play factors as their next step, or we simply end up with another era of air quake like many online servers in the old il2 days).

what did happen, and you are deliberately misrepresenting, is that when they put these complex elements together in 2010 with the new grafix engine (while on track for their intended release date provided by oleg in late 2009), the grafix engine itself couldnt cope (or had major coding efficiency problems). given the complexity of gfx engines in 2010 era compared to the yr 1999, no quick solution could be found and a complete rewrite was impossible in that short time space. they tried 2 or 3 revamps of the gfx engine that year which were largely unsuccessful , then as pressure for the release date mounted and they were given an immovable release deadline, so they had to cut out major cpu/gpu drain elements (dynamic weather etc), and couldnt optimize the existing gfx engine enough, or had the time to complete the last parts on some elements like AI control etc..

in short, hadnt there been the forced release (with the regretful loss of oleg as visionary developer as a likely direct result), it would have taken them roughly another year to finish it and release the new sim in a playable state, allowing them to rapidly add all the more advanced and complex features (envisaged, developed and incorporated from the start) as the series evolved.

but dont let accurate factual information get in the way of the perpetual negative slant you deliberately put on all things oleg or SoW-BoB, its just that for anybody familiar with events as they occurred during development, the truth is rather different
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Last edited by zapatista; 02-22-2012 at 05:54 AM.
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  #28  
Old 02-22-2012, 06:19 AM
machoo
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While overall i'm pretty dissapointed with what we have I do agree that if the fundamental bugs get ironed out ( ai being the most lacking ) things will improve alot. Once/If the SDK comes out things will move along rapidly.

Last edited by machoo; 02-22-2012 at 07:01 AM.
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  #29  
Old 02-22-2012, 08:33 AM
Sutts Sutts is offline
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Originally Posted by zapatista View Post
if you equate yourself to a broken inanimate object, sure




you'r misrepresenting events and are being misleading

people who believe in oleg's grand vision and supported him over the years with positive feedback, and contributed idea's and technical knowledge, didnt "get it all wrong during development ", just because in the last stage of the project there was a forced early release by the project financiers. SoW/BoB is becoming exactly what the grand vision intended, and as was originally envisaged by the grand master of ww2 sim makers. with integrated battle field scenario (vehicle, AA guns, and even some limited ship control), the ability for extensive AI routines with control over ground vehicles and supply lines, dynamic 24/7 campaign engine, improved flight models and aircraft detail, dynamic weather, and even eventually articulated skeletal human animations.

from what the rest of us already know, most of these advanced elements are already present in a near completed state (and some are already being added now, like flak and vehicle control), since oleg developed the project in a modular form (with each area being worked on independently over the years) you can expect more goodies to be added soon (note; it is my hope developers will now focus on game play factors as their next step, or we simply end up with another era of air quake like many online servers in the old il2 days).

what did happen, and you are deliberately misrepresenting, is that when they put these complex elements together in 2010 with the new grafix engine (while on track for their intended release date provided by oleg in late 2009), the grafix engine itself couldnt cope (or had major coding efficiency problems). given the complexity of gfx engines in 2010 era compared to the yr 1999, no quick solution could be found and a complete rewrite was impossible in that short time space. they tried 2 or 3 revamps of the gfx engine that year which were largely unsuccessful , then as pressure for the release date mounted and they were given an immovable release deadline, so they had to cut out major cpu/gpu drain elements (dynamic weather etc), and couldnt optimize the existing gfx engine enough, or had the time to complete the last parts on some elements like AI control etc..

in short, hadnt there been the forced release (with the regretful loss of oleg as visionary developer as a likely direct result), it would have taken them roughly another year to finish it and release the new sim in a playable state, allowing them to rapidly add all the more advanced and complex features (envisaged, developed and incorporated from the start) as the series evolved.

but dont let accurate factual information get in the way of the perpetual negative slant you deliberately put on all things oleg or SoW-BoB, its just that for anybody familiar with events as they occurred during development, the truth is rather different

Well put zapatista, I'm with you on that.
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  #30  
Old 02-22-2012, 08:40 AM
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furbs furbs is offline
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Quote:
Originally Posted by zapatista View Post
if you equate yourself to a broken inanimate object, sure




you'r misrepresenting events and are being misleading

people who believe in oleg's grand vision and supported him over the years with positive feedback, and contributed idea's and technical knowledge, didnt "get it all wrong during development ", just because in the last stage of the project there was a forced early release by the project financiers. SoW/BoB is becoming exactly what the grand vision intended, and as was originally envisaged by the grand master of ww2 sim makers. with integrated battle field scenario (vehicle, AA guns, and even some limited ship control), the ability for extensive AI routines with control over ground vehicles and supply lines, dynamic 24/7 campaign engine, improved flight models and aircraft detail, dynamic weather, and even eventually articulated skeletal human animations.

from what the rest of us already know, most of these advanced elements are already present in a near completed state (and some are already being added now, like flak and vehicle control), since oleg developed the project in a modular form (with each area being worked on independently over the years) you can expect more goodies to be added soon (note; it is my hope developers will now focus on game play factors as their next step, or we simply end up with another era of air quake like many online servers in the old il2 days).

what did happen, and you are deliberately misrepresenting, is that when they put these complex elements together in 2010 with the new grafix engine (while on track for their intended release date provided by oleg in late 2009), the grafix engine itself couldnt cope (or had major coding efficiency problems). given the complexity of gfx engines in 2010 era compared to the yr 1999, no quick solution could be found and a complete rewrite was impossible in that short time space. they tried 2 or 3 revamps of the gfx engine that year which were largely unsuccessful , then as pressure for the release date mounted and they were given an immovable release deadline, so they had to cut out major cpu/gpu drain elements (dynamic weather etc), and couldnt optimize the existing gfx engine enough, or had the time to complete the last parts on some elements like AI control etc..

in short, hadnt there been the forced release (with the regretful loss of oleg as visionary developer as a likely direct result), it would have taken them roughly another year to finish it and release the new sim in a playable state, allowing them to rapidly add all the more advanced and complex features (envisaged, developed and incorporated from the start) as the series evolved.

but dont let accurate factual information get in the way of the perpetual negative slant you deliberately put on all things oleg or SoW-BoB, its just that for anybody familiar with events as they occurred during development, the truth is rather different
Interesting Zap, but with the current rules on speculation that lot is worth about 3 years of bans.
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