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IL-2 Sturmovik The famous combat flight simulator.

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  #891  
Old 05-19-2008, 10:55 AM
mondo mondo is offline
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Oleg:

Will planes now stand a chance of catching fire if they belly land on concrete or tarmac?
Will oxygen supply be modelled? If so, can the oxygen bottle be hit, leak or explode or lead to pilot asphyxiation at altitude?
  #892  
Old 05-19-2008, 10:58 AM
Bobb4 Bobb4 is offline
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In SOW will ground reloads and refuels for pilots be available in online play. Say map last an hour, will a pilot be able to land reload and take-off again without clicking refly as it currently is in IL2 1946?
  #893  
Old 05-20-2008, 12:52 AM
planespotter planespotter is offline
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My question is about the atmosphere, or 'feel' of the offline campaign. The answers I have seen about the campaign have been rather vague, so I'm hoping there has been more thought about it by now. What will you do to give the player a sense of immersion, a feeling that they are part of the Battle of Britain and that their personal efforts can influence the outcome. How will the campaign AI manage the strategy elements of the Battle? Will it be coded to repeat the same mistakes as Goering, or will there be the possibility that it chooses to continue attacks on RAF airfields instead of turning on London? How will you address some of the criticisms of the IL2 campaign engine (lack of atmosphere, personality or story line, strategy elements)? IL2 campaign building tools were great - will you make it easy for the community to build their own dynamic or scripted campaigns? Will the campaign be playable from all sides (Britain, Germany, Italy)? Flak accounted for a huge proportion of the kills in the Battle of Britain, but has always been under modelled in other BoB sims (eg BOB2 Wings of Victory) for reasons of playability. How will you model flak in the offline campaign? And finally...have you considered modelling an alternative ending for a Luftwaffe campaign that (if the player succeeds in damaging the RAF sufficiently) sees the Luftwaffe covering an invasion fleet for Operation Sea Lion? This 'what if' scenario for a BoB flight sim has never been executed to my knowledge, shouldn't be too difficult to enable, and would dramatically differentiate Storm of War from previous BoB sims.
  #894  
Old 05-20-2008, 01:44 AM
wjc103 wjc103 is offline
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Will the final terrain most likely use the tiles that have been seen in development screenshots to date?
  #895  
Old 05-21-2008, 07:28 AM
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zapatista zapatista is offline
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Oleg,

will "Use3Renders=1" in BoB allow the use of widescreen monitors ? and will it be possible to use a combination of widescreen and 3:4 ratio monitors as well ?

the problem right now is that "Use3Renders=1" only allows 4:3 monitors, and all 3 monitors must be the same ratio, we cant use widescreen monitors at all.

since many of us have now upgraded to widescreen monitors, we often still have some smaller older monitors available that we could place on either side of our main monitor to increase peripheral vision. that is the inexpensive way to use "Use3Renders=1", without having to buy several very expensive widescreen monitors. otherwise only very rich kapitalist pigz can enjoy good peripheral vision in BoB
  #896  
Old 05-21-2008, 09:19 AM
Wardy Wardy is offline
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Oleg,
I assist in the running of 3 very popular IL2 servers. We have been frequently asked why we do not lower our CRT value to allow the use of mods, or use them ourselves.

We have refrained from doing so on the basis that we believe in assisting the use of mod's we may be in breach of our software license, and certainly wouldn't like to bite the hand that feeds it...

Can you possibly spare the time to let us know what the official line on this matter is, so that we can draw it to a close on our forums.


Thank you for your time,

Wardy
  #897  
Old 05-22-2008, 03:15 PM
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jamesdietz jamesdietz is offline
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My question is this: Why do you keep asking questions here? Oleg appears to be "busy" and hasn't answered a question for a dog's age...
With that in mind all I want to know are the lousy computer requirements so I can finally dump my old rig buy the best I can get now with it able to be compatable with Oleg's BoB of some future date('08?09?10?) and at least I could play Il-2 1946 at full settings while waiting or Silent Hunter4 or even god help me:BoB WoV! I believe the original release date for SOW was Christmas 2006...the 07 ...now 08. I'll be patient but it the very minimum throw me a bone & give us the PC specs...I think it far more relavent that some of the more obscure details that are asked about her for the last 100 pages or so...
In quiring minds and all that!

Oh ...a few more screen shots shouldn't be too hard to manage either...
  #898  
Old 05-23-2008, 04:55 PM
JG27CaptStubing JG27CaptStubing is offline
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Okay here is some simple advice for you in terms of Hardware Specs... It's pretty much safe to say you should go with the Fastest CPU in existance and the fastest GPU in existance now and you should be able to play the game at reasonable FPS with certain settings.

The fact is even Oleg doesn't know what you should buy. He is building BOBs new engine based upon scaleability. What does that mean? It means that he's going to aim next gen hardware as best as he can. The fact is when IL2 first came out the fastest machines of that time where at 800mhz so go figure. Here we are with Quad Cores and super effencient ones at that running at 4 Ghz plus. How do you plan for that? Well the simple truth is technology will change and so will the game. Software lives and breaths over time and as things are added I'm sure he will do his best to support the latest technology provided it's main stream.

So with that said get the fastest machine that can run Flight SIM X and you should be okay.
  #899  
Old 05-23-2008, 07:10 PM
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proton45 proton45 is offline
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Quote:
Originally Posted by JG27CaptStubing View Post
Okay here is some simple advice for you in terms of Hardware Specs... It's pretty much safe to say you should go with the Fastest CPU in existance and the fastest GPU in existance now and you should be able to play the game at reasonable FPS with certain settings.

The fact is even Oleg doesn't know what you should buy. He is building BOBs new engine based upon scaleability. What does that mean? It means that he's going to aim next gen hardware as best as he can. The fact is when IL2 first came out the fastest machines of that time where at 800mhz so go figure. Here we are with Quad Cores and super effencient ones at that running at 4 Ghz plus. How do you plan for that? Well the simple truth is technology will change and so will the game. Software lives and breaths over time and as things are added I'm sure he will do his best to support the latest technology provided it's main stream.

So with that said get the fastest machine that can run Flight SIM X and you should be okay.
+1

good advise...

The only other thing I might emphasize is that you could keep one eye on the components your computer contains, you could think about what the future holds for the hardware (specs) in your rig...Q: will your socket (CPU), memory, GPU, ect...be upgradeable for some time to come.
  #900  
Old 05-24-2008, 01:44 PM
Darkbluesky Darkbluesky is offline
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Arrow Stereoscopic support

Hi,

I would like to know if SOW is going to support True 3D, i.e. stereoscopic mode: shutter glasses or iz3d stereoscopic monitor, or other type of stereoscopy. In IL2 has been (and there are) some problems (flashes in perfect mode and trees and other 3D stuff bad depth placed, or double image for dots (planes at horizon) because they are, I guess, 2D images bad depth placed)

Actually, similar to Triplehead2Go technology niche (which is confirmed to be supported), stereoscopic support only asks for a minor change/consideration in the code and the benefit is very important (in fact IL2 works almost pretty well in stereo-3D without stereoscopic intended coding!). It is not needed to make the code specifically for stereoscopy or to modify the code to create both images (left an right), actually this is created by third party drivers (iz3d, nvidia, etc). What is only needed to do to the code is mainly place 3D objects in a correct depth (coherent with the rest of the virtual world), not to use 2D images for "simulate" a 3D object, or if done, then to place them at a correct depth, and some other minor details.

The effect in 3D when in cockpit (95% of playing time) is astonishing, (and I'm not an eye-candy fan child). I don't exaggerate at all. Only people that has not tried it (or people not very sensible to 3D) thinks that is only eye candy. But it isn't. At side that seeing the cockpit, cockpit glass, levers, buttons, propeller, etc at correct depth like if you could touch them, you get the feeling of altitude, distance to runway (which helps a lot to landing), you can see also when a plane is hidden by a cockpit bar, you can see it with one eye, losing the 3d view, but still seeing it, in other words just as real life pilots did, you can feel also the distance to other planes to fly in formation, which is a REAL help, etc; overall it's a superb immersion factor and of course, a very very nice one too. Not to speak if seen in a DLP projector and 3D, at 1:1 scale. No words.

There is a fast growing community in the net, which focalises people interested more and more in playing games in 3D: there are several sites but maybe www.mtbs3d.com is currently the main site. They help developers professionally to make games 3D compatible, with, normally, very few and simple work to do in the code.

Sorry for the "long" explanation. It's a pity that a superb game, as I think it will be, and specially a long lasting game as SOW is intended to be, will not support a so useful and nice effect, specially considering the growing interest in 3D (Samsung 3D TVs, 3D cinemas, Mitsubishi 3d tvs, etc)

Just in case; I'm only a fan of Maddox games and IL2. I don't work neither have interest in any company related or eventually related to 3D, stereoscopy, or any kind of entertainment company.

Thanks

Last edited by Darkbluesky; 05-24-2008 at 02:19 PM.
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