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IL-2 Sturmovik The famous combat flight simulator.

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  #221  
Old 03-03-2010, 01:30 PM
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Mysticpuma Mysticpuma is offline
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Will SoW being accurate in weather for the dates campaigns are flown in? Just wondering if the weather effects will match those of the dates in real-life 1940?

Also will damage effects on aircraft where holes appear and/or wings break off be able to have ragged edges rather than the straight ones we have now?

Thanks, MP.
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  #222  
Old 03-03-2010, 01:46 PM
Oleg Maddox Oleg Maddox is offline
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Quote:
Originally Posted by Mysticpuma View Post
Will SoW being accurate in weather for the dates campaigns are flown in? Just wondering if the weather effects will match those of the dates in real-life 1940?

Also will damage effects on aircraft where holes appear and/or wings break off be able to have ragged edges rather than the straight ones we have now?

Thanks, MP.
Proabbly it is possible only in single historical miossions or campaigh that merged from such single missions. We did such thing in original Il-2 where each mission was with exact time, weather of that day and situations.
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  #223  
Old 03-03-2010, 03:01 PM
ECV56_Lancelot ECV56_Lancelot is offline
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Will BoB scenery look like this or better?







Images taken from SimHQ about ORBX addon for FSX. Noh idea what ORBX is, because i don´t have and fly FSX, but i must say i was impress with those screenshots.
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  #224  
Old 03-03-2010, 03:27 PM
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Qpassa Qpassa is offline
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i think that rof looks better than that screenshot
http://i48.tinypic.com/25qrxjq.jpg
http://i48.tinypic.com/dh3hgl.jpg


Too big,open them
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Last edited by Qpassa; 03-03-2010 at 06:15 PM.
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  #225  
Old 03-04-2010, 01:42 AM
Caveman Caveman is offline
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Originally Posted by Oleg Maddox View Post
It is really something like subwoofer which instead of sound wave distribute the floor/chair wave.... by other words sound wave trasmitts into mechanical vibartion ... It is working exactly like subwoofer in terms of connection to sound card or home theather. Digital sound? It is only depending of this device. No needs any special support of such device. Its a toy.

You may place several such devices and tune it for different frequency of sound range... then it will shake you from guns by one device, or from engine by other device. Our by both in case of shell hit...

It is very simple device in terms of engineering.
Oleg, thanks for response. Yes, it is a simple device, but one that works quite effectively for increasing immersion By "digital" I meant that transitions in/out of the crossover frequency seem rather abrupt in IL-2 ("on" or "off"). Specifically, a more proportional response magnitude throughout the throttle range would seem to make it "perfect".

For instance, when the 109 is idling, the BK just about rattles one out of the chair. This is great, but the vibration amplitude tapers off quickly and "smooths out" when engine RPM is advanced past a certain "critical point". This gives the illusion of entering or exiting a vibration harmonic disturbance, instead of transitioning from a relatively "rough idle" to a "pleasant midrange engine-induced vibration hum". I spent some time adjusting/balancing the BKs freq cutoffs, crossover, and volume, and was able to get something "good", but IL-2 seems very "dynamically sensitive" when compared to other sims like MSFS, Lockon, etc... I attributed this to the complexity of the IL-2 sound engine with it's ability to play multiple tracks simultaneously to create the right "engine note" at any given frequency. In my mind, I surmised (incorrectly?) that the BK was "sliding" off an "amplitude step" on a low frequency track that the BK was picking up and therefore causing the abruptness.

It seems like BK-optimized code would have to use a Low Freq track of it's own, running very quietly in the "background" that could be turned up to the desired level using the BK...

Perhaps an independent "vibration track" to capture a balanced, realistic vibration throughout the freq range... A user could set the BK freq range anywhere, but setting it near a BK track "tuning freq" would force the BK to follow that predetermined "vibration amplitude map" that you specify.

Keep in mind this is all in the context of improving the IL-2 sound engine/BK experience that last 10%... I just wondered if any specific thought had gone into this...

Your suggestion to use multiple BKs was unique and so true... What a great idea! I had never thought of the advantages to that sort of setup.

Thanks for keeping the dialogue open for comments. It really is something amazing to chat with a developer. I've been simulating since the early 80's and all I can say is that you've made many dreams a reality. Can't wait to see the birth of SOW.

Last edited by Caveman; 03-04-2010 at 06:48 AM.
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  #226  
Old 03-04-2010, 09:43 AM
Bobb4 Bobb4 is offline
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Originally Posted by ECV56_Lancelot View Post
Will BoB scenery look like this or better?




Images taken from SimHQ about ORBX addon for FSX. Noh idea what ORBX is, because i don´t have and fly FSX, but i must say i was impress with those screenshots.
Well I hope Oleg does not have rivers that flow over a hill and not through it Could just be an optical illusion though
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  #227  
Old 03-04-2010, 06:49 PM
Antoninus Antoninus is offline
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There are lot of rivers that fly over hills in FSX, but usually not in handmade high detail scenery. Thats the drawback of having a global scenery. FSX creates the landscape from mesh, landclass and vector data such as roads or rivers. If the coordinates don't match well enough you get stuff like that.
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  #228  
Old 03-04-2010, 10:04 PM
WhiteSnake WhiteSnake is offline
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Originally Posted by Urufu_Shinjiro View Post
Oleg, I know this may be a more technical question better suited for you programmers, can you say what sound API will be used, DirectSound3D, OpenAL or other? Windows Vista and Windows 7 no longer support sound card hardware acceleration for DirectSound3D but do support hardware acceleration with OpenAL.
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Originally Posted by Oleg Maddox View Post
As told me Rudolf Heiter(our sound engineer) when I noticed him about such a problem, he said that all there will be fine. More precise I can ask him on Monday.
I wanted to know the same thing And is there going to be 64 bit Suport (64 bit .exe) so the game can make use of more than 2GB of System Memory etc. under a 64 bit OS?

Im building a new Rig and selling the components of my old one so i was hoping for an awnser to this so i know if i should hang on to my Soundblaster X-Fi or sell it also.
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  #229  
Old 03-04-2010, 10:06 PM
MikkOwl MikkOwl is offline
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is there going to be 64 bit Suport (64 bit .exe) so the game can make use of more than 2GB of System Memory etc. under a 64 bit OS?
Oleg posted in the past few days stating that 3gb would be minimum (I think), maybe even moved up to 4gb. That will definitely means that 64bit is OK, maybe almost a must.
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  #230  
Old 03-05-2010, 02:53 AM
AdMan AdMan is offline
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Originally Posted by Oleg Maddox View Post
I understand the joke...
Of course nothing can be perfect. We only try to tend to a limit...

But... we also remember about console and WoP players... so for them the sim will be also playable... But I'm sure - way more interesting in terms of long life use, learning, to be anxious for success. Very scalable difficulty setings will allow this.
maybe aircraft manuals can come included with SOW? Either originals or re-written to include information that is important to SOW. If they were accessible in-game would be cool, even simple text files on disc would be nice.

It's not always easy hunting down original flight manuals and then figuring out what is emulated in the flight model and what is not, having some type of manual included would encourage novices to learn realistic settings. I guess this also depends on how training missions are designed.
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