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IL-2 Sturmovik The famous combat flight simulator. |
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#1
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kind of like a roll the dice whether you land safely, make it back to base, get KIA, MIA or captured, instead of having to go through a long walk back to base (unless they want to do that). |
#2
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That is already included in Il-2. Makes me wonder if you lot actually ever really played the game with 100% attention...
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#3
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BTW I have over 1,000 flights in IL2 averaging 45minutes each. |
#4
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#5
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Gee I admire people keeping a flight record... or it's just an estimate?
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#6
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you guys should take the arguments to PM or go to the zoo to duke it out
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#7
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This is the new zoo, unfortunately.
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#8
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First of all, terrific set of animations in this update. Thanks Oleg and team.
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It's not entirely essential, but it's a nice backup in case your compass gets damaged on a night raid, you would be able to navigate back to friendly airspace by using the stars. In real life there were sextants used to take accurate measurements and some hardcore SH3 fans used to navigate by stars, but the combination of radio navigation aids and smaller maps in a flight sim might make this redundant. In any case, you don't need the entire universe because it's not visible from our night sky. The simplest way to have an accurate rendition would be to have a moving set of the major constellations, maybe add the most visible nebulas too, and superimpose them on a static backdrop/wallpaper of night sky. This way, the amount of objects is reduced sufficiently while still allowing for recognition of constellations and navigation by stars. Movement is also very simple, it all rotates around the north (or south, depending on your hemisphere) opposite to the earth's rotation as the hours pass, it's nothing fancy really. Quote:
It's just a separate keypress and it will enable people online to fall below the action before pulling the chord, with all the added benefits it brings: less chance of getting shot while hanging from your chute, less chance of having to fly through others' chutes or get lagged by them as well. Quote:
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#9
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--- Thanks for joking over my point guys. It's coo.. --- Flight sims don't do "more" over "other" games. AI is AI, Terrain is terrain, objects are objects, etc. Consider Oblivion, or Fallout 3. Games with weather systems. (And stars of some sort..) It's really not a question of can it be done, it's simply will it be done. For the most part I believe companies try to avoid fine-tuning and feature adding because of the Duke Nukem Forever (r.i.p.) scenario. True perfection is a bad thing. Last edited by constant; 04-22-2010 at 06:46 PM. Reason: Some guy somewhere told me to do something. |
#10
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I don't really see what weather systems have to do with it, either. The weather system in Oblivion and Fallout is simple (I don't know how much modding you've done of those two games), all that happens is that each exterior cell in the overall game grid is assigned to a region, and that region has a particular percentage chance of each weather type assigned happening when the weather changes every few hours after what amounts to a dice roll that chooses the weather. It's not really a weather system as such. As for stars, it's simply a series of domes with different textures applied with varying transparency that rotate depending upon the season/time of day/etc. No atmospheric modelling as we see in the screenshots Oleg showed of the Stuka at various times of day. The point is, both these games needed huge amounts of RAM and powerful CPUs to run well at high settings at release, even with such simple AI and weather systems and so on. Comparing flight-sims to FPSes, even in Il-2 we require some fairly complicated modeling of aerodynamics and ballistics occurring essentially non-stop (although realism in ballistics is usually attempted in FPSes nowadays, it doesn't have to take such account of factors as relative wind), we need to have an AI that can effectively fly an aircraft without a) exceeding critical angles of attack constantly b) flying past the physical limits of the pilot (the AI are limited to 4G maneuvers, I think) and c) that understands how to effectively maneuver to a good firing solution given the capabilities of the aircraft it's flying and the position and capabilities of the opponent. Compare this to the average 2010 FPS AI and we're already talking about a more demanding AI in the 2005 4.01 incarnation of Il-2, never mind SoW. And crucially, given the focus of the next game on the Battle of Britain, Oleg and team are almost certainly aiming to have the game running reasonably on medium settings with a lot of aircraft on screen at once, after all the Battle of Britain was primarily about small groups of fighters intercepting large groups of bombers and fighters. How many FPSes do you see with more than a handful of people on-screen at once nowadays? The only FPS games that approach flight-sims in terms of difficulty of implementation would be tactical shooters (lots of fairly complicated decision-making AI and a basic physics engine), and how many of those often have lots of people on the screen? Only one that I can think of, ARMA 2, and that devours PCs even on medium settings. So yeah, no wonder there are only a few flight-sim developers left, and thank God they have the dedication to work within such a difficult genre. ![]() Last edited by TheGrunch; 04-23-2010 at 11:22 AM. |
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