![]() |
|
IL-2 Sturmovik The famous combat flight simulator. |
![]() |
|
Thread Tools | Display Modes |
|
#1
|
|||
|
|||
![]()
I was wondering if there is going to be an instant action type button for the campaign in SOW. I found it frustrating that I could ramp the speed up to 8x and still have it take 10 minutes real time to fly to where I was going to be doing the fighting in Pacific Fighters. It killed the game for me. I'd like to be able to go to a waypoint that isn't very far from where the action will be.
|
#2
|
|||
|
|||
![]() Quote:
![]() You can always go into and change the respective *.mis file and be anywhere you want to be at any time. |
#3
|
|||
|
|||
![]()
This was possible in the old European Air War. It had varying levels of time compression and just like IL2, in the lower levels the screen just went faster but to do the higher ones it couldn't render it fast enough. In IL2 we are presented with a black screen, EAW had a map that showed your plane moving along its flight plan.
The single thing it had extra was a "skip to next waypoint" function and it worked really well (that game had some very long missions, like bomber escort from the UK to Germany and back, so it was very useful). What it did was switch to a fly by view and afterwards it loaded the appropriate triggers for the next waypoint while switching your view back to the cockpit. What impressed me was that it didn't disengage smack in the middle of combat but up to 5 minutes before the engagement took place, giving you enough time to set things up. The incentive to not use it was that it disengaged only when enemy aircraft where near or when a waypoint was approached, while if you went with time compression only you could pick up randomized targets of opportunity along the way like vehicle convoys. For IL2 and SoW however, most maps are way smaller due to the higher detail. Time compression works just fine thanks to the reduced distances (the pacific is indeed a concern though). Another thing to note is that EAW missions relied mostly on triggers, while in IL2 and i guess in SoW as well most of the other flights (enemy and friendly) don't just spawn out of nowhere a few miles away (though it's possible) but are already well into the mission flying a route of their own by the time you meet them. I don't know how feasible it would be to calcutate the appropriate data for all flights in order to make a "skip to next waypoint" function. If this series lives as long as IL2, like we all hope it will, and we get big pacific maps or a unified european map for strategic bombing missions, then it might be worth it to revisit the idea a few years later, we'll be having more powerful PCs to run it on as well. |
#4
|
|||
|
|||
![]() Quote:
Most people just edited the "MissionDistance=" parameter in conf.ini to something close like 25 km if they preferred shorter missions. |
#5
|
||||
|
||||
![]()
Hi 1C company and Oleg Maddox.
My request is........... SEA - EARTH - AIR SEA:....i ask the acurate coastline and not simple. coastline subject to erosion of the sea. a coast where you can hear the sound of the waves and gulls. a cost that must have piers for boats and seaplanes. hydroplane noise when it lands on the sea with the effect splaaaash. the white foam or the wake that forms both for ships and seaplanes for the wave on the English coast. i loock this video and white foam is not very thick and foamy. i loock this video and is simple coast line finish earth.the land ends the sea begins. Not exist coastal erosion. Not exist middle way between the earth and the sea.OK My question there is a depth 'of the sea? the underwater world? If a ship sinks? if there 'a submarine? if there 'a torpedo? if there are any mines? if an airplane crashes into the water? If two ships collide? what are the effects? EARTH:...the ground deforms the explosion of a bomb. and formed the craters then adjust only half shovel.(permanent dammage of terrain) the ground is deformed if there 's a very heavy object. the aircraft and 'heavy and has a specific weight. The soil at different layers, or asphalt. asphalt, grass mud stones ecc.ec. The land and subject to deformation during the passage of tanks with the famous trails and footprints that remain permanent trails HGV truck or jeep. the ground has some slope or downhill and the object that is on the ground and subject to 'a constant gravity' depending on the slope or hill. i loock this video and I not see the smoke of the land to the passage of heavy vehicles and tracks or trails or tracks that leave permanent ground.(sorry for bad english but i am italian and i use google translation). Air:..... air must have its own volume and friction to do on the wings of the plane. air must have rain snow wind direction ecc.ec. air must have a sound sound sound of rain and wind calm ecc.ec. near the coast or near the mountains there must be currents. hot air and cold air currents. the famous thermal. thermals ascending or descendants You remeber CONDOR? glide fly simulator? loock that example.or loock FSX glide example. Air famous trails of condensation ecc.ec. ![]() Remember the four elements air - land - water - fire everyone has elements of each physical contrasts the other one. Eg water off the fire and create smoke. Example fire and 'more power from the air' winds' fire. Example, if a plane falls leaves a furrow in the ground and creates a mass of land below. |
#6
|
||||
|
||||
![]()
Arial;... i like if Atmosphere have all Physical properties in sow.
loock this link. http://en.wikipedia.org/wiki/Earth%27s_atmosphere. The BOMB Bomb shakes the earth for many miles. like an earthquake. THE BOMB in the atmosphere creates a vacuum. |
#7
|
|||
|
|||
![]()
Dear Oleg, "guru" of the sims i would like to ask if in SoW:BoB the head movements ll be affected while under some Gs? Someone has given this idea before but never asked if it ll work in SoW.
1. I do not known how this works in real, if there is some sensation of force pushing your head in opposite direction of the acceleration. Center your head in the gunsight and gunnery while in an spiral dive or barrel roll as example must be more trick cause the forces acting in your body even in lesser gs or i am wrong? Is there a way to simulate this if it is true? Some simulation of the shaking of the pilots body would be outstading, cause must it be very unpleasant to fly this conditions. |
#8
|
|||
|
|||
![]() Quote:
Pilots head rolling in opposite direction of rolling of the plane. Shot while manouvering behind an enemy rolling must be more trick than actually in IL2. i think its more difficult to center your head in the sight while manouvering, in Il2 it was alwas centered. May with 6dof technology the rolling movement of the head ll be well simulated. Last edited by Ernst; 06-23-2010 at 01:59 PM. |
#9
|
|||
|
|||
![]() Quote:
![]() ![]() |
#10
|
||||
|
||||
![]()
This is astrology, yes?
Astrology is not a science. ![]() For deformable land, you need voxels: http://en.wikipedia.org/wiki/Voxel They are very computationally expensive, our CPUs run at a approximate maximum of about 3GHz, with four cores, and one add or multiply per clock, each voxel could easily take 100 operations per frame. With 60 frames per second, that means we can have 12,000,000,000/(60*100) = 2,000,000 voxels. That's for everything, planes, air, trees, water, land, vehicles, people, cattle, bushes, grass... At this point we can't do it, apparently it's been done for FPSs, presumably by ignoring the air but even then I don't understand how they do that, presumably textures on voxels, in a flight sim you can't ignore the air. ![]() Last edited by Igo kyu; 06-23-2010 at 01:51 PM. |
![]() |
Thread Tools | |
Display Modes | |
|
|