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IL-2 Sturmovik The famous combat flight simulator.

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  #91  
Old 08-06-2010, 03:54 PM
dali dali is offline
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Originally Posted by CZS_Ondras View Post
Hallo,

concerning the trees I wonder what results could have been achieved if Oleg's team joined their powers with another very experienced (with large landscapes) team most of you know - Bohemia Interactive. Their software known as Linda: http://pro.bistudio.com/index.php/se...generator.html appropriately used and optimised for the purposes of flight simulation might have done intresting things. Speedtree looks too like from coloring book, but it is perhaps only my opinion and the final result is going to be excelent.

O.
that would work for FPS, but it is utterly too detailed for the flight sim. And to those whining about the trees - have you noticed at all tilled textures and tree lines? Cartoonish? this is by far the best terrain I've ever seen and I've seen many, also professional simulators.
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  #92  
Old 08-06-2010, 04:29 PM
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zakkandrachoff zakkandrachoff is offline
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The 3 sreens are fantastic. I love that screen take it from the pilot of the he111 regardless i dont like the he111 plane in the reality

And I love too the hurri pic suburban area. The trees are fantastic, and the more important, is good effect the terrain far away close to the horizon. I read in some places that the Germans have, in some bombers, a pair of binoculars. Will be?

I like the environment of the pilot in the Bristol Blenheim. Is a Mk IVF, right?
(you miss the girl pic in the instrument panel)
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  #93  
Old 08-06-2010, 05:12 PM
MD_Titus MD_Titus is offline
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Originally Posted by jameson View Post
Too many trees in second shot! Either side of the roads = an avenue and this is ok, but when such built up areas were being built any tree would have flattened and new trees added later. Trees are regulated in the UK regarding distances to houses and the amount of light they prevent entering the dwelling.
Landscape still doesn't look quite right to me, not green enough, lol! Fields look a bit small and repetitive, perhaps for different locations the size could be varied? How are we going to land in those! In the countryside they would have been bigger, but probably tend be smaller between or near towns.
The planes look great and I can't wait to be flying them. All the best!
those regulations are in force now. i doubt they weer in 1940.

also you're thinking of industrialised farming field sizes.
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  #94  
Old 08-06-2010, 05:15 PM
swiss swiss is offline
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Originally Posted by ChrisDNT View Post
Sorry, but the landscape still looks cartoonish to me.
I know it's WIP, but the colors are still strange, the trees "so-so" and their implantation on the terrain not very natural.
I would have found these screenshots good four years ago, but not in 2010.
You've just outed yourself as being clueless beyond belief.

This sim has been in development for the last 6yrs - of course this is still visible.
If you try to stay up to date during development your product will never be finished.
(Military equipment is such an example, once it's delivered the electronics are already outdated by 3 years - at least)

Plus, if you haven't realized already, this sim is focused on immersion, FM and the like.

If you ever had the chance to examine a professional military simulator you would know they DO NOT focus on fancy graphics - but physics.

Switzerland just finished a $300million tank sim - the graphics are SB PE like - at best.
But then again, they weren't looking for a Playstation game.



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  #95  
Old 08-06-2010, 05:25 PM
swiss swiss is offline
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Originally Posted by Blackdog_kt View Post
The player keeps on, until the AI gunner cuts in again "bandits on attack run,permission to open fire?". The player pops up the command menu again and selects entire flight->gunners->fire at will. He could order aimed fire, so that gunners only fire when they are sure they'll score hits, but that lets the enemy get closer as well, or he could even order barrage fire, so that the gunners try to deter the enemy from getting closer by spraying up a wall of fire.
You got historical records to back that up?

How should the Captain command a gunner 30 yards away?
I would think it was up to the gunner to decide when to open fire on enemy planes.

Maybe s.o. knows how this worked in RL?
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  #96  
Old 08-06-2010, 06:18 PM
BadAim BadAim is offline
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Originally Posted by swiss View Post

lmao!!!!!!
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  #97  
Old 08-06-2010, 06:24 PM
ChrisDNT ChrisDNT is offline
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@Swiss

Usually, I don't answer to fanboys, as what they say is always totally useless for a dev team.

But just to say that I play IL-2 since day one, that I have sent along the years enough documentation to the dev team for being written in the game credits and that, of course, I still think IL-2 is the best WWII aviation simulation up to now.

So no need for me to be cheaply patronized by some unknown a**licker like you to be taught about what this sim is.
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  #98  
Old 08-06-2010, 06:27 PM
BadAim BadAim is offline
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I've been thinking about the criticisms of some of the forested areas in pic one, and I think I have actually hit on a possible explanation of why they don't quite "look right". Forested areas tend to have bushes weeds and smaller trees filling in their edges, except on the north side where they tend to be more "scruffy", I think this may be a case of something that we see but don't really notice.

Thinking about this and driving around Connecticut (they don't call this place New England for nuthin') really brought this to my attention. I'm not sure this could be helped without punishing the framerates to much though.
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  #99  
Old 08-06-2010, 06:50 PM
swiss swiss is offline
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fanboy?
me?
lol

Quote:
sent along the years enough documentation to the dev team for being written in the game credits
So I guess I'll have to address you with "Sir" from now on.


Quote:
you to be taught about what this sim is
Obviously: You don't. You wouldn't complain if you did.

I still fail to see the relationship of sending in historical documents and basic knowledge of programming.
Oh, and don't forget to move rock back over the hole when crawl back in.

Last edited by swiss; 08-06-2010 at 06:53 PM.
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  #100  
Old 08-06-2010, 07:07 PM
Avala Avala is offline
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Thanks for another great update!

Also on the third floor but looking trees which goes up to the 8th.

And I think that comments like "Ohh, that tree wasn't there in 1940, it was planted in october of 1942!" are not constructive at all (if not even idiotic).

I believe that we are privileged to see real development screenshots and not "CG trailers" and screenshots with a lots of make up, like most of other developers are showing.

Also this is incomparable with lock on or wings of prey, lock on looks like 2D photograph, and wop are strong just in efects, and thats all. Effects are something that comes on the very end. Anyone can made effects screenshot with photoshop and 5 minutes spare time.
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