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IL-2 Sturmovik The famous combat flight simulator.

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  #1  
Old 03-05-2011, 12:17 PM
Strike Strike is offline
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Quote:
Originally Posted by major_setback View Post
A question to Oleg/Luthier:

The first video: The gunner does not look down the barrel of the gun. I don't think I saw it in any game so far except for first person shooters.

Is it possible to do? If you can't align the 1)ring and 2)bead (point) and 3)target so that these 3 points are in one line then you are just guessing when you shoot.

Or will 6 dof in itself make this possible?

Otherwise it would be good with a fixed cam attached to the gun looking through the sight, so it always moves with the gun (maybe as an option/keystroke), as if you had your head pressed against it.
Dude, really.. I'm sure Oleg added the use of 6DOF for those who have trackers and conventional "gunsight view" button from IL-2 for non-trackers to place head infront of gunsight
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Old 03-05-2011, 02:26 PM
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major_setback major_setback is offline
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Originally Posted by Strike View Post
Dude, really.. I'm sure Oleg added the use of 6DOF for those who have trackers and conventional "gunsight view" button from IL-2 for non-trackers to place head infront of gunsight
We don't have a gunsight view for rear gunners in Il2.

It is that I am asking about, and asking for; nothing more.


(And yes, I realise that 6dof will be implemented in the game, hopefully from the start. I do follow the forums! Even if a am a dude!)
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Last edited by major_setback; 03-05-2011 at 02:34 PM.
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Old 03-05-2011, 02:57 PM
speculum jockey
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Quote:
Originally Posted by major_setback View Post
We don't have a gunsight view for rear gunners in Il2.

It is that I am asking about, and asking for; nothing more.


(And yes, I realise that 6dof will be implemented in the game, hopefully from the start. I do follow the forums! Even if a am a dude!)
This is something I hope is implemented. In Il-2 you spend 90% of the time trying to guess where you are pointing your weapon. Usually tracers are the only indication that you're somewhere near the target. Sure you can't have your guy's head on a 3 foot long rubber neck that will follow the gun everywhere, but it should be able to follow something like +/-20 degrees.
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Old 03-05-2011, 03:47 PM
Jaws2002 Jaws2002 is offline
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Quote:
Originally Posted by major_setback View Post
We don't have a gunsight view for rear gunners in Il2.

It is that I am asking about, and asking for; nothing more.


(And yes, I realise that 6dof will be implemented in the game, hopefully from the start. I do follow the forums! Even if a am a dude!)
I think what you see is the AI using the gun, not the human. That's why he's not lining up the sights, he's just "witnesing" the fight.....



.......but of course, I could be barking to the wrong tree.
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Old 03-05-2011, 07:40 PM
Blackdog_kt Blackdog_kt is offline
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Quote:
Originally Posted by Vyrtuoz View Post
Hi Oleg,

Nice videos!

I'm Vyrtuoz, the creator of Tacview. A flight analysis tool you probably heard about: http://tacview.strasoftware.com

I always wanted to support IL2 to see how modern flight analysis can improve WWII pilots' skills. But since IL2 data export abilities were reduced to the minimum I was not able to create flight recordings for Tacview by the past.

Will CoD offer more data export capabilities? For example, will it be easy to get aircrafts' coordinates through a script or a SDK?

It is possible to grant me access to a private beta or to a dedicated SDK so I can write an add-on to support CoD for its launch? (I can sign a NDA if required)
This would be a very welcome addition. The guy is willing to enhance our enjoyment of CoD for free, putting his personal time and dedication into it.

If someone from the developer team has any available time during this last few hectic weeks to contact this guy it would be much appreciated by most of us. After all he's just going to work to make the product even better and that's a good thing for everyone, developers and fans alike


Quote:
Originally Posted by TUSA/TX-Gunslinger View Post
Oh my God! Those videos were stunning!

I cannot believe after all these years that it's almost here. Everything has already been mentioned with one exception.

The thing that impressed me most was the transition of distant aircraft to close aboard in the fighting videos. I watched them many times - you can see many LOD's at work here. This is so much not Il2!

And I find the terrain to be top notch for a REAL flight sim. Excellent visual rendering of the atmosphere below the clouds, you can almost smell the thick air in the high summer mornining humidity.

S!

Gunny
Interesting points there. I guess that every time we view these short videos there will be something new to discover, until we finally have this running on our home PC and are able to experience and dissect it at our leisure.


Quote:
Originally Posted by major_setback View Post
A question to Oleg/Luthier:

The first video: The gunner does not look down the barrel of the gun. I don't think I saw it in any game so far except for first person shooters.

Is it possible to do? If you can't align the 1)ring and 2)bead (point) and 3)target so that these 3 points are in one line then you are just guessing when you shoot.

Or will 6 dof in itself make this possible?

Otherwise it would be good with a fixed cam attached to the gun looking through the sight, so it always moves with the gun (maybe as an option/keystroke), as if you had your head pressed against it.
Good point as well, it would be very useful to have a "toggle gunsight view" for gunners just like we already have for pilots. Of course, as someone else already said it might just be that way because the video is captured from track playback and not actual gameplay.


Finally, i see people are still worrying about the tracers. I've been a flak gunner, i have fairly recent memories of it (i served as a conscript in the local air force between may 2008-may 2009) and i can honestly say these tracers are the best i've ever seen in a flight sim. If you want my explanation as to why and how i came to that conclusion, head on over to the other thread: http://forum.1cpublishing.eu/showthr...t=19027&page=3
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  #6  
Old 03-05-2011, 08:37 PM
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Xilon_x Xilon_x is offline
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Dear Oleg Maddox and 1C company ciao da Xilon_x.

i loock your video is Fantastic and very good work your team.

but I do not like the free fall of man when he eject and droop down from aircraft.

I have a feeling that did not conceal the texture.
a sky without gas and vacuum.(space) not terrestrial atmosphere.
I think there is a difference between the atmosphere and space.




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Old 03-05-2011, 09:14 PM
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brando brando is offline
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Xilon
I don't see much connection between the examples you give and the sequence as shown in the CoD video. Firstly we see a static-line drop from a transport - a wholly different technique to the use of a manual rip-cord; then we see some shots of men wriggling about on sailplane wings, followed by a certifiable lunatic - sorry, free-fall parachutist - doing a neat trick and upsetting his mother

I can't see how any of this can be compared to the sequence in the CoD video. The impression of no speed is because the 'camera' is falling at the same speed as the jumper.
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Old 03-05-2011, 09:30 PM
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mungee mungee is offline
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I must add my compliments from down here in South Africa.

Jaw-dropping stuff Oleg!

CoD will be a "masterpiece"!
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  #9  
Old 03-05-2011, 09:30 PM
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Xilon_x Xilon_x is offline
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ok ok you not understand me the video not have 100% connection but i want loock to you is DIFFERENCE HUMAN DROOP IN THE SPACE
HUMAN DROOP DOWN IN THE ATMOSPHERE.

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Old 03-05-2011, 09:52 PM
White Owl White Owl is offline
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Both videos look great! Thanks very much for the update. I'm hoping and praying that there will be some way to get a Collectors Edition in the USA.

However, I have to agree with others here that the pilot in freefall is a weak point of these videos. I've jumped out of airplanes a few times, and let me tell you... if you go unstable and start tumbling like that guy was doing, things happen very very fast. Going unstable isn't like most of the Youtube videos of experienced skydivers maintaining control in freefall. Tumbling is chaotic, violent, disorienting... it's fast. The guy in the video looked like he was placidly drifting in outer space like Xilon_x said, not spinning out of control in a 150-200 mph wind.

But of course that's only a small gripe, and not too relevant to the big picture here. Just about everything else looks better than great. Oleg and team, I have great faith that the airplanes you're producing will handle like real planes, even more so than the first IL-2. As long as the flight modeling is still up to your very high standards, I'm sold. Everything else is just fun little details.

Apologies if this has already been addressed, (I haven't been following these forums as long as many others) but is the taxiing in Dover improved on the original game? Do we have two separate toe brakes? Will airplanes roll on smooth pavement even with the engine at idle if you take your feet off the brakes? Are the various tail-draggers prone to ground looping if you're careless with your steering?

Last edited by White Owl; 03-05-2011 at 09:58 PM. Reason: Better word choice for clarity.
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