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IL-2 Sturmovik The famous combat flight simulator.

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  #1271  
Old 09-08-2008, 12:06 PM
BDMoby BDMoby is offline
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Great to see you here Oleg,


May we NOT include these two things in SOW BOB

1. Elevator Trim on a slider facility or any quick trim change. Also flaps on a slider if not historically correct eg Spit ( by the way I mostly fly the spit)

2. Sonic radar. when plane you are attacking can hear you from a long way away and evade.

These two game "exploits" harm online play in my opinion

I know you are busy , but I think we are all very pleased you are able to spend some time here, thank you.

Moby
  #1272  
Old 09-08-2008, 12:06 PM
Oleg Maddox Oleg Maddox is offline
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Quote:
Originally Posted by ECV56_LeChuck View Post
Lots of questions... but as always happens to me, I can't remember anyone...

ok, here goes one:

1. Will be possible to set in the planes random or pre-defined malfunctions?? For example, when in an online war the aicrafts get worn and as a result of this, the failure percent increases.

2. How complex is going to be the procedure of starting the engines? (you said earlier that it might be more complex)

3. Will it have more realistic effects on starvation of engine, and mixture control??
How will the engine handle the flaps? Will it follow the historical procedures of every model or will it have 2 or 3 levels of predefined angle flaps?

4. How will the monitor resolution and "points of aircraft" (contacts at distance) work?? Today lot of people don´t use high resolution because they "don't see the contacts"...

5. Can we get out of the planes and walk? (At least, in the start of the mission)


6. Will be more data written in eventlog.lst?? It´s very useful to create dynamic campaings.

Thanks Oleg!!
Its more than one isn't it?

1. It will be defined by a code. Player can't define it except the feature to swich it off in difficulty settings (as well as on a server).

2. Maybe a bit more complex, but maybe anyway by one button. It is still diputable in our team. But sure we wiill not copy rweal procedures for each aircraft. Fist becasue it is tioo much time eater in development. Second, becasue if to do, then to do it really correct, but not like others WWII sims developer declare that they have it realistic. Enough to compare with real manual the item "preparing for fligth(take off, or so)"...
The main thing is that most active people will play online our sim and opnly periodically - single play. In online gameplay the procedure for real starting engine will limit very much gameplay, so we MUST go there fro compromises with reality. The only real starting procedure will reduce interest for the gameplay very much... as well as some other real features (like real ACTUAL time of refueling and reloading) - then you will get German or Russian plane ready more quiker than British or US.... This will damage the online gameplay be sure...

3. Yes. A bit. Becasue we model more precise fuel consumption due to different input, than in Il-2.

4. This I already answered above in other answers.

5. No. But in a code it is possible alreay now. see my other answers.

6. We have completely new online protocol. More for sure.
  #1273  
Old 09-08-2008, 12:12 PM
Oleg Maddox Oleg Maddox is offline
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Quote:
Originally Posted by BDMoby View Post
Great to see you here Oleg,


May we NOT include these two things in SOW BOB

1. Elevator Trim on a slider facility or any quick trim change. Also flaps on a slider if not historically correct eg Spit ( by the way I mostly fly the spit)

2. Sonic radar. when plane you are attacking can hear you from a long way away and evade.

These two game "exploits" harm online play in my opinion

I know you are busy , but I think we are all very pleased you are able to spend some time here, thank you.

Moby
1. Initially in Il-2 it was possible, but then a lot players that haven't such sliders on their home controller begun to sign a song that they are cheaters... That to make fair gameplay we did protection in a code for this feature that to make for all the speed of changes equal.

2. In Il-2 the sound engine was designed for HiEnd sound cards. It was so different sounding on Hi End and on regular cards.... On simple motherboard cards of some producers the panning was so simple, that we was unable to control it or regulate the distance... and some people begun to use it... In BoB we will have completely new sound engine that will not depending of type of sound card. We simply did own panning code, etc...

Also how to limit the ability of player to make louder his speakers... still don't know This will be the only one limit I know in a new sim...

Last edited by Oleg Maddox; 09-08-2008 at 12:14 PM.
  #1274  
Old 09-08-2008, 12:22 PM
HFC_Dolphin HFC_Dolphin is offline
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Hi Oleg

In online wars we have the "rescue" type of missions, where someone lands close to a bailed-out pilot and "rescues" him.

Is there any chance you simulate this in a better way?

An idea would be that only planes that can carry extra pilot(s) to land near the bailed-out pilot(s) and by pressing some button to start the rescue procedure (that will last some time, according to the distance in between the plane and the pilot). Imagine a timer showing the countdown to the rescue, both to the rescuer and the bailed pilot. This should make them both sweat

Cheers!
  #1275  
Old 09-08-2008, 12:42 PM
BDMoby BDMoby is offline
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And secondly please can you include this feature in SOW.

Ability to do instrument approaches. for bad weather.

For basic IFR aircraft (VDF) voice direction finding. Man in tower gives you direction of you planes from his radio station. we could design our own approach charts and would need the airport elevation , or a QFE altimeter setting.

http://www.atcmuseum.org/Surveillanc...ar_VDF_QGH.asp


For later planes a working ADF/NDB guage, needle- would need radio navigation beacons on maps

Later for the SOW KOREA -- ILS , DME and TACAN beacons and maybe PAR precision approach radar-- full talk down by airfield radar operator to 200 feet or 70 meters


Thanks Oleg
  #1276  
Old 09-08-2008, 12:43 PM
Bobb4 Bobb4 is offline
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Having discussed this with a few friends who all fly online (ADW, Warbirds of prey etc.) we were wondering whether the map size would be historic?
Will the map be one large one stretching along the entire occupied territories including the Channel and the Atlantic?
Or will it be made up of smaller segments?
This would have specific impact for online play as flying 30-40 minutes over the channel without contact could create a boredom factor. This is especially true in the more airquake arena of play!

So my question is will the maps be scaleable for online play?

And the reverse of the same question, will they be realistic for off-line play and for those online enthusiasts who for the sake of realism will be willing to fly those extra 20 to 30 minutes?

Again with online wars (A classic example, that is in no way perfect is ADW) in mind how much development is going into a possible online Battle of Britain with related stats and other goodies?
  #1277  
Old 09-08-2008, 12:52 PM
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Quote:
Originally Posted by Oleg Maddox View Post
For example in B-17II The Mighty Eighth, old game by Microprose, Norden bombsight had a small red light on the bombsight which would light up second or two before the sight would release the bombs - is it possible to model something like that in SoW (not sure what historical reference here is, to my understanding Loffte bombsights used by Luftwaffe were very similar to Norden)?

This question I don't understand. how this small red light will hep in a situation above (and I really didn't understand what do you mean... why behind.... Only if you order them to drop.... but if in missions is a target all others in a flight will bomb that target, but not behind.
Thanks for the answers.

Now that I look at my question I see it doesn't make much sence. Let me clarify a bit.

In IL2 if auto bomb release is used in formation bombing it causes the following effect:

leader doesn't know when his bombs will fall and others must observe his plane to see if any bombs are dropping. Now, when you see that other plane is dropping his bombs it is already too late - because of the delay between the server and the player infront of you who is aiming the bombsight + human reaction time which is average about two seconds - you will miss.

What I asked here is the following: in Microprose's game B-17II The Mighty Eighth there was a 3D model of Norden bombsight which had that red light going off just before the bombs were released. Why I mention this - if this was how real Norden bombsight operated than it would help us with online level bombing in formation to tell others when to drop and hit targets with precission. Currently in IL2 only leader's bombs will hit the target - everyone else will hit the area behind leader's aiming point.

I only ask this because to my knowledge Luftwaffe Loffte bombsights used during BoB were very similar to US Norden bombsight. If Microprose modeled Norden correctly as it was in WW2, and I think you and your development team have much more information on this subject - will such thing be in SoW?

Sorry for being such a perfectionist, but this is how we fly online:




One more question if I may.

With all these great new features about bombers and stuff - will SoW: BOB feature large Luftwaffe formations like in BoB2 Wings of Wictory? (over 25 planes per formation, and sometimes there are missions with up to four such groups)
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  #1278  
Old 09-08-2008, 01:20 PM
HFC_Dolphin HFC_Dolphin is offline
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Birds...do we get to see birds?
  #1279  
Old 09-08-2008, 01:28 PM
Monterey Monterey is offline
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Thor, is that how it was done IRL? If so, then why have a trained bombardier in each plane? All bombardiers in each flight should know what their target is, and line up and drop accordingly. I think that's what Oleg meant when he said it wasn't done that way. He said "I don't think that waht was done in mentioned above games that it is real thing..."


Correct me if I'm wrong.
  #1280  
Old 09-08-2008, 01:47 PM
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Quote:
Originally Posted by Monterey View Post
Thor, is that how it was done IRL? If so, then why have a trained bombardier in each plane? ...
It was the case in WW2. At one point 8th AF changed their tactics so that only lead plane was aiming at the target - rest of the bombardier's observed lead plane and when they saw bombs leave leader's plane they dropped as well. This was done to get tighter bomb patterns and more accuracy.

Now, with B-25s in the MTO there was another tactic used. Only lead plane and his deputy and maybe another one had bombsights. Rest of the planes had their bombsights removed and used this tactic described above.


So yes, it is based on real life tactics.


But I don't know about Luftwaffe, thats why I asked my question - I know only that Loffte BS was very similar and acctualy based upon Norden bombsight.
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