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#1271
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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
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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
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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 ![]() Last edited by Oleg Maddox; 09-08-2008 at 12:14 PM. |
#1274
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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
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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
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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
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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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LEVEL BOMBING MANUAL v2.0 | Dedicated Bomber Squadron 'MUSTANG' - compilation of online air victories |
#1278
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Birds...do we get to see birds?
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#1279
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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
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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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LEVEL BOMBING MANUAL v2.0 | Dedicated Bomber Squadron 'MUSTANG' - compilation of online air victories |
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