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IL-2 Sturmovik The famous combat flight simulator.

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  #1291  
Old 09-08-2008, 04:31 PM
Feuerfalke Feuerfalke is offline
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Originally Posted by csThor View Post
Effectively what needs to be done is to model what we germans call "Zündschaltkasten" in detail. So the player can set the necessary variables to a standard both online (where the formation leader determines the values) and offline (where the formation leader predetermines the values, regardless whether the player or the AI leads):

- salvo or individual drop
- attack method (horizontal attack or dive attack)
- drop delay
- bomb delay

These parameters could be set in the Ju 88.
+1 !
  #1292  
Old 09-08-2008, 04:36 PM
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T}{OR T}{OR is offline
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Originally Posted by Feuerfalke View Post
I didn't compare them in terms of precision, if you reread my post.

But you put up a "general rule" that was not even general with the 8th, as there were a lot of different tactics and formations used for bombing, especially in reaction to FlaK-usage and coverage, enemy fighter tactics and target characteristics. Just compare strikes on Cologne-Wesseling to the raid on the Cologne railroad-station. Completely different in almost any regard.

The usage of bomber-waves was always the most lacking part in TheMightyEigthII and in IL2, but according to previous statements, this hopefully will be history with BoB.

BTW, I recommend the MightyEigth Airforce Museum. Loads of information and a great documentary movie there - when I was there, a veteran B17 Crewman talked a bit about tactics and ammunitions used.
Glad to see we're on the same page here.

I'm very familiar with most of the formations in the 8th AF. Some of them I've described in my manual v2.0. Tactics changed throughout the war, and most obviously - different targets require different aproach.

Quote:
The usage of bomber-waves was always the most lacking part in TheMightyEigthII and in IL2, but according to previous statements, this hopefully will be history with BoB.
...yeah 18 bombers out of which 12 are ghosts in B-17II - terrible. IL2 at least offeres FMB customization of formations.

Quote:
Effectively what needs to be done is to model what we germans call "Zündschaltkasten" in detail. So the player can set the necessary variables to a standard both online (where the formation leader determines the values) and offline (where the formation leader predetermines the values, regardless whether the player or the AI leads):

- salvo or individual drop
- attack method (horizontal attack or dive attack)
- drop delay
- bomb delay

These parameters could be set in the Ju 88.
+1!
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LEVEL BOMBING MANUAL v2.0 | Dedicated Bomber Squadron
'MUSTANG' - compilation of online air victories
  #1293  
Old 09-08-2008, 04:48 PM
Feuerfalke Feuerfalke is offline
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Quote:
Glad to see we're on the same page here.
True.

Maybe Oleg can share a little insight on bomberformations and waves for BoB?

In IL2 most of the times you encounter bomber-formations it's rather a few fighters against a few bombers, maybe with some fighter cover, but since we will have refueling and rearming in BoB, defending several waves of bombers would be much more realistic and thrilling, too, IMHO.

At least AFAIK this wave-tactics was used by German bombers quite often during their attacks?
  #1294  
Old 09-08-2008, 05:18 PM
BOKATAR BOKATAR is offline
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Hello there,

I just want to ask whether the damaging sequence will be animated or not? To clarify for instance, in IL-2 your windscreen goes from "clean" to "oil-splashed" in a split frame, same goes for external areas, wings etc.. Is there anyway to animate those sequences for a bit...

I hope this wasn't asked already. And a big thanks to the Oleg and Co..
  #1295  
Old 09-08-2008, 05:39 PM
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VMF-214_HaVoK VMF-214_HaVoK is offline
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Oleg,

During online games with humans vs humans will the pilots head look where the player is looking. Meaning...if Im in a scissors duel will I be able to see my opponents head following my aircraft if he is doing so. I thought I noticed this with AI long ago but to be honest in the past 7 years I have spent little time mixing it up with AI.

Having such a feature, although small, brings tons of immersion to the table for me.

Thanks,

S!
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  #1296  
Old 09-08-2008, 07:55 PM
ECV56_LeChuck ECV56_LeChuck is offline
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Quote:
Originally Posted by Oleg Maddox View Post

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...
Well the best combination for me:
1) the ability to set in the difficulty settings "1 key engine start"
2) the "manual start", with only the common procedures of all aircraft, set the fuel tank, magnetos, etc.. a 4 or 5 keys will do it... .

Thanks for the reply, and for IL-2, the best WW2 aircraft simulator out there.
  #1297  
Old 09-09-2008, 07:01 AM
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LukeFF LukeFF is offline
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Hi Oleg,

This is LukeFF, the He 162 cockpit modeler from FB.

I am wondering how much of a difference we will see in the offline dynamic campaigns. Even though a large number of people like to fly online, there are people like me who just don't have time for it. So, with that said, will see these sorts of things in the campaign:

1. Ability to assign individual pilots to a mission (once the player has reached a leadership rank)
2. Aircraft that are out of service for a certain amount of time due to combat damage.
3. Being able to award pilots medals.
4. Being able to see how an AI pilot's morale and stamina changes over time. This way, (going back to #1) which pilots to assign to a mission.
5. Historical squadrons being assigned only to their historically correct airfield (for example, Squadron A will only ever fly from Airfield A).

Thanks!
  #1298  
Old 09-09-2008, 11:41 AM
GhostFiles GhostFiles is offline
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Default Question to Oleg RE: Bullet/Tracer Physics

Question to Oleg:

Someone sent me the Armament Files for "Evaluation of 50cal Tracer Smoke" (Never ever to be released to the public, as this would be copyrighted infringement).

The Tracer Smoke rises above the cockpit on level and incline flight, and falls below the cockpit on descending flight.

This should be "level smoke on level flight, tracer smoke rise on decline, and tracer smoke fall below the cockpit on incline". I could not correct the tracer smoke, but was able to make the trailing smoke "bend" on turns, incline and decline.

Will Tracers/Tracer Smoke/Trailing Gun Smoke have correct physics in BOB, and be present for appropriate calibers?

Thank you.

GF
  #1299  
Old 09-09-2008, 11:51 AM
=SLO=Hellcat =SLO=Hellcat is offline
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Hey there Oleg.

I was wondering about SOW and came up with some questions.
Here it goes:

1.) Are there going to be AI aircraft in online dogfight missions?
2.) If they'll be present in DF, are we going to be able to preditermine certain things for AI? Things like, aircraft types, pilots skill, number of AI aircrafts and their objectives?
3.) During the DF game, are we going to be able to command the AI?
4.) Will each AI aircraft operate separately during DF game, or will they fly in small groups?

Thanks.
  #1300  
Old 09-09-2008, 11:57 AM
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T}{OR T}{OR is offline
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Quote:
Originally Posted by Feuerfalke View Post
At least AFAIK this wave-tactics was used by German bombers quite often during their attacks?
Can you be a bit more specific please?



- - - - - - - - - - - - - - - - - - - - - - - - - - - -

I got four more questions if I may:

1) Will features like 'F6' be server controlable now? Meaning that we can have servers with externals on but no external padlock?

2) Will gunners now feel the effect of G-forces? IMHO, in IL2 the most unrealistic thing related to how gunners work is their resistance to G-forces. And this goes specificaly for tail gunners which can accuratly aim at you even if their plane is pulling extreme G's.

3) How will gun positions and bomber stations work in SoW? If the bombardier is on the bomb run - will he also be able to man the nose gun or will nose gun remain silent if you attack a bomber who is close to releasing his bombs? Another example are waist gunners - in He-111 to my knowledge only one person operated both waist gunners. If bomber is being attacked from 3 and 9 o'clock will only one gun fire?

4) Will gunners scan the horizon for enemy planes or will guns and turrets be in their default position at all times when no enemies are nearby?

Edit:

I thought of one more.

5) Will control surface movements be visible on other planes than just player's in online DF servers and tracks?

Edit 2:

Just thought of three more questions about ship modeling:

6) How will ships behave when heavily damaged / sinking? Will it be different from IL2 when they sink in a matter of seconds after being destroyed or will they sink by flooding or heavy damage (especialy if in stormy weather)? What about small (example: landing crafts or RAF rescue speedboats...) - will strafing be accompanied by an explosion to tell us that they are destroyed or will it be possible to model them like I asked above (just strafe them and they sink slowly, so we don't allways get that explosion which tells us that they are destroyed)?

7) In relation to the above questions, will ships have weak points - for example if hit in ammo magazine to cause fatal damage and if hit in other not vital areas to make them withstand more damage/hits?

9) Any chance for lifeboats / survivors in the sea after large ships sink? (I know it's maybe a long shot but...)
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LEVEL BOMBING MANUAL v2.0 | Dedicated Bomber Squadron
'MUSTANG' - compilation of online air victories

Last edited by T}{OR; 09-10-2008 at 09:03 AM.
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