Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik > Daidalos Team discussions

Reply
 
Thread Tools Display Modes
  #1  
Old 01-15-2014, 12:24 PM
150GCT_Italo 150GCT_Italo is offline
Approved Member
 
Join Date: Oct 2009
Location: Italy
Posts: 4
Default Co pilot

How about possibility to fly in co-pilot for school? Bombers apart, there will be a/some dedicated aircraft (Tiger Moth, Texan, etc.) with this dual-seat capabilities?
Should be wonderful and could fix a lack coming from firs release.
Thx 4 your work
Reply With Quote
  #2  
Old 01-15-2014, 05:58 PM
Treetop64's Avatar
Treetop64 Treetop64 is offline
What the heck...?
 
Join Date: Oct 2010
Location: Redwood City, California
Posts: 513
Default

All this talk about traffic on curved roads in this game is nice and all, but...

When the game was first in development - or any game simulating a physical environment, for that matter - the environment, or world, was created as a platform with certain rules that all objects within it has to follow. How everything moves in the environment is dictated by rules formulated by the mathematical framework of that environment. IL-2s linear road traffic is one of the manifestations of that.

If one wants to go in and reinvent how road traffic moves in the game, he must go in and rewrite how that part of the environmental framework is built and how it functions, including all mathematical functions associated with the change (the "rules"). In other words, it isn't simply a matter of just telling traffic to follow curves or a color, instead of straight lines, as has been mentioned, but actually rebuilding the environment that allows for road traffic to follow curves.

As can be imagined, it would be a disproportionately large and complex task for such relatively minor effect, and one that carries prohibitive risk since making such a fundamental "core" change introduces the chance of unintentionally altering other parts of object interaction with the environment. Also, it also involves yet another instance of having to go in and change someone else's code, potentially without notes or guidance, and this is something that most coders try to avoid if they can...

Considering it's age, the current road system, while it's not aesthetically perfect, works well. If efforts are made to change how it works then it would obviously be more efficient to just increase way-point and road data resolution to something finer than the - IIRC - 200 meter minimum that the current environment enforces. If doing that risks breaking the world, though, it is probably better to leave it alone and work with what you have.

Last edited by Treetop64; 01-15-2014 at 06:21 PM. Reason: Sum ugry grammah wuz ugry. Sorreh.
Reply With Quote
  #3  
Old 01-16-2014, 02:57 PM
Pursuivant Pursuivant is offline
Approved Member
 
Join Date: May 2010
Posts: 1,439
Default

Quote:
Originally Posted by Treetop64 View Post
If one wants to go in and reinvent how road traffic moves in the game, he must go in and rewrite how that part of the environmental framework is built and how it functions, including all mathematical functions associated with the change (the "rules"). In other words, it isn't simply a matter of just telling traffic to follow curves or a color, instead of straight lines, as has been mentioned, but actually rebuilding the environment that allows for road traffic to follow curves.
That's the problem with a lot of suggestions, not just on this thread but also one the "wish list" thread and many request threads I've seen on modding sites. Without understanding how the game is coded, fans have no way of knowing what's an easy change for the developers to made, what's "hard but doable" and what's impossible.

I take it as a given that TD's folks evaluate all those requests in light of their superior knowledge of how the game actually works. Some things, like realistic interactions between heavy bomber crews, NG-copyright content, or massive changes to how graphics work in the game, fall into the "never going to happen" category. Most fall into the "nice idea, but too much work/not something I want to do." category. A very few, ideas, however, fall into the "That's a great idea and it would be easy to implement." category, or even better, "We've been looking for a solution to that problem and you've just found it."
Reply With Quote
  #4  
Old 01-17-2014, 05:39 PM
shelby shelby is offline
Approved Member
 
Join Date: Apr 2012
Posts: 350
Default

very good update. Will this plane have as an option four bomb racks under the wings as the N1K1-Jc did?
Reply With Quote
  #5  
Old 01-17-2014, 05:44 PM
EJGr.Ost_Caspar EJGr.Ost_Caspar is offline
Approved Member
 
Join Date: Dec 2007
Posts: 939
Default

Quote:
Originally Posted by shelby View Post
very good update. Will this plane have as an option four bomb racks under the wings as the N1K1-Jc did?
Only two.
__________________

----------------------------------------------
For bugreports, help and support contact:
daidalos.team@googlemail.com

For modelers - The IL-2 standard modeling specifications:
IL-Modeling Bible
Reply With Quote
  #6  
Old 01-17-2014, 05:52 PM
nic727 nic727 is offline
Approved Member
 
Join Date: Feb 2012
Posts: 353
Default

Nice AA gun!
Reply With Quote
  #7  
Old 01-17-2014, 06:02 PM
Gel-ler's Avatar
Gel-ler Gel-ler is offline
Approved Member
 
Join Date: Mar 2008
Posts: 17
Default

Very Nice Job!
Beautifull Airplane!
Thank´s TD!!!
__________________
_______________________
Motherboard:MSI MPG Z-390 Gaming PLus
CPU: CoreI7 8700 @4.3 ghz
RAM:32Gb Corsair LPX DDR4 3000mhz CL15
GPU:MSI GTX1080ti 11gb
Samsung 860 EVO System SK Hynix GP31 1TB
WD 1Tb CaviarGreen
PSU:XFX650w Core Edition
OS:Win10 64Pro
TIR5
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 10:55 AM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.