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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games.

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  #111  
Old 10-12-2011, 08:58 PM
Chivas Chivas is offline
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I think most of the destortion is caused by the point of view or FOV being to far back in the cockpit.
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  #112  
Old 10-12-2011, 09:18 PM
nearmiss nearmiss is offline
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The distortion, how can anyone put up with it?

I enjoy the cockpits and graphics for the depth of my involvement in the simulation. I realize enlarged POV may help see more, but it doesn't mate up with the way I like to enjoy air combat simulation.

So, yeah... I just go with the most realistic visuals all the time, and workaround the lack of peripheral vision and such.
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  #113  
Old 10-12-2011, 09:20 PM
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JG52Krupi JG52Krupi is offline
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Quote:
Originally Posted by nearmiss View Post
The distortion, how can anyone put up with it?

I enjoy the cockpits and graphics for the depth of my involvement in the simulation. I realize enlarged POV may help see more, but it doesn't mate up with the way I like to enjoy air combat simulation.

So, yeah... I just go with the most realistic visuals all the time, and workaround the lack of peripheral vision and such.
What do you mean by distortion, what would need to be changed to get it looking like you want dude?
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  #114  
Old 10-12-2011, 09:36 PM
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aa and correct fm's all the way to service ceiling.

everything else can wait imo.
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  #115  
Old 10-13-2011, 01:42 AM
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This is a very long thread and I have not read it all...so I hope I'm not repeating an idea.

But, I would LOVE any, and all, of the effort that the team will put into the "AI". And "off line" play...

I could make a long list of behavior that I would love to see the "AI" exhibit, but the bottom line is...I would love to be surprised by the "AI". I would love to have the "AI" behave in unpredictable (sometimes), and yet understandable ways. People have already commented on improving the mechanics of "AI" flight...some feel that the "Sturmovik 1946" "AI" is smoother.

I'm intrigued by the idea of, "AI" that can "learn" from its opponent. Imagine flying against "AI" pilots that remember you...and (maybe) remember your favorite tactics.
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  #116  
Old 10-13-2011, 03:07 AM
smink1701 smink1701 is offline
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1++

After making the game look and sound great, the real flight simulation and immersion comes from the way the combat is simulated. The dev team really needs to fine tune this aspect you feel like you are flying against a person rather than a robot on acid and red bull.
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  #117  
Old 10-13-2011, 05:57 AM
reflected reflected is offline
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I agree with the above.

Would it be too much to ask for an AI that abides by the laws of physics? Now the game might as well be called "Spitfires vs Aliens", or "Messerschmitts vs Aliens".

That would be the first step towards an enjoyable single player mode.

2) make radio commands work.

3) add some content. a dynamic campaign and/ or a more complex mission builder.
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  #118  
Old 10-13-2011, 06:04 AM
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Quote:
Originally Posted by nearmiss View Post
The distortion, how can anyone put up with it?

I enjoy the cockpits and graphics for the depth of my involvement in the simulation. I realize enlarged POV may help see more, but it doesn't mate up with the way I like to enjoy air combat simulation.

So, yeah... I just go with the most realistic visuals all the time, and workaround the lack of peripheral vision and such.
what is the most realistic FOV in your view?
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  #119  
Old 10-14-2011, 05:48 AM
reflected reflected is offline
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Oh, another thing about the AI. When they don't start to roll liek an Xwing, they fly straight and hit their imaginary airbrakes. They accelerate and deccelerate like UFOs. Bwah..
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  #120  
Old 10-14-2011, 02:46 PM
nearmiss nearmiss is offline
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All of us who have been around for awhile and flown online realize that people do have patterns of behavior that occurs in air combat regularly.

There are just things you learn from your experience that can be programmed into AI performance. Probability hasn't been discussed much, but human behavior can be predicted in many air combat situations with high probability.

An example might be you are low and see a fast moving enemy dropping on you from above onto your 90. You know when he starts to pull up out of this dive your best course of action may be to nose down pulling towards him, but definitely not to pull up going away. These kinds of behavior can be programmed, but a probability of what the low pilot will actually do should be considered. Panic or pressure of the engagement may actually convert to the absolute worst thing to do or the smart thing to do.

I realize most AI performance is based on pilot experience, but still the best most experienced pilots made mistakes. Probability calculations should be part of the AI performance.

Programming AI is difficult. It cannot be ignored... just like in baseball, the probability statistics do mean something. Psychologists have studied proability as it relates to human behavior for years, and it is an ongoing study. No, the extremes and radicalized parts of behavior may not be determined by probability... but for most of us grunts in the world the statistics are pretty well on target.

I'm not trying to throw something new into the mix. The AI performance for a COD will take time and testing to arrive at a passable performance, that most of us can accept.

As it is now... the arcade is open

Last edited by nearmiss; 10-14-2011 at 02:49 PM.
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