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IL-2 Sturmovik The famous combat flight simulator.

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  #1  
Old 11-12-2009, 10:39 AM
Foo'bar Foo'bar is offline
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Originally Posted by luthier View Post
This would be really cool, but I'm afraid people don't fully realize the limitations. We don't have plane-level interiors for cars, you're not going to see you full bomber crew riding with you on the way to your He-111, and they're not going to be standing by the bomber waiting for you. We can't make the "exit the jeep and climb into the cockpit" animation.

I mean, it is really, really cool just to ride a little red convertible to your Spit, watch the driver steer and hear him make small talk, and have him meet you after the mission and drive you back to CP (or the toilet if you've been shot up), but then... It's never as simple as it seems.
A really nice Kübelwagen interior model would have been finished already, (check this). I could send it over to you if you want The animations for getting into the car or getting into the plane wouldn't be nessecary imho and could be placed ba a soft black cut.

Last edited by Foo'bar; 11-12-2009 at 10:58 AM.
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  #2  
Old 11-12-2009, 10:45 AM
HFC_Dolphin HFC_Dolphin is offline
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I think Ilya means something different. I think mostly he needs mission ideas

Please check email (though nothing constructive there lololol).
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  #3  
Old 11-12-2009, 11:14 AM
luthier luthier is offline
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I think Ilya means something different. I think mostly he needs mission ideas
Not exactly. We're trying to spice up the single player experience, so I'm trying to come with either more exciting mission types, or some one-off mission events, surprises for the player that can happen under the right circumstances.

Also, general ideas on what to do when are also interesting. I don't even know what they could be, just looking for something to spark some interest. Something that blows up unexpectedly, something that makes a visual impact, interesting target type, etc.

In short, we remain totally committed to historical accuracy and incredible attention to detail, but that doesn't mean we can't improve immersion by modeling something really cool here and there.
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Old 11-12-2009, 11:22 AM
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SlipBall SlipBall is offline
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It seem's many would like some form of human interaction. Why not give the user the ability to insert his own file, perhaps a small clip to play from an old movie, or perhaps an old newsreel clip. The clip would be user determined, and user supplied. For example upon spawn an old 2 minute seen from a movie would play that you have selected. This file could be replaced at will while editing a mission, or creating a new. Seems an easy way to add that "human touch"
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  #5  
Old 11-16-2009, 05:09 PM
themink themink is offline
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Some of the fun things we have done in our missions:-
i) Minimum height attacks (Sneaking accross the lines - where mission fails if you are above a set height)
ii) Scramble on airfield attack (Would be better if you started near/in the hangers rather than on the flight line)
iii) Shadow the enemy strike - calling in the rest of your fighter wing for a co-ordinated attack once they arrive.
iv) Waiting "oncall" and then call in the ground attacks based on coloured smoke/FO directions.

We generally use "human observation" to see if people have failed (flown too high/been spotted etc)

Paul
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Old 11-16-2009, 05:17 PM
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Alien Alien is offline
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In AI topic, I would like to see REAL german tactics. I mean tactics of escorts. On first two months it was very liked by fighter pilots because they could fly above escorted bombers and then dive on attackers. But tactics were changed due to bomber losses and they had to stay in formation with the same speed as bombers had and couldn't break before Tommy attack. That was very frustrating.
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  #7  
Old 11-16-2009, 06:07 PM
ECV56_Lancelot ECV56_Lancelot is offline
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Quote:
Originally Posted by themink View Post
...
ii) Scramble on airfield attack (Would be better if you started near/in the hangers rather than on the flight line)
...
This remind me, that Bob its the perfect example of why it would be great, and realistic, to start on the hangar and have to run to the aircraft, climb, taxi and take off, when an air attack aproaching.
If its impossible, well, at least like themink said, start near the hangar and taxi to the runaway or take off field.
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  #8  
Old 11-16-2009, 09:49 PM
PilotError PilotError is offline
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A few ideas that popped into my head;

How about being able to hit objects like trees, light telephone/ electric cables, without causing a crash, and arriving home with branches and cables stuck on your plane ( I think this one has already been mentioned earlier, but I like the idea ).

Birds are going to be modeled ( seagulls at least ). If their landing gear has been modeled then you could have a flock of them on the ground ( or in trees if other birds are available ) that would be startled by a low flying plane and they would all take off in unison. A bird strike could be an obvious option here, but not necessarily, as the sight of a flock of birds taking flight would be pretty neat in itself.

I read somewhere a while ago that cows were also going to be in BoB. As with the birds, a low flying plane passing over a herd of cattle in a field would probably cause a mini stampede. A nice little bit of eye candy while flying, but imagine then arriving back at base and in the debriefing screen having the base adjutant inform you that Farmer Brown has just been on the phone complaining that his cows have gone off their milking

If you bale out successfully, what if it was possible for your parachute to get caught up in trees, roofs, church spires etc, leaving you dangling till the mission ends.

I've never personally seen this phenomenon, but I believe it can be seen on planes in storm clouds...... St Elmo's Fire. That could be quite spooky.

All these suggestions would never be missed if they weren't in the game, but they could add a little more to the immersion if they were.
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  #9  
Old 02-04-2011, 01:14 PM
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Feathered_IV Feathered_IV is offline
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Continuing on from this one:

http://forum.1cpublishing.eu/showpos...8&postcount=92

Blenheim Campaign - continued

Mission Five. It's been some weeks since your fourth. An anti-shipping mission near the Hook of Holland. It didn't go well. Flakships and fighters saw to that. With a real life attrition rate averaging 30% for every mission, Cliffs of Dover players often joke about the Blenheim campaign, "so how does it end?"

You return from hospital to a new aircraft and a new crew. This mission is a group operation against the invasion barges at Boulogne. Bombing is to be conducted at a height of 16000ft. Who the Hell thought that one up?

Skipping from the briefing screen and map, you visit the crew screen to meet your new Bomb Aimer and Wop/Air Gunner. All the members of the Squadron are listed, grouped by aircraft. Your aircraft is D-Dog. You click on it to expand the list and show the crew.

Here you can see the AI crew mambers names, statistics and skill levels. This can be very useful. If someone isn't good at their job, you'll want to know about it. Maybe you can trade them. Or maybe if they're good, you'll know to keep them when approached by another crew who is looking to exchange .

Your Bomb Aimer is new. His Experience level is listed as low, but Morale and Zeal are both high. As much as one might expect really. The Wireless/Gunner though... Cowan, RAAF. Experience is very high, but Morale is way down. Very strange! You look at his additional statistics and suddenly it all becomes clear. This will be his sixteenth mission. Sixteen! How on earth has he survived? Good God. No wonder he's all-in.

Later....

In the air and approaching Boulogne at 16000ft. 38 Blenheims push on through the punishing flak on their final run to the target. You keep on in the loose Vic with your flight leader as the AI bomb aimer opens the bomb bay doors and calls out corrections...

"Right.... Left-left... Steady!" Shrapnel rattles against the fuselage as you concentrate on holding course. Ahead, two Blenheims are streaming smoke and falling back, crowding another three bombers in the Vic behind. "Steady...!" says the bomb aimer. Plummy voice. Pompous bastard!

"S-Sugars had it" says the AI gunner. You look to the right. Your flight leaders port wing is hit and in flames. As you watch, his aircraft heels over veering towards you. You twitch reflexively on the rudder pedals. For a moment it looks like he's going to ram, but suddenly the port wings folds and the whole mess falls away. Flak rocks the aircraft once more.

"Left-left!" orders the Bomb airmer.

"Just drop the f*cking things!" shouts the W/Gunner.

The first bombs are beginning to fall from the lead bombers. Any second now...

"Bomb doors closed" says the bomb aimer. "It's no good. Steer one-one-five. We're going round again..."

As you throw the Blenheim into a steep bank, you and the gunner both hurl curses at the bomb aimers back. If you get out of this one, you'll trade him out of the ship the first chance you get!

Last edited by Feathered_IV; 02-04-2011 at 01:28 PM.
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  #10  
Old 12-19-2009, 12:45 AM
zodiac zodiac is offline
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Default what about a flamethrower?

I remember reading somthing about a german experiment with flamethrowers that they put on the back of some DO-17s as defence weapon. I believe the goal was to keep fighters at a distance and/or blind them by smoke and light. I think those Dorniers were on the big raid of 15 september. The effect of the new weapon was not that impressive (RAF pilots often thought it were just burning bombers) and I don't think it made some kills back then...

But I think that in the sim it woud come as a real suprise to face a dornier like that. If you play the whole campaign,a player udually has developed a kind of routine tactic for approaching a DO-17. Trying not to end up in a sudden fireball would be a nice and unexpected feature in that mission.

I've only seen some pictures of he-111's and ju-88's equiped with flamethrowers, but it seems that there wasn't much visible of that weapon on the surface of the plane. I think only a small tube was visible, coming out of the tail. So, good news if it should be modelled

To give you an idea how the fireburst looked like, there are some pictures of it at the bottom of this page:

http://www.luftarchiv.de/index.htm?/...te/waffen2.htm
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