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

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik

IL-2 Sturmovik The famous combat flight simulator.

Closed Thread
 
Thread Tools Display Modes
  #381  
Old 02-06-2011, 12:32 PM
KG26_Alpha KG26_Alpha is offline
Approved Member
 
Join Date: Jan 2008
Location: London
Posts: 2,805
Default

Ok this is page 40.

You need to go back and read this thread as you are asking the same questions over and over.

And those posting OT garbage please delete accordingly yourselves.

Thanks.
  #382  
Old 02-06-2011, 12:42 PM
luthier luthier is offline
Approved Member
 
Join Date: Dec 2007
Location: Moscow, Russia
Posts: 284
Default

Quote:
Originally Posted by Hecke View Post
Thx for answer. Does the direction and strenght change or is it the same for the whole mission?
Direction doesn't, strength fluctuates a bit I believe.

Quote:
Originally Posted by T}{OR View Post
I would like to know as well weather does the wind change direction or does it stay fixed during the whole mission. Since dynamic weather is out for the release - do clouds move at all or are they static as in IL2?
The clouds move with the wind. They remain in place if there's no wind but they still kind of change shape a little bit. The puffs they're made out of rotate and shift.

Quote:
Originally Posted by kirq View Post
We've already seen one type, yellow smokeless ones. What other types do we have in the game, how they look, do they ricochete? Which one generate smoke trails and are there any conditions (weather, altitude) which makes smoke to appear?
We've shown smoke tracers too.

Each gun has a selection of ammunition types you can put in the ammo belt. Each ammunition type has various associated effects in addition to its own ballistics. There are tracer rounds, smoke rounds, etc. Tracers are of different colors, and some have associated smoke. I don't believe they're dependent on weather.

Quote:
Originally Posted by furbs View Post
The AI in IL2 had a major problem...deflection shooting!!

i think you know what i mean ...have the team managed to address this tricky problem?
Some AI are better than IL-2 and they'll snipe you with impossible snap shots. You'll scream at our AI guy until you get online and have a good human do the same.

Bad AI is even worse at shooting than IL-2. We've watched tons of gun camera footage - not the dramatic close-up great-shot footage that goes around everywhere, but lots and lots of the other stuff. Real pilots fired God knows where. So do our rookies. They spray and pray, forget about deflection altogether or miscalculate it grossly etc.
I.e do about what I do.

Quote:
Originally Posted by philip.ed View Post
With smoke, Luthier, will we see it change form when a plane flys through it?
I've posted examples of this before, but I can't for the life of me remember the correct term for this. I think it might be called a smoke vortex.
No, there's no visible wake vortex. We didn't even plan it as part of the complex weather module. Too complex, smoke effects would kill everything regardless of whether anyone flies through them.
  #383  
Old 02-06-2011, 12:55 PM
furbs's Avatar
furbs furbs is offline
Approved Member
 
Join Date: Apr 2008
Posts: 2,039
Default

Thanks...the deflection shot im talking about is when you have a AI on your six at about 200yds...all you have to do is pull a slight turn and the AIs shooting will pass behide you safely and they wont correct for lead....will they now adjust for lead if you keep your slight turn?

BTW these Q and A are worth much more than about 3 months of update screens and get me much more excited about the sim (to me anyway). Bravo Luthier!!

thanks.
__________________
Furbs, Tree and Falstaff...The COD killers...
  #384  
Old 02-06-2011, 12:56 PM
JAMF JAMF is offline
Approved Member
 
Join Date: Sep 2010
Posts: 187
Default

Quote:
Originally Posted by luthier View Post
I'm actually not sure, I'll have to ask Monday. CoD usually sits at around 1.8 Gigs in the memory. I don't think I've ever seen it go anywhere near 3 gigs.
Hi Luthier,

If you are running the 32Bit exe on your system with your Windows 7 Ultimate 64-bit, this could be limited to a maximum of 2GB, if it's not LargeAddressAware.

Only if the 32Bit exe is programmed with the LargeAddressAware flag, then it could go up to 4GB (or max. available on 4GB of RAM). This was one part of my "64Bit" question. I hope you will have a chance to ask someone if the LAA-flag is used. (...and in the future run a LAA modified 32Bit exe and see the memory go over 2GB)

Last edited by JAMF; 02-06-2011 at 01:42 PM. Reason: 3GB changed to 4GB, as it's on a 64B OS.
  #385  
Old 02-06-2011, 01:36 PM
Tvrdi
Guest
 
Posts: n/a
Default

@Luthier, one thing bothers me a bit....as you said complex weather will not make it into initial release...but we all know how much of an impact weather had on planes "behaviour". there will be some kind of a weather and impact on planes in initial release?
  #386  
Old 02-06-2011, 02:00 PM
whatnot whatnot is offline
Approved Member
 
Join Date: Nov 2009
Posts: 265
Thumbs up

Amazing update thread, I'm mesmerized! Like a cap would have been blown off the info tube and we'r getting all the questions answered we've speculated about for years!

THANK YOU!

Some whoever whining about what a proper development update is should have his head examined. I've never seen a dialogue and honesty of this depth from a game developer.

You've more or less answered all the questions I have had bouncing in my head, but can you tell me which magazine that FM article was written into? I'll do some digging to see if I would be able to find something about it while waiting for a possible 'ok' on publishing it here.

The engine model complexity sounds fantastic!
  #387  
Old 02-06-2011, 02:02 PM
Skoshi Tiger Skoshi Tiger is offline
Approved Member
 
Join Date: Nov 2007
Location: Western Australia
Posts: 2,197
Default

Quote:
Originally Posted by luthier View Post
Not good. We just got the Warthog this week, and I was very disappointed in how most of the buttons worked. I played around with the TM software and couldn't figure it out at all. The push-up-for-constant-input button that's also a push-down-for-no-input-at-all doesn't work with the game at all. We need to write a whole different chunk of code for that kind of input to be recognized properly.
Thanks for the heads up. I will live in hope for a possible update some time in the future.

Still, that gives me a month to sruce up my BU0836 based trim and switch controls.

All the best and I hope the next month and a bit goes well for you and the whole development team.

Cheers!
  #388  
Old 02-06-2011, 02:29 PM
philip.ed's Avatar
philip.ed philip.ed is offline
Approved Member
 
Join Date: Jun 2008
Posts: 1,766
Default

OK, Cheer Luthier.
  #389  
Old 02-06-2011, 02:39 PM
Abbeville-Boy Abbeville-Boy is offline
Approved Member
 
Join Date: Oct 2007
Posts: 196
Default

Quote:
Originally Posted by Tvrdi View Post
@Luthier, one thing bothers me a bit....as you said complex weather will not make it into initial release...but we all know how much of an impact weather had on planes "behaviour". there will be some kind of a weather and impact on planes in initial release?
he answered all ready 3 post
above yours
and weather will ship with game
use at own risk

Last edited by Abbeville-Boy; 02-06-2011 at 02:41 PM.
  #390  
Old 02-06-2011, 02:42 PM
addman's Avatar
addman addman is offline
Approved Member
 
Join Date: Mar 2010
Location: Vasa, Finland
Posts: 1,593
Default

Wow! Thanks for all the interesting answers luthier. It's like, first we got the bad news and then we got the good news and boy are these news good! I prefer this way of approach, now I feel like a kid the night before christmas again.
__________________
Closed Thread

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 11:09 PM.


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