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IL-2 Sturmovik The famous combat flight simulator.

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  #731  
Old 12-03-2009, 03:11 AM
XB-49 XB-49 is offline
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I have heard from someone over at another site that Team Daidalos have taken over construction of the 777 Studios TBD-1 Devastator. May I ask if this is true?

Thanks in advance,
XB-49
  #732  
Old 12-03-2009, 07:33 AM
mkubani mkubani is offline
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Look here:

http://forum.1cpublishing.eu/showthr...t=8815&page=67
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  #733  
Old 12-03-2009, 09:17 AM
mkubani mkubani is offline
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Quote:
Originally Posted by F19_Klunk View Post
2 cents...

Beeing a part of the J8A project (not modelling though) I can assure you that hi poly count equal better quality is pure nonsense (balance of course). My dear friend Mr Haddock's work, who is a professional Art Director and head modeller in the gaming industry for some major titles for many many years, on the J8 is evidence enough.

Klunk, say hello to Daniel. I hope he is doing fine. He was very supportive when we started to model Avia B-534.
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  #734  
Old 12-03-2009, 09:56 AM
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F19_Klunk F19_Klunk is offline
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I will, was a long time ago we spoke, he is quite busy with growing family
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F19 Virtual Squadron, The Squadron that gave you the J8A
  #735  
Old 12-03-2009, 11:32 AM
Zorin Zorin is offline
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You know what, how about you post here exact figures TD wants to see for Ordnance meshes. I will then make you a set of examples. So I highly doubt that anyone will accept a octahedron to represent a ROUND shell these days.
  #736  
Old 12-03-2009, 03:26 PM
Eldur Eldur is offline
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Quote:
Originally Posted by ElAurens View Post
It's silly that we still don't have multiple crewed aircraft in DF mode.

Just a suggestion, as the idea comes to my mind:

There's already a check for each plane to consider if killing it is a vulch or not. That one is 1 while the plane is still on the ground until it reaches something like 1G stall speed (I once managed to take a FW-190 with full flaps and extremely low speed to >2000m and it was announced as a vulch as someone shot me down... was like never above 140km/h or something like that). And it's set to 1 again when the plane lands.
Basically there should just be an option to take a slot in multi-crew aricraft that have this vulch state = 1 which means they're still on the ground. That would make FBD dogfight servers a lot more interesting as the gunners somehow seem to fail badly when the plane is controlled by a human pilot as opposed to the uber snipers they are in an AI-flown plane. (That should be another issue to look into, as well as AAA accuracy)

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Originally Posted by Bearcat View Post
and it would be great to have the option to fine tune the CEM.
A tuned CEM would be welcome. Right now many planes don't even have mixture control, as even the real German planes have a lever that has similar states like the US planes which are Idle Cutoff, Auto Lean, Auto Rich (+ everything in between these 2 modes) and Full Rich. And some planes have strange settings limited to either 120% (for just the first 600-800m of altitude) and 100% (for anything above) which seems more to be a second low alt WEP function than a mixture control. And even planes that have full control, like the Yaks for example, mixture control doesn't affect fuel consumption at all.
Not to mention the temperature model. A 1500hp engine just shouldn't overheat at 8000m where it's maybe less than 1000hp at full throttle with a manifold pressure a lot below max. while it's like -30 to -60°C outside.
And I'd like to have a real use for the magnetos switches. They're in since FB 1.0 or something like that, but pretty much useless as they're set to "both" already when a mission starts, so you just have to "I"gnite your engine(s). Mixture should be a 0% then, too. Just to have a complete sequence to start the engine.
Radiator controls that are not just R, but more like one key to open, one to close, one for auto on/off and maybe even an axis would rock. Generally it would be nice to have a mixture axis too. The best would be individual engine control axes as well as axes for "left engines" and "right engines". A lot of people with throttle quadrants would love this. I don't have one but I may buy one then

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Originally Posted by Letum View Post
I am a member of a large bombing group.
We experience terrible problems with the AI gunner's friendly fire.
Often we lose six or more out of twenty bombers by friendly gunner fire, despite
keeping correct distances, staggering the VICs and not having any planes on
the six of any other planes.
Now that's a real issue that needs to be adressed. But it should be possible while they alter the AI visibility to get real night fighting action without wonderwoman NVG AI units. That's a general AI problem in fact. I even remember situations where I was alone on a DF map for testing it. I took a plane and wanted to take off. Too bad for me, I placed some enemy battle ships within like 20km distance to the base, with some 200-400m-ish hills in between. As soon as my plane spawned, they started attacking me making it impossible to taxi to the runway and take off without taking serious damage. Not even a radar could make this possible in reality.

Last edited by Eldur; 12-03-2009 at 04:27 PM.
  #737  
Old 12-03-2009, 04:56 PM
mkubani mkubani is offline
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Ok, I will.

I suggest also that you send us your 1-2 models + textures and we will try to reduce it according to what we consider satisfactory for IL-2. You have our email.

Quote:
Originally Posted by Zorin View Post
You know what, how about you post here exact figures TD wants to see for Ordnance meshes. I will then make you a set of examples. So I highly doubt that anyone will accept a octahedron to represent a ROUND shell these days.
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  #738  
Old 12-03-2009, 05:47 PM
Eldur Eldur is offline
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Quote:
Originally Posted by MiniMe View Post
Just a little idea for the map makers. Is it possible that you make an option in the full mission builder so that one can see the spawning places at the airfield. I know this is not important but usefull.
That would be perfect. Asked for this ages ago. Some other things come to my mind, an excerpt of an Oleg Interview prior the PF release:

Quote:
- kill should be given to plane which inflicted most damage on the object

It was once in the past, but players ask for the current system… then they saw that it isn’t so good and ask to return back…Ok we will see for PF.

- re-think point distribution for collisions, player who is victim of such
collision (meaning not guilty of flying into the other) should not be given
minus points

Maybe in PF. There was a problem to make by other way than now

- larger hangars (for multi-engined planes)
- larger camouflage nets (for multi-engined planes)

Maybe

- object type "Buildings" - enable players to specify structures as target

Maybe

- ability to select a group of objects
- ability to cut and paste
- ability to save object group

For all above – Probably yes in PF, but don’t please tell us that your PC unable to handle it. Don’t please forget that these oprations will calculates in 3D, but not in a text form.
None of these are in yet. Especially the last one is a definate must.
  #739  
Old 12-03-2009, 05:51 PM
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FC99 FC99 is offline
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Some of the above mentioned things will be included in next patch.
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  #740  
Old 12-03-2009, 07:06 PM
Eldur Eldur is offline
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That sounds promising! Thanks a lot.

Quote:
Originally Posted by FC99 View Post
I'll check AI landing routines, they should abort landing and fight in most cases IMO but sometimes they should try to land even when enemy is close.Lot of planes were shot down in WWII during landing so we must leave that as possibility in game too.
You could try to disable that "plane is landed and will be removed" feature. I think an AI unit will use less CPU power when it has landed compared to while it's still active. I often use the QMB with Crimea, flying for Axis attacking the airfield to try out new stuff. And I often see bombers landing and then disappearing. They should stay, so I could drop a bomb on them. Fighters should try to take off again if enemys come within a visibility range. Maybe even with the usage of longer taxi ways as runway because of emergency. But it would be enough if they just try to take off normally then.

Quote:
We don't plan to include AAA mods, in most cases these mods are not done by game standards. That doesn't mean that some of the mods are not interesting and if and when we see something valuable we will contact people who made these mods.
I don't like 98% of the mods because the don't meet the standards. But I also like your decision to have a look at the really good things.

Quote:
Originally Posted by FC99 View Post

"Originally Posted by nearmiss
I don't know if this is possible, but I've often wondered why we can't have despawn waypoints"

Tried to make it, it works will be in for 5.0 or 5.1.
That sounds good. The best would be: Default = no despawn (that's what I said above) with a despawn option in waypoints to get rid of unimportant objects. I remember missions impossible to win because the cargo planes that needed to be shot down despawned at the end of their route after landing, just because dogfights with the escort fighters took too long.

€dit: I just see SlipBall's avatar:



Exactly that instument needs fixing on some FW-190s. The ball is not moving, neither is the needle. I think it was an issue with the later models (A-8, F-8, maybe Doras and even the Ta-152s). I think there are quite some more instruments malfunctioning (example: FW-190 ammo counters should show wing cannon ammo, for MGs there are just that 2 "empty lights") or even just "dead" (Bf-109E MG FF ammo counter for example). Would be great if they'll get fixed eventually.

Quote:
Originally Posted by II/JG54_Emil View Post
That means it can take half a year or longer?
That's less than two weeks at least

Quote:
Originally Posted by NeroMoura View Post
But I do like offline play and I download alot of campaigns, but you have to give it a break during offline campaign play because of the AI's uberness. You really lose imersion.
Good point. Basically the AI uses lots of cheating to compensate for the "lack of skill", though I found the AI in Il-2 series, especially in the later versions to be good enough (I haven't seen any better yet) to be a competition even without those cheat boni. Some of them are InstaAim (approach an Il-2 from 12 low and pass below, coming up behind him and you'll see), UltraRangeRadar (they keep following you even with like 20km distance where you can't see a dot anymore, and you can watch them *directly* reacting to your maneouvering at any distance in Ctrl+F2), unlimited ammunition (and I think fuel, too), increased thrust at low speeds (try to stay in formation after take off in offline missions) and probably some more.
Any units have some uber tricks. I still have to "lol" when I remember how one single tank shot me down 3 times in a row with it's main gun's first blow while flying a 109F-4 trying to kill some trucks around. That's nothing to happen in reality. Not to mention that it needed a 5-dicit count of Flak shells to down an airplane. Not rarely the AA units do so with less than 5. I know that we can't put hundreds of guns on a map for performance reasons, but the effectiveness of a single gun is amazingly incredible and for me it's a killer.

Last edited by Eldur; 12-03-2009 at 09:47 PM.
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