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IL-2 Sturmovik The famous combat flight simulator.

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  #151  
Old 09-12-2009, 12:18 AM
Sunchaser Sunchaser is offline
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FC99, thank you for the quick reply.
  #152  
Old 09-12-2009, 01:21 AM
Letum Letum is offline
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Thankyou for the video.
It certainly looks promising.
I hope the in-flight tests go as well.
  #153  
Old 09-12-2009, 10:21 AM
Fall_Pink? Fall_Pink? is offline
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Do you have a - incomplete, preliminary - list of items that will be fixed in 5.0?

Anyway, it's very good to hear even more patches are on their way and personally, can't wait to see what you and your team have fixed or added

Always thought it was too early to write off Il2 as it has still so much to go for and glad to see Oleg was thinking the same and supported your request.

I understand someone of your team is working on AI fixes, so curious, but will things like preprogrammed landing patterns and their inability to react to danger be also part of those fixes? Will you perhaps include some stuff that triple A published?

What about a newer version of Java with better thread support and some multi-core fixes or is that too much to ask for? Just asking....

Thanks and regards,
Mark
  #154  
Old 09-12-2009, 10:57 AM
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FC99 FC99 is offline
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Quote:
Originally Posted by Fall_Pink? View Post
Do you have a - incomplete, preliminary - list of items that will be fixed in 5.0?
Too early for that, all I can say is that we will cover everything, from FM and DM to GUI. Of course you can't expect that we will fix every bug in game but we will try to fix most serious ones.

Quote:
I understand someone of your team is working on AI fixes, so curious, but will things like preprogrammed landing patterns and their inability to react to danger be also part of those fixes? Will you perhaps include some stuff that triple A published?
There will be some huge changes in AI, I have personal interest in that so I'll try to set new standards for AI in WII simulations. Lot depend on PC performance though, it's easy to improve AI but it's even easier to bring PC to its knees with complex AI.

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.

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.
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What about a newer version of Java with better thread support and some multi-core fixes or is that too much to ask for? Just asking....
We don't have such plans.
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  #155  
Old 09-12-2009, 11:52 AM
Eki Eki is offline
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Thank you for continuing the work with this great sim. I am really waiting for the 4.09 and later updates.

A suggestion for the next patches: If you start working with the GUI, could you add a possibility to save ip-addresses of different multiplayer servers into a some sort of list under the multiplayer menu? That would really help those who don't use Hyper Lobby. Currently you have to copy-paste or write the ip address every time you want to change the multiplayer server.

Thanks,
Eki
  #156  
Old 09-12-2009, 02:39 PM
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Igo kyu Igo kyu is offline
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If you want potential changes, how about sorting out the pilot careers screen, it has not enough space for the career, barely space for the rank, but much space for the awards, completed and difficulty. The player can move the dividers themselves, but it isn't saved, the next time you start the game they are back to rubbish spacings. If the user selected spacings could be saved that would be fine, if it could be fixed without the user needing to do anything that would also be fine. I am using a 1600x1200 display, I have done for many years, my old CRT was that good, this issue is an old irritation. It is not important of course, it's just a niggling imperfection.

Last edited by Igo kyu; 09-12-2009 at 02:42 PM.
  #157  
Old 09-12-2009, 05:05 PM
Fall_Pink? Fall_Pink? is offline
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FC99,

"There will be some huge changes in AI, I have personal interest in that so I'll try to set new standards for AI in WII simulations. Lot depend on PC performance though, it's easy to improve AI but it's even easier to bring PC to its knees with complex AI.

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."

Huge changes and new standards? Could you elaborate a tiny bit on that?

I can think of a lot of things but have no idea if then can be made at all when the whole thing keeps on running on a single core. I mean, a lot can be improved w.r.t. things like 'to know when and how to engage or disengage', Strengths, Weaknesses, Opportunities and Threats, Situation Awareness/Assessment and Prioritization, Training level and Proficiency, Moral, RL tactics and so on, but that would truly mean a huge undertaking. It would however change the game radically (running at 1 fps)

Regards,
Mark
  #158  
Old 09-12-2009, 07:44 PM
nearmiss nearmiss is offline
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Approach patterns - the large semi-circle for landings not sensible or realistic.

Flying around in approach pattern circles , especially when the enemy is so close to the airbase, i.e., Henderson field,Guadalcanal. would not have been too dangerous. Straight in and straight out approaches was the only way to avoid small arms fire.

Consistent circular fixed patterns also overlap when several airbases are in close proximity.

Straight in and straight out with holding patterns further away from the airbases would make more sense.
  #159  
Old 09-12-2009, 08:01 PM
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llama_thumper llama_thumper is offline
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slightly unconventional, but how about kills on multiplayer servers according to markings? i'm sick of seeing spities with german crosses...
  #160  
Old 09-13-2009, 12:00 AM
WWFlybert WWFlybert is offline
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Quote:
Originally Posted by llama_thumper View Post
slightly unconventional, but how about kills on multiplayer servers according to markings? i'm sick of seeing spities with german crosses...
It would make more sense for server to be able to restrict markings available on each side, then no one can make a mistake if they switch sides or come from another server where they were playing on the other side.

Even for clarity on the same side, no reason for there to be German markings for a Zero, if the server chooses
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