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#51
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Thanks for the update, it already is very nice to look at! The cockpit is really looking great!
I also have a question regarding to sound, will the speed of sound be modeled or will it go everywhere in no time like it is in il-2? Keep up the good work! |
#52
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I didn't find the cockpit shadows-video in the news, but there are two videos that show dynamic daylight lighting in the editor. |
#53
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I know it's a little detail, but will exhaust blurr modeled ingame?
And will tire flatened a bit when on ground. In Il2 and other sims, when the plane is onf ground, wheels always stay perfecly round, wich is quite unrealistic, considering the type of tires plane was equiped in that time. But as said, it's just details ![]() ![]() *btw, amazing shots, worth the ait for me, keep up the good work ![]() |
#54
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Ok, no openGL, I can live with that. Is SoW going to be DX10 or DX11? I'm hoping DX11, cause the DX11 tessellation is just incredible!
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#55
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Let's hope that the quality of the engine sounds will correspond to the quality of the graphics
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#56
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I don't know how to thank you Oleg. It looks absolutely unbelievably fantastic. The shadowing, it's glorious. And that Bf 110, and the water and the cliffs and the Spit and and......What can I say, I believe this sim will be huge hit for years and years. And to think it's only in the Alpha phase.
Good luck Oleg, and I am delighted to hear you and your son have recovered. Bye. |
#57
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Amazing! Thanks for the update!
The first shot of the Spit cockpit is so very close to being real. Will there be support for nVidia's 3d feature? If there is, I think we may have hit the jackpot. Also, the lighting, the way the light looks under, and through the clouds, is very very good as well. It looks like you folks have got the light right. The reflection off the Spit and 110, where it varies according to the surface, excellent! An observation: The Spit exterior is simply too smooth, too homogenous. The light reflecting off the surface ought to highlight the topography of the surface -whether it be rivet lines, wavy skin, or access panel edges. The 110 looked better, so maybe it's the angle of reflection or the model. To me, the shot looking up at the sun has the sun flare too large. Your setting sun looks beautiful. I like the clouds, you guys have nailed how clouds look close up- that wispy diaphonus edge. I am less satisfied with how the more distant clouds look. That soft edge should give way to, depending on the cloud type, a hard, more defined edge. In some cases, that hard edge would be correct at closer range as well, again depending on the cloud type. I absolutely love the shot with the low sun angle and how that highlights the 'shape' of the cloud- stunning! Love the water in some shots, less so in others. You nailed how the sun reflecting off water looked from altitude in IL2, and it looks better here. Understanding we're looking at Alpha shots, but the shorelines aren't busy enough to me. There ought to be more detail at the water/land interface, when you're close enough to see it. I was discussing ROF with a friend, and I told him that while ROF was fine, a very good looking game, it still looked like a game. I expected that SOW would be the first flight sim to look like the world, not a game. It looks like I was right. Again, just amazing, can't wait to fly it! |
#58
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Thankyou oleg and team , first impressions of the spitfire cockpitt are absolutly amazing truely worth goin on my desktop! LOL. Screen shots of the planes seem to be looking rather plastic in appearence. Is this due to the weathering model your introducing and that she is fresh from factory?
Also any news of whereabouts in the next decade this masterpiece will be released or expected to be released? Coz im dying to fly in that bloody spitfire and shoot me down some luftwhiners! ![]() Last edited by MD_Wild_Weasel; 10-23-2009 at 05:59 PM. |
#59
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Thanks for update Oleg, cockpit, planes and shadows are surely a huge step forward compared to IL2.
Now the complaints, you can't make something better if you receive only positive feedback, can you? ![]() The rest doesn't seem to me like a big improvement, different maybe but not much more realistic... the ground looks nice from the cockpit (pic100) but then we switch to SuperMario64 with pic101 and pic116. Trees look better but won't be possible to make them worse than IL2... and still they look a little "sticked on" the background, need to see how they look dynamically though, that's the important part. And where did some little bump mapping go in pic105? Ok, ready to be bashed by your devote followers! ![]() To be clear: with us IL2-junkies on this forum it's going to be easy anyway, we'll buy whatever you come up with, me in the first row ![]() One question: any plans to improve on planes visibility? I mean, on IL2 we're forced to play at low resolutions to spot other planes in a better way. You probably shouldn't give the advantage to people having higher resolutions but shouldn't be the other way around either. Last edited by ivagiglie; 10-23-2009 at 04:53 PM. |
#60
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Hi Oleg, you are my hero. The screens are fantastic. I like the planes and amount of detail on the ground units. I wount talk about the colours because I know you are not blind and will correct them.
Absolutely fantastic, cant wait for full version. I hope you will use directx 11 too. |
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