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IL-2 Sturmovik The famous combat flight simulator.

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  #211  
Old 11-11-2009, 01:00 PM
Caveman Caveman is offline
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Quote:
Originally Posted by Oleg Maddox View Post
Limitation is always present:
1. Time
2. Money for additional development.
1) Can't do much about this since it is a "constant"

2) We exchanged an email on this years ago; perhaps you remember... I really think there is a segment of users out there in the community like myself that would pay over $100 dollars for "premium user package" that would include additional tweaks or modules that are locked and not provided to all users... Perhaps some advanced flight modeling, tweaked graphical features, etc... I know add-ons can address these needs, but you have such a personal following and people who know sims know you give quality and would be willing to pay more with your stamp of approval. At the very least, I hope you're getting a good kickback % on the add-ons that are produced for SOW. The whole flight sim business model should be different than shooters... Not sure it can withstand a high price for all users, but to make up for lack of total users, price needs to be higher...

In general, it seems shooter folks are starting to get bored of the cheap/fast thrill of shooters and are looking for substance. Perhaps in the coming years, we'll see a ressurgence of interest in simming like there was in the early/mid 80s with the original MS FS which "every" gamer had in there PC collection.

Hope you succeed... IL-2 is still fantastic after all these years... Funny to think we all may be playing SOW + add-ons 20+ years from now...!
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  #212  
Old 11-11-2009, 01:14 PM
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ZaltysZ ZaltysZ is offline
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Quote:
Originally Posted by Oleg Maddox View Post
However I'm sure that these that will use clicable will have disadvantage in control speed .
There is one good method, which I use in DCS: Black Shark. I have programmed one button of my HOTAS to act like left mouse button and I always move mouse cursor to the bottom center part of the screen, so that it is visible, but not interfering with important things. When I look around with TrackIR, camera moves and so mouse cursor moves (in relation to cockpit) also. I can point mouse cursor where I need by using head and then click things by using my HOTAS. This method is very fast. I even enter coordinates into NAV system by using this method.

Of course, using mouse to switch/use stuff which has to be switched/used without looking at it (like flaps/trimer wheel) in fighter is strange, however I think that things like radio, gear are ok for "mouse" interaction.
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  #213  
Old 11-11-2009, 01:24 PM
Oleg Maddox Oleg Maddox is offline
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Sorry, it seems it is missed by me.

It is already working. On 2 or 3 monitors.



Quote:
Originally Posted by zapatista View Post
hi oleg,

could we please have multiple monitor support right from the start ? but please a version that allows us to use multiple monitors of different sizes, like this ....



in that that example you could use a 27 or 25' lcd in the middle, with a 19' lcd in landscape on either side (note: this is good because you only need your gfx card to push 2x the pixels 1920 x 1200, and not 3x like you would for a normal 3 monitor setup like this



that much more expensive 3x 24', or 3x 27' or 3x 30' would cost a fortune and only very few people could afford it.

the example i gave above that i would like included allows
1x 24' + 2x 19' (or you can use a 25 or 27' for the center monitor to, keeping a 19' in landscape mode on either side)
or
1x 22' + 2x 17' in landscape mode etc (using a lower resolution and less pixels to push)

most westerners flying flightsims have upgraded from their small initial lcd to a larger widescreen in the last few years (either 22', or 24' or 25') so we still have a 17' or 19' lying around, allowing us at a small cost of 1 more small lcd to have a 3 monitor setup which DOUBLES our field of view in il2

new ati and nvidea gfx cards are starting to support a 3 monitor setup without having to buy a matrox 3HTgo (which only works with 3 monitors the exact smae size, and can only max work with 3x 22')

software multi monitor might be possible but is a huge drain on cpu/gpu, so not a realistic option

please consider
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  #214  
Old 11-11-2009, 01:31 PM
|ZUTI| |ZUTI| is offline
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Oleg Hi.

One quick question again from my side: is MAX map size, that users will be able to create themselves already fixed or not yet?
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  #215  
Old 11-11-2009, 01:37 PM
Oleg Maddox Oleg Maddox is offline
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Quote:
Originally Posted by |ZUTI| View Post
Oleg Hi.

One quick question again from my side: is MAX map size, that users will be able to create themselves already fixed or not yet?
Not defined yet. Probably it will be limited in square (km2) but not fixed by constant sides.
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  #216  
Old 11-11-2009, 01:37 PM
Oleg Maddox Oleg Maddox is offline
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Quote:
Originally Posted by Caveman View Post
1) Can't do much about this since it is a "constant"

2) We exchanged an email on this years ago; perhaps you remember... I really think there is a segment of users out there in the community like myself that would pay over $100 dollars for "premium user package" that would include additional tweaks or modules that are locked and not provided to all users... Perhaps some advanced flight modeling, tweaked graphical features, etc... I know add-ons can address these needs, but you have such a personal following and people who know sims know you give quality and would be willing to pay more with your stamp of approval. At the very least, I hope you're getting a good kickback % on the add-ons that are produced for SOW. The whole flight sim business model should be different than shooters... Not sure it can withstand a high price for all users, but to make up for lack of total users, price needs to be higher...

In general, it seems shooter folks are starting to get bored of the cheap/fast thrill of shooters and are looking for substance. Perhaps in the coming years, we'll see a ressurgence of interest in simming like there was in the early/mid 80s with the original MS FS which "every" gamer had in there PC collection.

Hope you succeed... IL-2 is still fantastic after all these years... Funny to think we all may be playing SOW + add-ons 20+ years from now...!

I hear you.
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  #217  
Old 11-11-2009, 03:27 PM
igitur70 igitur70 is offline
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Quote:
Originally Posted by Oleg Maddox View Post
We plan to have Polish and some other countries fighting on British side. However the problem at the moment - I don't know if we will be able to record all speeches (especially for example mixed some bad English + Polish speech)

Anyway I will probably post later the request for community to record for us (better to say for users) some waves sounding in Polish, Czech, etc. Of course will need Italian...
Hello Oleg,

1) Regarding speech files and mission editor : will the creator of a mission/campaing be able to insert various user-made speech files following a particular campaign storyline ? This would add a lot to immersion.
2) If yes, could that feature be coupled with triggers on multiple stages (following an if...then structure) ?
3) If not, would you consider the idea ?


Thank you.
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  #218  
Old 11-11-2009, 03:51 PM
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Bloblast Bloblast is offline
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Hi Oleg,

Curious about AI behaviour:

-Will AI fly to home base when (slightly) damaged?
-Will AI see trees + other obstacles during emergency landing?
-Will AI switch from target when that other one is more favourable?
-Will AI fly home when out of ammo?
-Will AI try to fly home in a very disadvantageous situation?
-Will AI avoid places/airfields with lot of AAA?
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  #219  
Old 11-11-2009, 04:41 PM
Troll Troll is offline
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Hi Oleg,
First time for me in this forum.
I'm definitly surprised by the quality of your simulator. I'm in the real life a flight instructor and it's amazing to see how it's easy to teach to people who already plays on IL2. I also recomend this sim for all of my students.
If you need some help for the training program in SOW, tell me, it gonna be a great pleasure for me.
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  #220  
Old 11-11-2009, 04:58 PM
nearmiss nearmiss is offline
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Why clickable cockpits, there are awesome button command tools available that are a hundred times easier than trying to look around the virtual cockpit to click in a precise place on the screen to raise the flaps in increments, etc.

Clickable cockpits are archaic, haven't made sense in 10 years. We have all kinds of options with joysticks, throttles, controller panels and switch blocks now.

I have an MFP as per below. It has 25 keys that are highly programmable furnished with the basic unit. In addition it has two selectable modes, which allows an additional 25 key commands (which can be scripts as well). You can arrange the keys in any configuration with templates. You can make your own templates and print them out. This is so much more efficient than clickable cockpits.

Clickable cockpits might work for some in MSFT Flight simulator, because everything in flight simulation is procedural and not time critical for the most part. Air combat is on the fly, at speed under pressure. finding the flaps when you doing a high G turn to click just enough for combat flaps, and you've got an FW190 pouring rounds at your six. Then when you're just about done turning you have to find the virtual switch to raise the flaps. LOL --- this is not a best way to do anything.

http://www.chproducts.com/retail/mfp.html

It cost 199$ US.

You can also buy X-Keys with all kinds of interface options

http://www.xkeys.com/

If you are so set on clickable cockpits you might want to check out some fo the cockpits people have made for flight and air combat simulators. They all use controller tools. Some of the serious Falcon 4.0 enthusiats will blow your mind with what they do.
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