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IL-2 Sturmovik The famous combat flight simulator.

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  #71  
Old 11-28-2009, 09:17 AM
AdMan AdMan is offline
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Originally Posted by luthier View Post
We have XP machines for a reason. We want to have this guy run on XP and DX9. We can't very well develop for XP without XP machines. That's why we have different OSs, different brand CPUs and video cards, etc.

CRT monitors? Well, somehow, every time we get a hardware budget, it seems to get spent on other things. We actually just did a major upgrade earlier this month. Those cases you see are pretty old, but they're filled with bleeding edge stuff. We bought lots of CPUs and RAM, terabyte HDs, latest video cards, newer bigger pen tablets, etc. Somehow, when we were done, we just didn't have anything left for monitors. Again.
sure, wasn't knocking anyone for developing on XP if I gave that impression, I use XP myself. DX10 isn't that much of an improvement to take the performance hit, Soooo glad I didn't get Vista when everyone else was upgrading.
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  #72  
Old 11-28-2009, 11:03 AM
Insuber Insuber is offline
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Hi Oleg,

I have a question regarding the max number of planes offline and online. Il2 in this is quite limited, in a mission you can have few planes at the same time, if compared to sims like BoB II Wings of Victory.
The historical BoB was characterized by massive raids of German planes, with sometimes 700 German planes at a time.

Q: Will BoB SoW be capable of managing some hundreds of planes in a map at the same time ?

Thanks,
Insuber
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  #73  
Old 11-28-2009, 01:08 PM
mark@1C mark@1C is offline
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I think the key question is not Will their SOW be capable of,but Will our PC/Cable speed/and so on be capable of...
With varieties of player's gaming enviroment,it is still a big question for both programmer and player...
As you can see below,there are still questions like "What kind of a rig can run IL-2 with full details and high fps? " currently...
I haven't played that WoV.But I guess those huge masses are surely with non-AI.Doing a massive calculation really exhausts a poor PC,not to mention doing it online with a real time feedback needed...
but,
maybe there's still a little hope that they can do some improvements...Considering doing a truly realistic FM/atmosphere/and so on is already a hard work,and many fans need a Pilot in......
It seems that I tune the topic to a pessimistic one...God...

When we are talking about Massive,we are talking about Matrix..

Last edited by mark@1C; 11-29-2009 at 05:43 AM.
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  #74  
Old 11-28-2009, 03:41 PM
daHeld daHeld is offline
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Originally Posted by mark@1C View Post
I haven't played that WoV.But I guess those huge mass are suely with non-AI.
WoV actually features the best AI in any flight sim there is (and it has to, since there's no (working) multiplayer mode).
As far as I know, there are two kinds of AI, one for fighters and one for bombers, with the one for bombers beeing less sophisticated...
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  #75  
Old 11-28-2009, 05:31 PM
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philip.ed philip.ed is offline
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Originally Posted by daHeld View Post
WoV actually features the best AI in any flight sim there is (and it has to, since there's no (working) multiplayer mode).
As far as I know, there are two kinds of AI, one for fighters and one for bombers, with the one for bombers beeing less sophisticated...
WoV has mulltiplayer support with the latest patch
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  #76  
Old 11-28-2009, 06:35 PM
Necrobaron Necrobaron is offline
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I can't believe folks are actually critiquing the work area.
________
ZX14 VS HAYABUSA

Last edited by Necrobaron; 04-26-2011 at 07:27 AM.
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  #77  
Old 11-28-2009, 07:14 PM
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furbs furbs is offline
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cant help noticing if it looks like a office from 1995 (im sure they will work wonders though)
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  #78  
Old 11-28-2009, 07:17 PM
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mazex mazex is offline
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Definitely interesting that you are using C# for the collision detection code... I could understand it for the GUI, in the way Java was used for the old GUI, but for AI and collision detection?

I see some c++ file there too, and I guess the rendering part is written in c++? But that would mean context switches if the ai runs on C#? Sure MDX has eveolved but... Has It evolved so much lately that is is usable for a high performance game like BoB? It would naturally be great as no one likes to spend time om memory management instead of the actual code logic, but you don't want any GC popping in while lining up a fat HE-111 Anyway - by seeing this we can be assured that the code has been rewritten!

Good luck!

Last edited by mazex; 11-28-2009 at 07:20 PM.
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  #79  
Old 11-28-2009, 08:24 PM
Insuber Insuber is offline
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Quote:
Originally Posted by mark@1C View Post
I think the key question is not Will their SOW be capable of,but Will our PC/Cable speed/and so on be capable of...
With varieties of player's gaming enviroment,it is still a big question for both programmer and player...
As you can see below,there are still questions like "What kind of a rig can run IL-2 with full details and high fps? " currently...
I haven't played that WoV.But I guess those huge mass are suely with non-AI.Doing a massive calculation really exhaust a poor PC,not to mention doing it online with a real time feedback needed...
but,
maybe there's still a little hope that they can do some improvements...Considering doing a truly realistic FM/atmosphere/and so on is already a hard work,and many fans need a Pilot in......
It seems that I tune the topic to a pessimistic one...God...

When we are talking about Massive,we are talking about Matrix..

Mark, the huge masses of BOB WOV are AI only, as that game cannot be played online. Moreover AFAIK IL2 cannot handle a lot of planes even with today's PCs, 100x more powerful than the ones we had back in 2001 ... so my question has exactly the sense that it appears to have.

Regards,
Insuber
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  #80  
Old 11-28-2009, 09:25 PM
daHeld daHeld is offline
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Quote:
Originally Posted by philip.ed View Post
WoV has mulltiplayer support with the latest patch
yeah sure - it's beta, e.g. not usable. That's why I used the word "working" in brackets
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