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IL-2 Sturmovik The famous combat flight simulator.

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  #51  
Old 01-17-2010, 03:21 AM
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zapatista zapatista is offline
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on a more joyfull note

redbull air race pilot flies spitfire on the island of white, comparing the performance of both planes

http://www.spitfiresociety.com/conte...ersus_MX2.html

some nice shots of the spitfire with some very white looking chalk cliffs in the background

Last edited by zapatista; 01-17-2010 at 07:45 AM. Reason: minor typo
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  #52  
Old 01-17-2010, 03:31 AM
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VMF-214_HaVoK VMF-214_HaVoK is offline
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Looks magnificent!!

S!
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  #53  
Old 01-17-2010, 10:14 AM
Tree_UK
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Quote:
Originally Posted by zapatista View Post
your like a whiny little kid, even after getting banned from here for several weeks for all the negative crap you keep posting you'r still at it. your stuck in this childish mindset of constantly complaining and seem to have the expectation mommy is going to plonk a breast in your mouth if you just whine enough

by all indications BoB is well on track and will be released in the next few months, if you dont like the previews being posted how about you just piss off and only return in september when it is going to be on the shelves

for anybody with half a brain it is obvious oleg is just posting some selected previews of specific items at the moment to keep us informed and start building some expectation in the fan base, but is not showing enough to give a true indication of BoB in all its glory yet so he doesnt give to much away to the competition either (no terrain detail, no final textures and color schemes, only a few selected objects, limited info on dynamic campaign engine...)

since we already know 80 or 90% of individual components of the game are finished already (plane and ground models, campaign engine, weather effects, maps...etc) and oleg skips the alpha phase completely by then integrating these nearly finished elements directly into a beta stage product for fine tuning and testing, i would say we are very well on track for having "1000's of people flying BoB by the anniversary of BoB in 2010" as oleg stated himself recently (meaning september 2010 i presume)
Very constructive post Zapatista, look if you want to be a beta tester just ask.
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  #54  
Old 01-17-2010, 10:42 AM
Tree_UK
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and Oleg is holding back on all the great stuff so that the competition wont nick all is work, can I ask what competition we are talking about here? Is it WOP per chance owned by Maddox games?
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  #55  
Old 01-17-2010, 04:15 PM
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philip.ed philip.ed is offline
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Quote:
Originally Posted by Tree_UK View Post
and Oleg is holding back on all the great stuff so that the competition wont nick all is work, can I ask what competition we are talking about here? Is it WOP per chance owned by Maddox games?
That's rather naive. RoF can be seen as competition and so will any future combat-flight-sim that's released. With the scope Oleg wants to offer with SoW, then even jet sims will be seen as competition.
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  #56  
Old 01-17-2010, 06:13 PM
Skarphol Skarphol is offline
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While we are on the DH-82 Tiger Moth:

Norway tried it out with armament!!
Here, the machinegun is visible in the front cockpit:


And here is the gun installation:


I'm really not sure but I think this idea was meant for training student pilots in aerial gunnery. I assume the gun is synchronized with the propeller.

Skarphol
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  #57  
Old 01-17-2010, 07:30 PM
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Wow, the cockpit textures are really impressive. I can almost feel the faded green wood of the cockpit fame. And the chrome of the windshield frame and the leather padding...is magnificent!!!

It dose make me wonder about the sound engine...All these great cockpit graphics really, really make me wonder what we can expect from the sound engine. As we fly around the world (in game) we will see the light reflecting off the chrome and we will see shadows moving across our dashboard, and window frame. And all these "dynamic lighting" tricks help put us into the world of the game.

But what about sound? For example; as we sit in the cockpit of the "Tiger moth" and turn our head left and right, the tone and intensity of the wind, engine and flapping cloth will change in relation to our position. All these little changes in tone and intensity will add to "our" perception of our place in the virtual world (cockpit). I have never really heard a truly convincing use of 21st century gaming technology in a flight-sim's sound engine.

Their is sooo much that remains to be done...the sound of a shaking and straining (squeaking) air frame as we push the "G's". The change in volume and tone as we move our head around the cockpit. Buffeting wind that mimics the actual "virtual weather front". Or how about the subtle change in our perception of sound as the altitude increases?

Please excuse my slightly "off topic" musing's....thanks
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  #58  
Old 01-18-2010, 03:37 AM
Blackdog_kt Blackdog_kt is offline
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To give credit where it's due, much as i dislike certain aspects of that sim i have to say that Rise of Flight is very good on sounds, almost excellent in fact. If you haven't tried it, it's worth getting the demo for the sounds alone and to be more precise, for the way you can use the sound to help you fly the aircraft.

Before engine start if you move your stick you can hear the noises made by the controls and linkages moving. These are drowned out by the usual engine and gun sounds in normal operation, which are well done as well.

The thing i found most impressive though is the sounds of the open cockpit. If you are flying in a normal fashion and looking straight ahead, you're behind the windshield and the noise is low. If you move your head to lean left or right however (via TrackIR or the default view controls), you'll immediately notice that the wind noise is much higher. Wind noise also increases as you speed up, so in a 250km/h dive it almost overshadows the engine. Also, even if you are perfectly aligned with the windshield, if you side-slip the air is coming at you from the sides and once again, you get increased wind noise. All this makes it possible after some practice to fly the aircraft by sound, without looking at the instruments at all.
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  #59  
Old 01-18-2010, 08:10 PM
flyingbullseye flyingbullseye is offline
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Quote:
Originally Posted by Skarphol View Post
I assume the gun is synchronized with the propeller.

Skarphol
Probably a pretty good assumption, or some poor fool drew the short straw with his enemies in the squadron.

Flyingbullseye
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  #60  
Old 01-22-2010, 12:05 AM
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proton45 proton45 is offline
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Quote:
Originally Posted by Blackdog_kt View Post
To give credit where it's due, much as i dislike certain aspects of that sim i have to say that Rise of Flight is very good on sounds, almost excellent in fact. If you haven't tried it, it's worth getting the demo for the sounds alone and to be more precise, for the way you can use the sound to help you fly the aircraft.

Before engine start if you move your stick you can hear the noises made by the controls and linkages moving. These are drowned out by the usual engine and gun sounds in normal operation, which are well done as well.

The thing i found most impressive though is the sounds of the open cockpit. If you are flying in a normal fashion and looking straight ahead, you're behind the windshield and the noise is low. If you move your head to lean left or right however (via TrackIR or the default view controls), you'll immediately notice that the wind noise is much higher. Wind noise also increases as you speed up, so in a 250km/h dive it almost overshadows the engine. Also, even if you are perfectly aligned with the windshield, if you side-slip the air is coming at you from the sides and once again, you get increased wind noise. All this makes it possible after some practice to fly the aircraft by sound, without looking at the instruments at all.
Cool...that's nice to hear that the "RoF" people have spent some time on the game sounds. Their is really soooo much that can be done and has been undone....thanks for the "RoF" critique.
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