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IL-2 Sturmovik The famous combat flight simulator. |
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#1
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#2
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And the "has to be asked" question of the week:
Oleg, any release time schedule you can share? ![]() |
#3
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Great addition doubtless, but the plane seemed to be on the ground actually. Not a bailing out but just getting out after landing...
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#4
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Now that's awesome!
![]() Now, I have have to ask... That's probably hand animated and not using something like Euphoria (or is it??), so how do you account for all possible situations? Like, say the Spit is missing its left wing and is spinning down... The pilot probably wouldn't step out on the wing in that situation! He'd possibly get flung out spinning through the air... or say the elevators were jammed full down and the Spit was violently nosing over... would the pilot get lifted up and out? Of course, that might just be the 'get out of the plane on the ground' animation (but the 'Arrrgg!' suggests otherwise?) and you can ignore my post. ![]() |
#5
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The answer, I think, to your question is that differing circumstances will require different animations, for example, a situation where the aircraft is nose down and out of control will have the pilot almost 'ejecting' vertically out of the cockpit as he pushes off with his legs. The issues for bombers are even greater - with different escape hatches on different parts of the ac. This is something where il2 really fell down - it had (afaik) just the one standard bail out sequence optimised for fighters, so in bombers you would see the crew 'materialise' mid-fuselage in sequence and then even fall through the ac body on their way down. This video shows the standard that will be possible in SOW. My only reservation is whether there will be time to produce a full, diverse range of bailout animations for the release date. Oleg has said they are prioritising aircrew and AAA crew for the initial release. I understand the difficulties involved and personally would be happy to even go with a slimmed down 'generic' set of animations for initial release - presumably more particular and varied animations could be slotted in later..? |
#6
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"Fell down", if you expect a program to be able to show everything, totally disregarding the hardware limitations. There was a reason for the animation being rather crude, you know...
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#7
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![]() It's just that 10 years on things have changed and its inherent visual 'compromises' start to grow more irritating in comparison with more modern games. Last edited by kendo65; 01-29-2010 at 03:36 PM. |
#8
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from previous posts I'm under the impression there will be certain situations (as in real life) where the pilot won't be able to bailout, I'd imagine a high G spin might be one of those. Taking that into account 3-5 different bailout animations would suffice, hopefully we get something like that or more. Less would leave players wanting something more sophisticated.
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#9
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I think it is a bit misleading to look at this animation in too much detail, and suggest that it is 'wrong' for say an inverted bailout. The whole thing is less than a second or so long, so in real time, you will hardly notice the finer points - it is a lot better than IL-2, anyway. It's nice that the sim supports this sort of detail, but things that only occur very occasionally are less important than getting the basics right - though nothing I've seen so far gives me any reason to doubt they will.
Once again, impressive stuff. I wonder what we'll see next week? I'd like to see a dogfight, but more likely it'll be something more esoteric, like a close up of the Bolingbroke undercarriage as it retracts, or 'before' and 'after' closups of the fabric patches on Spitfire gunports... |
#10
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I also think that the animation is going to be used for a deplaning on the ground with the aircraft at a full stop. I used to fly skydivers and even flying around 80 knots they had a hard time getting out of the plane against the wind. Let alone doing it at 200+ mph. Love the aninamation and to see what wil be possible with moving crews. Real immersion enhancer.
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