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IL-2 Sturmovik The famous combat flight simulator.

 
 
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Old 03-01-2010, 09:55 AM
MikkOwl MikkOwl is offline
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Quote:
Originally Posted by Oleg Maddox View Post
1. We had the very first in the word own game with the speech recognition build in game driver. With the training it was working 100%. Used for voice control of weapon, like on some soviet aircraft of 70-80th (MiG 25 had it for example)
The game, except not so modern for that time Engine (better than Duke 3D but worse than Quake II, had a lot of innovations, that never had before. Some features like two hands weapon control, fancy weapon, etc - was copied later by other developers.
My game simply was born too early... (except 3D engine and used DOS OS).

The game called Madspace and released in 1997. Currently I found just one english language source that describing other features of the game (12 years ago):

http://www.stereo3d.com/madspace.htm

Original box of the game was looking: http://www.old-games.ru/games/M/mads...pace_cover.jpg
Hey, that's neat! I didn't know you made anything before IL-2 to be honest. I always assumed it was probably something flight related. You do seem to like to push for new things other people have not yet exploited (innovator).

Quote:
Originally Posted by Oleg Maddox View Post
2. We did many new commands... especially when you now can command up to 40 aircraft at once. Or separatelly...

the structure of commands we tried to keep as more as possible close to IL-2 structure. - more easy to learn. Also we add there new features (for example like typing altitude ).
I will see how it works out, then pass hard but fair judgement.

Anything that involves typing for stuff can be made to work with external programs, like "Shoot" that I mentioned (since it pushes keys). Request: ability to hide the interface for anything related to AI commands. Like NoHudLog=1.. It should still work, just not be visible. This makes it look better when using external voice programs - no hud stuff, no typing of letters being seen. Also the structure should be such that there is no need to reprogram the button presses when switching roles (for example, from being a new pilot at lowest rank flying wingman, and then another mission flying as squadron leader - the keypresses should always be the same to reach a plane/group. Otherwise, voice commands suddenly mean something else in one mission to another).

I vaguely remember reading that SoW will have it's own voice protocol, like IL-2 had it (no one uses it now though, people mostly use nothing, sometimes teamspeak or ventrilo). And something about the radio reception and transmit being simulated by the radio type and atmospheric conditions, range etc. It would hopefully mean too that getting your radio shot means no communication. And no communication when bailing out or crashed (this is a very unrealistic part of using teamspeak online, I don't like it). Perfect for multiplayer. One reason people don't speak can also be because they have to be quiet (play at night, people nearby, thin walls bla bla. Headphones make them hear everything but cannot talk).

A problem is still that some people don't want to talk to others directly. And people are divided by teamspeak and such other things. Maybe they are shy, exhausted whatever. It would be nice if we could make these people communicate by allowing the AI radio interface work with human players too. One can talk voice, the other can reply with the tab-number key interface if they want, instead of typing (because typing is really impractical and unrealistic). They can even use speech recognition to push those buttons.. funny but it would work. For really shy people I just remembered that Battlefield 2142 has a bit of this system. Limited, but worked.

More EDIT

Wish: Radio commands assignable to controller.
Method for non-speaking people to interact with others online: To call out contact, zoom in on contact and push some button. Then it transmits the contact report to the flight group in voice actor voice, just like AI would call out contacts.

One top-hat on a joystick is enough to control a lot of practical radio interaction without even having a microphone. If advanced, can be context sensitive. Call out the correct plane, determined by plane is closest to center (and distance) on view screen.

Example (top hat):
WATCH OUT (someone on your tail) - Context Sensitive.
BREAK LEFT! - Context Sensitive.
BREAK RIGHT! - Context Sensitive.
HELP ME! (anybody )

If held for 1 second:
AFFIRMATIVE
NEGATIVE
CONTACT REPORT
WHERE ARE YOU?

Some things can be automated. Like "I'm bailing out", "I'm wounded".

To permit interaction properly with voice users and avoid spam: timer before the next command can be sent. Commands are not sent if someone is actively talking in the same flight - delay until they finish their transmission.



Last edited by MikkOwl; 03-01-2010 at 10:30 AM. Reason: Ideas come quickly
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