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IL-2 Sturmovik The famous combat flight simulator.

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  #101  
Old 06-05-2010, 10:55 AM
Snuff_Pidgeon Snuff_Pidgeon is offline
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Thumbs up Awesome!

Take your time Oleg, deep down i think we all want the best possible sim for its time. Btw 109 pit is FANTASTIC! Thank you.
  #102  
Old 06-05-2010, 11:54 AM
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322Sqn_Dusty 322Sqn_Dusty is offline
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Originally Posted by major_setback View Post
They were in an earlier Friday WiP update.

______
Thanks,

Great overview. The Lesson screen cought my attention. I'm a bit curious how she will handle.
  #103  
Old 06-05-2010, 01:31 PM
MikkOwl MikkOwl is offline
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The thing that stands out in the cockpit is of course the reflections in the glass of the instruments. And in that, the thing to stand out the most is that the plane crew (well yes, only a one person crew) is missing.

1. Are these reflections real time calculated, or are they an environment map? Or a combination?

The propellers are rendered well now in screen shots (with motion blur). I can't see it in the 109 cockpit view, but I am sure it is fine.

In past images, a 'glow' artifact could be seen on the aircraft in many circumstances. I have seen this type of effect in so many games since I don't know how long ago. Even now it is common to see. The shaders can create them (the blue sky reflection on the wings). The glow can look unrealistic and strange. But it seems to be more under control now. Maybe they have been tweaked. Or maybe it is about the resolution and AA.

Shadow vs sunlight contrast ratio: In the cockpit view the shadow area (that is lit by the ambient light) is not much darker than the sun + ambient light lit areas. In reality it feels more sharp to my eyes. But maybe this is because the renderer has not been tuned to deliver an 'experience' suitable for a certain dynamic range monitor but instead the range of the human eye. Then it would solve itself by just using a display that is set to high enough brightness and contrast. I prefer this solution if that is how it is.

____

Does anyone know how the Luftwaffe pilots (109, 110) carried their maps, and how these maps looked like? I'm interested in getting something comparable when flying to more closely replicate how piloting was like for them. (Getting printable versions or pre-made nice quality ones bundled with the game would be most welcome).

Also, in the case of the Bf 110, did the pilot do everything except rearward gunning and reloading the weapons, or did the bordfunker help out with more duties, such as navigation and radio?
  #104  
Old 06-05-2010, 01:48 PM
genbrien genbrien is offline
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Originally Posted by Tbag View Post
I'm not sure why, but the shots of Oleg seem to be not as crisp as for example those:

http://www.a2asimulations.com/wingso...enshots/15.jpg

Is that simply due to the lack of AA in Olegs shots or are there other reasons?
there is just no AA in Oleg's shot.
  #105  
Old 06-05-2010, 02:54 PM
MD_Wild_Weasel MD_Wild_Weasel is offline
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great screenies Mr.Oleg. fantastic work. just something that bothers me ever so slightly. The planes Skin texture. In real life you have this spot on. they really do look like that. (spitfire at least) please dont take offense here because its only my humble opinion and if you where to release the plane skins as they were then that would be fine. But the 109 and the wellington look very "flat and plastikky"in certain parts is this WIP? is so i`ll shut up and retire to my stone...here is a picture of the Wellington i found to back up my concerns.



note the texture of the fuselage.more promenant on stretched fabric. Is this going to be like in il2 that can be fixed by our fantastic skinners?. Looking back you seem to have this rippled texture sorted for the tiger moth`s wings.
Again my aplogies if im being over critical.
  #106  
Old 06-05-2010, 03:50 PM
Tbag Tbag is offline
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Originally Posted by genbrien View Post
there is just no AA in Oleg's shot.
That's excactly why I'm asking
  #107  
Old 06-05-2010, 06:30 PM
AdMan AdMan is offline
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Quote:
Originally Posted by MikkOwl View Post

1. Are these reflections real time calculated, or are they an environment map? Or a combination?
do you really think they wouldn't be? You can tell they are by the reflection of the sun and clouds etc they are in fact real time traced
  #108  
Old 06-05-2010, 09:42 PM
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major_setback major_setback is offline
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Quote:
Originally Posted by Tbag View Post
I'm not sure why, but the shots of Oleg seem to be not as crisp as for example those:

http://www.a2asimulations.com/wingso...enshots/15.jpg

Is that simply due to the lack of AA in Olegs shots or are there other reasons?
I think it is a very much higher poly-count model. FSX doesn't need to calculate AI manoeuvres and tactics, have as many aircraft in the air, calculate bullet trajectories, etc. so it can accommodate better models and still keep a high frame rate.

I remember when this B25 came out for FS2004. http://www.maam.org/flightsim/PACKAGES/BT.htm It was so much better than anything that could have been flown in FB.

I am hoping that we will see very high poly count aircraft available for SoW from third parties...I would be willing to fly them non combat if that was what was necessary.

I suspect that it will only be a few years before we will see updates with very high poly-count default aircraft like the one you posted in the game. Hopefully there will be lots of modellers out there trying to improve on the default models. After all, they would only have to make the exterior, the rest is already done!!
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  #109  
Old 06-05-2010, 09:55 PM
Tbag Tbag is offline
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Thanks MS, that's what I thought but I don't understand enough to really jugde. And it's probably not only the number of polys, it seems to be also the texture and the bump-map size. I'm just not sure what is the most important piece in the puzzle and if the appearence of the SOW models will significantly improve with AA and other display settings.

But I don't think that all the physics calculations are the reason for the (relatively) low poly models since they are taken care of by the CPU.
  #110  
Old 06-05-2010, 10:53 PM
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TheGrunch TheGrunch is offline
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You've also got to consider texture size, ground object density, and the fact that FSX doesn't really NEED a consistent 30fps+ framerate to be playable in addition to the things major_setback mentioned, and you've got probably the whole list. Completely different specification for models needed. I agree that the screenies could really use some AA, though.
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