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#81
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#82
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S!
Cockpit of that He-111 and Blenheim look very nice. Thanks for the update and have a nice weekend. |
#83
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Guys even the lower LoD trees have trunks - they just happen to be realistically thin trunks. There is something of an issue with the tree textures though (I guess this will be like in RoF - stunning graphics except for the trees which look like cut-outs due to having to turn down the settings?)
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I (and most other people) used to be under the rather silly impression that tanks were larger than fighter aircraft. I say - go outside and compare the heights of building to the heights of trees - if your in the desert or on the plains your trees will be short - if your in a wet environment your trees will be four times higher than in a relatively dry one. I live in a mesic (ie. not dry, but not wet) environment and one tree species (under ideal conditions) can reach 70 metres! Last edited by Avimimus; 08-06-2010 at 02:34 PM. |
#84
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Hi Luthier,
some people are complaining about the trees, well I think their are ok, just the shadows of the trees seems to be of a solid object, some rays of light usually passes thru the leaves and the spots on the ground make the shadows less dark... Just my 2 cents.... Derzasi |
#85
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For example, a video where a flight of blenheims is skimming the deck on the way to a low level run against a luftwaffe airfield in occupied France. The gunners call bogies (ie, unidentified contacts), but the player doesn't want to give away his position just yet. The command menu pops up: entire flight->gunners->hold your fire. The enemy interceptors fail to spot the low flying bombers. A few miles down the road, another flight pops into view and the AI gunners again call bogies. As the contacts move closer the AI gunner screams on the intercom "bandits 6 o'clock high, closing fast", so he's identified them as enemy. Depending on crew experience or a randomized script, he might even identidy the type. The player keeps on, until the AI gunner cuts in again "bandits on attack run,permission to open fire?". The player pops up the command menu again and selects entire flight->gunners->fire at will. He could order aimed fire, so that gunners only fire when they are sure they'll score hits, but that lets the enemy get closer as well, or he could even order barrage fire, so that the gunners try to deter the enemy from getting closer by spraying up a wall of fire. On top of that, you could have short/medium/long range fire orders of each of the above modes, or you could instruct each gunner, from the entire formation down to vics, finger fours, elements and individual aircraft to do a different thing. So, there would be 3 different fire modes that could be combined with 3 range modes and a global hold/open fire toggle order. You could have the gunners throw barrage fire at close range, or aimed fire at medium range and you would be able to set you preference in advance and control when they start doing it all by issuing open/hold fire commands. Personally, i would be drooling quite a bit if i saw something like this ![]() |
#86
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Everything I see in these screen shots requires no extra work in my opinion and is more than ready for version 1.0. The terrain especially is very rich looking and I would be more than happy if my retail version of SOW had the terrain looking like that. It goes without saying that the cockpits in SOW are just absolutely incredible.
Nice work guys, and anxiously awaiting the release! |
#87
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![]() ![]() Thanks for the great shots and careful explanations Luthier. Despite the criticisms SoW will be studied and copied by future sim developers IMAO. |
#88
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I guess Luthier will have to remove the trees for next week (just like the effects for this week)
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#89
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Everything is looking better and better.
Thanks for showing us these.
__________________
STRIKE HOLD!!! Nulla Vestigia Retrorsum |
#90
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![]() Last edited by Urufu_Shinjiro; 08-06-2010 at 03:42 PM. |
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