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#1
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OMG! quit teasing Oleg! I just cant wait for this game anymore! :'(
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#2
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Looking better than I could have imagined and I've imagined quite a bit
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__________________
STRIKE HOLD!!! Nulla Vestigia Retrorsum |
#3
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Bushes close to buildings like in this screen help a lot from having them look like lego.
http://forum.1cpublishing.eu/attachm...9&d=1284729602 The houses feel like they are a part of the map instead of just sitting on top of it. I'm wondering how far away until grass blades appear, from far away the terrain still looks flat in these WIP screens, yet close-up shots come alive with the various grasses and trees early stages of interface looks great Last edited by AdMan; 09-19-2010 at 08:57 AM. |
#4
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The aircraft in pic #3 - is that a Ju-86 or a Dornier?
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#5
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Dornier Do 17 Z, I think.
__________________
If you are insecure: use more bullets. |
#6
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In the LIFE magazine shot of the Spit and crew, the grass looks very dry, almost tinder box dry I'd say.
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#7
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Great updated! Nice to see all the improvements from week to week.
Lots of details to notice in pics 2 and 3. - different types of smoke/vapour trails - reasonably sized fire - progressive damage. Looks like the bomber had a fuel leak which lead to the fire on the port engine. The engine+mount shook itself loose off the wing causing the plane to dive to the left due to he asymmetric thrust. Close to the sea the right engine seems to have started leaking coolant. - the spitfire seems to have take a few hits and the pilot looks like he's being pushed down by the g-forces. - the bullet holes in the canopy and the posture of the pilot suggest the Spitfire will be joining the Dornier in the drink before long A question about the Spitfire. Were the markings always aligned with the roundel? In this screenshot the A is not inline with the rest of the markings. Nice to see a non fiery dust explosion in the fourth shot. Beautiful lighting on the 109 in the fifth shot. Nice to see the cliffs visible from such a distance. The trees in this pic don't blend well with the ground and I think in motion, we'll see a moving ring of vegetation at the limits of the draw distance. Based on the recent terrain improvement I'm sure it'll be addressed. Blades of grass on what appears to be a paved road is a bit odd. Looks like someone mowed the grass and blew it on to the road. Strange thing about the column of vehicles. It appears it's the same column in all the pictures but in some pics, the white car (MG?) has been replaced by a tank. One of the things that really struck me in this update is the correct sense of scale and altitude. This is going to be a tremendous sim! Can't wait to fly it. |
#8
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Got kinda disappointed with the QMB menu...Looks difficult to use.IL2 QMB was easy and simple.IL2 FMB wasn´t that hard neither.
And what means the couple on the Blenheim and the Tiger Moth? |
#9
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Interesting to see the building's damage model. I'm loving the Stuka. ("Yeah, though I walk through the valley of death, I shall fear no Stuka." Who am I kidding? Get me outta hear!!!!!!) Nice shot of the Ju87's shadow over the armoured vehicles. The Spit? SWEEET! Flames look nice to me. The ground detail as the trucks drive by is amazing.
I like the mission editor's interface. Maybe I'm used to my video editing application, but I find the darker interface colours of the interface to be pleasing. My only kvetch? In the first series of pics, I'm not liking the ground detail as the Me109 approaches the coastline. We can see trees, but no city/landmarks? WIP I know. (Looking at how great other features have been implemented and improved upon, I'm not worried.) Thanks again for the updates, Sir. Much appreciated. |
#10
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"One small step for Oleg Maddox, one giant leap for the flightsim world."
__________________
If you are insecure: use more bullets. |
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