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#461
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@Oleg and Team
great work, i love you guys ! cant wait for release ![]() |
#462
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Peffi, despite his often acerbic style, Vladimir "SaQSoN" worked (works?) very closely with Oleg's team and is an expert modeler who knows his stuff too well.
And he's right: satellite textures often look terrible, specially at low height. However, I'm one of those who'd like the SoW team to improve this aspect of the game -if it's similar to what's been depicted up until now. On the other hand, I'd like to point again to that small bug present on the pre-rendered reflections: some of them don't seem to present the reflection flipped horizontally as a mirror.
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#463
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![]() As for me, i think i would use the manual mode every time and it would be especially rewarding if there was a bonus to it. For example, the way Black Shark does it is good. You can press left windows key + home key and the chopper starts up all by itself but not as if by magic. It still goes through all the steps required. The advantage to learning how to do it yourself is that experienced users can start it faster than the auto-start feature can. So, pressing left win + home might start the chopper in 40 seconds, but an experienced user doing it manually might be able to do it in 25 seconds. I think that's a very good compromise. It allows people who want full difficulty FM/DM without the hassle of extreme systems management to fly on the same server as people who want 110% difficulty (which prevents further diluting the community and spreading us thin across a billion servers with different difficulty settings), while also providing a reward and an incentive for those who take the time to learn how to do a few things extra. In any case, the most important part for me is that we have a confirmation from mr. Maddox that even if checklists are not included, the consequences of improper system operation are there. That's the first and most important step and it will change and revolutionize the way people fly and fight online. I just went back and read another one of his posts 1-2 pages back and it pretty much says that almost everything will work except the start procedure. That's good enough for me and a steep evolutionary curve from the IL2 way of doing things. I would still like to have it all modelled, but i know that this one must get to release sometime and money must be generated if we want to see more features ![]() Also, Splitter's explanations about what won't work, what will work and how is pretty much the way i understand it as well. I doubt people will be forced to use either interface, the most probable thing to happen is that they will be able to use both at the same time according to what they like best. I think that a lot of people are not familiar with clickable sims and that's why they think that clicking on things is mandatory in such sims. To my knowledge, there's not a single flight sim out there that forces you to click everything. Taking Black Shark as an example once again, i've never flown that but i downloaded the manual when it was made available before release. Every single switch and function in that chaotic cockpit can be mapped to a keypress or stick button, scratch that, they are even mapped by default the moment you install it. The reason people click stuff is that they can remember which button drops the gear and which lever changes the collective, but they can't remember that ctrl+shift+alt+> is used to select the fourth softkey in the bottom row of the MFD...for things like that it's simpler to just point at it and press the mouse button. The important thing is to look at the forest and not just the tree. Most of us lack the interface and input devices to simulate everything the best way. Some have pedals, some have dual throttle HOTAS, some have head tracking, some have custom sim-pits, but very few people have everything. In order for a title to succeed we need a strong user community. In order to build and sustain a community, all these people must have a means of flying together in the same environment, regardless of their hardware setup. In order for them to be able to fly the same software in the same environments, some things have to be designed to work with the most common PC interfaces that everyone is sure to have...keyboards and mice. If customized cockpits were cheap we wouldn't be having this discussion, but these things are not cheap at all. So, the defining question ends up being this. Can we compromise to use less than ideal interfaces in order to have more advanced modelling of aircraft features, or will we throw the baby out with the bath water and miss out on a bunch of realism because we don't like the interface that much? I think the answer is obvious here. People who say that complex systems management should be neglected because clicking on stuff or remembering complex keymap assignments is unnatural are the equivalent of a real WWII pilot saying "i refuse to drop flaps for landing because i don't want to take my hands off the throttle and stick". ![]() I'm glad the developers understand this and are giving us choices, instead of "railroading" the gameplay for everyone involved. |
#464
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When Oleg says no startup procedures it really isn't as bad as it sounds.....we already have most of the items referred to in the startup procedures. In fact we already do in IL2.
Here's a quick extract from the Hellcat pilot notes I have to hand: Set throttle approx 1/5 open - WE HAVE THIS Mixture - Idle Cut-Off - WE HAVE MIXTURE (I hope Idle/Cutoff is selectable) Supercharger - Neutral - WE HAVE THIS Battery Switch - On - PROBABLY DON'T HAVE THIS Auxiliary fuel pump - On - PROBABLY DON'T HAVE THIS Hold primer switch on for 3-5 seconds - ALMOST CERTAINLY DON'T HAVE THIS Ignition switch - on "Both" - WE HAVE THIS Starter switch "On" - WE HAVE THIS When engine fires advance mixture control to "Auto Rich" - WE HAVE MIXTURE - I hope Auto Rich and Auto Lean are now properly modelled. Do not exceed 100 RPM until oil temperature reaches at least 40 degrees C - I HOPE OIL TEMP TAKES A LITTLE TIME TO RISE If the oil pressure gauge does not indicate 40 p.s.i. within 30 seconds, the engine should be stopped. - I HOPE THERE IS A REALISTIC DELAY IN OIL PRESSURE So as you can see, we have most of the ingredients already. The battery switch must be quite universal to aircraft of the day and would be very easy to model. I'm sure electrical failure is already modelled. Other things referred to in pre-start check lists include cowl flap and landing flap position, propeller controls, intercooler and oil cooler doors, tail wheel lock, fuel selector, oxygen supply and flow, trim settings. Again, we should have almost all of those controls too. I'm hoping fuel tank selectors are included. So not bad at all really. Now, once the engine is started there are a few additional checks that include testing mags, supercharger and propeller controls. I don't know how many of you have compared the results of these tests with the real pilot's notes in IL2 but I can tell you they are very close already in IL2 - I remember being amazed when I switched magnetos in IL2 and got an accurate mag drop. Same with exercising the propellor. A small feature that would be REALLY NICE is being able to enter the cockpit without all the controls already being correctly set for takeoff - as an option of course. This would enable those who like to follow procedures to follow them. There was a small utility created for IL2 that enabled this cold start procedure to be followed. I hope the above puts some of our minds at rest. ![]() |
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WOW.. I never knew a cockpit could look so good! simply amazing. I love the way how you use all the new effects out today in such a smoooth way. SOW, I think i love you |
#466
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Oleg,
Thank you very much for taking the time to provide updates and for the fine work you and your team are doing. Can you provide an update regarding the sound engine? For me, the fly-by sounds and different cockpit sounds that unofficially made their way into the IL2 product gave me much pleasure and provided a greater sense of immersion than the original sounds (even though they were not technically as complex). Could you tell us a bit about any differences in the sound engine versus the last official Forgotten Battles version? Perhaps how much closer to perceived reality? Best regards, Thanks, Catseye |
#467
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What will the DM be like with AI planes? I can't imagine that every AI plane will have it's pistons etc. modelled. Am I right that the complex DM is just for your own plane? This is fine online as everyone's own PC will be doing the DM calculations but what about offline with AI? The reason I ask is that I used to fly online all the time when I was living in Europe. 6 years ago I moved to Australia and I now don't play online at all as I find it impossible to find a server under 350 ms ping here in Australia. Yes there are some Australian servers, but nobody is ever on them when I play on weekends. So for me offline AI plane's DM and FM have become very important. I wish internet technology/infrastructure would improve rapidly so that ping times to the US were 100ms or so; either that or that more Australians would play these sims ![]() Last edited by xnomad; 10-25-2010 at 12:31 AM. |
#468
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![]() I agree with you Slip.. but I also believe that whatever 1C has in store for us on final release will be good.. and more immersive than IL2 was.. BTW, here's the officially prescribed engine start procedure from Air Publication 1565B (July 1940): Supermarine Spitfire Pilot's Notes. Starting the Engine and Warming Up (i) Set: Both fuel cock levers ON Throttle ½ Inch open Mixture control RICH Airscrew speed control Fully back DH 20º Rotol 35º Propeller Lever fully forward Radiator shutter OPEN (ii) Operate the priming pump to prime the suction and delivery pipes. This may be judged by a sudden increase in resistance of the plunger. (iii) Prime the engine, the number of strokes required being as follows: Air temperature ºC: +30 +20 +10 0 -10 -20 Normal fuel: 3 4 7 13 High volatility fuel: 4 8 15 (iv) Switch ON ignition and pull out the priming pump handle. (v) Press the starter push-button and at the same time give one stroke of the priming pump. This push-button also switches on the booster coil and should be kept depressed until the engine is firing evenly. Note: If the engine fails to start on the first cartridge, no more priming should be carried out before firing the second, but another stroke should be given as the second cartridge is fired. (vi) As soon as the engine is running evenly, screw down the priming pump. Testing Engine and Installations (i) While warming up, exercise the airscrew speed control a few times. Also make the usual checks of temperature, pressure and controls. Brake pressure should be at least 120 Lb/Sq. In. (ii) See that the cockpit hood is locked open and that the emergency exit door is set at the "half-cock" position. (iii) After a few minutes move the airscrew speed control fully forward. (iv) After warming up, open the throttle to give maximum boost for cruising with WEAK mixture and test the operation of the constant speed airscrew. (v) Open the throttle to give maximum boost for cruising with RICH mixture and check each magneto in turn. The drop in rpm. should not exceed 150. (vi) Open the throttle fully momentarily and check the static R.P.M boost and oil pressure. (vii) Warming up must not be unduly prolonged because the radiator temperature before taxying [sic] out must not exceed 100º C. "When engines are being kept warm in readiness for immediate take-off, de Havilland 20º C.S. propeller should be left in fine pitch - control lever fully forward." Final Preparation for Take-Off - Drill of Vital Actions Drill is "T.M.P., Fuel, Flaps and Radiator" T Trimming Tabs Elevator about one division nose down from neutral M Mixture control RICH P Pitch Airscrew speed control fully forward Fuel Both cock levers ON and check contents of lower tank Flaps UP Radiator shutter Fully open And you're ready to fly. Simple, isn't it? Even in CFS there was a startup procedure.. but it was simplified and dumbed down from this which is what I believe Oleg is saying when he says that systems will be modelled as opposed to full startup procedures. If you'd rather fly than fiddle, press the E key and take off! Note some of the highlighted portions of that procedure... Bottom line for me is this.... Great pit screens Oleg.. great update.. I can't wait to get my mitts on this thing.. and I think that it will run on a wider range of PCs than many think... It will be interesting to see how the ballistics and the DMs work in this.. I think this sim will have layers upon layers of surprises and details that many of us haven't even thought of.. Last edited by Bearcat; 10-25-2010 at 12:46 AM. |
#469
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#470
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Another home-built rig: AMD FX 8350, liquid-cooled. Asus Sabretooth 990FX Rev 2.0 , 16 GB Mushkin Redline (DDR3-PC12800), Enermax 1000W PSU, MSI R9-280X 3GB GDDR5 2 X 128GB OCZ Vertex SSD, 1 x64GB Corsair SSD, 1x 500GB WD HDD. CH Franken-Tripehound stick and throttle merged, CH Pro pedals. TrackIR 5 and Pro-clip. Windows 7 64bit Home Premium. |
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