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IL-2 Sturmovik The famous combat flight simulator. |
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#1
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Bloody brilliant Feathered_IV. Great writing. Got me quite excited! +1 That is exactly what I'm looking for.
I tend to fly coops with my mates though and would like this functionality in that set-up too. One last thing, why angels zero?! A tank invasion?! Cheers PPanPan |
#2
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I think anything below a certain minimum the controllers referred to as angels zero. I hope SoW or whatever it's called has something of the above in it. So far nothing has been said about such nuances of gameplay, and it's that sort of thing that concerns me the most. I'd often thought of writing up similar snippets to illustrate other gameplay ideas for bomber, nightfighter and recce missions etc. in the hope that they might spur some interest in Oleg and other devs. Although I guess it's far too late for that sort of thing now.
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#3
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Thanks for the clarification on angels zero. Yes, gameplay is soooo important, and your writing illustrates this nicely. As you say, probably too late to influence anything now ... although maybe you could offer your services for the pdf manual?!
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#4
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Ask the questions at SimHQ because they will make an interview with Oleg.
http://simhq.com/forum/ubbthreads.ph...ml#Post3129867 |
#5
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Thanks Hecke!
PPP, standing by. OM has just to say the word ![]() |
#6
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1) Will pilot fatigue be modeled?
Maneuvering required a lot of muscle in those planes. Moreover, pilots had no g-suits, i.e. they had to flex their abdominal, buttock and leg muscles during high-g maneuvering to stay conscious. Again, a very tiring exercise. 2) Will wounds for pilots and crew members be dynamic? A dynamic "crew member damage model" based on fluid dynamics would add realism and immersion. Blood loss rates should be modeled depending on where and by what caliber one gets hit, and should determine whether one falls in and out of consciousness, or dies, or has a few minutes to bail/land. Furthermore, critical damage to body parts should be modeled: e.g. after a 20mm hit in the thigh one should be unable to push that pedal. 3) Will we have smoke/coolant vapor in our cockpits? Marseille died because his cockpit was full of vapor and he lost orientation before bailing. |
#7
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Not to detract from your other points, which I would be interested in seeing answered, but I'm pretty sure that a 20mm hit in the thigh is going to leave you either dead or bleeding out rapidly. Even a .50cal can do horrendous damage to the human body, especially if the passage through the aircraft has damaged or tumbled the round, so a 20mm round striking like that would probably take the leg off.
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#8
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Shame bout the demo ![]() |
#9
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Well there's the story of this ME262 driver who was attacking a group of B17, and suddenly felt a jolt in his thigh. He discovered that a 50cal had completely shattered his leg, which he did not feel anymore, yet he managed to bail out and survive! We need realism in this important aspect of aerial combat. In IL2, we can keep cool when being wounded, because the wound is static. In RL, after being hit most of the time you don't know whether you're going to survive the next minute. Would be good to face the same uncertainty ingame. The wound/pk modelling we have now is far too simple, RoF is also very disappointing in this regard. S! |
#10
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FeatheredIV has some of the best suggestions i've seen (he's posted them at a previous time as well), plus he manages to get the point across by using good narrative.
I really liked the one where he described a Blenheim sortie, where the bomber crew is exchanging morse code messages with a RN destroyer via the ship's morse code "flashlight", which the radioman then decodes. I don't know what we're going to see in regards to such elements of gameplay (nobody does, but i guess things will start surfacing soon enough now), but if the title is as modular as they say maybe we'll have the ability to use some AI scripts and model interactive crews. Plus, having some of that single player functionality extend to multiplayer would be awesome as well, if only to save time if one remembers the appropriate keyboard shortcuts for the radio commands menu. An integrated voice communication interface that works like the radios of the time (with appropriate ranges, being able to hear only the people on the same frequency, etc) would tie in with that as well. Now i'm not demanding features or anything, just wondering about the possibilities for the future. What we've been shown so far is downright awesome, i can't complain. In fact, it only makes me more excited about what we haven't seen yet ![]() |
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