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IL-2 Sturmovik The famous combat flight simulator.

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  #201  
Old 11-13-2010, 10:46 AM
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major_setback major_setback is offline
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Originally Posted by Oleg Maddox View Post
Its a copy of one real airfield in UK.
When I saw it first time I also tol guys that they put by the wrong way hangars. But then they open the book and show me the real thing. The position of hagars of this airfield is exactly like it was in reality in 1939-40
OK. Thanks!
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  #202  
Old 11-13-2010, 11:05 AM
Felix K Felix K is offline
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Mr Maddox, could I ask a question about the 6DoF view in SoW?

Can all of the 7 axes (all the 6DOF axes and the FOV axis) be controlled via the joystick's analog axes (such as the the pitch and roll axes)? Of course, not necessarily controlled simultaneously.

Hope my question is clear.

~
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  #203  
Old 11-13-2010, 11:07 AM
Hecke
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Originally Posted by Freycinet View Post
What about just shutting up now? Really really just shut up instead of posting your inane BS.

your baby English

uneducated teenager

embarrassing yourself and everybody else

You really have no shame.

Thank you for these kind words. Normally, people get banned for insults like that.
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  #204  
Old 11-13-2010, 11:15 AM
Oleg Maddox Oleg Maddox is offline
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Originally Posted by Hecke View Post
One thing that popped to my mind when watching the spitfire flying over the city were the in-popping trees and their ruggedly change of LOD.
What about using tesselation instead of different LOD here to make them change their detail smoothly.
Tesselation isn't panacea. In case of trees and engine Speed Tree it isn't possible to use on LODs in principle.

Also that to use tesselation, that can be used in limited amount of object types we need to add to each model of such object special areas where this feature has right to work.
Say on the window of the house. Say for the wheels of the aircraft or for the spherical surface of bomb.

This means in my team probably a year of work in additional.

Tesseleation its not a function that you simply can turn On if you have DX11 and proper card. This means that should be great work in plan a year or greater ago....

This method is young enough, but that to use it for some areas of obects in the complete game the developer need some great enough time... and as more complex and more greater amount of the objects - more greater time it need for implementation and tests... and I don't tell about possible great bugs in visuals using this method.

Lets say if it will be a standard for some 5-10 years and will not change in future like many others in the past, then it is useful. I can't say at the moment right thing about the life of this method on the market. We plan the game not only for DX11.... but also the game life after DX11.... that to do not rework anything from old
And in this case the good hard manual development of excellent precise models is a guarantie for a long life title.

I may say that probably in future we will use this method for the objects like humans and wheels. But probably not in release.

Last edited by Oleg Maddox; 11-13-2010 at 11:18 AM.
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  #205  
Old 11-13-2010, 11:18 AM
Oleg Maddox Oleg Maddox is offline
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Originally Posted by Felix K View Post
Mr Maddox, could I ask a question about the 6DoF view in SoW?

Can all of the 7 axes (all the 6DOF axes and the FOV axis) be controlled via the joystick's analog axes (such as the the pitch and roll axes)? Of course, not necessarily controlled simultaneously.

Hope my question is clear.

~
Can
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  #206  
Old 11-13-2010, 11:18 AM
Hecke
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Originally Posted by Oleg Maddox View Post
Tesselation isn't panacea. In case of trees and engine Speed Tree it isn't possible to use on LODs in principle.

Also that to use tesselation, that can be used in limited amount of object types we need to add to each model of such object special areas where this feature has right to work.
Say on the window of the house. Say for the wheels of the aircraft or for the spherical surface of bomb.

This means in my team probably a year of work in additional.

Tesseleation its not a function that you simply can turn On if you have DX11 and proper card. This means that should be great work in plan a year or greater ago....

This method is young enough, but that to use it for some areas of obects in the complete game the developer need some great enough time... and as more complex and more greater amount of the objects - more greater time it need for implementation and tests... and I don't tell about possible great bugs in visuals using this method.

Lets say if it will be a standard for some 5-10 years and will not change in future like many others in the past, then it is useful. I can't say at the moment right thing about the life of this method on the market. We plan the game not only for DX11.... but also the game life after DX11.... that to do not rework anything from old
And in this case the good hard manual development of excellent precise models is a guarantie for a long life title.
Thx, I now understand your point.
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  #207  
Old 11-13-2010, 11:19 AM
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philip.ed philip.ed is offline
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Oleg, what was your motivation to model the Battle of Britain over a 'forgotten-battle'? Was it due to interest? Or because you didn't model this conflict in Il-2?
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  #208  
Old 11-13-2010, 11:25 AM
Freycinet Freycinet is offline
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Originally Posted by philip.ed View Post
Oleg, what was your motivation to model the Battle of Britain over a 'forgotten-battle'? Was it due to interest? Or because you didn't model this conflict in Il-2?
Yes, why don't we ask him to spend an afternoon on entertaining you...?
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  #209  
Old 11-13-2010, 11:30 AM
Dano Dano is offline
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Originally Posted by Freycinet View Post
Yes, why don't we ask him to spend an afternoon on entertaining you...?
Alternatively you could trust Oleg to answer questions as he sees fit... it's not like he has to answer. As it is I'd be quite interested in Oleg's response too
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  #210  
Old 11-13-2010, 11:33 AM
Felix K Felix K is offline
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Originally Posted by Oleg Maddox View Post
Can
Oh, wonderful! And thank you so much for your reply!
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