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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games.

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  #311  
Old 12-19-2010, 07:17 PM
Biggs [CV] Biggs [CV] is offline
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Again sorry if this has been asked already: Will there be options on when to start the campaign? Possibly Dunkirk through July?
Personally I would love to be able to defend the evacuation of Dunkirk.
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  #312  
Old 12-19-2010, 07:23 PM
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JG52Krupi JG52Krupi is offline
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Quote:
Originally Posted by Biggs [CV] View Post
Again sorry if this has been asked already: Will there be options on when to start the campaign? Possibly Dunkirk through July?
Personally I would love to be able to defend the evacuation of Dunkirk.
That sounds awesome good call.
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  #313  
Old 12-20-2010, 05:27 PM
Triggaaar Triggaaar is offline
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So the last 2 updates have shown engine flame colours, and the level of work Oleg and team is astonashing and wonderful. But how long does it take to make these adjustments? If we had the choice of 50 improvements like this, but waiting 50 weeks, would we be happy to wait? Hell no. Unless that was a really quick thing for someone to change, isn't it best for the team to just concentrate on getting SoW released? As long as it's not full of bugs that stop you playing, the improvements can be made after the initial release. I do have faith in Oleg, but this dragging on with no information doesn't seem right.
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  #314  
Old 12-20-2010, 06:09 PM
nearmiss nearmiss is offline
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Quote:
Originally Posted by Triggaaar View Post
So the last 2 updates have shown engine flame colours, and the level of work Oleg and team is astonashing and wonderful. But how long does it take to make these adjustments? If we had the choice of 50 improvements like this, but waiting 50 weeks, would we be happy to wait? Hell no. Unless that was a really quick thing for someone to change, isn't it best for the team to just concentrate on getting SoW released? As long as it's not full of bugs that stop you playing, the improvements can be made after the initial release. I do have faith in Oleg, but this dragging on with no information doesn't seem right.
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  #315  
Old 12-20-2010, 10:05 PM
Triggaaar Triggaaar is offline
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  #316  
Old 12-26-2010, 02:01 AM
Heliocon Heliocon is offline
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Hey guys - first post here, but been watching this game for awhile. I am wondering how the game will display gunfire and more specifically tracers. In Wings of Prey (yes I know its more "arcadey") the bullets were bright colors like everyone of them were tracers, but in other games you can see any tracers at all. Will there be a reaslistic ratio? You can see your tracer rounds and where they are going but they are not every bullet, like when you watch the old WW2 footage.
Sorry if I am re asking a question, I havent seen it directly addressed anywhere (unlike engine flames).

Edit: Also anyone know if the game will run on 64bit native? Certainly its dx11 so...

Last edited by Heliocon; 12-26-2010 at 02:09 AM.
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  #317  
Old 12-26-2010, 03:15 AM
nearmiss nearmiss is offline
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Yes tracers are visible

SOW will not be DX11
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  #318  
Old 12-26-2010, 03:39 AM
SEE SEE is offline
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What are the plans for the headtracking API or will SOW be restricted to NP's encrypted API? There has been no mention despite questions from the growing number of users of alternative headtracking software/hardware (which Il1946 supports). Thanks.
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  #319  
Old 12-26-2010, 03:55 AM
Biggs [CV] Biggs [CV] is offline
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I've read that SOW is only going to be compatible with 32 bit operating systems. Is this true?
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  #320  
Old 12-26-2010, 09:04 AM
kendo65 kendo65 is offline
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Oleg said a while back that there will be a dedicated 64-bit exe, so no worries on that score. (with (unconfirmed) minimum RAM requirements of 3gig, we are going to be in trouble fairly soon if the game can't handle 64-bit OS)

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Yes tracers are visible

SOW will not be DX11
Too much Christmas sherry nearmiss????

SOW will be DX11

Last edited by kendo65; 12-26-2010 at 09:12 AM.
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