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Pilot's Lounge Members meetup

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  #151  
Old 04-05-2011, 09:13 PM
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kristorf kristorf is offline
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Chris



http://www.aircombatgroup.co.uk/index.php





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  #152  
Old 04-05-2011, 09:26 PM
reflected reflected is offline
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Tangmere AF
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  #153  
Old 04-05-2011, 09:43 PM
doghous3 doghous3 is offline
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Some seriously good SS's people have posted. Really nice.


Was flying about trying to take down this BF109, when my screen went rather dark. So I paused and had a look: (didn't hear anything, I'm sure the sound is borked at times).



On closer inspection, I had quite a bit of damage. So I took some extra shots. Make of it as you will.




EDIT: sorry for the size. Thought I had resized it.
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  #154  
Old 04-05-2011, 09:50 PM
BobTuck BobTuck is offline
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A few pictures from the frontline...



FMB screenie showing the ability to customise aircrews skills to an amazing degree




Formation skydiving proved to be a popular pre-war past-time with many Luftwaffe personnel




I love the realistic twisting of crash-landed props in this sim




A reconnaissance Dornier limps home with a dropped undercarriage leg




A Hurricane goes down aflame over Ramsgate




A high altitude 'bounce' above the CloD!!




A Bf109's belly raked with British 0.303 strikes




Couldn't get much closer - just as well that Bf109 pilot has taken his time in bailing out!




The evocative shape of a Spitfire in pre-war identification markings




Following a pancake...




All the RAF toys get put back in their box...




In time for tea and biscuits.


BobTuck.
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  #155  
Old 04-05-2011, 10:25 PM
Gallandwolf Gallandwolf is offline
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Quote:
Originally Posted by DrPepper View Post
Gallandwolf, just in case you didn't know, you can get rid of those little black vertical lines on the right in your screenshots.

I think you just rightmouse click on them with ctrl or something and a popup menu will come up so you can close them. They are some default in game menus/info boxes.
Thanks! Gotta try to remove them. I wondered what they were and thoughted that they were just graphic errors that came with the game.
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  #156  
Old 04-06-2011, 08:51 AM
Eizon Eizon is offline
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Quote:
Originally Posted by speculum jockey View Post
How do you fit so much retardation into a single post?

1. Oleg and crew made the WOP engine (it's the IL-2 Engine), the WOP team made a few alterations, that about it.

2. WOP looks like crap when you get low. It's looks like crap when you're on the ground, and it looks like a stylized cartoon when you are in the air.

3. Maps are postage-stamp sized.

4. Wings of Prey is a console game with a lot of shortcuts and tricks to make you think it's realistic looking. The realism (FM/Damage) is really simplified, and . .. .

I don't know why I am bothering to type this. If you're daft enough to type what you did then you're not going to listen to reason.

Cliffs of Dover for the most part runs like crap. It's essentially still in a beta stage, and it's designed for tomorrow's hardware. Sucks for trying to play it now on a budget, but there is pretty much no feature (besides system specs that allow you to play the game) that WOP even begins to approach COD.
Just wanted to clear this up.

I'm talking about rendering engines here, performance, graphics. FM/DM/CEM/etc doesn't come into it, CloD is obviously unparalleled as a simulation.

But graphically, I stand by what I said about WoP. Those developers are obviously much more experienced at putting together a rendering engine. Art direction aside (you say it looks like a stylised cartoon, but that's just filters)... from a technical point of view it's superior in the graphics department. It doesn't look as good parked by a forest as CloD on MAX and the cockpits are less detailed, but in every other respect.

The WoP code - only some parts from IL2 Sturmovik (FM I believe), it's not the same engine.

So basically, your post doesn't make sense and I stand by what I said about the rendering engines. 1C Maddox needs to hire some experience.
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  #157  
Old 04-06-2011, 09:09 AM
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JG52Krupi JG52Krupi is offline
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Rofl IMHO I hated the wop graphic style horrible green filter looked like I was flying through algae, lighting/bloom was good but majorly over the top and the shadows are rubbish in comparison to clod. I think the main reason some ppl like one over the other is the art style, clod strives for a realistic view and wop a try to build on the atmosphere.

At the end of the day I see it like this wop small highly detailed land at a distance for dogfighting, clod realism and catering for large maps for missions.

Wop may look good but it is in no way realistic anyone that has look out of an aircraft should see this.
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  #158  
Old 04-06-2011, 09:41 AM
Eizon Eizon is offline
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Quote:
Originally Posted by JG52Krupi View Post
Rofl IMHO I hated the wop graphic style horrible green filter looked like I was flying through algae, lighting/bloom was good but majorly over the top and the shadows are rubbish in comparison to clod. I think the main reason some ppl like one over the other is the art style, clod strives for a realistic view and wop a try to build on the atmosphere.

At the end of the day I see it like this wop small highly detailed land at a distance for dogfighting, clod realism and catering for large maps for missions.

Wop may look good but it is in no way realistic anyone that has look out of an aircraft should see this.
What is it with you guys?! "Rofl"?

The rendering performance is far inferior to WoP, this should be a given. Why deny it? The art style is irrelevant. That's textures and filters. The complexity of the sim is also not relevant to graphical quality and performance. The size of the map is also irrelevant, you shouldn't be rendering something you can't see on the screen.

I'm sure that a CloD developer, if he was able to speak freely, would hold up his hands and say "we don't have the experience or resources to make a rendering engine as efficient as the WoP one". It amazes me that some of you can't see that the developers have some serious lack of resource, despite them openly admitting it. They're having problems with tree generation, SLI, buildings, clouds, the list goes on.

I wish I hadn't bothered making a remark about the graphics now. There are too many rabid fanboys. I love IL2 Sturmovik and I want this sequel to be as good as it can be, but I don't see why I should stick my head in the sand. The dev team should not be immune to criticism in some silly attempt to "save" them. They will be judged on the merit of their work (and patches!), not on this forum.

Last edited by Eizon; 04-06-2011 at 09:50 AM.
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  #159  
Old 04-06-2011, 09:50 AM
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JG52Krupi JG52Krupi is offline
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Jesus Christ what a troll... As i stated its my IMHO and we know its buggy ATM wait until Fridays patch and then compare them.

So wop graphics are realistic!!!!!!!!!! what drugs have you been taking.
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  #160  
Old 04-06-2011, 10:10 AM
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Ailantd Ailantd is offline
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Quote:
Originally Posted by Eizon View Post
What is it with you guys?! "Rofl"?

The rendering performance is far inferior to WoP, this should be a given. Why deny it? The art style is irrelevant. That's textures and filters. The complexity of the sim is also not relevant to graphical quality and performance. The size of the map is also irrelevant, you shouldn't be rendering something you can't see on the screen.

I'm sure that a CloD developer, if he was able to speak freely, would hold up his hands and say "we don't have the experience or resources to make a rendering engine as efficient as the WoP one". It amazes me that some of you can't see that the developers have some serious lack of resource, despite them openly admitting it. They're having problems with tree generation, SLI, buildings, clouds, the list goes on.

I wish I hadn't bothered making a remark about the graphics now. There are too many rabid fanboys. I love IL2 Sturmovik and I want this sequel to be as good as it can be, but I don't see why I should stick my head in the sand. The dev team should not be immune to criticism in some silly attempt to "save" them. They will be judged on the merit of their work (and patches!), not on this forum.
Sorry, but you really have no idea about what you are talking about.
It is not the same, not even similar, render a small terrain, wich is static in memory, or large wich need to be swapping as necessary from memory. Not even close. To make WoP is easy, really easy, compared with CoD. If you want you can compare with FSX, wich is the only that is doing something similar with worse quality fron near. And yes, terrain that is not viewed is not rendered, but CoD has a very very far horizon compared with WoP. Technically CoD is far superior than WoP in every aspect. And, as I posted before, if Luthier could (or want, wich is not the case, fortunately ) remove that large scenery, reduce tree number, view distance, reduce shadows, FM, DM, IA... then you will have, with the same engine, an arcadish game like WoP, but more beautifull and for sure with more smooth gameplay. I would like to see anyway the WoP engine performing like CoD with similiar terrain ad FX and.. oh wait... WoP engine can´t do that!
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