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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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  #1  
Old 04-18-2011, 08:46 AM
sg1221 sg1221 is offline
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Originally Posted by squidgyb View Post
I'd like to suggest that the controller axes might need looking at - I can't really confirm whether the engine takes a higher polling rate and actually delivers that to the controls in flight, but from the look of the in game graphics, and on the "Output" demonstration of the axes in the control options page, it looks like the polling rate is very low.

I suspect this might be to help with performance on lower end machines, or that there's some kind of smoothing algorithm in play - in any case, you can demonstrate it by just moving your controller and looking at the output response or the cockpit controls in game. It shows quite drastically in the controls page when you abruptly change the direction of movement on a controller.

Can we have sliders for polling rate? Or maybe even the option of switching off the smoothing/capture algorithm entirely and mapping the directx axis directly to the game engine? I say this because a lot (if not all) of the high end HOTAS units available on the market have their own response curve configuration software - it would be beneficial if we at least had the option to switch it off or improve the polling rate.

Thanks guys.

e; nearly forgot - as an aside - what with the trees not having damage boxes - neither do a lot of structures; cranes on the Dover docks, the Radar arrays nearby.

Also, the 3D bomb crater models appear to be in front of buildings they should be behind, if you get my meaning. Like if you had a crater the other side of a house/building - out of your line of sight - the crater appears superimposed on the building.

But seriously - the last patch, the details in game, this is amazing work. Loving every minute - even trying to explain to friends why a game that initially appears so broken has so, so, so many amazing positives. It really is like chipping away at a lump of rock, slowly revealing the diamond stuck inside.

+1
The controller responses just don't look right in the response curve page.

sg
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  #2  
Old 04-18-2011, 11:13 AM
senseispcc senseispcc is offline
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Thumbs up Spitfire...

Hello,

The Spitfire is very ecological it does not use any fuel?
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  #3  
Old 04-18-2011, 02:16 PM
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squidgyb squidgyb is offline
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Originally Posted by senseispcc View Post
Hello,

The Spitfire is very ecological it does not use any fuel?
This was touched on in a post at simhq.com I believe.

As I understand, the Spit has two fuel tanks, and only some real life variations had fuel gauges for both tanks. CoD's Spit has only one fuel gauge - for one tank. Up until the point that the main tank is completely drained, you will not see any change in fuel readings. You'll only see the gauge drop after the second tank has started depleting.

I haven't tested this out, I'm just going from what I read.
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  #4  
Old 04-18-2011, 03:05 PM
Ataros Ataros is offline
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Airfields are not clickable in MP

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Originally Posted by Dazzed DJ View Post
Mate I found sometimes i had to wave mouse around to find the clickable area below and to the right of the airfield just look for when the window describing the ariefield comes up.
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Originally Posted by tf_neuro View Post
I choose the army... and I couldnt click any airfields any more.
Also, there was no red airfield on the map, they were all white and unclickable.

We tried all the usual stuff like disconnecting and reconnecting, reloading the mission, restarting the game, ever reboot the whole machine, but no luck.
I couldnt click any airfields.
We gave up after a while, and went on to play other games.
That was last night.

Earlier today, we tried again but with inverted roles: I was the server and a game buddy (another one) was the client.

Connection OK, map shows up, selected army... and again, I couldnt click on any airfield, but he could.

So it's not about sever/client stuff, it must be something on my end, but I have no idea what I did... I remember that I could click airfield, then another mission was loaded and I couldnt click any more.

Quote:
Originally Posted by whoarmongar View Post
I have just come on forum to find answer to this problem on servers map "english channel 1940 the map has changed now an east/west map area. ?? Now i cant click onto planes after choosing sides, just spent 15 mins combing map trying to find clickable slots to join game . On othermaps no problem can click planes and enter server
Quote:
Originally Posted by Ataros View Post
I changed mouse sensitivity in conf.ini and it happens to me.

You have to
1st: rightclick on map end DEselect "airfields". You will see only active airfields as a result.

2nd: move your mouse about 1cm to the right and a bit lower the desired airfield and move it around till you see a hint popping up with airfield description. Doubleclick this particular point of map.
Quote:
Originally Posted by wildwillie View Post
Does anyone have the problem when trying to select a spawn base that you must have your mouse pointer not on the base itself, but away from the base ?

In order for me to select a spawn base and therefore be able to create a plane I must move my cursor around 3cm away from the base in the 5 oclock position before the base name shows up on the map.

RAF238thWildWillie
Quote:
Originally Posted by =69.GIAP=STENKA View Post
When starting a dog server it loads and shows map. I click to select side and nothing happens.

Have tried clicking on airfields, no luck either.

Ideas?

Last edited by Ataros; 04-19-2011 at 09:53 AM.
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  #5  
Old 04-18-2011, 03:59 PM
ubermachtig ubermachtig is offline
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Default Realism

Dear developers,

I have always been a big fan of flight simulators. Since I played the original from my childhood on, I became an avid and dedicated player of IL2 sturmovik. Unfortunately, in the recent patch, changes where made to the realism in order to make it more "accessible'.

Various threads have risen about that subject, strongly responding against such movements. I have also created a poll, which has:
  • 100 guys in favor of realism
  • only 4 guys in favor of accessibility

I count on these numbers to keep growing in the near future, but I think It is fair to conclude which heading the major part of the community wants to take.

Therefore, I hope the recent changes to the cockpit regarding gauges can be made undone, or at the very least switchable as an option. This can be a welcome solution with which everyone will be happy.

The thread can be found here:
http://forum.1cpublishing.eu/showthread.php?t=21667

I hope adjustments can be made to satisfy everyone, without any concessions regarding realism.

Thank you
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  #6  
Old 04-18-2011, 10:24 PM
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klem klem is offline
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Quote:
Originally Posted by squidgyb View Post
This was touched on in a post at simhq.com I believe.

As I understand, the Spit has two fuel tanks, and only some real life variations had fuel gauges for both tanks. CoD's Spit has only one fuel gauge - for one tank. Up until the point that the main tank is completely drained, you will not see any change in fuel readings. You'll only see the gauge drop after the second tank has started depleting.

I haven't tested this out, I'm just going from what I read.
That's correct, the top fuel tank feeds the lower one and it is the lower one that is measured by the fuel gauge. We have the gauge showing lower tank contents continually, in fact you had to press the button beside it to have the gauge register the lower tank contents. The button's there, 1C have obviously decided not to bother us with that.
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