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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 01-30-2012, 09:29 PM
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Feathered_IV Feathered_IV is offline
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Honestly. The only way you could imply they aren't keeping us in the light is if you think they are being deceptive. Maybe what you mean to say is that you aren't hearing what you want to hear. Well neither am I, but I have heard what their plan is. I understand it's going to take a while.

If I tell you that to get to 121 Main Street you only need to go straight down THIS road, have I not given you information? I didn't tell you how far to go. To get to your destination of 121 Main Street you don't need to turn left or right. You don't even need to look anywhere else but straight. So am I not giving you clear cut directions?

Sure, you may want to know there's a post office on the next corner and pass that. A gas station is along the way. BTW enjoy Mrs. Lombardo's lovely flower garden and if you come to he Cracker Barell Saloon youve gone too far. But those points aren't germain. I did give you directions though.

The same appies to 1C/CoD, and unless you're implying dishonesty, then there's no reason to believe they aren't communicating - no matter if it's what we want to hear or not, and especially for people who have been here long enough to know better. There's no reason to speculate on anything else until we get to the 121 Main Street/graphics engine overhaul. Once we get there then we'll discuss how to get from 121 Main Street to 36 Newbury Street.

Is it really that difficult to understand? We're all relatively intelligent folks. Maybe patience isn't our strongpoint.

Ultimately I'm sorry you're having issues bad enough that you can't enjoy the game. I've seen many a YouTube clip that shows me that this game has not only a lot of potential but is also enjoyable - though understandably, still flawed.

It is what it is, and sadly we either accept the road map - as basic as it is, and certainly not where we'd like to be at this time - or continue to go around and round in the 1C vestibule while never even making it out to Main Street. B!tchin' about it isn't gonna change a thing.


EDIT: It's not like there's nothing accomplished. They rewrote the sound engine. They've redone the graphics twice. Okay, it intruduced problems. It wasn't the tires causing the problem. It was the wheel bearings. Still not it? Well we were hoping not to have to tear apart the transmission, but it looks like we'll have to.
What?
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Old 01-30-2012, 10:46 PM
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What?
Did I stutter? I thought the analogy was pretty simple.
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Old 01-30-2012, 11:04 PM
Chivas Chivas is offline
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Did I stutter? I thought the analogy was pretty simple.
It was good and simple.
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Old 01-30-2012, 11:37 PM
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Feathered_IV Feathered_IV is offline
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I got lost somewhere around Mrs Lombardo. I think I agree with the sentiment, but struggled with the prose.
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Old 01-31-2012, 12:33 AM
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I got lost somewhere around Mrs Lombardo. I think I agree with the sentiment, but struggled with the prose.

I'm no Edgar Allen Poe, despite how scary my grammar is... LOL
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Old 01-31-2012, 01:46 AM
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Steady men...Keep calm, because soon it will be all over


  #7  
Old 01-30-2012, 11:39 PM
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That's the way i see it too.

Was i disappointed with the state of the sim on release: Yes

Is anyone else making a new WW2 prop-sim engine: No

Can any other engine support as many objects (static/AI) on a map and actual programming to make your own dynamic environments: Not to this extent (a guy on simHQ populated the CoD map with about 2000 objects all over both coastlines and it was running the same as when the map was empty on his rig)

Does any other game give you a big enough map AND a representative selection of flyables for the scenario for this cost: No, the trend of the day is to buy everything separately.

And since something's got to give, in all walks of life, in this case it gave in in terms of performance/stability due to last minute rushing to publish the software or scrap the whole thing. What the sim does took up so much money and time, that something else ha to suffer for it and be added in at a later date.


It could have been different but something would still have to give. We might have had a stable sim from the start but have to buy planes individually, or have a smaller map, or an engine that can't handle more than a couple hundred simultaneous objects in a mission.

It's not desirable but it's understandable for everyone who is willing to go a little bit beyond "i want now" mentality and see the big picture. Sure, i want everything too and i want it to work 100%. But i'm not going to act like there's nothing else offered to keep me busy in the meantime, because it clearly is and it just so happens to be the exact features i had hoped for. Maybe they're not fully polished, but the part of the code dealing with them is already part of the game's engine, which is much better than having to shoe-horn them in at a later date.

So, it's also a matter of personal priorities. For me things like AA are the least of my issues. If they came to me and told me "hey man, we'll do the patches in the order you say", i would tell them:

"Visual quality is good enough, if it's performing well too then stop working on it for the next 6 months. Then give me a bit of documentation for the libraries so i can start making some C# scripts, fix the FMs,improve the CEM and fix all bugs in the logic of aircraft controls/systems so that we can fly what we have."

Sadly though, for a technical oriented crowd like we flight simmers are, there's a whole lot of "FPS-style benchmarking obsession" going on which leads to missing the big picture. Nothing wrong with other gaming genres, i play TF2 all the time. But the priorities of making one type of game are not the same as making another one.

I want to work on a project for a dynamic campaign some point during this year. I want the mission script to check if my airfield has enough fuel, then top up my tanks and remove that from the airfield's total. When i come back and land i want the remaining fuel to be added to the total. When the airfield is low on fuel, either due to attacks or normal use, i want it to trigger an AI convoy that will bring fuel from the fuel dump to the airfield. If the convoy is attacked and destroyed then sooner or later it's no fuel for you mr. player, spawn at a different airfield.

In other words, i want to make a supply system that will make what you do online matter. And the engine gives me the tools to do it. So, you can understand how much of a shame it is that these tools are undocumented because through all these months apart from the valid performance and stability complaints, the rest have been requests for purely aesthetic aspects like the nature of tracers or a couple of jaggy aerials.

Sure, visuals and sound are an integral part of the immersion process. So is having a proper environment to fly in though, otherwise we would all be looking at photos of warbirds to get our fix.

Excuse my disappointment, but the amount of people who miss the big picture of

a) what the sim tried to achieve and
b) how the complexity of that goal is actually the cause of its problems

is too damn high.
  #8  
Old 01-30-2012, 11:49 PM
Sternjaeger II Sternjaeger II is offline
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Quote:
Originally Posted by Blackdog_kt View Post

Excuse my disappointment, but the amount of people who miss the big picture of

a) what the sim tried to achieve and
b) how the complexity of that goal is actually the cause of its problems

is too damn high.
I don't think it's necessarily true. I mean, surely there are people that don't even begin to understand the richness and complexity of CoD, these guys brought the world of WW2 simulation to a whole new planet (the DM itself is worth the experience!), one should ask though whether maybe the combination of setting their goal so high and the series of mishaps they had whilst developing the game it's what really caused all the issues.

I'm sure that we will hardly see anybody else reaching their standard, but boy was it a bumpy ride!
  #9  
Old 01-30-2012, 11:54 PM
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It appears to me, based upon the constant barrage of noise that follows every update, 1C/Luthier/Black Six have taken the defensive position of managing the expectations of their customers. Very little information is given with no target date(s). This is the low maintanace solution and the most prudent course to take.
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Old 01-31-2012, 01:59 AM
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It appears to me, based upon the constant barrage of noise that follows every update, 1C/Luthier/Black Six have taken the defensive position of managing the expectations of their customers. Very little information is given with no target date(s). This is the low maintanace solution and the most prudent course to take.
IMHO the last update contained more information and 'insight' than most updates up to this point..

Sadly the negativity and flat out slanderous replies seemed to follow in kind..

Put another way the more 1C says, just provides more opportunity for people to twist what was said..

Thus based off the responce to this last update I would not be surprised that from this point forward 1C says even less in future updates..

And I wouldn't blaim them one bit
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