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Old 04-21-2012, 10:19 AM
Rumcajs Rumcajs is offline
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Join Date: Mar 2012
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Quote:
Originally Posted by zapatista View Post
in case you missed it, in the leadup to the intended 2010 release.....:
in early 2010 oleg and Co seemed confident a release by the end of that year ("anniversary of BoB in late october 2010") was their intended target date. oleg's projects like this had always been built in a modular fashion (gfx engine, aircraft AI, FM, DM, etc each being worked on by a separate team) and then in the last phase of the project get assembled together. but in the last 6 months of that time frame they couldnt get the gfx engine to perform as expected (and yes those programers seem to have been out of their depth). they did at least 2 rebuilds of that same gfx engine, and by the time it was 3 month before intended release date and they realized this wasnt working, it was TO LATE ! they didnt have the option anymore to spend 9 months on a complete rebuild from scratch and recode it with other programers, and ubi/1C put their foot down and forced the release "as was" (with oleg likely to have refused and insisted on more time, oleg leaving as a result, and luthier taking over)
Quote:
Originally Posted by zapatista View Post
we need as an immediate next step for luthier to fix/complete:
- correct fine tuning of FM for the main aircraft that duel in the sky, this is ESSENTIAL to have the right historical strength/weakness relationship, so we can simulate what historically occurred in those major conflicts, AND have pilot skill make the difference in the combat outcome AND be able to execute correct historical combat maneuvers with these planes, not favored and distorted preferences in how the planes are modeled
- distant LoD model visibility should be a major priority to fix correctly, and not be some minor afterthought. having correct visibility of distant planes/ground-objects to locate, identify, and track during engagement is ESSENTIAL to correctly SIMULATE a ww2 pilot experience in a dogfight or when targeting objects on the ground
- we need correct implementation of cloud and terrain masking for AI
- fixes for minor errors with specific planes, some controls not working or reversed, missing siren for the stuka, etc..
- lack of tree collision modeling
- no structured coop function (with people still able to join while mission has started, and being able to switch crew and aircraft positions)
- cloud models are to simple (real time dynamic weather can be postponed)
- AI behavior (mass suicide landings etc)
- no AI ground activity at airfields and on roads (need a dedicated setup/options area for this to be activated as: light, medium, high detail), so we get some civilian vehicles on the roads as well as military convoys and supply trains)
- still no dynamic campaign engine, and we have no supply lines or factories to target that affect frontline troop performance and equipment available at airfields etc.. (like munitions, fuel, repair of damaged aircraft)
- flak units are not yet made up of integrated units where elements can be damaged to reduce their overall effectiveness
- SDK for others external people to be able to work on the dynamic campaign, design some aircraft and ground object etc..
It seems you just described a long list of missing features and non gfx problems related to CloD. Which looks contrary to the claim that the game was almost finished and only gfx engine was a problem.
The game was in early stage of development when it was released. I dare to say it was not even an alpha release. And it's still not a beta and won't be a beta even after we get the mighty patch. Because beta means it has all features and only stability issues and minor problems are being solved.
You are right that it's pointless to complain and to increase the pressure on the development team. I hope they can make it right and have enough resources to continue with BoM and and next installments. If they have the core engine working they can add features later. BTW 2012 makes a great year for Battle of Stalingrad. And if we get Kursk in 2013 i'll be happy.
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