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IL-2 Sturmovik The famous combat flight simulator.

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  #1  
Old 06-09-2008, 10:39 PM
virre89 virre89 is offline
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Well thats what sims are about, it's hard to compare to reality i don't think any pilot found any REAL excitement fighting for their lives in deadly dogfights.

A flight sim is a flight sim and should be mainly focused on combat being realistic, we and everyone who play theese combat sims won't be tierd of fighting and flying since it's what its all about.

And with the new engine it will be more realistic than ever.
But i agree on that more factors could play a bigger roll , still it dosn't matter for me.
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  #2  
Old 06-10-2008, 09:49 AM
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Feathered_IV Feathered_IV is offline
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But i agree on that more factors could play a bigger roll , still it dosn't matter for me.
Sheesh! Alright then. For the benefit of online players who have neither the imagination, nor the ambition to think of anything beyond what we have now, I'll spoon feed you another concept.

Working Radar Control in Online Play:


You log on to an SoW server and join the game. A mission is already in progress. On the briefing map, you can see that there are plots all over the board.

You select RAF and choose a Spitfire flying out of Hornchurch. The server auto-generates you the callsign Baker, Blue Three.

Entering the game, you taxi out of your revetment and scramble immediately. Climbing hard, en-route for Dover you ask control for an intercept vector. You key in the commands for this (promising yourself you will get around to sorting out the voice activation system one day soon. Everybody says it's amazing).

You key in: Tab> 1> 3> 2. "Hello Control> This is Baker Blue three> Requesting vector."
Using voice samples similar to those in the old Il-2, the AI controller replies, "Hello Baker Blue three. Steer 160. Bandits inbound at angels zero. Range 40 miles. Over" The AI controller has appointed you a "channel" based on your location on the map. Not everybody hears the same control messages, thus avoiding clutter. A pair of Hurricanes nearby have heard this however, and change course to intercept.

"Hello Baker Blue Three. This is control. Are you recieving me? Over."

Ah whoops! Unlike the Il-2 series, this controller actually requires a response to communications. If you do not respond to calls he will keep calling you, before finally giving you up as lost.
You key in: Tab> 1> 3> 6. "This is Baker Blue Three. Received and understood."

Minutes later, speeding across the feilds of Kent, you key in a request for an update from control.
"Hello Baker Blue three. Steer 160. Contact faint. Bandits at angels zero. Range 20 miles. Over"
They are holding course then. Twenty miles would put them just north of New Romney...

Suddenly the AI control breaks in:
"Hello Baker Blue three. Bandits now heading two zero. Steer oh seven oh. Buster!"

You acknowledge and open the throttle wide, swinging onto the new heading. Your heart skips a beat as two Hurricanes flash across your nose.

"Hello Baker Blue three. This is control. You are right on top of them."
You dip your wing. Can't see a bloody thing. No, wait...there they are! Three fast moving shapes. Darting across the town of Ashford. Rooftop height. Me110's from Erpro-210, making a run for Biggin Hill. You key in the last call - a tallyho to Control. Saftey catches off. Gunsight on. As you half roll into the dive, the gunner of the rearmost 110 is already firing......
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  #3  
Old 06-10-2008, 10:29 AM
virre89 virre89 is offline
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Ye sounds like you want more realistic communication and navigation.
Why not i'd love that as well, but what i was reffering to with more other realistic aspects such as turbulens, winds and anything a pilot could be exposed for.

But for things like walking around the airfield that i've seen players hoping for , i hope god sake not i don't want OLEG and his team putting any effort into such things , please mainly focus on making a flight sim not anythin else, i admit that it would be cool but it's nothing neccssary and should have very low priority.
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  #4  
Old 06-10-2008, 10:56 AM
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6S.Maraz 6S.Maraz is offline
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Originally Posted by virre89 View Post
Ye sounds like you want more realistic communication and navigation.
Why not i'd love that as well, but what i was reffering to with more other realistic aspects such as turbulens, winds and anything a pilot could be exposed for.

But for things like walking around the airfield that i've seen players hoping for , i hope god sake not i don't want OLEG and his team putting any effort into such things , please mainly focus on making a flight sim not anythin else, i admit that it would be cool but it's nothing neccssary and should have very low priority.
I agree with Feathered and agree also with Virre89.
More realism in flight and in combat, no need to show yourself while drinking a beer at the airbase bar...

Maraz
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  #5  
Old 06-10-2008, 12:05 PM
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Feathered_IV Feathered_IV is offline
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Originally Posted by virre89 View Post
Ye sounds like you want more realistic communication and navigation.
Why not i'd love that as well, but what i was reffering to with more other realistic aspects such as turbulens, winds and anything a pilot could be exposed for.
Still not getting through. I take it as a given that all aspects of flight and fight dynamics will be taken care of. I trust Oleg on that. What quite possibly will not happen is that any kind of soul will be added to the experience. Luthier said a couple of days ago that he's, "doing things like radio comms, training mission, dynamic campaigns, GUI design, and generally participating... as a sort of an added brain." How much thought has he given to the greater realism and immersion of the sim, outside of fight/flight dynamics? So far, all I've heard is that he championed the running from your aircraft to an AAA gun.
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  #6  
Old 06-10-2008, 12:47 PM
JVM JVM is offline
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Originally Posted by Feathered_IV View Post
Still not getting through. I take it as a given that all aspects of flight and fight dynamics will be taken care of. I trust Oleg on that. What quite possibly will not happen is that any kind of soul will be added to the experience. Luthier said a couple of days ago that he's, "doing things like radio comms, training mission, dynamic campaigns, GUI design, and generally participating... as a sort of an added brain." How much thought has he given to the greater realism and immersion of the sim, outside of fight/flight dynamics? So far, all I've heard is that he championed the running from your aircraft to an AAA gun.
And do not forget to think about all the tidbits given these last years...

- What OM seems to aim for is a quasi cinematic experience with the ability to make professional-level movies out of the SoW engine...this implies very high level of detail in all areas, it goes much beyond just simulating flight and dogfight!
If you were to watch a "The Grand Circus" movie-to-be-filmed, would you prefer to experience scrambling to your Tempest out of your tent in the muddy and destroyed world of Rheine airbase ina Gotterdämmerung ambience, or to teach flying the Tiger Moth in a OTU in the middle of the english green grass countryside full of nice flowers and yellow planes?
Or would you prefer to have marvelous airplanes and clouds and land on a IL2 type landscape? That would not do it for any movie-goer...This level of details has to be prepared from the get go: good money will depend on it and so will the future development of the SoW series!
Imagine knowing that maybe in the future you will get a full detail flyable-as-crew B29 because some great director needed it in a movie about war on Japan...and paid in full for its development!

- on the other hand Luthier is believed to dream about an Air/Sea/Ground (at least Air/Ground) combined set of simulations...This would be the Holy Grail of all simulation games...and again if prepared with the proper care may not be that far away...
It may not be so difficult as this is more about two or three different simulations with common aspects: each player chooses to play one of the sim (I think it would be next to impossible to develop one unique sim for the three branchs...but there is no need, actually!)
The naval and ground sim must be able to show and react to the aircraft of the air sim, based on position status and a adapted LOD sent by the air sim players; the air sim will need the same from the naval and ground sim again with a adapted LOD for the landscape and object. full level of detail would be only for the player of a given sim. That would need a mightily robust netcode (among other things): what a luck that IL2 had all the fundamentals in place already!

Imagine being able to impersonate a Tiger commander trying to survive the attacks of a pair of Typhoon in the Falaise pocket...flown by two of your pals somewhere on the net...to look for a usable 20mm vierling at your friendly Flak battery nearby and get rid of those pesky attackers by yourself...or to request a torpedo attack on a Japanese troop transport ready to invade your island...

And so many people are still asking why it would take this long to forge the socle of all this gaming and filming goodness? Dream and wait...I suspect we will not be disappointed!

Cordially

JVM
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  #7  
Old 06-10-2008, 01:25 PM
Theshark888 Theshark888 is offline
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No more FM/DM but lots more immersion is needed, if IL-2 is the model. While it did well, this is the only reason why it was not a blockbuster title.

I do think this has to do with the Eastern European thought on producing these games. Engineer them to death but forget about creature comforts. ( I say this as a Eastern European and Engineer)

Let's face it, we won't know for sure if we are flying a Bf109 or Spitfire!

Last edited by Theshark888; 06-10-2008 at 01:40 PM.
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  #8  
Old 06-11-2008, 04:26 AM
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zapatista zapatista is offline
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Originally Posted by Feathered_IV View Post
Still not getting through. I take it as a given that all aspects of flight and fight dynamics will be taken care of. I trust Oleg on that. What quite possibly will not happen is that any kind of soul will be added to the experience. Luthier said a couple of days ago that he's, "doing things like radio comms, training mission, dynamic campaigns, GUI design, and generally participating... as a sort of an added brain." How much thought has he given to the greater realism and immersion of the sim, outside of fight/flight dynamics? So far, all I've heard is that he championed the running from your aircraft to an AAA gun.
the main aspects that i see lacking to bring the sim alive:

- in dynamic campaign mode you should see a mission room where different missions are being tasked as the campaign is unfolding, similar to how falcon4 does it. you should then be able to choose a mission you prefer (escorting bombers, flying CAP, flying a bomber, ground attack, roaming air patrol etc). once you chose your mission you go to the mission briefing room to get further details (similar to how il2 does it now).
- missions that are critical to how the campaign unfolds could even be color coded, for ex letting the german AI attack the British radar stations would have the desired historical effect, and the campaign would continue along historical lines, but if humans fly that mission and mess it up, the campaign could sidetrack and diverge into a non historical outcome (ie the germans might succeed in gaining air supremacy over england etc..). there might only be 5 or 10 critical turning points in the whole 3 or 4 months normal campaign mode, but it could be a way to implement the degree to which your actions can influence the overall outcome of the campaign..

- once you are sitting in your cockpit at the airfield, there should be AI activity around you, like refueling trucks and jeeps driving around the base. trucks with munitions driving to hangars etc.. maybe an ambulance or fire truck on standby when a plane crashes or the base gets raided. if a base has been damaged by a raid or explosion, then there should be some basic "road crews" at work (once the xyz correct time has passed for the runway repair to be completed, the road crew drives back to its hangar). all this doesnt have to take much cpu power or be to complex, currently the better mission makers have versions of this already working in il2.
- there should also be tower radio chatter if other planes are taxing, taking- off/landing, or from planes flying nearby asking for landing clearance. this radio chatter shouldnt be mindless wav files like we have now, but should represent what is happening around you (ai plane taxing being given takeoff clearance, nearby planes asking for home vector directions, weather report and wind direction, etc..). we also need a windsock and a few flags fluttering in the wind, showing correct wind direction.
- a few other automated animations. like when you come in on short final to land and forgot to lower your landing gear, the tower could shoot a red/green flair in your direction to get your attention and wave you off etc..
- you should be able to fly some of these cargo supply missions yourself, and also be able to select unarmed reconnaissance missions, flying unarmed replacement aircraft to forward airbases (and if you get shot down or mess up the landing and damage your aircraft, then this affects the aircraft available at that base etc...) many il2 users would choose to fly those types of missions, it doesnt have to be shoot-'em-up dogfighting all the time. similarly like others mentioned already, there could be pilot rescue missions, night missions to parachute secret agents over france, landing in a field next to a friendly pilot who parachuted to pick him up etc..

- once airborne, there should be both civilian and military AI trafic in the air. for ex small groups of fighters (unarmed ?) being flown from their factories to the forward airbases, either to provide replacement planes for those that have been destroyed, or to provide new plane types as models get upgraded over time (and those planes again become available to people joining that server and looking at possible plane models to select). military transport aircraft should be shuttling parts and personnel to various bases.
- this again can be done with simple ai routines. for ex each airbase gets X amount of transport aircraft or new replacement aircraft per Y time period. if a base has been attacked and equipment lost/damaged, then this ai traffic should increase accordingly, and only make fuel, munitions, plane models available once they have been resupplied.
- this also means that as a friendly/enemy airplanes are flying in that area you'd have to identify these aircraft as friendly/enemy when you encounter them, before simply shooting at anything that moves like we do now.

- when flying low you should see some civilian and military traffic on the roads. a few tractors in the field in summer, some civilian buses or cars on country roads. truck convoys on roads with fuel and munition supplies.. (and destroying these convoys would result in their intended destination base to run low on fuel and munitions accordingly). mig alley already had that in their campaign 10 yrs ago, it doesnt need to be as complex as some people might believe. simple ai routines with truck/train/car objects moving around on predestined (or random) routes, and a xyz value they represent in fuel or munitions supply.similar to ms flightsim you should be able in the preferences/options to select high.medium/low AI traffic or activity, depending on your cpu and gfx card.additionally your own pc should only model/display those objects within a specific radius from you (for ex 5 km), and only when you fly low enough to be able to see them, so that no pc resources are being wasted on items you are not able to see.

- whatever amount of plane models and numbers are available at an airfield should be represented as the same static object at that airfield, if they are then destroyed by an air raid, then whatever models are destroyed should not be available anymore to select for flying at that airfield till new replacement aircraft arrive, or those with minor damage have been repaired.
- if an airfield has just been raided you should not be able to magically spawn to a brand new plane from that location, neither should there be fuel available if the storage tanks were destroyed, same with ammo supplies to rearm your plane. if a runway was bombed, then it should take xyz time for it to be repaired before you can use it again, and trying to take-off/land on that section of the runway should damage your plane accordingly.


once you add elements like that, you are suddenly flying around in a world that is alive, and the actions you take have an effect on the unfolding campaign.

Last edited by zapatista; 06-11-2008 at 05:01 AM.
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  #9  
Old 06-11-2008, 04:54 AM
wjc103 wjc103 is offline
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i feel at the very least what is being said now about 3rd party tools, then all of what you say could maybe be implemented if not by oleg then by 3rd party kind of like Traffic for fsx, correct?
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  #10  
Old 06-11-2008, 05:23 AM
csThor csThor is offline
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Quote:
Originally Posted by zapatista View Post
- in dynamic campaign mode you should see a mission room where different missions are being tasked as the campaign is unfolding, similar to how falcon4 does it. you should then be able to choose a mission you prefer (escorting bombers, flying CAP, flying a bomber, ground attack, roaming air patrol etc). once you chose your mission you go to the mission briefing room to get further details (similar to how il2 does it now).
- missions that are critical to how the campaign unfolds could even be color coded, for ex letting the german AI attack the British radar stations would have the desired historical effect, and the campaign would continue along historical lines, but if humans fly that mission and mess it up, the campaign could sidetrack and diverge into a non historical outcome (ie the germans might succeed in gaining air supremacy over england etc..). there might only be 5 or 10 critical turning points in the whole 3 or 4 months normal campaign mode, but it could be a way to implement the degree to which your actions can influence the overall outcome of the campaign..
Strongly disagree. Being able to choose missions from a number generated (just as in Falcon 4) is one of the biggest immersion killers I know. You want to fly? Then you're a pilot and part of a military. That means you get orders and you must try to fulfill them - it's not a "I'd like to do this mission now" free choice thing. You want to give orders? Then you're a general and aren't flying anymore. That part is for a strategy game and not a flight sim. Being able to choose missions is a no no in my book.

Quote:
Originally Posted by zapatista View Post
- once you are sitting in your cockpit at the airfield, there should be AI activity around you, like refueling trucks and jeeps driving around the base. trucks with munitions driving to hangars etc.. maybe an ambulance or fire truck on standby when a plane crashes or the base gets raided. if a base has been damaged by a raid or explosion, then there should be some basic "road crews" at work (once the xyz correct time has passed for the runway repair to be completed, the road crew drives back to its hangar). all this doesnt have to take much cpu power or be to complex, currently the better mission makers have versions of this already working in il2.
- there should also be tower radio chatter if other planes are taxing, taking- off/landing, or from planes flying nearby asking for landing clearance. this radio chatter shouldnt be mindless wav files like we have now, but should represent what is happening around you (ai plane taxing being given takeoff clearance, nearby planes asking for home vector directions, weather report and wind direction, etc..). we also need a windsock and a few flags fluttering in the wind, showing correct wind direction.
- a few other automated animations. like when you come in on short final to land and forgot to lower your landing gear, the tower could shoot a red/green flair in your direction to get your attention and wave you off etc..
- you should be able to fly some of these cargo supply missions yourself, and also be able to select unarmed reconnaissance missions, flying unarmed replacement aircraft to forward airbases (and if you get shot down or mess up the landing and damage your aircraft, then this affects the aircraft available at that base etc...) many il2 users would choose to fly those types of missions, it doesnt have to be shoot-'em-up dogfighting all the time. similarly like others mentioned already, there could be pilot rescue missions, night missions to parachute secret agents over france, landing in a field next to a friendly pilot who parachuted to pick him up etc..
Full ack.

Quote:
Originally Posted by zapatista View Post
- once airborne, there should be both civilian and military AI trafic in the air. for ex small groups of fighters (unarmed ?) being flown from their factories to the forward airbases, either to provide replacement planes for those that have been destroyed, or to provide new plane types as models get upgraded over time (and those planes again become available to people joining that server and looking at possible plane models to select). military transport aircraft should be shuttling parts and personnel to various bases.
- this again can be done with simple ai routines. for ex each airbase gets X amount of transport aircraft or new replacement aircraft per Y time period. if a base has been attacked and equipment lost/damaged, then this ai traffic should increase accordingly, and only make fuel, munitions, plane models available once they have been resupplied.
- this also means that as a friendly/enemy airplanes are flying in that area you'd have to identify these aircraft as friendly/enemy when you encounter them, before simply shooting at anything that moves like we do now.
Don't think there would be civilian air traffic in a contested zone - nobody would be dumb enough to fly there in a civvie aircraft. Rest ack.

Quote:
Originally Posted by zapatista View Post
- when flying low you should see some civilian and military traffic on the roads. a few tractors in the field in summer, some civilian buses or cars on country roads. truck convoys on roads with fuel and munition supplies.. (and destroying these convoys would result in their intended destination base to run low on fuel and munitions accordingly). mig alley already had that in their campaign 10 yrs ago, it doesnt need to be as complex as some people might believe. simple ai routines with truck/train/car objects moving around on predestined (or random) routes, and a xyz value they represent in fuel or munitions supply.similar to ms flightsim you should be able in the preferences/options to select high.medium/low AI traffic or activity, depending on your cpu and gfx card.additionally your own pc should only model/display those objects within a specific radius from you (for ex 5 km), and only when you fly low enough to be able to see them, so that no pc resources are being wasted on items you are not able to see.
Ack.

Quote:
Originally Posted by zapatista View Post
- whatever amount of plane models and numbers are available at an airfield should be represented as the same static object at that airfield, if they are then destroyed by an air raid, then whatever models are destroyed should not be available anymore to select for flying at that airfield till new replacement aircraft arrive, or those with minor damage have been repaired.
- if an airfield has just been raided you should not be able to magically spawn to a brand new plane from that location, neither should there be fuel available if the storage tanks were destroyed, same with ammo supplies to rearm your plane. if a runway was bombed, then it should take xyz time for it to be repaired before you can use it again, and trying to take-off/land on that section of the runway should damage your plane accordingly.
Ack.
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