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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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  #11  
Old 09-14-2012, 08:27 AM
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il_corleone il_corleone is offline
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Hello Luthier!

1. Is going to be more view distance whitouut touching much the performance? I think in the first versions the view dstance was more.

2 .Are the net code being worked? Like ghost formarions, etc aslso when filming a track the player loses the connection .

Thanks for your time luthier, i wish good luck to all the team and congratulations on all the succesfull work archieved , Salute!
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  #12  
Old 09-14-2012, 08:30 AM
arthursmedley arthursmedley is offline
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Quote:
Originally Posted by JG52Krupi View Post
Can the sequel be merged with COD like the original il2 series and if it can will we get to test features that will be appearing in the sequel I.e. Weather etc..
This question Ilya! Please confirm that the sequel will be able to be merged with our current game as in all previous IL2 releases.
Also, please, please introduce a coop mode similar to the one we had in IL2 as you are loosing potential sales without this!
  #13  
Old 09-14-2012, 08:41 AM
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1. Why was Clod released (in the condition it was in)?

2. Have you had serious problems re-writing the various code routines?

3. Do you still have some of the original engine coders?

4. Do you have anybody responsible for 'gameplay?' - serious question.

5. Do you think releases (both game and patches) have been handled competently?

6. Do you think the strong criticisms of Clod, on a forum such as this, are fair and reasonable?
  #14  
Old 09-14-2012, 09:00 AM
MadBlaster MadBlaster is offline
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1) will this game ever run good on windows xp using dx9? 'good' defined as 30 avg fps on black death track.

2) will you ever consider getting rid of steam and going to hyper-lobby format?

3) what pc components, drivers, supporting software...etc. do you now recommend to run the game optimally, given so much of the code has changed since original release date since the game was first spec'd out.

4) was the epilipsy filter a fraud? honestly, it was so absurd. very hard to believe in hindsight.

5) surprise, did you know that B6 doesn't even like CLOD?

6) did you hire any of the Daidalos Team member to work on CLOD when you put out those help wanted advertisements a while back?

7) will the final patch include moving dogfight server and rearm, refuel and repair capability?

8 ) after the final patch, where do we go to join 128 player battles online?

9) why did oleg leave? the real reason.

10) if you could do it all over again, would you?

11) is chivas a 1c bot?
  #15  
Old 09-14-2012, 09:03 AM
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Luthier,

Have you seen how many times the same questions are asked, and if so

Why are they not being answered unambiguously, or a way that appears deceptive?

Why is there so much emphasis placed on the sequels process when most want CoD fixed?
  #16  
Old 09-14-2012, 09:03 AM
csThor csThor is offline
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Question

What is your view on Gameplay and its impact on the success of a release?

To elaborate: Many flight sims released in the last decade or so showed the tendency of the developers to curtail the amount of work they put into gameplay questions (such as training missions, single missions and campaigns for offline and online players) and focus instead on technical fidelity, details and other things related to "crude matter" . Operational procedures and increased technical systems modelling have increased the realism (and frustration factor since often enough the customer was left alone with inadequate documentation and without guidance to using said systems properly) which received applause from many within the simmers communities, but at the same time the key factor to the success of the classic flight sims (such as Aces over Europe, F19 Stealth Fighter, European Air War or even Strike Commander) - the offline campaign and gameplay at large - got reduced to second-rate importance (if any at all). That received applause from certain elements within the communites as well, but generally it added another hurdle to success with more casual gamers because the releases tended towards sterility of the GUI and mission environment.
IMO a decent offline campaign system, with several well researched and designed campaigns, a collection of equally well designed offline missions and an FMB which lets the average user create missions of his own are one of the major pillars of a successful flight sim. It can provide a showcase for the performance of the engine, the dedication of the developers and the amount of research that went into making these missions/campaigns.
  #17  
Old 09-14-2012, 09:28 AM
MadTommy MadTommy is offline
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What is included in the forthcoming patch?

What specific bugs have been fixed?
what changes to FM have been made?
etc etc

Preliminary readme?
  #18  
Old 09-14-2012, 09:38 AM
Ctrl E Ctrl E is offline
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Can you please open the game up to third parties and modders to fix.

The game has amazing potential, but is obviously quite broken at the moment.
  #19  
Old 09-14-2012, 09:42 AM
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Feathered_IV Feathered_IV is offline
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Again with reference to the single player experience, what did you learn from this thread that YOU started. How has it effected your ideas of gameplay and which elements do you intend to implement in the sequel?

http://forum.1cpublishing.eu/showthr...highlight=Holy

Also, I notice you never contributed beyond the first post. Did you actually read the suggestions contained in the thread?

Last edited by Feathered_IV; 09-14-2012 at 09:45 AM.
  #20  
Old 09-14-2012, 09:49 AM
Dano Dano is offline
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Are you ever going to fix the severe particle effects fps issues without resorting to making the effect look like it was made with lego?
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