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IL-2 Sturmovik The famous combat flight simulator.

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  #11  
Old 10-08-2008, 04:27 AM
Jaws2002 Jaws2002 is offline
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Originally Posted by Thunderbolt56 View Post
I still use the Chuck Norris that I DL'd over 3 years ago.
Ah Chuck Norris....That explains why you only shoot planes once.
They always go down from your first kick.
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  #12  
Old 10-10-2008, 10:03 AM
_ITAF_UgoRipley _ITAF_UgoRipley is offline
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I always had the feeling, when bailing out, that humans had too little drag. The plane and the bailed-out pilot have too similar relative speeds, and I think the pilot should slow down more violently. Don't you think so ?
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  #13  
Old 10-10-2008, 10:22 AM
Bobb4 Bobb4 is offline
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Originally Posted by _ITAF_UgoRipley View Post
I always had the feeling, when bailing out, that humans had too little drag. The plane and the bailed-out pilot have too similar relative speeds, and I think the pilot should slow down more violently. Don't you think so ?
You are right, realistically, the plane should scream past the pilot. Alot of pilots were injured hitting the rear section of the plane when bailing out.
But for a sim of this age what we have is not bad.
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  #14  
Old 10-12-2008, 01:59 PM
Former_Older Former_Older is offline
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Originally Posted by AA_Absolute View Post
Hi.
I know red and black vision after hight G-forces turn, it's ok... BUT how time one pilot could turn at medium-hight forces continuosly?.
I read books over WWII pilots and some have hard training to maximize strenght, but no way to simulate all.

I wait in SoW pilots have medium strenght, in il2 i think lots of superhumans in copkits

While this is very true, what do you suggest? All we can do is exchange one arbitrary system for another. If we limit high G turns to say, 3 complete circles, then all an opposing pilot has to do is count to three, and he knows that his adversary is helpless

What people don't seem to realize is that it's going to be the same for every player unless somehow there is a system that models pilot stamina

Now, that would be something to have indeed, but how is this done? Points system like CFS3? No thank you. Random chance at the beginning of each flight? No thank you. gaining "levels" of pilot experience that is recorded by the sim? No thank you. Choice of several default pilot 'models' that have strengths and weaknesses? No thank you

What do you suggest to replace the admittedly unrealistic system we have now? I see many choices, each just as unrealistic. There are many arbitrary systems we deal with in any flight sim, and it's easy to say "this is not right" but difficult to come up with a way of modeling something as unique as the human body. In order to make a real flight sim, we must model the whole world. Example:

Something we ignore completely is Oxygen. I don't mean how much is available to breathe, either

The human body has evolved to want the pressures we see right now at our desks. At altitude, it's not just a question of Oxygen that we can breath via an Oxygen supply system, a pilot's very body leaks out O2 at altitude because of the pressure difference

It's extremely difficult to model these things. I am curious to see how this and other unique aspects of flight are handled, but I suggest that instead of saying "pilots are superhuman, give them medium strength", we think in more detail and more in depth, that we think beyond what we see as wrong and try to gain insight into how to actually address it, and what a solution to the problem might affect- giving pilots "medium strength" only exchanges an old problem for a new problem
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  #15  
Old 10-12-2008, 07:27 PM
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choctaw111 choctaw111 is offline
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A year or two ago Oleg was talking about the humans and the "skeleton" structure he was using to create realistic movement of the in game humans. It sounded amazing the way he described it back then.
I too and anxious to see what progress has been made on the humans.
The "skeleton technology" as Oleg calls it, should be remarkable.
__________________
STRIKE HOLD!!!
Nulla Vestigia Retrorsum
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  #16  
Old 10-13-2008, 06:53 AM
AA_Absolute AA_Absolute is offline
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Originally Posted by Former_Older View Post
While this is very true, what do you suggest? All we can do is exchange one arbitrary system for another. If we limit high G turns to say, 3 complete circles, then all an opposing pilot has to do is count to three, and he knows that his adversary is helpless

What people don't seem to realize is that it's going to be the same for every player unless somehow there is a system that models pilot stamina

Now, that would be something to have indeed, but how is this done? Points system like CFS3? No thank you. Random chance at the beginning of each flight? No thank you. gaining "levels" of pilot experience that is recorded by the sim? No thank you. Choice of several default pilot 'models' that have strengths and weaknesses? No thank you

What do you suggest to replace the admittedly unrealistic system we have now? I see many choices, each just as unrealistic. There are many arbitrary systems we deal with in any flight sim, and it's easy to say "this is not right" but difficult to come up with a way of modeling something as unique as the human body. In order to make a real flight sim, we must model the whole world. Example:

Something we ignore completely is Oxygen. I don't mean how much is available to breathe, either

The human body has evolved to want the pressures we see right now at our desks. At altitude, it's not just a question of Oxygen that we can breath via an Oxygen supply system, a pilot's very body leaks out O2 at altitude because of the pressure difference

It's extremely difficult to model these things. I am curious to see how this and other unique aspects of flight are handled, but I suggest that instead of saying "pilots are superhuman, give them medium strength", we think in more detail and more in depth, that we think beyond what we see as wrong and try to gain insight into how to actually address it, and what a solution to the problem might affect- giving pilots "medium strength" only exchanges an old problem for a new problem
Hi.

Human question isnt easy, as you say in oxigen example, i say too about open copkits...

I say "medium strenght" to simulate reality, now with "superhuman strenght" planes could make turn and turn and turn, only if you exceed "x" number of G's lost vision.

In real combat two ways of lost vision:
1 after one turn of "x" G's
2 after continuosly turns with "y" G's, and x>y.

1 is in 1946 ok.
2 in 1946 not simulated i think.

I dont know "x" and "y" values, but i believe Oleg team know well, only hope read this.

I think in 1946 limit is the plane, in RL limit is the pilot.

S! and sorry for uglish

Last edited by AA_Absolute; 10-13-2008 at 07:02 AM.
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  #17  
Old 10-13-2008, 12:16 PM
BG-09 BG-09 is offline
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Hi Pilots!

I thing, it would be great to give to the pilot a gun to defend himself.
Guys did You know that the last aircraft shoot down in European theater of WW2 is Fi-156, which was shot down from the pilot of American "Piper Cub", while the American pilot used his personal gun to shot the motor of the German light aircraft.

Well...so...Oleg, give gun to the pilot!

~S

<------BG-09------<<<
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  #18  
Old 10-13-2008, 07:35 PM
JoeA JoeA is offline
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Originally Posted by BG-09 View Post
Hi Pilots!

I thing, it would be great to give to the pilot a gun to defend himself.
Guys did You know that the last aircraft shoot down in European theater of WW2 is Fi-156, which was shot down from the pilot of American "Piper Cub", while the American pilot used his personal gun to shot the motor of the German light aircraft.

Well...so...Oleg, give gun to the pilot!

~S

<------BG-09------<<<
Lol that happened ONCE (ok it might have happened another couple of times) during the six year war and you want Oleg and team to waste time on that?

To think some folks call those lovely targets uhh trains a waste of time.
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  #19  
Old 10-14-2008, 08:05 PM
BG-09 BG-09 is offline
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Originally Posted by JoeA View Post
Lol that happened ONCE (ok it might have happened another couple of times) during the six year war and you want Oleg and team to waste time on that?
I can assure you JoeA, if we have gun, it would happens millions of times in this sim. Just imagine how many aircrafts we have destroyed in this sim 1 000 000? Or may be 10 000 000...I do not know, I believe, we have destroyed all aircrafts built in the entire ww2 period in this sim...well...gun is good idea, look, we already have machine guns rotating in to the cockpits - gun is easy to create. And you can use your gun against other pilots on the ground. I know historical cases, when in Khalkhin Gol, japan pilot and russian pilot keep fighting on the ground with saber and knife, after air combat which finished with bail-out for both pilots.

~S
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  #20  
Old 10-14-2008, 08:25 PM
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proton45 proton45 is offline
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Originally Posted by BG-09 View Post
I can assure you JoeA, if we have gun, it would happens millions of times in this sim. Just imagine how many aircrafts we have destroyed in this sim 1 000 000? Or may be 10 000 000...I do not know, I believe, we have destroyed all aircrafts built in the entire ww2 period in this sim...well...gun is good idea, look, we already have machine guns rotating in to the cockpits - gun is easy to create. And you can use your gun against other pilots on the ground. I know historical cases, when in Khalkhin Gol, japan pilot and russian pilot keep fighting on the ground with saber and knife, after air combat which finished with bail-out for both pilots.

~S
You want the "Storm of War" series to be a first person shooter (with aeroplanes)?

I don't think I like that idea...I can just imagine the string of threads we would be flooded with...

1) Why don't we have Luger's?
2) I don't think that the 303's in the Enfield rifle have the same hitting power as the 303's in the Hurricane.
3) When will Oleg add knife throwing?
4) We need a better "health/stamina" system...maybe something like COD.
5) The box said that this was a FPS but the makers spent TOO MUCH TIME ON THE AIR PLANES!!! This game SUX as a FPS!!
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