Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik

IL-2 Sturmovik The famous combat flight simulator.

Reply
 
Thread Tools Display Modes
  #21  
Old 02-25-2009, 05:36 AM
Snuff_Pidgeon Snuff_Pidgeon is offline
Approved Member
 
Join Date: Oct 2007
Posts: 247
Red face

Dont forget delete key to empty underwear!
Reply With Quote
  #22  
Old 02-25-2009, 02:08 PM
II/JG54_Emil II/JG54_Emil is offline
Approved Member
 
Join Date: Dec 2007
Posts: 208
Default

Quote:
Originally Posted by ElAurens View Post
The only "realism" we can ever hope for is in the FMs and DMs to some extent.

You can never enforce the realism of say, US pilots being inexperienced and being shot down in droves by the Japanese in the first year or so of the war. Just as you cannot force late war "German" pilots to leave two thirds of their number on a server to stay on the ground to simulate lack of fuel, while the other third gets decimated in the air because they are teenage boys with less than 20 hours stick time in type.

It's like some US fan boys that say that some late war Japanese aircraft are overmodeled and want to restrict/ban that aircraft on a server, when what is overmodeled is the experience of those flying the J2M3, for example.

Re-creating historic outcomes with our little game is simply not possible, no matter how "accurate" the game/sim is.

Well Oleg can
Quote:
Q: In what ways will the Messerschmitt E-3 outperform the Spitfire?

A: In B&Z tactic and in experience of German pilots in the beginning of Battle.
http://www.simhq.com/_air8/air_265c.html

I hold for him that he thought about AI when he said this.

Seriously, realism should and be onlyaffect the flight-model, damage-model and the gun-model.

One could think about whether one should only allow a certain relation between blue and red pilots depending on year of war, lets say late war years 2/3 red or so. But that might suck game-wise.
Reply With Quote
  #23  
Old 02-25-2009, 07:02 PM
tagTaken2's Avatar
tagTaken2 tagTaken2 is offline
Approved Member
 
Join Date: Oct 2007
Location: Melbourne, Australia
Posts: 207
Default

Quote:
Originally Posted by II/JG54_Emil View Post
One could think about whether one should only allow a certain relation between blue and red pilots depending on year of war, lets say late war years 2/3 red or so. But that might suck game-wise.
It would be an option, surely, to set skill levels/availability with campaign.

"Historical settings"- something new for everyone to whinge about
Reply With Quote
  #24  
Old 02-27-2009, 05:03 PM
csThor csThor is offline
Approved Member
 
Join Date: Oct 2007
Location: somewhere in Germany
Posts: 1,213
Default

Quote:
Originally Posted by II/JG54_Emil View Post
One could think about whether one should only allow a certain relation between blue and red pilots depending on year of war, lets say late war years 2/3 red or so. But that might suck game-wise.
The day a lousy script/server setting decides which side I should fly on is the day this particular server ends on my "can be heartily ignored" list. The only times when I flew red (or allied) online were during mission file and spawn tests. When the sides are uneven I simply stay offline ...

The better (and IMO only) alternative is to make heavy use of AI on DF servers - to populate those aircraft few people fly but which should be really prominent instead of the ever-present fighters: bombers, recon, ground-attack aircraft and transports. In such an environment side balacing is not an issue. Nuff said ...
Reply With Quote
  #25  
Old 03-05-2009, 09:54 PM
Former_Older Former_Older is offline
Approved Member
 
Join Date: Jan 2008
Posts: 146
Default

Quote:
Originally Posted by ElAurens View Post
Never.

Gonna.

Happen.

Be.

Sure.
I agree with Terry

"Balance" is the antithesis of combat flight simulation. "Balance" is what makes historical accuracy worthless. "Balance" is the thing that ruins tactics. "Balance" has no place as a design philosophy in a simulation
Reply With Quote
  #26  
Old 03-05-2009, 10:03 PM
SlipBall's Avatar
SlipBall SlipBall is offline
Approved Member
 
Join Date: Oct 2007
Location: down Island, NY
Posts: 2,719
Default

Quote:
Originally Posted by Former_Older View Post
I agree with Terry

"Balance" is the antithesis of combat flight simulation. "Balance" is what makes historical accuracy worthless. "Balance" is the thing that ruins tactics. "Balance" has no place as a design philosophy in a simulation


Amen brother...amen
__________________



GigaByteBoard...64bit...FX 4300 3.8, G. Skill sniper 1866 32GB, EVGA GTX 660 ti 3gb, Raptor 64mb cache, Planar 120Hz 2ms, CH controls, Tir5
Reply With Quote
  #27  
Old 03-06-2009, 05:46 PM
Insuber Insuber is offline
Approved Member
 
Join Date: Oct 2007
Location: Paris - France
Posts: 1,406
Default

Quote:
Originally Posted by II/JG54_Emil View Post

One could think about whether one should only allow a certain relation between blue and red pilots depending on year of war, lets say late war years 2/3 red or so. But that might suck game-wise.
IMHO you cannot so simply apply the broad picture statistics to the local events going on in our small scale maps. Local air superiority can be achieved almost independently from the overall situation: the bases of war tactics indeed regard how to achieve a local superiority by using in the best way the available resources. In our servers, with some 30 or 40 planes and a couple of airports, forcing a local superiority by default would be both unfair and incorrect.

Imho,
Ins
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 09:12 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.