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IL-2 Sturmovik The famous combat flight simulator.

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  #131  
Old 03-01-2010, 02:42 PM
Runar Runar is offline
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Originally Posted by Runar View Post
I'm just wondering, will the 'thing' Roman uses to shoot at the Stuka with the .303 guns come with the game so we can play with it and do experiments ourselves when it is released?
I don't know if you didn't quite understand what I meant or you have some other top secret reasons for not answering my question, but I'll take a chance and ask about it again
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  #132  
Old 03-01-2010, 03:20 PM
Flanker35M Flanker35M is offline
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S!

Gagboy, that game sounds..umm..I rather not write down those flashes of my imagination here That other game sounded very interesting, maybe a version of 2010 could be made?! Duke Nukem became history so now..

MikkOwl. Your ideas are good, expecially the ones with the sticks. But indicators on screen..well..maybe for testing etc. In real aircraft you can see from the trim wheel or and indicator near it the position of your trim. This in most planes. And with SoW having very detailed cockpits, from we have seen so far, this pose no problem to actually look at your trim wheel for the indication. Spitfire has this trim position Up/down in the dashboard etc.

Thank you Oleg for the respones in this thread, really interesting read I have one question about SoW. As it is mentioned in some interview or a website, the planes in SoW will wear in use etc. If I recall right that is. So for this, can we see the plane get dirty, the bullet holes (fixable, minor ones) and other tear & wear visible on "our" plane in outside view, for example after landing or in briefing?

Many times mechanics of FiAF mentioned the noses of the Bf109's being greyish of guns being fired and they had to clean the glasses etc. This applies to modern planes as well, seen under years how the planes gradually turn from factory fresh to dirty, paint patched more used planes today So possibility of dynamic dirt and show of damage etc?

There could be some nice features of the ground crew added later, but which ones are interesting for a few times and pointless to the game and those that really would matter is another issue. Maybe pilot (gamer) checks the plane before flight, the pre-flight inspection etc. Just a few..
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  #133  
Old 03-01-2010, 03:31 PM
ECV56_Lancelot ECV56_Lancelot is offline
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Originally Posted by MikkOwl View Post
In real aircraft, trims only changes the forces on the stick, allowing the pilot to push the stick to a new position (required for flying straight) and keep it there without force...
I´m at work and can´t search properly for a good source to confirm what i´m stating, but i think you are mistaken. It might be true what you say with aircrafts where the stick does not have direct physical connection to the control surface, but have connection to an artificial force system. But on WW2 aircraft, and modern light airplanes, where the stick have´s direct physical connection with the control surface, using the trim does imply moving the control surface, and by doing this, you are releived of the effort of continously have to apply force over the stick.
The trim could work by moving the control surface directly, or moving a tab that moves corespondly the control surface, but triming the aircraft does imply that the control suface is moved.

Last edited by ECV56_Lancelot; 03-01-2010 at 03:44 PM. Reason: Spelling mistakes
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  #134  
Old 03-01-2010, 03:49 PM
MikkOwl MikkOwl is offline
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Quote:
Originally Posted by Flanker35M View Post
S!

Gagboy, that game sounds..umm..I rather not write down those flashes of my imagination here That other game sounded very interesting, maybe a version of 2010 could be made?! Duke Nukem became history so now..

MikkOwl. Your ideas are good, expecially the ones with the sticks. But indicators on screen..well..maybe for testing etc. In real aircraft you can see from the trim wheel or and indicator near it the position of your trim. This in most planes. And with SoW having very detailed cockpits, from we have seen so far, this pose no problem to actually look at your trim wheel for the indication. Spitfire has this trim position Up/down in the dashboard etc.
Well that settles it. Oleg has no excuse for not permitting off-set adjustment of trims. The problem for him to tackle is instead: "are my SoW models awesome enough for the task? ". And, it is optional after all. If anyone doesn't want to use it they don't have to. But anyone can benefit a lot from it with trimming, as it makes our poor little devices so much less twitchy and crazy sensitive with trimming in game. And if we reduced range to make it less twitchy, we can even get increased range again by using off-set trims (positioning the range at the 'right part of the trim' makes sure no part of axis is wasted).

Quote:
Originally Posted by ECV56_Lancelot View Post
I´m at work and can´t search properly for a good source to confirm what i´m stating, but i think you are mistaken. It might be true what you say with aircrafts where the stick does not have direct phisical connection to the control surface, but connection to an artificial force system. But on WW2 aircraft, and modern light airplanes, where the stick have´s direct physical connection with the control surface, using the trim does imply moving the control surface, and by doing this, you are releive of the effort of contnously have to apply force over the stick.
The trim could work by moving the control surface directly, or moving a tab the moves corespondly the control surface, but triming the aircraft does imply that the control suface is moved.
Well yes, I know about how trim tabs work, and that only describes the mechanism behind the result: as far as the control surface and stick goes, only the forces acting on the control column changes. If stick is kept centered and trim tabs are moved, nothing at all happens, the control surface does not move (only that tiny tab).

I don't know how non-trim tab aircraft function, but I am not really aware of any WW2 combat aircraft having that sort of trim. If you know of any I would be happy to read up on them.

If they move the whole surface directly, completely independant on the control column, then yes, they should be like now (just far smaller range of movement). But I'm fairly sure they are by far the exception, and that nearly all aircraft are using trim tabs.

Last edited by MikkOwl; 03-01-2010 at 03:56 PM.
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  #135  
Old 03-01-2010, 04:06 PM
drafting drafting is offline
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Wow, this update is really incredible! As I said to a friend, it sounds like you guys are raising the bar, loading it into a cannon, and firing it into orbit!

I especially like that you'll offer even more detailed start-up procedures and cockpit controls...

Quote:
Originally Posted by Grégory and Oleg
Roman is busy starting up the Stuka and its systems using his mouse, clicking here an there!!! This is the first big new: the cockpit is clickable! Roman completes his starting procedure by switching the sight on and adjusting to his preferred brightness. <...> and clicks the windows de-ice button!!! <...> In full-real mode you are to operate the range of controls – from throttle to mixture, wep enablers, radiators, carb heaters – and failure to keep the engine in its limits would result in premature wear, loss of performance, and failures. This applies to all-out full real, you can change into a il-2-like simple system where you can’t damage your motors whatever you chose to do."
It sounds like we'll have our hands full! So... I really, really, really hope that we'll get descriptive, interactive tutorials! Like, have a narrator highlight the various controls, tell you what they do, and let you click them in order!

In IL2, the tutorials were just movies, and it was hard to find info on engine functions. I bet many new 109 pilots damaged their engines and never knew that they had to engage the MW50 at low power and then WEP and afterwards drop the power and then turn off the MW50. ...or maybe they didn't realize that you had to set the supercharger to the next stage at a particular altitude or else you'd lose power and your engine would run rough.

It'd be great to have a flight-school with an in-game narrator to go over what prop-pitch, radiator flaps, mixture, magnetos, etc, etc, etc, do and when you'd want to use each... It'd probably help break the ice for newbies trying to get into a complicated and daunting simulator.
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  #136  
Old 03-01-2010, 04:21 PM
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TheGrunch TheGrunch is offline
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Originally Posted by TheGrunch View Post
Oleg, will the onset of compressibility be modeled for every aircraft in SoW? Will each aircraft have an individual Mach number that determines when the onset of compressibility occurs if so?
Will each aircraft have its own individual structural load limit (I believe it is 13.5Gs for every aircraft in Il-2 at the moment, although I may be wrong)?
Really hoping you'll answer these questions, there's been a lot of discussion about it on the Ubi forums.
Better repost this...
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  #137  
Old 03-01-2010, 04:40 PM
WhiteSnake WhiteSnake is offline
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Originally Posted by Urufu_Shinjiro View Post
Oleg, I know this may be a more technical question better suited for you programmers, can you say what sound API will be used, DirectSound3D, OpenAL or other? Windows Vista and Windows 7 no longer support sound card hardware acceleration for DirectSound3D but do support hardware acceleration with OpenAL.
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Originally Posted by Oleg Maddox View Post
As told me Rudolf Heiter(our sound engineer) when I noticed him about such a problem, he said that all there will be fine. More precise I can ask him on Monday.
I wanted to know the same thing And is there going to be 64 bit Suport (64 bit .exe) so the game can make use of more than 2GB of System Memory etc. under a 64 bit OS?
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  #138  
Old 03-01-2010, 05:20 PM
ECV56_Lancelot ECV56_Lancelot is offline
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Originally Posted by MikkOwl View Post
If stick is kept centered and trim tabs are moved, nothing at all happens, the control surface does not move (only that tiny tab).
You are correct, and now i think understand the problem you are refering. The problem comes of what happens inside the sim whem we use trim, and what happens to our joystick in the real world.
I think IL-2 hadles well trim, because when you aply trim, inside the sim the virtual control surface moves, as the virtual stick. But meanwhile on the real joystick without any force feedback, you have to release the joystick so you are not adding more command that the needed and giveng by the trim, and you get the result of not having to push you joystick anymore (if its pitch trimming, for example).
But how can you make that while your real joystick is on its center position, when you apply trim, nothing must happen. You cant, because on the virtual world of the sim you are moving the tab and the control surface, and also the virtual stick.

At least that we use a force feedback joystick that when you move the trim on the sim and at the same time the real joystick chage position accordingly, i don´t see how the problem can be solved. The problem is that our joystick do not move according to the virtual stick, thay go to the center position, instead of staying on the trimmed position.
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  #139  
Old 03-01-2010, 05:24 PM
KG26_Alpha KG26_Alpha is offline
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Originally Posted by WhiteSnake View Post
I wanted to know the same thing And is there going to be 64 bit Suport (64 bit .exe) so the game can make use of more than 2GB of System Memory etc. under a 64 bit OS?
Well Rudolf Heiter has worked on Birds of Prey and way back on Forgotten Battles, and probably some projects I haven mentioned, I'm sure he knows what's required with his experience
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  #140  
Old 03-01-2010, 05:35 PM
ECV56_Lancelot ECV56_Lancelot is offline
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Several times i asked myself what if BoB recommend four or more gigas of RAM. Then obviously an 64 bit machine and OS will be needed.
How many people would be left out because they have a 32 bit OS?
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