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IL-2 Sturmovik: Birds of Prey Famous title comes to consoles.

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  #151  
Old 12-05-2011, 04:52 PM
olife olife is offline
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Originally Posted by MACADEMIC View Post
Hey Olife San,

Great new comic!

Did you notice that Gaijin has used a very similar comic strip as a background to its new Birds of Steel website?

Have a look below!

Triple Banzai!!!

MAC

hello teacher!

millions thanks for compliments!

yes i saw it ,maybe we can have this comic, which seems to be very good ,in a complete version ,why not in a collector of birds of steel...it would be great !!!!...

triple banzai!!!!!!!!!!!

friendly
olife san
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  #152  
Old 12-05-2011, 04:53 PM
vdomini vdomini is offline
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Originally Posted by bobbysocks View Post
t
[cut]

going to be able to slip/crab and/or "wag your tail" to bleed off speed?? looking forward to see what this means
While flying in a straight line you should be able to expose more or less of your plane fuselage surface toward the front wind direction using rudder and stick, this will create like "an aerodynamic" brake, slowing you down faster.

i try to explain in english:
Example:
stick neutral with rudder on left ( left foot down ) will make the plane "turn on z axis" , so the right wing will go a bit faster then the left wing, and then generate more lift, making the plane also rolling clockwise as a side effect. ( speed is a factor in the lift formula, more speed, more lift ) Normally, to achieve best aerodynamic performance wing ailerons and rudder should be operated progressively together during turns, to avoid the plane to drag or drop the tail... Gliders have a wool string attached outside the canopy just in front of the pilot so
while in turn you can see how the fluids invest the fuselage. Best turn is when the wool string is parallel to the plane flying direction.

you can counter react the plane rolling by moving the stick ( so, left foot down, stick on the right in the example above). This will make the plane flying straight but with the nose pointing left ( if forces are mixed succesfully ), exposing more surface to the front wind, and so, slowing you down.

Skilled pilot might use this technique not only to slow down, if you do not have a good coordination while acting on stick and rudder your flight path will appear clumsy and un coordinated, it takes a while to develop the right "feel".

I have tried this technique in real so i'm looking forward to see how the developer have implemented the physic in the game...i fear like we might need analog controller for rudders also then

But most of all i hope there is a good draw back between simulation and playability in this upcoming game piece!!!

Last edited by vdomini; 12-05-2011 at 05:08 PM.
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  #153  
Old 12-05-2011, 04:56 PM
Aquila chrysaetos Aquila chrysaetos is offline
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Originally Posted by McQ59 View Post
Just to add a bit more hype guys. Cut this from the Konami homepage...


Key Features :

20 historical and lots of fictional missions, spanning 15 world-famous campaigns (including DLC)
Over 100 famous aircraft
Dynamic Online Campaign
Realistic flight environments, weather conditions, time-of-day changes
Enhanced flight controls
Monthly dogfight tournaments and arena game play
Ability to create, edit and share videos of game play
Hi McQ59,

Great stuff indeed! This one in particular (at least for me):
“Ability to create, edit and share videos of game play”.
I guess that you are aware that this feature does exist in “APACHE: AIR ASSAULT” game and I like it a lot. It helped me improve my “flying” this incredibly difficult machine i.e. helicopter. If one thinks flying airplanes in sim or realistic mode is difficult, well, think again. Anyway, I think we'll have plenty of stuff to look forward, and undoubtedly there will be many pleasant surprises, perhaps some unpleasant ones too. After all you can't please everybody. Another feature of the game that would be desirable, and is present in the game that's been “heavily” criticized (rightfully so) by some distinguished members of this forum, is the host's ability to set which planes will be used in the game.

Side note to Olife, if you tell me that you are this skillful in making cheese and wine than you are the perfect human being! Awesome work man! Thanks a lot for all those nice posters and calendars. Be careful though, you may put calendar makers out of business

Best regards,

PSN: PlaviKit
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  #154  
Old 12-05-2011, 05:03 PM
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bobbysocks bobbysocks is offline
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vdomini, thanks brother....i am looking forward to seeing how they make this work...or how flight characteristics play out in this game. i have slipped/crabbed in on landings and to make course adjustments against the wind so i do understand how it works. i wasnt clear in what i was trying to say....basically what they meant by airspeed dependent upon controls other than the throttle...what i surmise as being able to slip, etc. what is exciting is to see the developers have begun to really delve into how an actual ac responds to conditions and controls....very, very, promising!
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Last edited by bobbysocks; 12-05-2011 at 05:06 PM.
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  #155  
Old 12-05-2011, 05:19 PM
vdomini vdomini is offline
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Originally Posted by bobbysocks View Post
vdomini, thanks brother....i am looking forward to seeing how they make this work...or how flight characteristics play out in this game. i have slipped/crabbed in on landings and to make course adjustments against the wind so i do understand how it works. i wasnt clear in what i was trying to say....basically what they meant by airspeed dependent upon controls other than the throttle...what i surmise as being able to slip, etc. what is exciting is to see the developers have begun to really delve into how an actual ac responds to conditions and controls....very, very, promising!
You Welcome!
Is exactly what you say... so it seems like the flying model will take consideration of atmospherical and wind condition too, lovely! That will be great fun if properly tuned We'll see.... but i still have some doubt about simulating such realism..... Is it worth the effort to simulate some physical forces that you most of the time would be able to feel only if your guts would be sitting in a cockpit? Will it affect game play ? I am positive thinking on it but... we'll see
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  #156  
Old 12-05-2011, 05:21 PM
flynlion flynlion is offline
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Originally Posted by bobbysocks View Post
basically what they meant by airspeed dependent upon controls other than the throttle...what i surmise as being able to slip, etc. what is exciting is to see the developers have begun to really delve into how an actual ac responds to conditions and controls....very, very, promising!
If they get this right it will be a real acheivement, a first for a console game. Props to the developers for even trying it

Still waiting patiently for Birds of Steel......
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  #157  
Old 12-05-2011, 05:44 PM
olife olife is offline
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Originally Posted by Aquila chrysaetos View Post
Hi McQ59,

Great stuff indeed! This one in particular (at least for me):
“Ability to create, edit and share videos of game play”.
I guess that you are aware that this feature does exist in “APACHE: AIR ASSAULT” game and I like it a lot. It helped me improve my “flying” this incredibly difficult machine i.e. helicopter. If one thinks flying airplanes in sim or realistic mode is difficult, well, think again. Anyway, I think we'll have plenty of stuff to look forward, and undoubtedly there will be many pleasant surprises, perhaps some unpleasant ones too. After all you can't please everybody. Another feature of the game that would be desirable, and is present in the game that's been “heavily” criticized (rightfully so) by some distinguished members of this forum, is the host's ability to set which planes will be used in the game.

Side note to Olife, if you tell me that you are this skillful in making cheese and wine than you are the perfect human being! Awesome work man! Thanks a lot for all those nice posters and calendars. Be careful though, you may put calendar makers out of business

Best regards,

PSN: PlaviKit
hello bro!

millions thanks !really very kind from u!!!honored and moved!!

friendly
olife
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  #158  
Old 12-05-2011, 06:49 PM
FOZ_1983 FOZ_1983 is offline
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Olife, great comic strip again Well done mate, can't wait for the next one.

Theirs some interesting things been said and i'm enjoying reading it all. The bizz regarding this game seems to be growing. Great to see.
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  #159  
Old 12-05-2011, 07:35 PM
olife olife is offline
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Originally Posted by FOZ_1983 View Post
Olife, great comic strip again Well done mate, can't wait for the next one.

Theirs some interesting things been said and i'm enjoying reading it all. The bizz regarding this game seems to be growing. Great to see.
hey bro!

millions thanks!honored and moved!!!

2 links for the vmf221 at midway

http://www.warbirdforum.com/midwayx.htm

http://www.history.navy.mil/photos/e...dway/mid-2.htm

friendly
olife
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  #160  
Old 12-05-2011, 08:16 PM
FOZ_1983 FOZ_1983 is offline
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Originally Posted by olife View Post
hey bro!

millions thanks!honored and moved!!!

2 links for the vmf221 at midway

http://www.warbirdforum.com/midwayx.htm

http://www.history.navy.mil/photos/e...dway/mid-2.htm

friendly
olife
Great links Olife, thanks

Shocking how many are MIA!!!


Whilst reading i did a bit more reading up on the Battle of Midway (this is your fault haha) and came across a pilot called George H Gay. The sole survivor of a Devastator squadron (30 pilots/radiomen) who attacked the IJN carriers without fighter cover.

http://en.wikipedia.org/wiki/George_H._Gay,_Jr.

Last edited by FOZ_1983; 12-05-2011 at 08:18 PM.
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