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IL-2 Sturmovik The famous combat flight simulator.

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  #1691  
Old 02-10-2009, 07:24 PM
JoeA JoeA is offline
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Quote:
Originally Posted by stockplane View Post
Hallo to all,
i'm new for this interesting forum.
I have a question : I have two installations of Sturmovik 1946, the first
modded with UI v1.1 the second with ultra@pach, i wish, if is possible
add into UI tree missing planes: Cantz 1007, Hs-123 and PZL-24.
That is possible and if what is the correct method?
Sorry for my bad english and thanks in advanced for any further
informations about.
Regards.
Not the question for this forum, better google AAA Il-2 mods and go to that forum (where you got the UI in the first place).
  #1692  
Old 02-11-2009, 08:53 AM
Bobb4 Bobb4 is offline
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Cough, rise of flight are already showing video's of clouds, planes flying etc.
Now correct me if i am wrong, they were going to use the IL2 engine and they then developed their own engine instead?
So, lets see, they have ingame screenshots, they have ingame movies and we are still looking at development still... I am starting to understand why they went with their own engine rather than wait for SOW...
SOW will have to be almost photo realistic to beat what they have done. Looking at their current clouds demo video I have to say well done.
Now for the love of Oleg, please give us something to brag about!
Patiently waiting...
  #1693  
Old 02-11-2009, 10:33 AM
JVM JVM is offline
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Smile The cloud issue

Hmmm, for what I understand, NeoqB people are not done yet: the AI is still able to see across clouds....

This is a very difficult problem to solve, because the software needs to be able to compute if an A/C coming into the AI detection bubble (or something to that effect: it is not possible to calculate a detection probability for every A/C in the environment; I suppose you have to set a limit arbitrarily at a certain distance, say 10 km) can be seen or not...
For this to work with a cloud, the cloud should logically exists as a bona-fide 3D object (and possibly an associated "detection box") , not a sprite or pseudo 3D object.
To simulate a human pilot reaction, one may possibly compute a detection "event" taking in account, alongside the straight line between the pilot eye and the A/C to detect:

- Pilot quality (rookie - ace) -> a first coefficient between 0 and 1
- Pilot fatique -> again a coefficient between 0 and 1
- cockpit geometry (taking in account structural members) -> 0 or 1
- A/C geometry (parts like wing or cowling, dead angles) -> 0 or 1
- atmospheric transparency (there is a difference between CAVOK in Arctica and summer haze in Tuscany) -> another coefficient between 0 and 1, also depending of distance between the two A/C and atmosphere model (inversion layer level is crucial here); if you or your opponent are in the cloud, it becomes 0.
- difference in height (depending of respective atmosphere layers, and also camouflage quality) -> another coefficient between 0 and 1 (maybe a discret set of values here)
- cloud part presence along the line of sight
- respective flying direction (a fleeing fighter as seen from the observation point is more difficult to spot than a parallelly flying bomber)

All this will give you after computation a value either of 0 or someting between 0 and 1 at a time t0 (entrance of the A/C in the detection bubble); logically this computation will be done X times/s should be combined to the time interval between computations (as long as the A/C is in the detection bubble):

The addition of the "time interval X the computed detection coefficient" over the time since the A/C has penetrated the detection bubble or since the coefficient have changed from a 0 value for a "certain" time ("I believe I have seen someting, but I cannot see it anymore...") represents the probability of detection; when this number goes over a certain value, and never goes back to 0 for longer than two or three intervals "detection is acquired"...

I believe this would emulate quite well the way a real pilot would act...and I suspect it may be difficult to fully implement in a sim due to calculation power constraints (but with multicore CPU, who knows?)...So this can be simplified by just integrating the pilot/cockpit characteristics as a detection probability factor, the existence or not of a part of cloud in the line of sight direction, the dead angles and the real distance between the A/C (not 300 m like in IL2, even in the dead angles)

I just hope I did not lose anybody here...

Amically,

JVM

PS: the RoF clouds as seen from above or from aside are beautiful, very much real-life, but the cloud bases are still not very realistic (they should mostly be "fuzzily flat")...
  #1694  
Old 02-11-2009, 10:47 AM
KG26_Alpha KG26_Alpha is offline
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Gennadich/neoqb are still developing.

http://www.youtube.com/user/neoqb

SOW will have AI unable to see through clouds

Last edited by KG26_Alpha; 02-11-2009 at 11:06 AM.
  #1695  
Old 02-11-2009, 12:09 PM
Bobb4 Bobb4 is offline
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Quote:
Originally Posted by KG26_Alpha View Post
Gennadich/neoqb are still developing.

http://www.youtube.com/user/neoqb

SOW will have AI unable to see through clouds
and the AI gunners as well I hope?

Technically ROF have stated that the clouds are objects in their latest blogs if I am correct. So AI should view them the same as say a hill etc...
I am in know way suggesting ROF is near completion, but it is a lot further along it would seem than SOW in some aspects.
  #1696  
Old 02-12-2009, 10:01 AM
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Conte Zero Conte Zero is offline
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Hi all, my first post here.

Sorry in case I repeat an existent concept, I am not too god with new stuff...

Anyway: no need to say I am craving this game, and I really hope there will be an expansion pack or similar stuff to give us jets on this new engine

I love the "1946" experimental planes in Sturmovik, so I hope we will see them back again in BOB with new stunning physics and graphics

I guess the editor will be amazing, and (my personal dream) a movies tool (edit, cut, publish as AVI) would literally kill me

That's it, I apologize and will intensively use the "search" button from now on

ciao!
ConteZero
Italy
  #1697  
Old 02-12-2009, 05:07 PM
Chivas Chivas is offline
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Quote:
Originally Posted by Bobb4 View Post
and the AI gunners as well I hope?

Technically ROF have stated that the clouds are objects in their latest blogs if I am correct. So AI should view them the same as say a hill etc...
I am in know way suggesting ROF is near completion, but it is a lot further along it would seem than SOW in some aspects.
The ROF developers have stated that the AI will be able to see thru the clouds but they hope to address that situation in the future.

The ROF development is ahead of the SOW development by probably more than a few months. ROF may be released before the summer, but we all know how those things go. I'm looking forward to flying ROF for a few months before SOW comes out. It will help pass the time. OFF3 is OK but it doesn't like my MSFF2 joystick and turns it into a wet noodle.
  #1698  
Old 02-13-2009, 03:25 AM
Skoshi Tiger Skoshi Tiger is offline
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I’m not sure if anyone has raised this point, but, given were going to get a dynamic weather system in BoB, this will lead to the possibility that winds will change during the course of a mission.

How will the information about wind directions and speeds be related to us so we can takeoff land on the correct runways (taking cross wind components etc) at our destination. Will we be able to call up the tower or will we have to over fly the airfield and keep and eye out for the wind sock?

Hopefully there will be a more accurate representation of traffic control. Hmmm! Being red green colour blind I hope they don’t use flares to wave us off!

Will this info be given to us in our pre-flight briefings so we can use it to plan our routes?
  #1699  
Old 02-13-2009, 06:02 AM
Bobb4 Bobb4 is offline
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Quote:
Originally Posted by Skoshi Tiger View Post
I’m not sure if anyone has raised this point, but, given were going to get a dynamic weather system in BoB, this will lead to the possibility that winds will change during the course of a mission.

How will the information about wind directions and speeds be related to us so we can takeoff land on the correct runways (taking cross wind components etc) at our destination. Will we be able to call up the tower or will we have to over fly the airfield and keep and eye out for the wind sock?

Hopefully there will be a more accurate representation of traffic control. Hmmm! Being red green colour blind I hope they don’t use flares to wave us off!

Will this info be given to us in our pre-flight briefings so we can use it to plan our routes?
Nice question, pity we have seen nothing that indicates SOW is anywhere near this point in production. Air traffic control will I am sure be modeled and I am sure windsocks will be fluttering on fields as well.
  #1700  
Old 02-13-2009, 01:49 PM
Tree_UK
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Can we have an ETA on the SOW website please Oleg or will it be another case of hopefully some time this year?
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