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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games.

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  #11  
Old 05-24-2011, 10:32 PM
Heinz Laube Heinz Laube is offline
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that happens, if peoples have her knowledge only from films and games and claim it as real, and never was real flying or in the near of a real plane... sad part about it is, that the are devs very close to move away from a "Sim" to a "easy fly-starter and cinematic pseudo sim" to provide the whiners quietly

Last edited by Heinz Laube; 05-24-2011 at 10:34 PM.
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  #12  
Old 05-24-2011, 10:46 PM
Ali Fish
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Quote:
Originally Posted by col123 View Post
yep thats similar to what mine looks like...its a bit ott..

check out this youtube vid and it gives a better idea of what the props should look like inside the cockpit...its a spifire but the same effect is similar for any ww2 aircraft...

Its worth watching the whole Video!...its a great vid!...but the bits about the prop are about 5 mins into it if you just want to see what i mean...but i agree since the latest 14588 patch the props do look a bit ott...

lol the awkward squeek of the throttle @2:38 made me really laugh. didnt they have WD40 back then ? and great example of external sounds ! brilliant video.

Last edited by Ali Fish; 05-24-2011 at 10:50 PM.
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  #13  
Old 05-24-2011, 10:50 PM
Strike Strike is offline
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I think the new prop-effect looks absolutely fantastic, if you were at around idle... It should not be as visible at higher RPMs and I purposely try to keep my plane at high RPMs to avoid this effect :p it's annoying as hell when I know what a prop looks like over the cowling of a cessna 172 or piper cherokee warrior. But like I said, effect represents what you see in real life at LOW rpms :p

Like somebody already said, take a model plane if you have one, or take a cooling fan from your PC or just a normal cooling-fan for summerdays and watch the prop go at medium/max RPM. That should clarify some things for the hollywooders. You can only make out this effect if you try to concentrate on the propeller or try to follow the propellers rotation with your eyes, because your eyeball shifts viewdirection so fast you can actually make out the detail of a blade during this small time-window.

Like I previously stated, if we were to do the same realism with a CRT monitor instead of a propeller, we'd get the flickering effect. Try capturing a video with your mobile phone camera, then you'll get an even worse effect of some horizontal lines, because the phone captures the image so slowly. Example:



I probably shouldn't have posted this, we might actually end up with this ingame now as this is new proof of propeller visuals!!!
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  #14  
Old 05-24-2011, 11:14 PM
Strike Strike is offline
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Quote:
Originally Posted by Ali Fish View Post
...and great example of external sounds ! brilliant video...
Not directed at you specifically, but again on the common perception of TV-pilots of today is that these sounds are recorded from the actual camera's postition during flight.

Not saying that you meant "realistic exterior sounds for the environment", I think you ment "Wow those sound clips are great standalone spitfire sounds" (disregarding the video footage).

Because anyone can hear that these soundclips from the external footage have been recorded on the ground as the spitfire does a flyby. As is with nearly all guncam clips featuring sounds and gunfire. There is absolutely no point in attaching a microphone to an aerial camera. Why? Because all you'd hear is a hurricane-force windgust going "SCHWOOOOOOOOOOOSSSSOSOSOSOOOCCCCHHHFFFFFFF". You'd have an extremely boring soundtrack that nobody watching it could relate to, because how many people actually get to fly spits? Nobody knows what they sound like in air, unless they've actually flown it in person. Hence the groundrecordings for sound, because everyone who has been at an airshow can relate to THAT.

Actually rise of flight (i hate comparing it, but that's not what this is... this is just referencing) does a good job on simulating wind sounds. You'll hear the wind better at higher speeds and when pulling sideslips or leaning out of the protection of the windscreen. IRL I believe the engines would make so much noise you would have a hard time even hearing the guns very well when firing. And definately not able to hear surrounding planes unless you are at a very low RPM. But if we were to have a sim with realistic audio effects, it would be very "unusual" to the basement-simmer because suddenly you have no audio feedback when firing guns or listening for enemies. It would frustrate people that like to feel immersed by hearing every mechanical linkage move within the gun or hear the overheated pistons grinding against the engine cylinderblock, or hear the bullets tear through fabric...

I admire the modern games like BlackOps that do a really good attempt at weapon sounds with dynamic range effects. They have a different sound for firing from 1st person and standing next to the weapon from when you are far away. It's a lot less defined at a distance with more of a echoing snap/pop. On the firing range in the RNoAF I experienced and recalled this when firing the AG3; Up close, while leaning your cheek against the stock/butt of the AG3, you can feel the mechanical parts interact within the weapon between each shot as the recoil spring dampens the recoil, rechambers a bullet and fires it off giving a very metal "Clank" sound between each shot. If you fire it from your shoulder without aiming down the sights (not touching the stock with your head) you will NOT hear this, but only a loud bang. Stand next to the muzzle when it's being fired by someone else, and it's an even louder PANG-like sound and you can clearly feel the overpressure.

But the exterior sounds from that vid clip is not realistic. I agree we need a compromise on sounds between realism and hollywood, but not visuals. I want it to represent reality as much as possible. But that's me.
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  #15  
Old 05-25-2011, 02:30 AM
White Owl White Owl is offline
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Mazex, that propeller would make me crazy. No, my prop ingame doesn't look like that. At high RPM, my prop all but disappears; it's nearly invisible, just like before the hotfix patch. At low RPM the rotating, flickering effect is visible, but still it doesn't look so unrealistic as yours.

I wish I knew what the solution is.
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  #16  
Old 05-25-2011, 02:36 AM
Blackdog_kt Blackdog_kt is offline
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It doesn't look hollywood-ish on my installation either. All i get is a somewhat more visible disc at low RPM and maybe a flicker of prop blades if there's sunlight bouncing off the prop at the correct angles.

In short, it looks pretty realistic on my installation and it's invisible 99% of the time at high RPM unless viewed under the correct combination of viewing angle and light.
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  #17  
Old 05-25-2011, 03:44 AM
Space Communist Space Communist is offline
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Yeah I do not know what is going on with your game, mine does not do that. Practically invisible at normal flying rpm.
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  #18  
Old 05-25-2011, 04:03 AM
Tiger27 Tiger27 is offline
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Mine looks pretty much invisible, with just the odd flicker of what i assume is the sun glinting off the blades.
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  #19  
Old 05-25-2011, 06:34 AM
Havoc04 Havoc04 is offline
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@Col123 thxs for that Video mate. Was awesome to watch. After i watched you're Video i looked at the Op video again. I wasn't looking at the Prop stuff just listening to the sound.. Need i say more

Off topic sorry about that ...
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  #20  
Old 05-25-2011, 09:13 AM
Rattlehead Rattlehead is offline
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Prop at higher rpm's are basically invisible for me too. I start seeing the prop on the 109 at around 1500 rpm, and for the Spit it's around 2000 rpm (I think, maybe a bit higher for the Spit)

Anyway, the revs have to be pretty low for the prop to start showing in my case.
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