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IL-2 Sturmovik The famous combat flight simulator.

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  #191  
Old 06-21-2010, 02:57 PM
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major_setback major_setback is offline
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Quote:
Originally Posted by Oleg Maddox View Post
Probably we should make later the same screenshot for the comparison in every detail.
I am very impressed by the WoP scenery (and by the SoW WiPs too, of course).
I think you mean that you will do even better scenery than WoP. If so then I will be very happy with that!!! ..it is something I have been waiting a long time for.
...But I can imagine that the more complex game engine of SoW requires a lot more computing power than WoP, and that I would need a bigger computer to get similar results from SoW, especially if I wanted to feel air turbulence etc. at the same time.


I think I know the answer to the most asked question on this forum: 'what computer will I need for SoW'. The simple answer is: the biggest and best one you can possibly get!
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  #192  
Old 06-21-2010, 03:08 PM
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Will there be jamming stations in SoW, so the radiocantact can falter?
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  #193  
Old 06-21-2010, 04:23 PM
Cobra8472 Cobra8472 is offline
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Absolutely excellent work Oleg.

Really looking forward to this sim!!

I would love to hear your thoughts on a rather important note;

In one of the SimHQ interviews, you and Ilya go into depth on your thoughts regarding the closure of ACES and hint at bringing current Flight Simulator X developers over and utilizing the Storm of War engine.
Since commercial addons are a big big part of the Flight Simulator X developer community- I'd really like to ask you how you feel about commercial addons?

Do you perhaps have any idea how open the engine will be to deeper level changes, such as implementing Heads up Displays, advanced avionics or for example new AI routines (tactics, etc)?
Being knee deep in the Flight Sim X development area (Quite a bit of my work in that F6F Hellcat you saw in the last update thread! ) these are indeed important things to consider, even as
a mod community enthusiast!

In any case, absolutely fantastic work- I see a bright flight simming future for all of us

Last edited by Cobra8472; 06-21-2010 at 04:26 PM.
  #194  
Old 06-21-2010, 04:43 PM
Chivas Chivas is offline
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I know SOW will have correct elevations, but are riverbanks still possible? Some will say this is a very minor issue, but they would be surprised how this feature adds immersive depth to the terrain.
  #195  
Old 06-21-2010, 04:53 PM
lbuchele lbuchele is offline
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Regarding civil aircraft, how about Third party modders developing big and complex aircraft of the era like the panam clippers with a challenging engine management?
It will more in the spirit of the series than modern jetliners,for example.
  #196  
Old 06-21-2010, 04:59 PM
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Quote:
Originally Posted by Foo'bar View Post
And additional development screenshots.

They are so detailed I can read the names on the tyres!!
He he
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  #197  
Old 06-21-2010, 05:56 PM
BadAim BadAim is offline
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Made me look.
  #198  
Old 06-21-2010, 06:03 PM
ivagiglie ivagiglie is offline
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Hi Oleg, the nicest screenshot for me was the one showing the wind settings, hopefully we will have some serious weather effects - navigation in IL2 is really too simple, unfortunately.
Improving in this area, together with more complex engine/plane frame condition management, will make the SoW a real simulator.

Looking at the dialog for the wind settings (MissionConditions) I have some questions though:
1) can the weather change or will it be set once and stay the same for the whole mission?
2) are the map(s) big enough for considering variable weather in different areas? (e.g. I take off with in a gentle breeze in Holland, find a strong wind over England and rain when eventually landing at Cherbourg)
3) ...and most important: will wind affect bombing?

Spasibo!
  #199  
Old 06-21-2010, 06:03 PM
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Oleg, I think that my question wasn't noticed:

Will metal bend while collision?
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  #200  
Old 06-21-2010, 06:11 PM
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Quote:
Originally Posted by KOM.Nausicaa View Post
I have worked with third party tree renderers as well for movies. It's very hard to make them look right for your project - but still better than no third party tree renderer.
Most people that don't know 3D have no idea how hard it is to make your own custom trees looking good from far but also from very close. Building trees that do can take months for modeler.
A point well made and I bow to your much more recent knowledge of 3D rendering and modelling. But surely at altitude Oleg could get away with something much faster. Say like "flat" trees, several layers of speckled greens, but with bump mapping (or tesselated) and spotty alpha transparency for contiguous woodland (the word forest is not much used in England and has specific meaning.)
And maybe these simple layers could co-exist with the more complex meshed trees but maybe overall alpha could be smoothly varied so you don't see the crude model close-up. That way you'd get the same "atmospheric physics."

Major_Setback's post http://forum.1cpublishing.eu/showpos...&postcount=174 clearly shows there's a distance in WoP where hedges and woods look rendered as fairly simple patches.

56RAF_phoenix

P.S. Sorry to harp on about trees and hedges, but they really will make a huge difference to immersion (as opposed to flashy explosions and similar eye-candy.)
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