#231
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In IL2 its enough how the turbulences feel with the G940
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#232
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I just hope despite the turbulence flame war, 1C will still post another video next time.
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#233
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On a side note I wonder if there will be a demo disc release for SoW as there was with Il2 Shturmovik Last edited by KG26_Alpha; 01-26-2010 at 12:06 PM. |
#234
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cheers |
#235
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You think so ?
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#236
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Do you really think Oleg comes here to hear how great you think he is ?
I mean really ??? He wants FEEDBACK. Good feedback .... even if sometimes he doesn't like it/ or in my case the person giving it. |
#237
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Oleg or Ilya, could you possibly tell us yet whether you have any inkling of the specifications for the engine regarding 3rd party 3D objects (polycounts, texture size, formats, etc.)? I imagine that would be useful information to bear in mind for a number of people. Will there be import/export tools released with the game or will that be postponed until a while afterwards? Will you provide a guide at some point for the guidelines to creating 3D objects or will you leave the process to trial and error like many game developers do? I realise these are questions that aren't particularly important at the moment, but I'm just curious to be honest, since this is your first foray into making an openly moddable game. I very much appreciated your earlier explanations about 3rd party content being outside the officially sanctioned "locked set" of objects and the ability of users to edit FMs etc. without compromising online play and was just wondering whether you'd care to expand upon them slightly with some ballpark figures.
Last edited by TheGrunch; 01-27-2010 at 04:37 AM. |
#238
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It appears that I have been misunderstood. Evidently my prose needs improvement.
I wrote: Quote:
Quote:
I also agree with some of the statements made here, for instance: Quote:
In regard to FFB I'd be more interested in the real characteristics of the aircraft, like the spitfire's reversal of stick force gradient as one approaches the stall, the heavy force needed on the rudder to keep the 109 in balance at cruise speed. Have to reply to this though: Quote:
W. Last edited by RAF74_Winger; 01-27-2010 at 05:39 AM. |
#239
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Just as "IL2's" field of vision is an approximation of a humans "field of view", we need to approximately represent the shaking of the aeroplane and its occupant. When we drive the human eye darts back and forth focusing on many small details (all the time adjusting for changes in "depth of field" and posture), but the brain puts all this information together into a single big picture. The in-game image is equally rich in detail from the center of the screen to the edge...also the "depth of field" sharp from up-close to far away. The game represents the world in this way so that "we" as the player can immerse ourselves in the world of the game. So the real question is NOT whether or not the shaking in the video clip is technically accurate, BUT the question is how do we want the shaking of airplane and pilot to be represented in the game... p.s Its 4 AM here and I'm getting a bit blurry (lol)...I hope my ideas are easy to read. Back in the old days their where many interesting discussions at the "ubi zoo" about the "field of view" and the "depth of field" issues. I assume that Oleg still has the same opinions. |
#240
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