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IL-2 Sturmovik The famous combat flight simulator.

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  #301  
Old 11-09-2007, 04:38 PM
Chivas Chivas is offline
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Evgeny wrote:

9) Will SoW take advantage of multi-core setups, dual or even quads?

Will.

This will be good news for people wanting to upgrade.

Since BOB is using OpenGL does installing a DX10 video card make any difference in performance and quality? But I guess it doesn't matter because most high performance video cards will have DX10 anyway.
  #302  
Old 11-10-2007, 09:15 AM
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Hi Oleg,
Will ground damage caused by bomb's fade away over time, as is the case now in IL-2?
  #303  
Old 11-10-2007, 11:23 AM
1.JaVA_Sharp 1.JaVA_Sharp is offline
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a little something about damage modelling.

Both the Spitfire and Hurricane used a coolant called Glycol. Will a leak in the glycol tank cause you to have to set down your aircraft with a nonfunctioning engine? or to clear it up, next to fuel leaks will we also get oil and coolant leaks?

and secondly; will a single bullet to the radiator knock out a Spitfire?
  #304  
Old 11-10-2007, 08:45 PM
skies_blade skies_blade is offline
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ya the spit would drain glycol if it got hit there. It'd be a cool feature!
  #305  
Old 11-11-2007, 01:21 AM
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I can appreciate everyones graphical/realism enhancements, but what I wanna know is at what cost are all these going to be implimented.

The AI in IL2 is old and sometimes quite frustrating in regards to realism. It cheats and isn't necesarily strapped with the same laws of physics as my plane is.

I'd much rather have a GREAT AI 'routine' written at the expence of glycol covered windshields, crews running around topping off your petrol, independant wheel suspension etc etc.

So............ What difference in OFFLINE AI behaviour can be expected in BoB? Will the LONG STANDING complaints in AI behaviour be corrected in BoB? Will AI rely on engine management cheats.... non existant energy bleeding.... et al? Or will therer finally be a more accurate AI model/routine?

I know it sounds like I'm whining. Don't meant to come off that way, but candy wrapper improvements like some ask for make no nevermind to me if the AI isn't drastically improved.

Thank you.
  #306  
Old 11-11-2007, 05:17 AM
Chivas Chivas is offline
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As far as I know...everything will be improved including AI.
  #307  
Old 11-11-2007, 11:15 AM
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Hi Oleg,
I got a question for you.....will vehicle's have working headlights, if conditions are edited to night time hours?...working running lights on ships/trains?
  #308  
Old 11-11-2007, 11:58 AM
1.JaVA_Sharp 1.JaVA_Sharp is offline
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Quote:
Originally Posted by SlipBall
Hi Oleg,
I got a question for you.....will vehicle's have working headlights, if conditions are edited to night time hours?...working running lights on ships/trains?
I'm gonna have to disappoint you there Slipball. Most if not all vehicles of the time were fitted with shutters which provided a narrow slit of light for a driver to see. I don't remember if the devs added it to the stuff that has already been shown though.
  #309  
Old 11-11-2007, 12:13 PM
-Sulan- -Sulan- is offline
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I´m itching to play SOW:BOB now!!

I have a question:

Will there be any (simple) scripting available in the mission builder? Like "Triggers and events" or something like that?

Thanks for your answers so far!!! And all who asked good questions!!! Have enjoyed them very much!
  #310  
Old 11-11-2007, 12:57 PM
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Quote:
Originally Posted by 1.JaVA_Sharp
Quote:
Originally Posted by SlipBall
Hi Oleg,
I got a question for you.....will vehicle's have working headlights, if conditions are edited to night time hours?...working running lights on ships/trains?
I'm gonna have to disappoint you there Slipball. Most if not all vehicles of the time were fitted with shutters which provided a narrow slit of light for a driver to see. I don't remember if the devs added it to the stuff that has already been shown though.

Interesting...Britain civilian, commercial vehicles as well?.....but slit's would be nice
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