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  #321  
Old 01-13-2014, 01:02 AM
Fighterace Fighterace is offline
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An early P-38 F/G/H would go great with this map
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  #322  
Old 01-13-2014, 02:42 AM
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Feathered_IV Feathered_IV is offline
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Quote:
Originally Posted by Asheshouse View Post
Feathered_IV -- can you say what the copyright status is of the ground textures which you are using. I understand that you are generally not using stock textures. Are they original artwork?

I guess the build relies on "modded" objects, or re-skinned stock objects? -- but I guess that need not be a major problem.

The curved roads which appear in some of the images will not permit automatic route tracking in FMB, but they do look much better than the stock linear roads.
Hi Ash, the textures are all-new that I've made myself. Craters are part of the landscape texture, as the object ones never seem to look right.
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  #323  
Old 01-13-2014, 05:04 AM
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Oscarito Oscarito is offline
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Quote:
Originally Posted by Asheshouse View Post
The curved roads which appear in some of the images will not permit automatic route tracking in FMB, but they do look much better than the stock linear roads.
Good point. The "angled" roads hurt the landscapes IMHO.
If I could choose I would prefer only curved roads in all maps, like those in the pics.
Of course it is necessary to add more waypoints since automatic route tracking is out of question but even so the game would have a better looking...
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  #324  
Old 01-13-2014, 09:27 AM
sniperton sniperton is offline
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Quote:
Originally Posted by Oscarito View Post
Good point. The "angled" roads hurt the landscapes IMHO.
If I could choose I would prefer only curved roads in all maps, like those in the pics.
Of course it is necessary to add more waypoints since automatic route tracking is out of question but even so the game would have a better looking...
And what about campaign generators like DCG or DGen? There are waypoint number limitations per section IIRC. Good-looking roads would be pure eye-candy if no vehicles used them.
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  #325  
Old 01-13-2014, 09:34 PM
Wolkenbeisser Wolkenbeisser is offline
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Any word on the new P-40's? I hope there aren't any problems with the new models, I really hope, they are coming, because I plan to use them in my solomon-campaign.

Btw: Early P-40's lost the tailwheel lock within one of the last patches - intention?
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  #326  
Old 01-13-2014, 09:55 PM
IceFire IceFire is offline
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Originally Posted by Wolkenbeisser View Post
Any word on the new P-40's? I hope there aren't any problems with the new models, I really hope, they are coming, because I plan to use them in my solomon-campaign.

Btw: Early P-40's lost the tailwheel lock within one of the last patches - intention?
Noted in testing and yes this was intentional. The P-40 had a steerable tailwheel rather than a lockable one. Its not fully modelled but the P-40 does seem to have an easier time of it on the ground than many... so there may be a halfway measure in there somewhere.
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  #327  
Old 01-14-2014, 07:50 AM
Pursuivant Pursuivant is offline
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Originally Posted by sniperton View Post
And what about campaign generators like DCG or DGen? There are waypoint number limitations per section IIRC. Good-looking roads would be pure eye-candy if no vehicles used them.
A possibility would be to change the way that ground vehicles turn in IL2, so that rather than pivoting, vehicles make turns that follow an arc. Then, each curved road section in the game could be given the same arc of distance as a vehicle is programmed to follow during its turn maneuver. No only would this allow nicer looking roads, it would also make for more realistic looking vehicle movement.

Another possibility might be to program vehicle movement so when ordered to follow roads or railroads, they will follow a particular color "painted" on the map, or to follow roads according to map c (or whatever map layer is used to lay out roads). Likewise, boats could be ordered to follow rivers or coastlines using the same routine.

But that might be very heavy on CPU resources if you have lots of vehicles in the game, since each vehicle would have to check map c as it moves then calculate the angle it must turn to follow a particular road.

This option would also potentially negate the need for waypoints when following roads, except to make a vehicle stop or to go in a certain direction when two or more roads meet.
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  #328  
Old 01-14-2014, 11:31 AM
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ElAurens ElAurens is offline
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Guys, Guys, Guys,

Much of what you are asking for in these very complicated "wants" would mean a complete rewrite of the game engine, in essence a completely new sim.

Do you not understand that IL2 is very very old already and we are lucky to have a very talented group of volunteers who manage in their spare time to keep this old girl alive a little bit longer?

Some of the things I see you asking for are just outside the scope of a volunteer team who do this for the love of it.

I count my lucky stars every morning when I check the forum that it is still here at all, what with the publisher actively supporting a new sim that is meant to replace IL2/46 and CloD, and actually make money for them.

Be thankful for what you have.
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  #329  
Old 01-14-2014, 04:02 PM
sniperton sniperton is offline
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Quote:
Originally Posted by ElAurens View Post
Guys, Guys, Guys,

Much of what you are asking for in these very complicated "wants" would mean a complete rewrite of the game engine, in essence a completely new sim.
Copy that
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  #330  
Old 01-15-2014, 12:24 PM
150GCT_Italo 150GCT_Italo is offline
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How about possibility to fly in co-pilot for school? Bombers apart, there will be a/some dedicated aircraft (Tiger Moth, Texan, etc.) with this dual-seat capabilities?
Should be wonderful and could fix a lack coming from firs release.
Thx 4 your work
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