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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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  #391  
Old 01-30-2012, 11:37 PM
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Feathered_IV Feathered_IV is offline
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I got lost somewhere around Mrs Lombardo. I think I agree with the sentiment, but struggled with the prose.
  #392  
Old 01-30-2012, 11:39 PM
Blackdog_kt Blackdog_kt is offline
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That's the way i see it too.

Was i disappointed with the state of the sim on release: Yes

Is anyone else making a new WW2 prop-sim engine: No

Can any other engine support as many objects (static/AI) on a map and actual programming to make your own dynamic environments: Not to this extent (a guy on simHQ populated the CoD map with about 2000 objects all over both coastlines and it was running the same as when the map was empty on his rig)

Does any other game give you a big enough map AND a representative selection of flyables for the scenario for this cost: No, the trend of the day is to buy everything separately.

And since something's got to give, in all walks of life, in this case it gave in in terms of performance/stability due to last minute rushing to publish the software or scrap the whole thing. What the sim does took up so much money and time, that something else ha to suffer for it and be added in at a later date.


It could have been different but something would still have to give. We might have had a stable sim from the start but have to buy planes individually, or have a smaller map, or an engine that can't handle more than a couple hundred simultaneous objects in a mission.

It's not desirable but it's understandable for everyone who is willing to go a little bit beyond "i want now" mentality and see the big picture. Sure, i want everything too and i want it to work 100%. But i'm not going to act like there's nothing else offered to keep me busy in the meantime, because it clearly is and it just so happens to be the exact features i had hoped for. Maybe they're not fully polished, but the part of the code dealing with them is already part of the game's engine, which is much better than having to shoe-horn them in at a later date.

So, it's also a matter of personal priorities. For me things like AA are the least of my issues. If they came to me and told me "hey man, we'll do the patches in the order you say", i would tell them:

"Visual quality is good enough, if it's performing well too then stop working on it for the next 6 months. Then give me a bit of documentation for the libraries so i can start making some C# scripts, fix the FMs,improve the CEM and fix all bugs in the logic of aircraft controls/systems so that we can fly what we have."

Sadly though, for a technical oriented crowd like we flight simmers are, there's a whole lot of "FPS-style benchmarking obsession" going on which leads to missing the big picture. Nothing wrong with other gaming genres, i play TF2 all the time. But the priorities of making one type of game are not the same as making another one.

I want to work on a project for a dynamic campaign some point during this year. I want the mission script to check if my airfield has enough fuel, then top up my tanks and remove that from the airfield's total. When i come back and land i want the remaining fuel to be added to the total. When the airfield is low on fuel, either due to attacks or normal use, i want it to trigger an AI convoy that will bring fuel from the fuel dump to the airfield. If the convoy is attacked and destroyed then sooner or later it's no fuel for you mr. player, spawn at a different airfield.

In other words, i want to make a supply system that will make what you do online matter. And the engine gives me the tools to do it. So, you can understand how much of a shame it is that these tools are undocumented because through all these months apart from the valid performance and stability complaints, the rest have been requests for purely aesthetic aspects like the nature of tracers or a couple of jaggy aerials.

Sure, visuals and sound are an integral part of the immersion process. So is having a proper environment to fly in though, otherwise we would all be looking at photos of warbirds to get our fix.

Excuse my disappointment, but the amount of people who miss the big picture of

a) what the sim tried to achieve and
b) how the complexity of that goal is actually the cause of its problems

is too damn high.
  #393  
Old 01-30-2012, 11:49 PM
Sternjaeger II Sternjaeger II is offline
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Quote:
Originally Posted by Blackdog_kt View Post

Excuse my disappointment, but the amount of people who miss the big picture of

a) what the sim tried to achieve and
b) how the complexity of that goal is actually the cause of its problems

is too damn high.
I don't think it's necessarily true. I mean, surely there are people that don't even begin to understand the richness and complexity of CoD, these guys brought the world of WW2 simulation to a whole new planet (the DM itself is worth the experience!), one should ask though whether maybe the combination of setting their goal so high and the series of mishaps they had whilst developing the game it's what really caused all the issues.

I'm sure that we will hardly see anybody else reaching their standard, but boy was it a bumpy ride!
  #394  
Old 01-30-2012, 11:54 PM
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It appears to me, based upon the constant barrage of noise that follows every update, 1C/Luthier/Black Six have taken the defensive position of managing the expectations of their customers. Very little information is given with no target date(s). This is the low maintanace solution and the most prudent course to take.
  #395  
Old 01-31-2012, 12:33 AM
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Quote:
Originally Posted by Feathered_IV View Post
I got lost somewhere around Mrs Lombardo. I think I agree with the sentiment, but struggled with the prose.

I'm no Edgar Allen Poe, despite how scary my grammar is... LOL
  #396  
Old 01-31-2012, 01:46 AM
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Richie Richie is offline
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Steady men...Keep calm, because soon it will be all over


  #397  
Old 01-31-2012, 01:49 AM
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Quote:
Originally Posted by Blackdog_kt View Post
Excuse my disappointment, but the amount of people who miss the big picture of

a) what the sim tried to achieve and
b) how the complexity of that goal is actually the cause of its problems

is too damn high.
So true
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Theres a reason for instrumenting a plane for test..
That being a pilots's 'perception' of what is going on can be very different from what is 'actually' going on.
  #398  
Old 01-31-2012, 01:59 AM
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Quote:
Originally Posted by Frequent_Flyer View Post
It appears to me, based upon the constant barrage of noise that follows every update, 1C/Luthier/Black Six have taken the defensive position of managing the expectations of their customers. Very little information is given with no target date(s). This is the low maintanace solution and the most prudent course to take.
IMHO the last update contained more information and 'insight' than most updates up to this point..

Sadly the negativity and flat out slanderous replies seemed to follow in kind..

Put another way the more 1C says, just provides more opportunity for people to twist what was said..

Thus based off the responce to this last update I would not be surprised that from this point forward 1C says even less in future updates..

And I wouldn't blaim them one bit
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Theres a reason for instrumenting a plane for test..
That being a pilots's 'perception' of what is going on can be very different from what is 'actually' going on.
  #399  
Old 01-31-2012, 02:04 AM
hiro hiro is offline
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* all the promises oleg gave are nil and void, because he's not with the current dev crew.

thanks for the update . . .


I do like how the devs explain the intricacies of Modern Software coding. Its alot, and you have different teams doing different parts of the code / working on their part / aspect of the game. Then you have to bring it together. and that's a really, really simplified version.

Alot of complainers really show their lack of knowledge how a professionally made software package / application / game is made.

Its like thinking Hollywood blockbusters are made by a writer doing a script, a director getting it, a guy running the cameras filming, and then later two graphic artists and a sound guy completing the sounds . . .

There is more to it. It can take years to make such a thing. There are lots of names in the end credit.

This is game is a blockbluster and it'll take years. The only issue is that what should've been just a trailer (demo), got released as the full movie.


And Oleg probably had most of the code said and done way back in '08, but since he jumped ship, he probably took it, and they had do lots of this game in scratch which explains the shoddy release it was.


People wanting specifics and exact dates, its like watching a grass grow. The devs and blacksix are catering to the high ground by expecting us to understand that coding is not a simple thing.

In fact if they gave us the blow by blow, it'd be an insult to our intelligence and it'd be like watching grass grow:

01-30 6 AM: it's not sprouted yet.

01-30 7 PM Yes we've watered the grass seed.

01-31 BIG UPDATE: Oh shiz, a bird just took one of the seeds. Will replace missing seed in 2weeks.

01-31 still waiting on seed order.

02-01 post office tracking isn't working, no update.

Last edited by hiro; 01-31-2012 at 06:11 AM.
  #400  
Old 01-31-2012, 02:13 AM
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Quote:
Originally Posted by hiro View Post
And Oleg probably had most of the code said and done way back in '08, but since he jumped ship, he probably took it, and they had do lots of this game in scratch which explains the shoddy release it was.
IMHO that did not happen.. For some of the very reasons you just got done pointing out

There is no ONE GUY

It is a team, like your movie making analogy.. Oleg would be the director

Which means the guy holding the camera (writing FM code) would not be affected by the director being replaced, other than to make changes to the code that the new director requested.. if any. That is to say the orginal director did not take the camera/film with him when he left

The best news we have got this year was from one or two updates ago, Where Luither stated that the '1C' way of doing things with IL2 will be done with CoD.. Where sequals will add new features, upgrade features, add new content (planes, maps, etc)

So, a few years from now we will be looking back at CoD much like we now look at the orginal IL-2 software.. A foundation that took hold!!
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Theres a reason for instrumenting a plane for test..
That being a pilots's 'perception' of what is going on can be very different from what is 'actually' going on.

Last edited by ACE-OF-ACES; 01-31-2012 at 02:16 AM.
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