Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik

IL-2 Sturmovik The famous combat flight simulator.

Closed Thread
 
Thread Tools Display Modes
  #401  
Old 03-07-2010, 03:32 PM
ECV56_Guevara ECV56_Guevara is offline
Approved Member
 
Join Date: Dec 2007
Location: Planeta Trampa
Posts: 248
Default

Oleg and team: the online wars like Air War, Air domination war, our squad own online war Condor War, use the eventlog and the .mis to create troops movements, supply lines, etc..just to recreate a battle scenery. I wanna know if in Bob the .mis and the log will be in similar open editable format, and if tit will have more info than the actual one. I hope you understand my question, english is not my language. Thanks in advance.
__________________

Bombing smurfs since a long time ago...
  #402  
Old 03-08-2010, 02:46 PM
Mysticpuma's Avatar
Mysticpuma Mysticpuma is offline
Approved Member
 
Join Date: Jan 2008
Location: Bromsgrove, UK
Posts: 1,059
Default

Hi Oleg, I wonder if you have time to explain how the weather effects will work in SoW?

My main question about the weather is cloud layers. I have talked with various pilots from the WW2 era and many seem to recall two and sometimes three layers of cloud which they flew up through.

I wonder if it will be possible to have a low cloud layer with the pilot can fly up into, then break through it. Then the cloud layer would be beneath them, but above them would be another cloud layer to go through. Effectively once through the first cloud layer, their would be cloud below and cloud above, but both would be possible to fly through?

http://upload.wikimedia.org/wikipedi...ud_layers.jpeg

Would be very authentic and immersive. I wonder if you have time to discuss it?

Thanks, MP. Very eagerly awaiting this
  #403  
Old 03-08-2010, 03:32 PM
Ernst Ernst is offline
Approved Member
 
Join Date: Nov 2009
Posts: 285
Default

Limited radio ranges or no radio transmitters (in some planes) negating comms between players would be a interesting feature. This ll encourage players to fly close and allows new tactical and strategies. Ex.: Destroy enemy radio stations.
  #404  
Old 03-08-2010, 06:06 PM
Stiboo Stiboo is offline
Approved Member
 
Join Date: Mar 2010
Location: Torquay UK
Posts: 145
Default Q & A & Requests - FMB

Any news you can give us on the FMB? -

how many types of triggers

how many types of mission eg - escort, attack, free flight ...

how many flights/aircraft per side

Can we cut and paste the mission briefing/writing from MS Word etc...

Will we be able to add other things such as photos or music in mission briefing?

Regards

Stiboo

[SIGPIC][/SIGPIC]

Last edited by Stiboo; 03-08-2010 at 06:26 PM. Reason: test of new Sig !
  #405  
Old 03-10-2010, 03:20 PM
Sebtje Sebtje is offline
Registered Member
 
Join Date: Mar 2008
Location: New York, NY
Posts: 3
Default

Dear Oleg,

What about a good old school hardback game manual copy in the box? Big format paper Navigation Map...

It will be sell just a DVD on a plastic box or with useful goodies in the package (Manual, Maps, B-Uhr for the collector edition?! )???

The idea is a win-win situation with happy customer with added value and more sales for 1C.
  #406  
Old 03-12-2010, 11:10 PM
Flyby's Avatar
Flyby Flyby is offline
Approved Member
 
Join Date: Oct 2007
Posts: 701
Default

Oleg,
I know SoW_BoB will support multi-cores CPUs, but how many cores will it support? 2? 4? 6?
thanks man,
Flyby out
__________________
the warrior creed: crap happens to the other guy!
  #407  
Old 03-14-2010, 04:45 PM
zakkandrachoff's Avatar
zakkandrachoff zakkandrachoff is offline
Approved Member
 
Join Date: Dec 2008
Location: El Cazador, Buenos Aires
Posts: 423
Question

a question about texture or "skins" of airplanes
the texture will be fragmented like LOMAC? for example, in a mission, i don't want the yellow nose of the Bf 109E, so i change the yellow nose for a white nose, but i don't touch the rest of the skin of the plane. will be?. or only will be a entire skin like il2



__________________
my best: Bf-109; He 162; Hellcat; Schwalbe
Core2Quad 9400 2.66Ghz 45nm - 4x2gb ddr2 800 Kingston = 8GBRAM - XFX Radeon HD 5850 Black Edition 1Gb DDR5 765Mhz/1440steam/ 4.5Gbps- 1/2 Terabyte Wn D 32mb - Mother Assus P5QLE - P&C Silencer 750W - Sentey RJA246 LCD 4 coolers - DVD/RW 20x LG - LCD Samsung P2350n 23" - Edifier C2 2.1+1


waiting for: Il-2: Armée de l’Air; Continuation War; Battle for Moscow; Stalingrad; El Alamein; Sicily; The West Air Campaign; Berlin
ZakKandrachoff
  #408  
Old 03-15-2010, 10:40 AM
mark@1C mark@1C is offline
Approved Member
 
Join Date: Nov 2009
Posts: 51
Default

Hello, BOSS
After I have read the interview "Visite de Maddox games et interview d'Oleg" written by Check-six community, I get to realize how realistic you are going to give us, especially the statement of the full engine management demonstrated by Mr. Roman Deniskin, using clickable mode.
However this reply is about my idea of operating using keyboard, perhaps we can call it a little improvement of "typeable" or "strikeable". I mean, a visual interface for keyboard/"typeable" players, just like me.
Traditional Control Setting/key mapping interface is in a TEXT style, with the functions/commands listed on the left side of the screen, keys on the right side. It's okey for a game such as Counter-Strike, such a game does not have too much keys to control(just Forward, Backward, Jump and so on). So a TEXT style interface can deal with it at all.
But the coming BoB/SoW is not a FPS like Counter-Strike, it is a simulation, just as what you have been doing. It should have a large number of keys to use, even more than IL-2 I guess. And different types of planes will have different cockpit layouts.
So considering these two points, the numbers of the keys and the various layouts of different types(though subtypes will have similar layouts). I think we can have a visual-cockpit-key-mapping-interface, that means while we are going to set some keys and suppose we are going to fly Bf109E, the Control Setting/key mapping Interface will turn us to a detailed illustration of its cockpit, then we can set each key in a direct visual or somewhat ergonormic way.For some examples, if the switch or button is on the left side of the cockpit control panel, we can use "Z" or "A" or "Q" etc; if a bar or lever, we can use "Spacebar" or "Shift" etc; We get to know which key to use in game control immediately, and it may also help us to read and memorise the different functions of diverse instruments and equipment in the cockpit, especially for beginners. And another important thing is, after having finished configuring all the keys, we can save it as a file, such as Bf109E.key or SpitfireMkIIA.key, etc. We can load different key configurations in different types of planes.
"Coupled with this is a new Joystick module that allows the player to save and store up to 4 different stick sensitivity routines. These can all be adjusted or loaded in the arming screen. So once you have selected your aeroplane type you can select your customised stick profile."——Allow me to quote this paragraph from the thread of 4.10 patch DT, my idea of keyboard module is a bit like it.
I believe it will increase the immersion to some extent to the game, and it is not difficult to implement.
Of course, the most immersive way to do all these, is in a real-time 3D environment. I mean, you just sit in the cockpit and setting the keys to the cockpit panel. It may begin with a choice of the "Adjusting Mode" from the UI, when the player is in a specific plane. Then the screen will turn to Black-and-White( or blueprint, etc) visual effect, the switches and buttons which can be used in the game will be highlighted. and a detailed instruction bubble will indicate the function beside the one the player has chosen, and so on...
Regards.

Last edited by mark@1C; 03-28-2010 at 12:41 PM.
  #409  
Old 03-15-2010, 12:09 PM
Skoshi Tiger Skoshi Tiger is offline
Approved Member
 
Join Date: Nov 2007
Location: Western Australia
Posts: 2,197
Default

Hi Oleg, I've just re-watched Bridges of Toko Re and it gave me an idea.

Would it be possible to have a command to ask an AI wingman to perform a visual check of your aircraft. (we can use teamspeak or the chat bar for human wingmen)

With such a detailed damage model it might be useful on a full realism server or campaign to have a friendly AI have a quick visual inspection and give verbal information like "your leaking fuel" or "looks like your gear is shot up" or "bail out quick your on fire" or "Crickey, I can see right through you!". Hopefully it would just be an AI script to implement it. (Says the man with no idea of the complexities of creating AI scripts )

Just an idea.

Thanks to you and your team for all the hard work.

Cheers!

Last edited by Skoshi Tiger; 03-15-2010 at 12:23 PM.
  #410  
Old 03-15-2010, 02:01 PM
Blackdog_kt Blackdog_kt is offline
Approved Member
 
Join Date: Jan 2008
Posts: 2,715
Default

Quote:
Originally Posted by mark@1C View Post
Hello, BOSS
After I have read the interview "Visite de Maddox games et interview d'Oleg" written by Check-six community, I get to realize how realistic you are going to give us, especially the statement of the full engine management demonstrated by Mr. Roman Deniskin, using clickable mode.
However this reply is about my idea of operating using keyboard, perhaps we can call it a little improvement of "typeable" or "strikeable". I mean, a visual interface for keyboard/"typeable" players, just like me.
Traditional Control Setting/key mapping interface is in a TEXT style, with the functions/commands listed on the left side of the screen, keys on the right side. It's okey for a game such as Counter-Strike, such a game does not have too much keys to control(just Forward, Backward, Jump and so on). So a TEXT style interface can deal with it at all.
But the coming BoB/SoW is not a FPS like Counter-Strike, it is a simulation, just as what you have been doing. It should have a large number of keys to use, even more than IL-2 I guess. And different types of planes will have different cockpit layouts.
So considering these two points, the numbers of the keys and the various layouts of different types(though subtypes will have similar layouts). I think we can have a visual-cockpit-key-mapping-interface, that means while we are going to set some keys and suppose we are going to fly Bf109E, the Control Setting/key mapping Interface will turn us to a detailed illustration of its cockpit, then we can set each key in a direct visual or somewhat ergonormic way.For some examples, if the switch or button is on the left side of the cockpit control panel, we can use "Z" or "A" or "Q" etc; if a bar or lever, we can use "Spacebar" or "Shift" etc; We get to know which key to use in game control immediately, and it may also help us to read and memorise the different functions of diverse instruments and equipment in the cockpit, especially for beginners. And another important thing is, after having finished configuring all the keys, we can save it as a file, such as Bf109E.key or SpitfireMkIIA.key, etc. We can load different key configurations in different types of planes.
I believe it will increase the immersion to some extent to the game, and it is not difficult to implement.
Of course, the most immersive way to do all these, is in a real-time 3D environment. I mean, you just sit in the cockpit and setting the keys to the cockpit panel. It may begin with a choice of the "Adjusting Mode" from the UI, when the player is in a specific plane. Then the screen will turn to Black-and-White( or blueprint, etc) visual effect, the switches and buttons which can be used in the game will be highlighted. and a detailed instruction bubble will indicate the function beside the one the player has chosen, and so on...
Regards.
I'm not sure i understand what you mean, but it looks like you're requesting a cockpit-relative control scheme, right?

What we have now in IL2 is a function-relative control scheme. That means, in all planes if i press "G" the landing gear will start moving up or down.
In a cockpit-relative control scheme, the keys don't correspond to a function that needs a switch to be flipped, but to the switch itself relative to the cockpit layout. So, for example, pressing "G" in a cockpit relative control scheme will not have the same effect in all aircraft and most of the times it will not be the landing gear. It will be whatever switch/button happens to be to the center and a bit left of the instrument panel.

Is this what you are requesting, or did i misunderstand everything?
It's an interesting idea, i wouldn't use it but it could be useful for other people.
Closed Thread


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 11:27 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.