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IL-2 Sturmovik The famous combat flight simulator.

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  #441  
Old 10-24-2010, 08:30 PM
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ElAurens ElAurens is offline
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Slipball, you are serious?

You would not buy the initial release simply because you cannot operate the primer pump and manually test the hydraulics?

Our genre is already very small. Not buying the best WW2 air combat simulator just because you cannot push a few levers and twist some knobs is just petty.

And childish.
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  #442  
Old 10-24-2010, 08:31 PM
Chivas Chivas is offline
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Quote:
Originally Posted by JG1_Wanderfalke View Post
Why is it dramatically weaker?
Ok cockpit sucks
For me Terrain textures look much better then what we have seen in SOW

For example look at the Switzerland x addon
its impossible to outperform that.
I don't have the x addon for FSX, but I much prefer SOW's developers terrain building. FSX's idea of putting trees and buildings on Satellite images looks like crap.
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  #443  
Old 10-24-2010, 08:33 PM
Oleg Maddox Oleg Maddox is offline
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Quote:
Originally Posted by Splitter View Post
May I try a short summation of what is being written?

(these are no longer random occurrences as in IL-2 where what the damage might be is determined by a percentage chance).
- No complicated start up procedures, at least at release.


Splitter
In IL-2 is two types of damage models:

1. Tha has percentage model in some square of the hit that was in a first version.
2. Co-called complex damage model which include the first one and the modeling of internals up to 40 units in some planes. This model was introduced with the Forgotten Battles forthe new flyable aircaft and in time has been added in most non AI aircraft.

In a model 2 is modelled hit boxes for engine, reductor, supercharger, fuel tanks, etc repeating actual sizes of modelled devices.
It is also included the 3D models of some elevator, rudder, etc control
that also possible to damage by hits and its based on the durability terms.

In Sow we have only the model 2 with way more advaced calculation and several separate hit boxes even for some single devices... say for the engine... I told about modeling of cylinders already for example.
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  #444  
Old 10-24-2010, 08:33 PM
Former_Older Former_Older is offline
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The option to have clickable or nonclickable cockpits must be the course of action

Making players click who don't want to or making players assign controls when they don't want to is simple foolishness in my opinion. The choice is always the proper path. We aren't talking about SWOTL here; this is the 2010

Since it appears the choice is actually present, I can't imagine what the complaint is about

Last edited by Former_Older; 10-24-2010 at 08:35 PM.
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  #445  
Old 10-24-2010, 08:38 PM
Splitter Splitter is offline
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Quote:
Originally Posted by Oleg Maddox View Post
In IL-2 is two types of damage models:

1. Tha has percentage model in some square of the hit that was in a first version.
2. Co-called complex damage model which include the first one and the modeling of internals up to 40 units in some planes. This model was introduced with the Forgotten Battles forthe new flyable aircaft and in time has been added in most non AI aircraft.

In a model 2 is modelled hit boxes for engine, reductor, supercharger, fuel tanks, etc repeating actual sizes of modelled devices.
It is also included the 3D models of some elevator, rudder, etc control
that also possible to damage by hits and its based on the durability terms.

In Sow we have only the model 2 with way more advaced calculation and several separate hit boxes even for some single devices... say for the engine... I told about modeling of cylinders already for example.
Thank you for the clarification.

Clickable cockpits: Slipball and others, I think Oleg has said that cockpits will be clickable (some controls) but that doesn't mean you MUST click. I am sure there will be corresponding keyboard shortcuts if you don't want to click.

Does that make sense?

Splitter
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  #446  
Old 10-24-2010, 08:41 PM
Oleg Maddox Oleg Maddox is offline
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Originally Posted by SlipBall View Post
I have always been against "clickable", The ability to program key's/buttons for all controls/switches was my hope for this sim. Some what accurate starting procedure was also a big hope of mine, but it will not be in the release it seems. I will most likely hold off on the release version, and see what developes down the road.
Then you will not by this sim in principle. Because we dodn't plan to make all switches available in the cockpit clickable or mapped to the buttons. Not now, not in future. This wasn't our goal now, not in future.
If some year later third party will be able to make one plane with this feature, then this will be just one plane for this sim with the complete starting procedure... because they will spend half of the time for modeling and escpecially for programming of a completely new module for just one aircraft... to make all switches clickable in 3D models (that we did from the beginning for some) doesn't means automaic work it in a sim. For this should be created additional progam module.

As for your wish: except the starting procedure all neccessary things for the fligth, dropping bombs, etc are present and in most cases fully authetic.

Last edited by Oleg Maddox; 10-24-2010 at 08:46 PM.
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  #447  
Old 10-24-2010, 08:47 PM
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Bolelas Bolelas is offline
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Default on-of switches.

--------------------------------------------------------------------------------

Sorry to ask again...
Can Mr. Oleg tell me if BOB SOW will have the possibillity of adding on/of switches instead of having only the momentary switches like the ones on the keyboard? Or it will only be possible to do it by using a program to map keys?
I know some games that have it, some RC games (radio controled sim.)
Its very usefull to people who want to build pannels or simply to add a switch (e.g.) to easy remind gear position. I hope it includes that possibillity...
I enjoy all your team work, and tank you for the updates.
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  #448  
Old 10-24-2010, 08:48 PM
Hunden Hunden is offline
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Originally Posted by Hecke View Post
so nothing clickable for start procedure?
Brickwall comes to mind talking to it that is..

Last edited by Hunden; 10-25-2010 at 01:45 AM.
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  #449  
Old 10-24-2010, 08:49 PM
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major_setback major_setback is offline
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Quote:
Originally Posted by Foo'bar View Post
Here we go again. These high quality cockpits is way more we've expected ever, isn't it? Third party can modify such things later. Oleg is concentrating on the important things, thats right and good.
Big +1
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  #450  
Old 10-24-2010, 08:55 PM
Hunden Hunden is offline
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Quote:
Originally Posted by SlipBall View Post
I have always been against "clickable", The ability to program key's/buttons for all controls/switches was my hope for this sim. Some what accurate starting procedure was also a big hope of mine, but it will not be in the release it seems. I will most likely hold off on the release version, and see what developes down the road.
You can't be serious. I'm going to hold off until this thing actually flies thats what I'm going to do. I'll show them.....

Last edited by Hunden; 10-24-2010 at 09:04 PM.
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