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

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik: Cliffs of Dover

IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games.

Reply
 
Thread Tools Display Modes
  #51  
Old 01-31-2011, 12:04 PM
Koyan Koyan is offline
Approved Member
 
Join Date: Jan 2011
Location: A bridge too far
Posts: 51
Default

Quote:
Originally Posted by mazex View Post
Here is a post I found searching the old favorite rec.aviation.simulators....
Interesting read. This brings back memory's of Hellcats over the pacific and Missions at Leyte Gulf. Played that on Atari 1024, loaded from floppy
Reply With Quote
  #52  
Old 01-31-2011, 12:42 PM
mazex's Avatar
mazex mazex is offline
Approved Member
 
Join Date: Oct 2007
Location: Sweden
Posts: 1,342
Default

Quote:
Originally Posted by Koyan View Post
Interesting read. This brings back memory's of Hellcats over the pacific and Missions at Leyte Gulf. Played that on Atari 1024, loaded from floppy
Yeah! It's nice reading old newsgroups realizing that the same problems has been discussed for +25 years - like this thread from 1986 where they whine about the intrusive copy protection in Microsoft Flight Simulator (1!):

http://groups.google.com/group/net.m...e61692ef46a9bf

Whining in forums / newsgroups is where the internet was born

Last edited by mazex; 01-31-2011 at 04:49 PM.
Reply With Quote
  #53  
Old 01-31-2011, 06:41 PM
Heliocon Heliocon is offline
Approved Member
 
Join Date: Dec 2010
Posts: 651
Default

Quote:
Originally Posted by Erkki View Post
Where do you think George Lucas got the idea?

Thats it. Thats how they look IRL. They do lose speed and fly a curved path, though, and the "bars" are short enough to appear as dots looking from behind.
Well I mean in rl I have seen tracers and they look like streaks, not bars. If you get a sparkler at night and swish it around then close your eyes you see bright lines, that the best way I think I could describe them. I mean they need to look less like a physical object (a bar) and more like light rather then a texture and geometry.

Oh god starwars: New game mode, bomber wars. outfit bomber off your choice with ppl as gunners online, then have at it! Last bomber alive wins
BROADSIDE NOW!

What about missile battles, no guns or cannons only missiles?...
Reply With Quote
  #54  
Old 01-31-2011, 09:59 PM
The Kraken The Kraken is offline
Approved Member
 
Join Date: Jul 2010
Posts: 317
Default

Quote:
Originally Posted by mazex View Post
I think CoD tracers are correct in the way that they don't wiggle, but at the other hand the length of the lasers is also a camera effect?
There are some additional aspects that have to be considered to make the tracers work in a computer game, which have nothing to do with eye or camera perception:

- tracers have to work for a wide range of framerates (obviously the higher the framerate, the better they will work)
- they should still be visible from further away, especially from the firing platform's perspective (big issue with many tracers in Il2)
- they need to work for different lighting conditions (quite visible at daylight and extremely bright at night)

Me, I'd use a thinner and longer tracer object, HDR/bloom for some glow effect (which would increase the apparent size in the distance) and maybe some motion blur. Probably would have been the first sensible use of those effects in any game; normally I quickly disable those if possible But it looks like they went for a more practical and compatible approach, which should also work fine. Certainly better than the glowing sperm above.
Reply With Quote
  #55  
Old 01-31-2011, 10:42 PM
Heliocon Heliocon is offline
Approved Member
 
Join Date: Dec 2010
Posts: 651
Default

Quote:
Originally Posted by The Kraken View Post
There are some additional aspects that have to be considered to make the tracers work in a computer game, which have nothing to do with eye or camera perception:

- tracers have to work for a wide range of framerates (obviously the higher the framerate, the better they will work)
- they should still be visible from further away, especially from the firing platform's perspective (big issue with many tracers in Il2)
- they need to work for different lighting conditions (quite visible at daylight and extremely bright at night)

Me, I'd use a thinner and longer tracer object, HDR/bloom for some glow effect (which would increase the apparent size in the distance) and maybe some motion blur. Probably would have been the first sensible use of those effects in any game; normally I quickly disable those if possible But it looks like they went for a more practical and compatible approach, which should also work fine. Certainly better than the glowing sperm above.
Well the stretched bar is meant to be the "motion blur" because it moves so fast it leaves a streak in your vision. I think we have moved beyond the time when a tracer is a yellow cylinder... Also remember if the ballistics are realistic they have to bounce off objects and stuff which would look absurd if they are geomtry.

Why turn off HDR/Bloom?
Reply With Quote
  #56  
Old 02-02-2011, 04:54 AM
Tiger27 Tiger27 is offline
Approved Member
 
Join Date: Feb 2010
Posts: 319
Default

Quote:
Originally Posted by Biggs View Post
yep, but 'in-cockpit' that effect would be fine... that would be too hard me thinks to have two different versions, one outside and one inside cockpit view.
No, as you wouldn't see the wobble in cockpit, it is the camera shake that causes the sperm as Luthier called it... Ah the good old days are back we will be discussing these things for the next 10 years as we did in IL2
Reply With Quote
  #57  
Old 02-02-2011, 05:07 AM
Biggs Biggs is offline
Approved Member
 
Join Date: Feb 2008
Location: United States
Posts: 351
Default

Quote:
Originally Posted by Tiger27 View Post
No, as you wouldn't see the wobble in cockpit, it is the camera shake that causes the sperm as Luthier called it... Ah the good old days are back we will be discussing these things for the next 10 years as we did in IL2
yea bud, I know. I recanted that statement back on page 3

Quote:
Originally Posted by Biggs View Post
well actually now that i think of it.. the only reason why we know about squiggles is because of the rigid gun cam mountings which transferred the vibrations really well, whereas a human's eye is not mounted to his skull, but cradled in a cushion of fat (IIRC).... and therefore wouldn't see the tracers as squiggles... but straight lines.

so no. I retract my earlier statement.... UNLESS... there is a 'gun cam' feature in CoD, then the squiggles would be accurate.
if you read before posting then maybe we wont be 'discussing these things for the next 10 years'
Reply With Quote
Reply


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 11:14 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.