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#51
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This model works for me...
![]() One sees approx 5000 serious flight simmers worldwide 1) Pay for for base sim - 30-50 USD = 250,000 USD 2) Pay per plane - 5-10 USD = 50,000 USD 3) Maps are for free. So if you end up with an IL2 type sim with just 100 or so aircraft sold Base Sim = 250,000 100 aircraft = 5,000,000 TOTAL (approx min) = 5,250,000 USD It makes more sense to cover your basic cost (base sim) in case the game flops.. then a/c sold is more profitable.
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#52
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Moderator edit.
Talking of piracy and obtaining software illegally is against the forum rules Last edited by KG26_Alpha; 07-16-2013 at 07:59 PM. |
#53
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So tired of seeing this FSA attitude everywhere.
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#54
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apparently, 1CGS wants to confirm stupid myths about russians as "mongols which fought for stalin", because personally i'm cant understand WHO is this dude... how and why in rof as pilot strange mummy... maybe, it's news for someones, even for some developers, but main type of peoples in ussr ie RUSSIA even now it's white peoples and NOT asians or even mongols which had own country...
if i'm not mistaken, game called "battle of stalingrad" and not "халхын голын дайн", although i would prefer second theatre with lot of variants of i-16s... and these very strange speeches about some errors in flame or what is this was? and other "funny" jokes and inappropriate things... but, of course, it's only my opinion... ![]() =========== for soviet planes of BoS better translate these manuals - "la-5 with m-82", 1942 and "yak-7b with m-105pf", 1945 (based on manual'43) - it's more appropriate than translate manuals for la-5fn or yak-3, although, of course all these books interesting... but, i remember all these funny posts by some users here, so, it's can be new fun and no matter what now it's on english... it's even worse... ![]() and, in fact, i can recommended this great document by Stepanec - "how to get best flight data on plane yak with vk-105pf", 1947... Last edited by 1984; 02-08-2013 at 09:42 PM. Reason: http://forum.il2sturmovik.net/topic/235-real-ww2-pilots-manuals-thread/ |
#55
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another funny and eloquent delirium from 1CGS (by the way, here and here illustrations for previous prikol about "terrible young mongols")...
if i'm not mistaken, in USA/NATO blue it's our troops, red - opponent/enemy... right? so, for markers in games analogically... right? well... in USSR, from modern "map legend (or symbols), which used in combat documents of soviet army" - here - RED it's our troops, BLUE it's opponent/enemy... for example, modern map with chart of battle of 6pdr of 104 pdp... and, for example, map of defense of moscow'41... only several examples after fast search and we can see what all times RED - red army (raboche-krest'yanskaya-krasnaya-armiya), blue - wehrmacht or enemy (boeviki)... so, logically and HISTORICALLY need to do enemy markers as BLUE, right? and give choice for "blue players"... but wth?! ![]() although, lot of nonsenses and other strange things, and etc, like personally i and expected... and i'm even not talking about our reality ie strange ideological differences or even ideological war in part of society of russia like this simple fresh example... oh, and i remembered about main reason, why in game red army should have red color=red marker... all simple... and no secret, what in RL identification mark of ussr were - RED STARS... ![]() =========== by the way, strange "il-2 1942" could be absolutely anything, becuase... if i'm not mistaken, mainly were il-2 one-seater with vv-1 instead pbp-1 and filter on air intake, which could have shvak or vya-23 or even sh-37, am-38 or am-38f, gunner or without gunner, and it's if not talking about field mods, ag-2, rockets for shooting in pursuer etc... were il-2 two-seater (for all planes with UBS correctly 150 rounds for this gun) with shvak or vya-23, with am-38 or am-38f ie with 8 or 4 rockets, with 200 or 400 kg of normal bomb load, etc... really good description of il-2s here - because based on russian sources, which i read now too - like and about other soviet types... and, of course, real types depends on front, regiment, etc, but it's real choice especially because BOS no only about stalingrad, by personally my opinion... Last edited by 1984; 02-23-2013 at 01:41 PM. Reason: forgotten, but important detail... |
#56
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We know, that the game genre is dieing, but did we not know that in WW 2 as well, how many pilots were there? Around a million and I think I am overstating it by half and then how many submariners were there? Again around a million and how many, tank crew, were there? Around 10 million probably some more and how many supply personnel were there? again 10 millionish, how many artillery units were there around 5-20 million and the last question is how many INFANTRY were there 500million to 1 billion!
So how does that reflect then in real world, reflects now in "imaginary world of gaming". All people do not like the same things. Some one likes to fly and kill "planes", then some one wants to drive and kill "tanks", then some one wants to kill "ships" some one wants to drive and "resupply" people, yet other wants to shell, the hell out of the earth and every thing, that is in the vicinity and then most people just want to kill and shoot people in the head. So if we look at that, we can see that FPS games will never die and the RPG is on the rise. So how can companies, that we all know, only do stuff for money and not their "players=payers=their real masters". Rectally, I bought a game Red Orchestra 2, for 49,99€ and like the games today it was a beta. I bought it, because I had RO or Red orchestra (tanks 10+ APC 2 off map arty) and the second one has 2 tanks one ally one axis and a new scout plane and still has off map arty but it looks more like an alpha, but that is the world we live now cars,GPU,OS... all half done. So you now buy a game and you get a box small at that, a dvd and a sheet of paper, with the KEY (that is what you are after) (most of it is just trowing away of materials, we are good or excellent at that now and you download the game 100X or more again trowing away materials) because you get like 2 h of, single player game play and the real value is the multilayer online, even if ti is a beta I have 600+ hours of game play on it and the population of players is between 1k-2k (after a addon-which they said it will be free but it was not and it made a game into that one now). I play it because it is the most "realistic" FPS around (ballistics and so one). So if you spend 5 years, on making a game, to sell it for a month at 50€ and then no one buys it after a year and they you stop all support for the game, because you do not want to trow any more money at it, because it did not meet the companies expectations, what do you think it did for your payers? So how would the companies need to make the games for the future? So the companies, need to work together, on a single game called, lats say Combined operations WW 2 (or WW 1, cold war, Vietnam,.....) like it was in the real world. The companies, who make, fly sim games should go for planes and combined with FPS and the ones for arty make combined ballistics like they are in real world, driving sim for trucks, APC and cars and others for what they know. So how would the player base look like and how would companies make money? Lets say there are (on the world) 10k pilots and you get them to pay 50€ (50 planes for 1€), 10k tank drivers (50 tanks+APC per 1€), 10-20k truck drivers (50 trucks+APC+cars per 1€) 20k arty (50 HE+AT+AA per 1€) and 100-250 foot soldiers (200 rifles+AA+AT at 25 c). That is 500k+ 500k+ 1M+ 1M+ 10M if people only bought the part of the game they would like to play and the whole game, would cost 250€ like you pay for all RoF planes. So it would be quite an investment, in the future lets say 10-20 years of game life and in that time the amount of players would go from 300k to at least 1M or even to 50M if it is really made with game play on the mind, not retarded epilepsy graphics, that they are doing now. So how would that world work? People would buy and play what they like, it reflects what they are a pilot, a driver, a tankist, a sniper, arty, strategist,... and the world would be, probably full of people at any time and there would not be, you do not have this or that and can´t play, you would play and if you wanted work together, a pilot with infantry to do ground attacks or scout for them, or scout for arty, or would fight off dive bombers or tanks. Tanks would kill other tanks, planes (with mounted MGs) or inf or arty, arty would kill tanks and planes and inf, supply would supply all those units and keep them on the move, like trucks would pull atry, or carry inf or tanks to move them faster and inf would and could kill all others. It would be a platform, which could be implemented for many years to come, with upgrades that would cost as much or less, when the game came out, because the pool of players would only rise and players would buy other parts of the game to experience the HELL OF IT. So what can we see today, that says that this should and will happen if they want to survive, (the gaming companies) all can see with next gen CPUs that have GPU core on them, that will soon make GPU obsolete or the ONE GPU company left (Nvidia, ATI is AMD) will make GPU with CPU on it to fight back. Like I see and we all, or at least most, that fighting gets you no where, like competition does, it only makes things worse. They should work together, it is the only option for the future, not only gaming, but man kind ![]() And their end line is money, our is game play, so we all would gain from this, as all the players would play one game, ONE WORLD (NWO). Then if you had, like 10-50M players paying at lest 50€, for the part they want to play, that would amount to at least 2,5T trillion/20 years= 100 billion a year, at lest and I think, that is twice as much, all companies get together in a year. And if, that is not enough for you, you can charge for any addition to the game, part you bought at the same price, you payed in the beginning 1€ per plane, tank, truck..... and that is my limit, for something that costs 1c, you get 100 times more, but you still want more, for job done badly, as we grew used to now! Just some pieces of crap, I bought that were a total disappointment, Mafia 2, Red Orchestra 2, Company of Heroes 2, IL-2 Cliffs of Dover, KA-50 2 (which is a patch for 30€ crazy all I can say). It looks like they are milking of the game name, not the game play, it is just sick. SO If you do not want to get in the place of VCR adapt, or the pirates will kill you as well, because people can see, you do not see it in DEMO, because it is a different game, to sell the crappy game, the true colors of your work and it sets people packing and not buying. So I hope, this is read by some one and it makes them think, even if it is 10 years from now and if it is not implemented, there will be games that you will play for 10 min and it will make you sick, from all the graphics going directly to your brain, trying to make sense, out of the graphics made to get you high on adrenalin, so you will be hooked and buy next 10 min of graphics that will, even try to beat that adrenalin sensation. I get an adrenalin rush only, if paling against other good gamers, I do not get it from graphics, the name of the game is GAME PLAY, not how realistic it looks, but how can I interact with the game on the play level, with others, like we do in real life. Because the future looks grim and I see the future, where people will be online the whole day and not leave their home like in Surrogates, because the world is going down the drain and only escape is online world playing, because we can´t leave this one until we die. Last edited by ArcSpartan; 07-16-2013 at 12:58 PM. |
#57
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FlightSim (the original incarnation) was still a profitable product. It was bureaucratic idiocy and a stagnated, outdated developer-centric culture in the studio itself that led to its demise. Lots of people got cozy in their seats and stayed in their comfort zone doing the same thing for too long - sometimes for 10 years plus. The difference tech-wise and methodology-wise between 1999 and 2009 was massive. A good housecleaning instead of a shutdown would have fixed a lot. FS11 was looking awesome. Flight Live, on the other hand, was deliberately and quite literally scuttled. Why, I can't say for sure. But at work here, I sit next to some folks who were part of that team (and who I worked with on FlightSim), and they described the final months of Flight Live. A new manager was forced on the studio by much higher-up MS management, and entirely scrapped years of planning and licensing partnerships and development - basically the heart of the product. The next area was going to be the Grand Canyon, and Gibbage had a Grumman Goose ready to rock that was ditched for cockpitless warbirds. Then the new manager dragged the product kicking and screaming in a direction that was known ahead of time to be disastrous - nobody is going to buy arcade-incarnation cockpitless fighter planes for a civil sim with nothing to shoot at. The goal was to make it fail. Somebody wanted that program dead, but they wanted it to publicly crash and burn before they axed it. I suspect somebody several floors up just flat-out hated the Flight Sim product and had a grudge. The situation has all the hallmarks of a corporate power struggle where there's been a change in the balance of power. </sidetrack> |
#58
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As far as flight sims go MS constantly produced bugged software that needed Abacus products to re-model and re-work the aircraft & performance in the early days, patches were rare if not non existent. Then they released products that had minimal visual changes worse if any (FSX 10) they were selling compete products where for the amount of work actually done it should have been a patch/addon not a £50.00 software release, thats what killed it off people were fed up getting torn a new one every time a new FSX tiltle was put on the shelf, same thing happened with CFS3 rinse repeat recycle................ I actually heard CFS pilots on a TS server saying they would never buy IL2 Shturmovik because it was Russian/communist software and inferior programming to MS CFS/FSX Ermmm yeah right. . Last edited by KG26_Alpha; 07-16-2013 at 08:34 PM. |
#59
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EDIT - Deleted. Thought better of it...
Last edited by Treetop64; 07-17-2013 at 02:09 AM. |
#60
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CFS4 was, by my understanding, cancelled primarily due to internal studio politics (CFS3 was a problem child and split the team politically and literally - there was a large schism before I arrived in early 2007). Many of the tech improvements prototyped for CFS4 were in FSX. I'm not looking to start a purse-swinging contest, just had to rebut that comment that both of the Microsoft flightsim products died because of commercial failure, which wasn't true. The first was part of the 2009 Microsoft layoffs during the economic crash - likely because of the higher than average employee costs at the studio, since there was a full-time art staff and MANY long-time FTEs development and design side, which means higher than average salaries and benefit costs than most game studios. That product was profitable from a sales history standpoint when it died. The second was stabbed in the cradle for murky corporate-politics reasons that will likely never be known, and you can't fairly call that commercial failure. |
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