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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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  #61  
Old 08-24-2012, 09:48 AM
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mazex mazex is offline
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Hi B6!

This may sound like I'm trying to come here and "know better" but as a development manager myself I'm a bit interested if you have considered a more agile approach to development? You of course know what I mean by that, but for the non-devs here I mean where you work with fixed iterations of for example three or four weeks. Everything that is developed and tested in a "sprint" (iteration) goes to production (in your case into the next patch). You go forward with continous integration of a working code base in small steps with regular feedback from the customers. As it is now the customers that don't visit this forum have not received any updates since last year which is kind of a problem?

So, in our team team at least we have had great success going from classic waterfall methodology to Scrum based development, we don't do games but very complex software... We pick a few tasks, focus on them with the whole team (architects, developers and testers together) and go all the way with them (done done as it's called). Only after they are done and accepted by the customers we focus on the next task. Working that way with complex code makes testing a lot easier too as there are not changes done in a lot of places that makes testing a pure he'll...

The developers like it a lot better as they have a few tasks that they can focus on together instead of a constant backlog that is being worked on by everyone at the same time for a long time. The ones that like it best are of course the testers that no longer have to sit waiting for weeks and then the whole system has changed in a zillion places... Or, wait - maybe it's the customers that like it best as they get regular updates?

There is a feeling at least that a lot of areas are being worked on right now simultaneously but few get done all the way?

I know comments like this are sensitive and invite to an answer like: "How we work internally is none of your friggin problem!" But I assure you It's written with good intentions...

/mazex
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  #62  
Old 08-24-2012, 09:48 AM
BlackSix BlackSix is offline
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Quote:
Originally Posted by skouras View Post
B6
we will see pilots animations in the future like bailing out open canopy etc..
thanks
Maybe in the sequel.

Quote:
Originally Posted by Sutts View Post
1. You mentioned ages ago the devs were working on improving the ground handling of aircraft. Is this included in the current beta?

2. It was also mentioned that the flight model was being improved by making lift calculations at different points along the wing. Have these changes been released yet?
1) Maybe in the sequel.
2) We'll tell about this in the readme if we'll make this

Quote:
Originally Posted by JG52Krupi View Post
Will the spit cockpit be fixed I.e. rim wheel animations, corrected read outs etc

Also will we be getting any information/update today?
1) Maybe
2) I think no, but I am still waiting new info all day
  #63  
Old 08-24-2012, 09:54 AM
BlackSix BlackSix is offline
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Quote:
Originally Posted by mazex View Post
Hi B6!

This may sound like I'm trying to come here and "know better" but as a development manager myself I'm a bit interested if you have considered a more agile approach to development? You of course know what I mean by that, but for the non-devs here I mean where you work with fixed iterations of for example three or four weeks. Everything that is developed and tested in a "sprint" (iteration) goes to production (in your case into the next patch). You go forward with continous integration of a working code base in small steps with regular feedback from the customers. As it is now the customers that don't visit this forum have not received any updates since last year which is kind of a problem?

So, in our team team at least we have had great success going from classic waterfall methodology to Scrum based development, we don't do games but very complex software... We pick a few tasks, focus on them with the whole team (architects, developers and testers together) and go all the way with them (done done as it's called). Only after they are done and accepted by the customers we focus on the next task. Working that way with complex code makes testing a lot easier too as there are not changes done in a lot of places that makes testing a pure he'll...

The developers like it a lot better as they have a few tasks that they can focus on together instead of a constant backlog that is being worked on by everyone at the same time for a long time. The ones that like it best are of course the testers that no longer have to sit waiting for weeks and then the whole system has changed in a zillion places... Or, wait - maybe it's the customers that like it best as they get regular updates?

There is a feeling at least that a lot of areas are being worked on right now simultaneously but few get done all the way?

I know comments like this are sensitive and invite to an answer like: "How we work internally is none of your friggin problem!" But I assure you It's written with good intentions...

/mazex
Hi!
It is a difficult question and it completely out of my competence, I can't answer, sorry.
  #64  
Old 08-24-2012, 10:06 AM
BlackSix BlackSix is offline
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Important information.

Guys, our programmers are asking me to stop sending them the bugs in the manual mode. They study threads with bugs, they have a plan of work and when something will be done - it will be added in the new patch.

When it will be added then we'll tell you about this.

Please,
use special theme for your bug reports, we are reading this.
http://forum.1cpublishing.eu/showthread.php?t=33612

Last edited by BlackSix; 08-24-2012 at 10:12 AM.
  #65  
Old 08-24-2012, 10:15 AM
skouras skouras is offline
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[QUOTE=BlackSix;456348]Maybe in the sequel.


damn
so this video
is history

  #66  
Old 08-24-2012, 10:22 AM
BlackSix BlackSix is offline
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Quote:
Originally Posted by skouras View Post
damn
so this video
is history
Yes, it is history. We could not make a lot of what we wanted to make for the CloD.
  #67  
Old 08-24-2012, 10:24 AM
skouras skouras is offline
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thanks B6 for your answers
  #68  
Old 08-24-2012, 10:24 AM
FG28_Kodiak FG28_Kodiak is offline
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Quote:
Originally Posted by Sutts View Post
The bomb doors on the He111 were simple spring loaded affairs that opened as the bombs dropped through them. Not sure about the Ju88 though.
No this only happen if the bombs where droped by emergency (Notabwurf), on regular bomb run the Ju88 and He111 both had a crank handle to open/close the Bomb doors by the Bombenschütze.
See picture:




Quote:
Originally Posted by BlackSix View Post
Important information.
Guys, our programmers are asking me to stop sending them the bugs in the manual mode. They study threads with bugs, they have a plan of work and when something will be done - it will be added in the new patch.
Ops so my post is offtopic

Last edited by FG28_Kodiak; 08-24-2012 at 10:28 AM.
  #69  
Old 08-24-2012, 10:49 AM
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Osprey Osprey is offline
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Quote:
Originally Posted by mazex View Post
Hi B6!

This may sound like I'm trying to come here and "know better" but as a development manager myself I'm a bit interested if you have considered a more agile approach to development? You of course know what I mean by that, but for the non-devs here I mean where you work with fixed iterations of for example three or four weeks. Everything that is developed and tested in a "sprint" (iteration) goes to production (in your case into the next patch). You go forward with continous integration of a working code base in small steps with regular feedback from the customers. As it is now the customers that don't visit this forum have not received any updates since last year which is kind of a problem?

So, in our team team at least we have had great success going from classic waterfall methodology to Scrum based development, we don't do games but very complex software... We pick a few tasks, focus on them with the whole team (architects, developers and testers together) and go all the way with them (done done as it's called). Only after they are done and accepted by the customers we focus on the next task. Working that way with complex code makes testing a lot easier too as there are not changes done in a lot of places that makes testing a pure he'll...

The developers like it a lot better as they have a few tasks that they can focus on together instead of a constant backlog that is being worked on by everyone at the same time for a long time. The ones that like it best are of course the testers that no longer have to sit waiting for weeks and then the whole system has changed in a zillion places... Or, wait - maybe it's the customers that like it best as they get regular updates?

There is a feeling at least that a lot of areas are being worked on right now simultaneously but few get done all the way?

I know comments like this are sensitive and invite to an answer like: "How we work internally is none of your friggin problem!" But I assure you It's written with good intentions...

/mazex
lol, I hear you! Our dev teams (small projects internal to our company) run Agile.....or our 'version' of it, I run 2 projects like this on 2 week iterations. Certainly works but you really need discipline and buy in from everybody otherwise it'll be a screwup. They appear to be far more in the fire-fighting mould than the organised Agile one
  #70  
Old 08-24-2012, 10:53 AM
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Osprey Osprey is offline
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Quote:
Originally Posted by No145_Hatter View Post
Will it be possible to run 1946 style co-ops on the channel map?

I consider that the most pressing issue.
You dang Tesco Bag! Kristof asked this on another thread and I gave him a solution. Yes you can, look up No.41sqn_Banks co-op code thing - it'll do it just dandy, just not through formal menus from 1C.

Quote:
Originally Posted by Gourmand View Post
- magneto switch auto at engine start
No thanks.
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