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IL-2 Sturmovik The famous combat flight simulator.

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  #11  
Old 09-10-2010, 10:13 PM
Hecke
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Originally Posted by furbs View Post
Until we start seeing DX11 videos and screenshots we are a long way from release...i would guess a Xmas release at best.

Oleg doesn't have the hardware to show the game in DirectX 11 or AA turned on.
Maybe he won't also buy it before release.
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  #12  
Old 09-10-2010, 10:18 PM
Novotny Novotny is offline
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Actually, I think you'll find that the likes of both Nvidia and ATI PR will be falling over themselves to ensure that their cards run this well, just as they do with every major release.

Do you really think Oleg doesn't have top ends cards from both teams?
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  #13  
Old 09-10-2010, 10:28 PM
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Actually, I think you'll find that the likes of both Nvidia and ATI PR will be falling over themselves to ensure that their cards run this well, just as they do with every major release.

Do you really think Oleg doesn't have top ends cards from both teams?
Having seen some pictures of Oleg's office I would be amazed if he could run 'Monkey Island' on most of his PC's let alone SOW .
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  #14  
Old 09-10-2010, 11:16 PM
kendo65 kendo65 is offline
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Just like to say that my first post was purely for the laugh (couldn't resist it!).

As Zorin says, they have been listening and making changes where they can. I've noticed that some of Oleg's update pics address issues raised in previous weeks 'debates'. Having said that i'm pretty sure that 90% of 'comment' does go straight to 'landfill'.

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1+
Kendo ... has a knack for explaining things without saying much of anything
Thanks...I think

Last edited by kendo65; 09-11-2010 at 07:25 AM.
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  #15  
Old 09-11-2010, 05:26 AM
Blackdog_kt Blackdog_kt is offline
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Originally Posted by kendo65 View Post
As Zorin says, they have been listening and making changes where they can. I've noticed that some of Oleg's update pics address issues raised in previous weeks 'debates'.
I think that's the most encouraging aspect of the weekly updates. They might not respond in the thread, aknowledge issues or even tell people "hey, we corrected this and that", but results show they are not only paying attention but also expediting the inclusion of fixes into the project in a very timely fashion.

I think the main work, laying the foundations so to speak in terms of game engine and so on, is well behind them at this point. Otherwise they wouldn't be fine tuning the minute details like trim tabs and markings. I'm not saying these things are not important, it's just that things like that are realistically among the last to be fine-tuned.
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  #16  
Old 09-11-2010, 07:07 AM
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Fergal69 Fergal69 is offline
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flames in the wrong place & colour, trees wrong type, pilot too small, grass, buildings, etc.

You only notice these things in screenshots.

There is only so much you can do with pc's. These items are created & not filmed.

Besides, when you're flying & hit an aircraft that then catches fire, you are probably more excited that you hit & damaged the plane in such a way that damage is visable that you probably don't notice the fire is in slightly the wrong place.

trees - as long as I don't hit a tree when flying low, I'm not bothered as to whether it the right sort or not.

grass - I'm concentrating on flying not seeing what the grass looks like when I take off or land.

buildings - as long as there are some buildings, does it matter if they have the right number of windows, etc.

BOB - SOW is primarily a flight sim. Whilst all the attention to detail on little things sets this flight sim apart from others, like wobbling arials on tanks, most of these things will be missed by the majority of people as they are concentrating on flying rather than sight seeing.
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  #17  
Old 09-11-2010, 04:10 PM
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zakkandrachoff zakkandrachoff is offline
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Originally Posted by Tree_UK View Post
With respect, Until Oleg says its close to release then i think we shouldn't get our hopes up, The screenshots show that SOW is far from release IMHO.
i think October November 2010 will be release only online download and all weeks will come a new actualization with fixes and expansions.

and them, in Juny-July 2011 will come the official release. the official release will not be the same that you buy in october-november 2010.
They need money now. Oleg team don't work for free.
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  #18  
Old 09-11-2010, 04:47 PM
Trumper Trumper is offline
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Originally Posted by Fergal69 View Post
BOB - SOW is primarily a flight sim. Whilst all the attention to detail on little things sets this flight sim apart from others, like wobbling arials on tanks, most of these things will be missed by the majority of people as they are concentrating on flying rather than sight seeing.
I agree BUT it is also in a small way a ground based sim.Oleg has stated you can fire the AAA and i suspect/ hope that in time it will integrate to more than just a flight sim.That alone will open many doors to other people buying it [this will help with the money as flight sims are a bit specialist].
BoB is just the testing ground for a long term and hopefully upgradable in the future [Oleg stated this at a sim convention at Birmingham a few years ago ,when i was there].
Personally i would be quite happy to try many other non flying roles,AAA gunner, Radar plotter/ sector controller or even the intelligence officer debriefing and organising the repairs/replacements.
If it is all done well in the first place and made future proof as computers get better [look at the advancements in computers since il2 came out] this could be massive.
Get it right now and it makes it easier
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  #19  
Old 09-11-2010, 05:54 PM
Blackdog_kt Blackdog_kt is offline
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Yes, it would be a whole new experience if we could take part in dynamic online campaigns and get our hands dirty not just with flying, but also with mission planning and some form of resource management.

In most of the objective based DF servers for IL2 that focus on realistic gameplay, there are maps running for 2-3 hours where each team has their offensive and defensive objectives, a pool of available pilots and a pool of aircraft.

Imagine this taken a bit further. For example, the map doesn't come with pre-determined objectives anymore but with a set of victory condition triggers, then it's the player's job to plan their own mission in a modified mission builder interface. Think of it not as placing 3d objects, but waypoints, selecting/advising armament and loadouts for the flight and maybe even writing a bit of a briefing. Then, on each team's lobby the virtual pilots can see the list of available missions, click on them to read the briefings and decide which one to fly.

The map itself doesn't last 3 hours but 3 weeks, the pool of available pilots is bigger and also replenished at set intervals to simulate the arrival of new pilots from flight school, same with the aircraft pool that now also tracks specific types (so for example you might run out of Spitifires and be forced to operate mostly Hurricanes) and a fuel and machinery/tooling pool is now added. This doesn't have to be overly complex, after all it's not a resource management strategy game.

However, just by introducing some form of automatic resource flow based on parameters set by the mission builders, it will give the virtual pilots that much more meaningful things to do. For example, the axis team could make a concentrated effort to hit oil storage facilities or refineries over a period of consecutive days, forcing the allied team to fly with reduced fuel loadouts. Similar things could happen with the supply of ammunition for reduced ammo loads, or machinery supplies that put a delay on how fast a damaged aircraft is considered as returning back to the pool of available aircraft, etc. Think of it like the kind of campaign found in Falcon4 and the Rowan sims, but in multiplayer mode.

If something like this happens, it will be possible to draw in a different set of players who are interested in not just the combat/tactical aspect but also the strategic/planning one. For example, there are people who enjoy playing the role of air traffic controllers in multiplayer sessions using civilian sims, imagine how big an advantage it would be to have someone experienced like that in the radar plotter's seat, guiding your flight in a multiplayer session. Of course, it wouldn't be mandatory for everyone to dabble in that aspect. As long as each team has a few people who like planning stuff, the rest can just fly the missions provided or make their own ad-hoc sorties. The beauty of it all is that it provides a common meeting ground for those who just want to fly and those who want objectives, it's like fusing the offliners, the DF crowd and the co-op crowd into one gameplay mode.

I know these ideas sound crazy, but they are neither demands nor expectations, they are just ideas. However, the bits and pieces and hints dropped during the development of SoW lead me to believe that we'll see some kind of expanded feature list that isn't usual for flight sims up to now, in an effort to not only broaden the gameplay but also draw in customers from other genres and that's a very clever move.
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  #20  
Old 09-11-2010, 06:36 PM
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Honestly...I think that some level of "OT" conversation can be good for the health of this forum. Maybe not so much for this release of the game, but for the future incarnations of this series.

Their is only a couple of the things that degrade the overall quality of the conversation here, and one of them (and I think that their are a few others here who would agree with me) is the constant nitpicking over trivial issues...especially when the person making the observation has no fact to back up their observation.

The other thing that lowers the quality of the dialog here is the fanatics...I think we have all seen the people who post the same issues over an over again. I feel a "little" bad focusing my argument on people who obviously have a fanatical passion for the hobby, but once an observation has been voiced and the community has responded to it, their is no useful reason to keep bring it up. One starts to wonder why they have such a need to be "right"...and why they need to have everyone agree with them.
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