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  #31  
Old 02-04-2013, 09:53 AM
Nicholaiovitch Nicholaiovitch is offline
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Could someone confirm whether the "Friction" setting in HB "properties" is working as in the original MDS mod?

Laying runways and building new airstrips on reasonably flat ground is a great feature of the original MDS.

The size and length of the available "invisible" runways in 4.11 frequently results in inability to lay a new airstrip whereas in the original MDS using the "Friction" setting it is possible to lay a new airstrip in close proximity to uneven ground and surround the flat area with objects to achieve a taxi and parking area.

This feature also provided the RRR function, but as indicated in above posts, this has considerable issues....but could you confirm if the "Friction" command does actually command the friction within the HB circle as originally intended?

Nicholaiovitch
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  #32  
Old 02-04-2013, 12:44 PM
IceFire IceFire is offline
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Yep it does work. If you turn friction down it does work within the homebase circle. I know it does because I've used the feature recently.
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  #33  
Old 02-04-2013, 01:52 PM
Nicholaiovitch Nicholaiovitch is offline
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Quote:
Originally Posted by IceFire View Post
Yep it does work. If you turn friction down it does work within the homebase circle. I know it does because I've used the feature recently.
Many thanks IceFire.

Nicholaiovitch
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  #34  
Old 02-08-2013, 05:14 PM
Bearcat Bearcat is offline
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I imagine that once 4.12 is released with it's new runway design features some of that will become moot...
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  #35  
Old 02-15-2013, 11:52 PM
AirWarriorVet AirWarriorVet is offline
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Default R/r/r

Repair/Rearm/Refuel ? ahh, just get a new plane?

As you can see from my handle, I've been MMO WW2 siming along time. Back when Confirmed kill became Warbirds (Interactive Creations Inc.) and later IMagic Online, and Eidos bought up the old Confirmed Kill project. I beta tested this new CK project. The lead was a fella named Mike Gilmartin. He disclosed an idea he had for a totally new style of online game play.
You have to remember that Air Warrior (late 1980's) actually had a strategic game play aspect to it, but a poor flight model and graphics. Others that followed that improved the FM and visuals but only had dogfight mode (pure) and or capture the base ( close the airfield ).
Enter Gilmartins idea. (btw google his name to see a long list of accomplishments in computer gaming) Over the phone one evening he revealed to me his idea of a "Limited Resource Engagement" This LRE would be perfect for Aerosquadron play.
The problem with MMO WW2 gaming is direction. Players will game the game so to speak. Not given good structure, they will resort to bad styles of game play.
Back to IL2 Sturmovik for abit, I was around early on, getting Olegs ear ( which was incredibly easy back then) long before the first version went gold.
I argued for many options on a now defunct message board (dogfighter.com) against a sea of opposition. 3 realism options I finally got Oleg to agree to were: No Icons, No Icons on Mini Map, and No Padlock view allowed.
Back then Padlock view was a bad option to sticky view keys.( no track IR back then ) The main opponent to these options back then was a guy named Luthier ( who you may know ) Seems he's redeemed himself these days.
Not long after IL2 was released, ideas for enhancing styles of game play emerged, scorched earth was one I believe and mud movers another?
Just my observations over many years, as an end user, not a programmer, just lending my ideas and hoping they're heard.
When computer gaming was in its infancy, flight sims accounted for almost 1/2 of the mix of available games, but not even close today. I don't believe anything is too blame, except the structure of the game play itself, and the failure to be innovative.
Enter "Zuti's MDS" and its many accomplishments. Kanal uporabnika veqlargh81 is his youtube account name. KUV has breathed life into a neglected aspect of the industry. Something Gilmartin tried to do years ago. Girlmartins CKII never made it out of beta, never went gold, axed by Eidos presumed to be over budget and under developed to continue.
But Gilmartins ideas of an LRE were very aligned with KUV's MDS. And still, to this day, I have not seen it incorporated into IL2 as it could be IMO and this lies with what I would call, improper use of R/R/R.
Sorry for all the back story telling, but I believe its important to understand the past, to help improve the future.
I myself have been INACTIVE as far as gaming, for some time, but peruse the message boards for signs progress in this specific area. I've long lost interest, for the very reasons stated above, the lack of structured game play.
Others have engaged ideas that are again IMO a step forwards, but not in direction Gilmartin wished to implement, which if done properly might restore some of that MIX on the gaming shelves back toward FlightSims.
If any of you gentlemen would like to know more of this concept of LRE and how Zuti's MDS and R/R/R could provide a yet UNtapped mode of structured game play that would provide constant heart pounded decision making and sweating flight stick palms back into the game, let me know.
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  #36  
Old 02-16-2013, 06:23 AM
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Aviar Aviar is offline
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AirWarriorVet,

Since you have been "...INACTIVE as far as gaming...", you may not be aware of all things IL-2.

For instance, there is a program called SEOW (Scorched Earth Online War System). It is quite detailed. I'll post a couple of links so you can take a peek.

http://seowhq.net/seowforum/viewforu...065a08bea4e3d3

http://wiki-seow-en.swil.fr/index.php/Main_Page


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  #37  
Old 02-21-2013, 11:27 PM
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idefix44 idefix44 is offline
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About heavy maps like Northwest Europe,
Since I use IL-2 Selector 2.3.0, I'm able to run on the same PC the 4.11.1m Dedicated Server and Client together without any problem playing missions based on this map.

My PC:
AMD Athlon 64x2 4200+ @2.5 GHz.
RAM 2 GB DDR2.
OS Windows XP Home SP3.
Video Card ATI RADEON HD 4650 1 GB DDR2 for a 22'' wide screen 1680x1050

Here's the link to downlaod this MUST have.
http://www.sas1946.com/main/index.ph...c,16403.0.html

All people using it can join and fight, the others are disconnected by the server.

I was about to forget, I run also TeamSpeak 3 Server and client on my Old Mule to more enjoy IL2 with my team mates...
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  #38  
Old 02-22-2013, 02:17 AM
IceFire IceFire is offline
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Quote:
Originally Posted by idefix44 View Post
About heavy maps like Northwest Europe,
Since I use IL-2 Selector 2.3.0, I'm able to run on the same PC the 4.11.1m Dedicated Server and Client together without any problem playing missions based on this map.

My PC:
AMD Athlon 64x2 4200+ @2.5 GHz.
RAM 2 GB DDR2.
OS Windows XP Home SP3.
Video Card ATI RADEON HD 4650 1 GB DDR2 for a 22'' wide screen 1680x1050

Here's the link to downlaod this MUST have.
http://www.sas1946.com/main/index.ph...c,16403.0.html

All people using it can join and fight, the others are disconnected by the server.

I was about to forget, I run also TeamSpeak 3 Server and client on my Old Mule to more enjoy IL2 with my team mates...
I can run the map fairly well but have you truly given it a good shake?

Battlefields1 used to have two or three scenarios with the NW Germany map but we've had to take them out of rotation. There are a lot of objects on the map and for some players they get large amounts of stutters (note: Not low FPS, it's smooth and then it stutters). All players get stutters over time as the scenario plays out. After an hour it doesn't matter what your system configuration is... everyone is getting periodic stutters. On my Core i7 it's just a blip but you can see others having longer pauses.

It was too unpleasant so we pulled all scenarios using the map from rotation. I'd love to see a lightweight version of the map. All cities intact but no countryside objects - in mutliplayer they would not be missed.
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  #39  
Old 02-22-2013, 04:46 AM
Pursuivant Pursuivant is offline
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Quote:
Originally Posted by IceFire View Post
I'd love to see a lightweight version of the map. All cities intact but no countryside objects - in mutliplayer they would not be missed.
That would be extremely welcome. Alternately, have the option of having different levels of scenery for various maps. "No objects," "Light Objects (City Objects only) and "Standard Objects" (the current standard). Another possibility would be "no trees" (no trees or woods), "light trees" (just "Oleg Forests") and "standard trees" (the current situation).


It also seems to me that some cities would benefit if they were populated using large, simple objects which represent and entire block of apartments or row-houses. That would reduce the number of objects, the polygon count and improve the look of certain cities.

For example, rather than lots of blocks of row houses with a rectangular "footprint" which are placed to make entire blocks, just have a big hollow rectangular object which represents the entire block plus a park or courtyard in the middle. It would really help the look of European cities with pre-20th century architecture, especially cities which still had medieval-style or "Parisian-style" blocks of buildings.
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