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Thanks a lot Oleg for the feedback
Well now I post in the correct thread: What kind of interaction betwen ground units/objects could we expect (i.e. will be Driveable vehicles, human AAA, radar station, ground crew...?)? thanks in advance |
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"I see that right side blue text "messages" are still present (but maybe only for development). If we will still have these messages in game, will they be customizable? I feel that messages like "enemy tank destroyed" are big immersion killers (and sort of pointless), but at the same time messages for certain aspects of engine management are very needed due to lack of direct tactile feedback in a sim." Basically, You can turn off HUD-Log, but it becomes impossible to program a bomber's bomb sight, and difficult to know at what setting your radiator/throttle/P-pitch/mixture is. Cheers! |
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Geez, you guys are fiesty today.
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Salute Oleg
Everything is superb. Absolutely wonderful. Congratulations to you and your team. This game will be a revolution. One question: Are there any plans for Force Feedback which focuses on the effects of flight? By that I mean force feedback which is tuned to highlight the Buffeting, turbulence and other effects which can allow a player in front of a computer to get a sense of how well his aircraft is flying. Effects from firing the guns, or from being hit are not as important. With this very obviously complex flight model, a system of feedback which can allow the player to get a 'seat of the pants' feel for how well he is flying and whether or not he is coming close to his stall point, etc. would be helpful. I am sure you will make the trim status of an aircraft a real issue in this game. There are now some mechanical devices which can be bought and which can translate sound into vibration feedback, but when they are sent a sound signal which includes engine noise, and other less important sounds, they are not very useful. Ideally they need to be sent a signal which focuses on the sounds which tell the player how well the aircraft is being flown. If your team can isolate the buffeting, turbulence, and other sounds relating to the aerodynamic status of the aircraft this would be helpful. Here is one of the companies which manufacture these feedback devices: http://www.thebuttkicker.com/gaming/index.htm And of course, there are the normal force feedback joysticks. Thanks again for your excellent work, everyone who has watched you for the last 12 years knows that you will produce in SOW, a brilliant game which will make even your masterpiece IL-2 take a step back into the shadows. |
Chaps
Excellent screen shots. I am glad to see the increase in activity now that the Playstation (or whatever - Im not interested in that) IL2:BoP version is on the streets. Let's hope it generates a whole new young fan base that will realise that BoB:SoW is where the future of flight sim action really is... I have not read all the 11 pages of this or 55+ pages of the previous thread so this may have been mentioned before... Everything is excellent - and answers have been given for the obvious terrain issues. Weather and terrain are unbelievebly difficult things to get right. I flew from Woodvale to Yeovilton yesterday - 40knot head wind!!!!: We had wispy Cu at about 2000ft with a really thick haze below but at 3000ft we were above the inversion where the horizontal vis was near perfect. Looking down we had only about a 4 mile radius slant vis through the haze and aircraft below us further away appreared as clear black/white dots against the uniform grey haze... High were layers of AltoCu and AltoSt in various grey and blues with some blue sky between and even landing at 1230 I noticed pink and redish tints to this altoCu way off to the south over the channel.... That's real life ..... Model that.... Obviously, I am not expecting this and my opinion is that current IL2 clouds (IL2:4.09 UI1.2 for me) are excellent. Apart from a slight blockiness, flying formation in cloud is exactly as it is for real and (like many others here I'm sure) I know because I have done it. The point of this post is to congratulate Oleg and his team for their outstanding work and diligence, but to raise one small thing. In the spit the power supply lead for the gunsight hangs down partially obsuring the attitude indicator!!!! What a pain in the proverbial when it comes to blind flying in IMC!!!!!!!!!!!!!!! LOL Can it be moved out of the way please.....? Gos So excited about BoB:SoW I built my first computer in anticipation - Intel I7, GTX275, 6GB, 750GB, 850watt - Will that be enough please??????????? |
Oleg
Great screen shots. Attention to detail is astonishing. While I looked at them I wondered how many posts would offer up inaccuracies. Glad to see I wasn't disapointed with that. ;) Thanks again fr posting the shots. PR |
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Will become handy to make vehicle, trains and/or ship convoys with diferent damage model betwenn the cargo and the carrier. Straffin a cargo ship you may destroy trucks over it but not the ship, an so on. :cool: |
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We would probably use it one time and then never more - but it's the added realism of knowing you CAN do it is what making me seriously propose it. As it is now after ditching a plane in a dogfight and watching that pilot jump out, run 50 meters and dive to the ground is frustrating. I would like to run myself and then be able to stand there watching the fight a bit from the ground before hitting refly. Maybe hide behind the wreck if someone tries strafing me afterwards :) Why not add another possibility (yes I know I will get bashed for hollywood stuff like this - but still) - add a feature to do pickup rescues like the one from "Dark Blue World" (the Czech movie). If a pilot is down (ditch or parachute), you can land and pick him up to avoid loosing a pilot on a dogfight map... Maybe not with a spit like in the movie - but a Lysander, or a Do 18 in the water. But heck why not in a Spit like that movie. I remember reading about mechanics going with the pilots in their fighters at emergency evacuations in Russia so it's theoretically possible... Then we naturally would like to have the ability to walk from the jeep to the plane at the hone base. No need for a fancy animation getting into the plane, it's better with a Battlefield 1942 "pop and your in there" than nothing. Imagine listening to the briefing, then get into a jeep and drive to the plane where the ground crew reports the status and walk up to the plane and press "E" to enter the plane... A lot of work doing it, but so rewarding for immersion. We have all dreamed of it since playing sims on the C64 - put some cheap hot junior developer that has done FPS programming on it. As I understand that your budget does not allow for non essential features like this, I will happily pay his wages for one day, then I guess we can find about 100 here that does the same to let him work on it for 2-3 months to get it done. Come on - send me an account number! ;) |
Actually rescue of downed pilots, especially at sea with floatplanes, would make for some interesting mission possibilities.
Setting your Walrus down on the swells of the Channel to pick up a downed pilot, hoping some 110s don't come by to spoil the day. Pretty gripping stuff actually. Then getting him back safely. It would be an interesting mission in an online team play environment where the number of available pilots bears directly on mission success. Will this be possible Oleg? |
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