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-   -   What do you think it is that Luthier thinks will have Competitors squirming? (http://forum.fulqrumpublishing.com/showthread.php?t=25769)

Blackdog_kt 09-01-2011 12:04 PM

Quote:

Originally Posted by Bonkin (Post 329412)
Working in software development I have some idea of the complexities of managing software projects and the issues involved - and I've got to say I think Blackdog may have something here. I feel something big is coming. I say this because some of the fixes the community has been pressing for (i.e. SLI, better AI, gunsight bugs etc) seem to me to be the trivia jobs... but when we do get an update what do we get? A new German minelayer and some trains, i.e. stuff to the community that is not that important right now. Thing is... maybe this stuff is all going to be important? Clearly the team are working on things other than just the fixes that are required.

Just my thoughts... but longer term I'm seeing a much larger online battlefield with not just aircraft being player controllable. Maybe the MG strategy has been all along to get more involvement from 3rd party developers to make this all happen... hence the release of the SDKs? Not sure what the business model is though.

Finally, someone who understands. It's not that AA or sounds or flickering shadows are not important, they very much are. I just have a feeling they are trivial compared to the general scope of the sim and the reason i feel that way is because of the hints that have already been dropped in terms of existing features.

Why would a server want to limit the player's ability to spawn aircraft of his choice or switch teams? Why would they go to all the trouble of pretty much letting the user interface with the sim with computer language code, to the point of controlling not only gameplay aspects but the interface as well?

If people have no imagination all they see is a jaggy aerial mast that's bugging them for months. If they do, they see an online war where you choose your affiliation and unit at the start and are limited to flying that for its duration, within a dynamic strategic and tactical environment.

There's way too many stuff like that to enumerate one by one. What about the in-game map tools preview? I can plot down waypoints mid-flight for crying out loud or while warming up, how long until i can have them apply to the rest of my AI spawned squad (we can spawn more than one aircraft already), then my buddies spawn into those aircraft and are presented with a nice flight plan ready to fly a mission?

I think performance fixes are pretty much in their final stages, graphics and sounds are about to also be finalized, so i'm expecting the following two steps to occur next:

1) Rework any FMs that need tweaking and debug all the existing aircraft (Ju88 gyrocompass, radial engines CEM, streamlined control logic for all aircraft controls). At this point the sim is pretty much considered a complete product.

2) Release of the SDK and moving towards that goal of an expansive, dynamic battlefield, where the player's action have a more lasting impact on the environment than simply winning a single DF map or coop mission.

I think that 6 months down the road, some people are going to be frantically trying to split the remaining 250 gallons of fuel in the airfield's reserve among them because a bunch of Heinkels blew up their fuel dump and now their Spitfires are sitting on the tarmac waiting for the AI truck convoy to arrive, while simultaneously begging for the Hurricane squadron stationed on the nearest field to throw up a bit of CAP for those fuel trucks.

And when we get to such a stage, i'll be all the more glad that they decided to put their focus on these things and bite off more than they could initially chew, even if it meant putting the most commonplace features on the back burner for a while and having to endure the ire of the community.

I didn't want CoD to be an old girlfriend with a new lipstick, i wanted it to be a new one and i didn't mind at all that her clothes were shabby and she wore no make up when i first met her. All the complaints about how could they miss what is considered a given for a modern day game are just that, having a drop dead gorgeous girl winking at you across the bar and not making a move because if she's wearing snickers and baggy jeans instead of high heels and lipstick then she's not good enough for mister snappy well-dressed :-P

Bonkin 09-01-2011 12:07 PM

Just found some of Luthier's earlier work... maybe this sort of personnel animation will be added? :grin:

http://www.youtube.com/watch?v=ePl_a9nAwLc&NR=1

SNAFU 09-01-2011 12:25 PM

Guys, better keep your imagination and dreams at bay. ;)

No, something really big would`ve been used for marketing purpose - that would not have be decided by the developers, but by the puplisher.

I would rather hope for some nice features like propwash, light reflections of canopies or the like (u can usually spot for many miles before you actually see the plane), meteors at night or something like that.

Even a functioning oxygen device would have been great, but that is already done by DCS...

Mysticpuma 09-01-2011 01:02 PM

Updated my original post at the topic start...I think I've cracked it ;)

Cheers, MP

PS. Blimey some great ideas here, wonder who will be right?!!

CharveL 09-01-2011 03:12 PM

New Feature
 
omg look what I found!!1

Quote:

Moscow - AP, TASS

1C Maddox Games announces never before seen flight sim feature

Be prepared for an announcement of truly epic proportions. The man behind the scenes at 1C Maddox Games, Ilya Shevchenko a.k.a. Luthier, has revealed to sources an intriguing new feature addition to the popular flight simulation series sequel IL2 Sturmovik:Cliffs of Dover franchise that will leave other simulator developer's heads spinning for perhaps years to come.

Amongst other life-like features of the flight simulator including moving grass blades, texture mapped railroad tracks, and finely detailed clouds of grouped cotton balls comes a detail never before seen in a flight simulator, and anticipated with growing excitement amongst flight-sim fans the world over.

The elegantly detailed hands of Big Ben's clock located in central London are expected to move precisely each second during game time such that a carefully coordinated, slow fly-by will show up to 3 movements of the second hand and actual in-game time. Yes, as incredible as this sounds, many months of secretive hours have been poured into this next-generation feature at the necessary expense of other - now less important - features such as graphics rendering, working AI commands, and non-sterile campaigns and missions.

We can hardly contain ourselves either. If all goes as currently planned, the patch should be released this Friday, September 2nd give or take a month or two, to the delight of clock fans everywhere. As unlikely as it sounds, rumour has it that even some train station clocks will also be synchronized for real-time action as well, but critics are skeptical that this can be implemented within the coming months let alone for this patch.

Only time will tell if this is some elaborate hoax or whether clock-sim fans the world over will soon be flying past the one of the newest wonders of the simulator world in IL2 Sturmovik: Cliffs of Dover.


SNAFU 09-01-2011 03:21 PM

An integrated railway station clock sim? Huh, that`s old, even the Caucasian trains in DCS go after real time table schedule.... :cool:

Raggz 09-01-2011 03:48 PM

I am guessing Co-op ;)

Feathered_IV 09-01-2011 03:51 PM

Quote:

Originally Posted by Mysticpuma (Post 329114)
Aditional comment after looking at replies;

Thinking more about the wording of competitors I have to assume that Luthier is talking about WW2? If that is the case it must refer to World of Planes and World of Warplanes, two 'competitors' in the WW2 flight market.

Now, if that is the case, these two pieces of software hinge on the fact that they will have an online experience that is a dynamic free-flowing war arena, where events change the way missions are loaded and the results of those change the ebb and flow the Mission/Campaign/Map that is loaded.

If they released something like that, I can imagine that making the competitors 'squirm' as it would pre-empt their release by months and dilute the enthusiasm for their products?

Cheers, MP

I suspect not. Maddox Games have no real experience in creating that sort of stuff. Even the original Dgen, DCG and online wars are all third party efforts. The closest MG have come to creating narrative gameplay is some very rough static campaigns. I would not expect them to break any ground in those areas any time soon.

Tavingon 09-01-2011 03:58 PM

So we get working clocks? Great what about fixing the game? Its like a man buying new flowers for his garden when his roofs fallen in

Feathered_IV 09-01-2011 04:07 PM

jk ;-)

Strike 09-01-2011 04:13 PM

Quote:

Originally Posted by Tavingon (Post 329551)
So we get working clocks? Great what about fixing the game? Its like a man buying new flowers for his garden when his roofs fallen in

Did you swallow that load of bull!? :P I just have to ask :)

CharveL 09-01-2011 04:45 PM

Quote:

Originally Posted by Tavingon (Post 329551)
So we get working clocks? Great what about fixing the game? Its like a man buying new flowers for his garden when his roofs fallen in

I don't think you are quite getting the potential for accurate time coordination and synchronization capabilities this feature will bring to the table. Imagine getting separated from your flight over London and your in-dash clock is damaged from gunfire you never even heard hitting your plane. All you do is swoop down by Big Ben and get an accurate look at the meticulously detailed hands, then use that knowledge to calculate how much fuel you should have left for your return to France!

Personally I think this will be potentially even more immersive than spinning windmills or balcony railing details!

CharveL 09-01-2011 04:49 PM

Quote:

Originally Posted by Strike (Post 329558)
Did you swallow that load of bull!? :P I just have to ask :)

See now you are questioning the very integrity of our man Luthier. That's as ridiculous as saying half of the game's promised features wouldn't appear in the release! Sure it's an incredible feat of technical integration into an already complex game engine but there's no way they'd just outright lie to us!

Strike 09-01-2011 05:58 PM

Quote:

Originally Posted by CharveL (Post 329570)
See now you are questioning the very integrity of our man Luthier.

rather You CharveL ;) hehe.

Either way, nice effort! :D Shame you didn't have a link to sukhoi.ru with a redirect to a Rick Roll video ;)

tk471138 09-01-2011 06:29 PM

Quote:

Originally Posted by Strike (Post 329558)
Did you swallow that load of bull!? :P I just have to ask :)

seriously right...the day they give any consideration to "clock enthusiasts" in video games is the day pigs fly, meaning it wont happen...(maybe clock maker simulator)

JG52Uther 09-01-2011 10:47 PM

Quote:

Originally Posted by cheesehawk (Post 329563)
Co-ops are already in the game, albeit with a different interface than you're used to.

Old co-ops back. That will be a major step forward...

ElAurens 09-01-2011 11:46 PM

Quote:

Originally Posted by tk471138 (Post 329615)
seriously right...the day they give any consideration to "clock enthusiasts" in video games is the day pigs fly...

Excuse me?

:grin:

Codex 09-01-2011 11:58 PM

Quote:

Originally Posted by elaurens (Post 329736)
excuse me?

:grin:

rofl

Rjel 09-02-2011 12:47 AM

As was mentioned, my hope is for anything that will add to the immersion of being in 1940. This sim simply has no "life" to it. So anything from movable ground vehicles, to even a hint that there are people down there as in A-10C Warthog. Cut scenes that follow your "war" would add much too, IMO.

Years ago, I think Oleg (could have been another game maker) commented that CPU power really was limiting AI development. Now that multi core processors are becoming commonplace, I would like to see AI become more "modular". As new theaters and presumably new A/C were introduced into the COD game engine, new AI and its capabilities, tactics and ability to learn from your game play, could be added by plugging into your game without destroying the AI already there. We all know different planes and opponents require different tactics, it's time to have AI that takes advantage of more than endless barrel rolls and climbs no human pilot can follow. I'd love to see programming that could use an entire CPU core dedicated to nothing but AI. Maybe that's still a long way down the road.

Codex 09-02-2011 12:59 AM

+1

Of all the things that are broke, I would really really really like to have more realistic AI, not the robotic pilots we have right now, and the ability for AI pilots to gain "experience" but also "fatigue" the more they fly.

BoBII did this well.

icarus 09-02-2011 01:26 AM

Quote:

Originally Posted by Rjel (Post 329755)
As was mentioned, my hope is for anything that will add to the immersion of being in 1940. This sim simply has no "life" to it. So anything from movable ground vehicles, to even a hint that there are people down there as in A-10C Warthog.
.

So true. This video shows off Warthog well. Love the soldiers running for their lives LOL.

http://www.youtube.com/watch?v=GK9SZ...ayer_embedded#!

xnomad 09-02-2011 02:44 AM

That was the same in IL2 I would strafe a vehicle column and you would see all these little guys run away just like that.

LoBiSoMeM 09-02-2011 04:13 AM

Quote:

Originally Posted by Rjel (Post 329755)
As was mentioned, my hope is for anything that will add to the immersion of being in 1940. This sim simply has no "life" to it. So anything from movable ground vehicles, to even a hint that there are people down there as in A-10C Warthog. Cut scenes that follow your "war" would add much too, IMO.

I never be tired of all nonsense we have here...

"Anything from movable ground vehicles"?!?!?!

[youtube]t6xGuqK42TU[/youtube]

[youtube]ehmu4-VDT3U[/youtube]

The true is that people don't know this sim and keep assuming things...

r0bc 09-02-2011 04:54 AM

I'm not asking for much, I'll be more then happy if we just get what we already have fixed....anything extra will be a bonus.

Rjel 09-02-2011 05:13 AM

Quote:

Originally Posted by LoBiSoMeM (Post 329780)
I never be tired of all nonsense we have here...

"Anything from movable ground vehicles"?!?!?!

The true is that people don't know this sim and keep assuming things...

Relax slim. You're assuming too much. Perhaps I wasn't clear enough in my statement. What I meant was simply that the IL2 game world is "dead" unless someone puts a great deal of effort into the FMB. I've been around long enough to know there are moveable objects. I want to see randomness in the movement. There isn't any sense of discovery for me flying a mission where I know everything is going to be, time after time. OK?

Jonk 09-02-2011 05:27 AM

This is why I like the idea of a Falcon 4 style dynamic campaign. Seeing the big push building or going to defend the line and actually being an integral part of the battle.

Canned missions are just that, following a scripted plot, the DC though is a more exciting and unpredictable animal.

I think RoF is certainly on the right track with their implementation and is has drastically improved the atmosphere and gameplay. Tough for me to hang onto anything else after seeing what's possible with today's technology.

hiro 09-02-2011 08:12 AM

lol at pigs fly funny





I think Luthier is going the Toyota route. Keep small improvements and then you have a powerhouse Sim like IL-2 1946 is.



And a solidly, nearly bug free ClOD will make competitors shiver.


I'm going to go with what others are saying, forget the eye candy and extras, just get a solid game, then worry about the little stuff.







funnies:


Quote:

Originally Posted by Bonkin (Post 329450)
Just found some of Luthier's earlier work... maybe this sort of personnel animation will be added? :grin:

http://www.youtube.com/watch?v=ePl_a9nAwLc&NR=1


LOL , plane fu maybe for the flying tigers :D




hey someone from here was posting, fess up!

Quote:

Originally Posted by 1982rf
So this what you were doing instead of working on IL2:Cliffs of Dover...

http://www.youtube.com/watch?v=ePl_a9nAwLc&NR=1


salmo 09-02-2011 08:37 AM

"We also have a rather cool new major feature almost ready. It’s not going to make this patch. In order to keep the competitors squirming, we won’t say what it is until we’re ready to release it."

1. Dynamic weather (weather fronts, true dynamic clouds/wind)
2. Player drivables (AA or vehicles or ships)
3. Multicrew joining (join your buddy's plane on the ground &/or in-flight)

Vengeanze 09-02-2011 08:38 AM

Quote:

Originally Posted by ElAurens (Post 329736)
Excuse me?

:grin:

Hehe. Perfect timing.

Stiboo 09-02-2011 09:24 AM

I think the water clue from Ilya is what it's all about -

So we may have Subs underwater and depth charges dropped from planes and when you have to force 'land' on water your plane will sink...and in cockpit you will get to see the water rushing over your cockpit ( as was in pre-release Moscow videos)

All we need is a mine sweeper ship as well...oh



My own wish list -

FMB Scripting made easy

Dynamic Campaign

and the 2 things that come to mind whenever Battle Of Britain is mentioned -
The Squadron scramble and RDF(radar) control.


can't wait to see what it is !!


.

adonys 09-02-2011 10:18 AM

Frankly, I don't think is any huge feature, as they wouldn't had time for anything of above small magnitude, with everything they have to fix at this point. Unless it's a left-over feature which wasn't completed in time for release and until now..

So, considering all the above:
- Dynamic Campaign was already done by other.. so no
- Dynamic weather dunno if it was done in any other game, and they've announced it as a game feature.. so it might be a left-over finished (though it's a huge system of the game, and in no way a small thing to work on)
- own pilot model present in cockpit i think was already one.. so no (but it might still be a probability)
- pilot bail-out animation.. might be (as they've already talked and presented it at some point, and it's a small enough feature to can work on it without disrupting the development too much)
-airplane/map/in-game-model.. no (they were talking about a feature, not a model)
- persistent battlefield.. way too huge to can be possibly done (they haven't even made a DC until now)
- vehicle/tank player controlled was done in other games.. so not really
- cross platform multiplayer also already done in other titles
- cross game multiplayer also already done in other titles (Silent Hunter 2 + Destroyer Command)
- Radar control was already done, I think (in WoV BoB II)
- squadron scramble already done, I think (in same WoV BoB II)

There might be some other things too, of which we discussed as proposals of IL2DCE integration (as player battlefield commanders, player recon and so on), and if they won't add them, IL2DCE will.

ChocsAway 09-02-2011 11:39 AM

Some decent AI for off-line players would make many competitors squirm ;-). It would be good to see this given some attention sooner rather than later over eye candy and trains (different department I know!).

I've recently installed IL2 1946 with the HSFX 5.01 mod and except for a few areas Clod has an awful long way to go to even get close IMO. Like many others I want to see Clod succeed and become what it was meant to be. It remains to be seen how many of us are that patient. The graphics engine and sound overhaul are very welcome but even with these additions I wonder how long long I will last with the (laughable) F-16 like AI and inaccurate flight models as they are at present. I understand it can't all be done at once but I can't help thinking that there are some odd decisions being made in the 'priorities' department. :)

furbs 09-02-2011 12:00 PM

FSAA and vastly improved AI. that's all i want for now.

Dano 09-02-2011 12:31 PM

The ability to have the AI copy manouveres seen performed by human pilots.

fireflyerz 09-02-2011 12:40 PM

A beta out on time....;)

David198502 09-02-2011 12:53 PM

Quote:

Originally Posted by xnomad (Post 329770)
That was the same in IL2 I would strafe a vehicle column and you would see all these little guys run away just like that.

tue!i was amazed when i saw that the first time,..im confident this will be done in COD sooner or later as well.

David198502 09-02-2011 01:02 PM

Quote:

Originally Posted by salmo (Post 329819)
"We also have a rather cool new major feature almost ready. It’s not going to make this patch. In order to keep the competitors squirming, we won’t say what it is until we’re ready to release it."

1. Dynamic weather (weather fronts, true dynamic clouds/wind)
2. Player drivables (AA or vehicles or ships)
3. Multicrew joining (join your buddy's plane on the ground &/or in-flight)

multicrew joining.....its already possible!!!

Fall_Pink? 09-02-2011 01:47 PM

Maybe one of these?

- Dynamic and historic weather
- Ground personell walking about and doing their stuff
- Ground vectoring
- Command room (just like in the old BoB)
- Dynamic air and ground campaing a la Falcon4
- Real looking rain drops on you canopy, wings and fuselage
- Nice looking vortices and other aerodynamic effects
- Map of northern part of UK and Norway, Holland and Belgium ;-)
- Learning AI?

I assume they will concentrate on the flight sim part first and leave it up to the 3rd party dev's to use the SDK for all other stuff like tanks and first person shooters ;-)

Rgs,
FP

Meusli 09-02-2011 02:14 PM

Quote:

Originally Posted by Fall_Pink? (Post 329930)
Maybe one of these?

- Nice looking vortices and other aerodynamic effects

I am reading a good book on bomber command at the moment which mentions St Elmo's fire quite a bit, would love to see that included.

Catseye 09-02-2011 05:00 PM

And now for something completely different.
 
It seems that a great deal of effort is being placed on the sound module at this time. So after completion of this major undertaking I began to think of an extension in the sound arena.

Voice activated commands!

Now wouldn't that be an interesting breakthrough?

Cheers

David198502 09-02-2011 05:26 PM

Quote:

Originally Posted by Catseye (Post 330082)
It seems that a great deal of effort is being placed on the sound module at this time. So after completion of this major undertaking I began to think of an extension in the sound arena.

Voice activated commands!

Now wouldn't that be an interesting breakthrough?

Cheers

that would be really cool

LoBiSoMeM 09-02-2011 05:37 PM

Quote:

Originally Posted by Rjel (Post 329788)
Relax slim. You're assuming too much. Perhaps I wasn't clear enough in my statement. What I meant was simply that the IL2 game world is "dead" unless someone puts a great deal of effort into the FMB. I've been around long enough to know there are moveable objects. I want to see randomness in the movement. There isn't any sense of discovery for me flying a mission where I know everything is going to be, time after time. OK?

If you believe that DCS series have great "ramdomness" in ground units movement... You are talking about ramdom spawns?

No... I believe you'll go to another direction now, as your talking change to "only with great deal of effort into FMB"...

We have a lot of ground units in CloD, equal as any good flight sim. More detail in a sim only in ArmA series, with simplified air sim.

:-P

Iku_es 09-02-2011 06:03 PM

What about an interactive AI crew in multicrew aircrafts?
(A2A b17 alike, but improved) I would love to have "company" when flying bombers, and not having to fly, navigate, aim bombs ALL by myself.
I can't remember any combat simulator with this feature.

Ali Fish 09-02-2011 06:12 PM

Quote:

Originally Posted by Iku_es (Post 330130)
What about an interactive AI crew in multicrew aircrafts?
(A2A b17 alike, but improved) I would love to have "company" when flying bombers, and not having to fly, navigate, aim bombs ALL by myself.
I can't remember any combat simulator with this feature.

silent hunter 5 was based around that very principle. not necessarily a good idea.

burlaff 09-02-2011 06:35 PM

Quote:

Originally Posted by Ali Fish (Post 330139)
silent hunter 5 was based around that very principle. not necessarily a good idea.

hmm... I think that if it was done properly it would be very immersive, as opposed to the rather sterile atmosphere we have now in a bomber. Imagine having your crew constantly relaying information to you and so on, it would increase immersion by a huge amount I think.

Jonk 09-02-2011 06:39 PM

B-17 2 The Mighty Eighth had this and it certainly added a lot to the atmosphere of the large bomber.

kestrel79 09-02-2011 07:13 PM

My guess is it's something big in regards to the online multiplayer experience. Oleg and Luthier in the updates years ago always spoke of large, epic battles going on for a long time.

I want to see something like this take shape and become a reality. Let's hope they can squash the major bugs soon so we can enjoy something like this.

LoBiSoMeM 09-02-2011 07:59 PM

Quote:

Originally Posted by Catseye (Post 330082)
It seems that a great deal of effort is being placed on the sound module at this time. So after completion of this major undertaking I began to think of an extension in the sound arena.

Voice activated commands!

Now wouldn't that be an interesting breakthrough?

Cheers

I used voice activated commands in DCS: Black Shark A LOT! And in others titles too. Simple, just use a program like that:

http://www.dwvac.com/

:)

ChocsAway 09-02-2011 08:11 PM

Quote:

Originally Posted by kestrel79 (Post 330191)
My guess is it's something big in regards to the online multiplayer experience. Oleg and Luthier in the updates years ago always spoke of large, epic battles going on for a long time.

I want to see something like this take shape and become a reality. Let's hope they can squash the major bugs soon so we can enjoy something like this.

I hope your guess is wrong as the single player experience is a pretty bad one all round. It needs serious work and I'm hoping that they will fix and enhance it as a priority. I don't hold out much hope though, as time progresses it seems that Clod is leaning toward being more online oriented. For me and many others that will mean finding our off-line kicks elsewhere. I've already shelved the game/sim due to the awful AI.

Wolo 09-02-2011 09:23 PM

The new feature is Luthier playing his banjo in somewhere of england.
He told me.
Sorry for my english XD.

Catseye 09-02-2011 11:20 PM

Quote:

Originally Posted by LoBiSoMeM (Post 330210)
I used voice activated commands in DCS: Black Shark A LOT! And in others titles too. Simple, just use a program like that:

http://www.dwvac.com/

:)

Yes, but that isn't integrated into the game. I'm talking about within the game and not a third party tool to facilitate it.

41Sqn_Stormcrow 09-02-2011 11:34 PM

Quote:

Originally Posted by Jonk (Post 330157)
B-17 2 The Mighty Eighth had this and it certainly added a lot to the atmosphere of the large bomber.

I agree, we should have more chatter inside a bomber. Will be one way though (always to the player position)

Something like that:
http://www.youtube.com/watch?v=SoRVStgnTa8

SlipBall 09-02-2011 11:36 PM

Oleg in a cameo, animated role will rearm, refuel, check the oil, and get the windows...all very hush hush for now.

BRIGGBOY 09-02-2011 11:48 PM

Quote:

Originally Posted by furbs (Post 329121)
if its hurrigirl then im going to visit luthier in person. :)

lol

pupo162 09-02-2011 11:50 PM

Quote:

Originally Posted by 41Sqn_Stormcrow (Post 330284)
I agree, we should have more chatter inside a bomber. Will be one way though (always to the player position)

Something like that:
http://www.youtube.com/watch?v=SoRVStgnTa8

onw thing that surprised me was the fact they called wich other by their position, Im preatty sure that if i was in a similar life or death position i owuld be yealling at mike and john, not to bombardier and gunner.

Varrattu 09-03-2011 12:01 AM

3-D Vision Ready
 
3-D Vision is an investment that will improve the joy factor. The 3D Vision takes PC graphics in a whole new direction and is the best thing that can happen to Cliffs of Dover.

Honestly

Varrattu

41Sqn_Stormcrow 09-03-2011 12:04 AM

Quote:

Originally Posted by pupo162 (Post 330291)
onw thing that surprised me was the fact they called wich other by their position, Im preatty sure that if i was in a similar life or death position i owuld be yealling at mike and john, not to bombardier and gunner.

I think they are simply so concentrated on their task and tense and all that they resorted to long trained procedures. I am convinced that during these minutes they even did not experience the full fear which was more underneath and suppressed. My guess is that the fear just during the long approach was probably the highest until they started with the running through their task list.

Catseye 09-03-2011 03:28 AM

Quote:

Originally Posted by Varrattu (Post 330294)
3-D Vision is an investment that will improve the joy factor. The 3D Vision takes PC graphics in a whole new direction and is the best thing that can happen to Cliffs of Dover.

Honestly

Varrattu

What would the user need to make it work?

icarus 09-03-2011 03:33 AM

After reading the SimHQ review slamming the campaign, a DC is the only thing that would really elevate this sim above all the others. It would add years of playablity and allow for more payware lifespan. Its doable too.

Chivas 09-03-2011 03:59 AM

I'm sure we will have some very good campaigns in the future, build by the developer and/or community. The use of Triggers already in the code will make for a very immersive experience no matter where you flew on the map.

icarus 09-03-2011 04:29 AM

Quote:

Originally Posted by Chivas (Post 330338)
I'm sure we will have some very good campaigns in the future, build by the developer and/or community. The use of Triggers already in the code will make for a very immersive experience no matter where you flew on the map.

Perhaps, but there is no campaign as good a decent DC. The immersive experience of a DC is WAY higher than even a semi-dynamic campaign. There is already a community one in development so it shouldn't be too hard for the devs to do it eventually. It definitely would make the other sims squirm, thats for sure.:-D

Feathered_IV 09-03-2011 07:51 AM

Quote:

Originally Posted by 41Sqn_Stormcrow (Post 330284)
I agree, we should have more chatter inside a bomber. Will be one way though (always to the player position)

Something like that:
http://www.youtube.com/watch?v=SoRVStgnTa8

As uncouth as it is to quote oneself, this is how I had imagined CoD bomber ops in the pre-debacle days...

"Been thinking a bit about how one might make multi-crew aircraft more interesting. Especially with regards to the roles crew members should play. AI Flight Engineers should tell you when an engine is overheating. A navigator should man a turret if a gunner is killed or wounded. All crew should be given some awareness of the outside world and be able to report on it. Below is how I hope a mission in SoW might play out:


Inter-Service Communication & Crew Management and in SoW...


You are flying the latest mission in your Blenheim bomber's single-player dgen campaign.

It is September 1940.

You are with 53 Sqn based at Detling. You mission brief is to patrol a section of occupied coast on a line from Ostend to Zeebrugge, and on up to Middleburg.
On the Met screen (a handy innovation for SoW) you can see that there is expected to be 8/10th cloud all the way. Not bad, you tell yourself. Your orders are to return however if cloud cover is insufficient. 53 Squadron has taken a beating in the last few weeks. The Blenheims stand little chance against determined fighter attack, and on this mission you will be flying alone.

A look at the Nav-screen (another first for SoW) it shows the Navigator's suggested course for the patrol. Looks okay, but you move the return waypoint near Middleburg a little further West.
No need to tempt fate...

In the air, you see that the weather is much as the met boys predicted. Eight-tenths, down to about 3000ft. You cross the coast near Ramsgate, skimming in and out of the cloud base.
You key in your first instructions to the crew. This is done in a similar way to which you communicated to AI wingmen in the Il-2 series. Hitting the Tab key, you go to the Crew-All list
and select the command to instruct them to report on all Land-Sea-Air contacts. The AI crew's reaction time in searching if you choose a specific area to search (air, for example) is much faster
than all at the same time, but on this show you'll be needing a good lookout.

Far out into the Channel now. The AI navigator gives you a course correction. Steer one-one-oh. You look down at the compass. Must have wandered off a bit... You put on a bit of right rudder
and the nose of the Blenheim comes back around. "On course" says the Navigator approvingly. At almost the same moment, the wireless op/gunner suddenly calls out, "Ship to starboard!"

Where? You dip the wing and peer out through the cloud and mist. Can't see anything. The gunner's skill in identifying sea and land targets isn't the best. He is just a gunner after all, and his
experience level has been modelled appropriately. The AI navigator/bomb aimer however is more informative. "I see it" he says. "Bearing fifty" "Destroyer, one of ours!"

You look in the direction indicated. Ah, there it is. Very pretty. Still a ways off though. Might as well say hello...
Throttles forward, you sweep down with the intention of giving the Navy a damn good beat up. You are speeding towards the destroyer when suddenly the ships guns open up. A burst of AA appears to the right, and then suddenly another burst much, much closer, accompanied by the dry rattle of shrapnel. Oh, for F**k sake! You pull up and bank away from the destroyer. At the same time showing the roundels on the bottom of your wings. A few more shots, and the gunfire ceases. Ships in Sow have a likelyhood of aircraft recognition based on variables of distance, weather and angle.

Circling the destroyer at a more respectful distance, you see a light flashing from the bridge. "Ship is signalling..." reports the AI Wop/Gunner. "Message reads: Apologies. Be advised, enemy aircraft in the vicinity..." No future in that, you tell yourself. You hit the Tab key again and bring up the commands for your navigator, requesting a heading to target. Within moments you are back on course, climbing back up towards cloud cover. A moments consideration and you also change the crews lookout instructions. Telling them to concentrate on seeking threats from the air. Not a minute to soon either...

"Fighter, Fighter! Break right Break right!!" calls your gunner. As you throw the bomber into a steep bank, the rear gun begins to clatter . A dark shape booms over the top of your canopy and disappears into the cloud above. "Lost him..." says the gunner. Engines screaming, clawing for height, the first wisps of cloud sweep past..."

KG26_Alpha 09-03-2011 05:25 PM

That Audio clip is well known.

It was, apparently, a studio production for radio broadcast.

http://www.youtube.com/watch?v=O22HbiJzFaM

AdamB 09-03-2011 06:21 PM

Personally, i think it will be two things

1. Ground unit controls, because of the tab in the control customisation

2. A body mesh for the player, i.e. like in a FPS you can see your characters arms hold a gun and then fire the gun, reload etc. This would mean that the old ejection animation will come back, yippee

Hope you like

AdamB

adonys 09-03-2011 08:25 PM

Have you seen the latest World of Planes screenshots?

There is a full pilot in player's cockpit, with one hand on throttle, one on the stick, and feet on the rudder pedals :)

Chivas 09-03-2011 09:33 PM

Quote:

Originally Posted by adonys (Post 330549)
Have you seen the latest World of Planes screenshots?

There is a full pilot in player's cockpit, with one hand on throttle, one on the stick, and feet on the rudder pedals :)

Thats an OK feature, but not a priority in my mind, as I can see my own hands etc on the stick and throttle in my peripheral vision. I rather see a ground crew animation that would make the home base much more immersive, especially during rearm and refueling.

adonys 09-03-2011 09:38 PM

yes, it should not be priority, but it would be very good for immersion.

Same as having:
- animated ground crew
- animated pilots/crews (more motion capture animations of scanning the sky, moving, talking, etc)

and so on..

icarus 09-03-2011 09:38 PM

DC is the king of sim features, bar none. CoD will destroy all others if it adds this and gets fixed up.

Bloblast 09-03-2011 10:11 PM

I go for dynamic weather

ATAG_Dutch 09-03-2011 10:16 PM

People.

Lots of them.

xnomad 09-04-2011 02:24 AM

Correct me if I'm wrong, but I seem to recall that pilot animation has always been 'doable' but they chose not to as it can actually spoil the game.

If you push a key on your keyboard then the pilot should be flicking the switch at that very moment. The animation would therefore have to preempt everything you do. Otherwise when you hit the key there will be a delay as the animation would have to move the hand to the switch first before flicking it.

Now imagine that with the dash mounted prop pitch lever on the early 109. The animation would always be a step behind your actions.

Personally I don't think we need it.

adonys 09-04-2011 06:55 AM

And if it will be a delay.. what? Do not forget that in reality there actually was a delay between pilot thinking "I need to lower the prop pitch" and the actual action to lowering the pitch because, guess what? the pilot had to reach the prop pitch lever with his hand :)

And they can just stick it with the throttle and stick for the beginning anyway.

David198502 09-04-2011 10:05 AM

Quote:

Originally Posted by cheesehawk (Post 330706)
Hmm, good point. Delays could kill you. What if you had the Anthropomorphic controls off, would you see 3-4 hands moving levers/toggling switches? haha

true.
personally i would love to see animated people in the game, except the pilot itself.as someone already mentioned, one can see your own hands and even feet in your peripheral vision while playing.thats more than enough.
the delays of motion would also detract from immersion i think, not to mention 3 or 4 hands.:grin:
furthermore if there is this inevitable delay, the animated hands would overcast important gauges,reaching the prop pitch for example, where you already have set the pp, now steering the plane again, trying to look at the rpms.
but bomber crew animations or ground crew animations and especially co-pilot animations are more than welcomed.

but if its optional, i dont have a problem with it.

Blackdog_kt 09-04-2011 10:46 AM

With regards to the dynamic campaign, it was Luthier's project specifically before he took on the management of the entire team.

I distinctly remember that he was the one who posted a thread asking for interesting things to occur in a campaign (that's where featheredIV originally posted his ideas that you can read a few posts back in this thread), it turned into a lot of pages and Luthier was taking notes: when we were told before release that the DC had to be postponed, it was Luthier again who said "i'm sad because it was something i really wanted to do, but i've got a few hundred pages of design documents alone".

So, i expect the DC to not only make it into the sim, but also be a good one if he spent so much effort just designing it before a single line of code was written for it. I just don't expect it to happen very soon, according to his own words in those posts it would take at least a year to 18 months after the initial release of the sim to code a campaign with all the features he was designing for it.

pupo162 09-04-2011 01:01 PM

Quote:

Originally Posted by adonys (Post 330698)
And if it will be a delay.. what? Do not forget that in reality there actually was a delay between pilot thinking "I need to lower the prop pitch" and the actual action to lowering the pitch because, guess what? the pilot had to reach the prop pitch lever with his hand :)
.

SO do I.

personally i think it would be a fair compromise to have pilot hands sticked to throttle and stick, everything else would just move by magic

Das Attorney 09-04-2011 01:10 PM

Quote:

Originally Posted by cheesehawk (Post 330706)
Hmm, good point. Delays could kill you. What if you had the Anthropomorphic controls off, would you see 3-4 hands moving levers/toggling switches? haha

http://forums.watchuseek.com/attachm...000_3hands.jpg

rofl!

Rjel 09-04-2011 03:06 PM

Quote:

Originally Posted by LoBiSoMeM (Post 330114)
If you believe that DCS series have great "ramdomness" in ground units movement... You are talking about ramdom spawns?

No... I believe you'll go to another direction now, as your talking change to "only with great deal of effort into FMB"...

We have a lot of ground units in CloD, equal as any good flight sim. More detail in a sim only in ArmA series, with simplified air sim.

:-P

I'm not sure what your point is, just as I'm sure you aren't comprehending what I'm saying. Language barrier I think.

To clarify, I would like to see randomly moving vehicles, not just truck or armor columns like we've seen for years in IL2. A10 has civilian traffic that seems to be anywhere on the map. It might be just an occasional car or truck, but it does appear to be random. Destroy a column of vehicles and a train in the IL2 world and as often as not, you can fly the rest of the day and not see anything else. Unless someone puts it there. Cannot CoD be programmed in such a way that as a player flies along his path, the game will generate targets as the player approaches? Hells bells, pop up buildings appear as we get nearer. What a shame, with the attention to detail the ground vehicles have received, if they aren't used effectively by the program.

If CoD is to be an online sim only so be it. But a great many players will be lost in the shuffle. Within reason, Luthier needs to figure out a way to make a believable dynamic world for us to fly in.

LoBiSoMeM 09-04-2011 03:59 PM

Quote:

Originally Posted by Rjel (Post 330798)
I'm not sure what your point is, just as I'm sure you aren't comprehending what I'm saying. Language barrier I think.

To clarify, I would like to see randomly moving vehicles, not just truck or armor columns like we've seen for years in IL2. A10 has civilian traffic that seems to be anywhere on the map. It might be just an occasional car or truck, but it does appear to be random. Destroy a column of vehicles and a train in the IL2 world and as often as not, you can fly the rest of the day and not see anything else. Unless someone puts it there. Cannot CoD be programmed in such a way that as a player flies along his path, the game will generate targets as the player approaches? Hells bells, pop up buildings appear as we get nearer. What a shame, with the attention to detail the ground vehicles have received, if they aren't used effectively by the program.

If CoD is to be an online sim only so be it. But a great many players will be lost in the shuffle. Within reason, Luthier needs to figure out a way to make a believable dynamic world for us to fly in.

So you want autogenerated ground units? Well, DCS has some "civilian traffic" in some roads setting. We don't have this in CloD or 46. But this option in DCS really don't adds so much in "immersion", and the "ramdom" units placed are not so "ramdom" if you made the mission. In CloD FMB we have a lot of tools. Better than have some autogen generic ground units, will be nice have full documentation of FMB, some library of coding to use in FMB, etc.

I believe we can do all this things with is already in the sim. But it's really poor documented... :|

Gollum 09-04-2011 04:18 PM

WWII online style supply / production system regarding plane availiblity as well as continuous dynamic online campaign where planes get "invented" as length of campaign progresses. Also, online rank system that allows you access to better planes when available and loss of all rank when pilot is killed. (meaning you start over from scratch when KIA). System is only way possible to replecate one's desire to live when faced with life threatening situations.. For example, won't see players online crashing into other planse when out of ammo or attempting to go 4 on 1.

Would be awsome.. :cool:

Also, would give soemone a reason to bail out considering it doesn't matter if you do or don't at the moment. After safely making it to ground there should be a chance generator based on friendly or enemy territory pilot ends up it on whether the pilot makes it back to friendly territory / eaten by shark.. ect..

Fredfetish 09-05-2011 02:26 PM

lol

JG1_Luckystrike 09-05-2011 02:30 PM

terminator 2 ?

Das Attorney 09-05-2011 07:35 PM

He's got three hands ;)

JG1_Wanderfalke 09-05-2011 07:38 PM

Quote:

Originally Posted by Das Attorney (Post 331261)
He's got three hands ;)

terminator 2 ?

http://www.youtube.com/watch?v=H0OaeMYTbs4

Das Attorney 09-05-2011 07:40 PM

?????

Tbag 09-05-2011 07:44 PM

Good old Walther!

JG1_Luckystrike 09-05-2011 07:47 PM

I Love This Movie.

SEE 09-06-2011 01:49 AM

Clod will have Butterflies, Catterpillars, bumblebees and various other insects at ground level detail.

When the whiners and competitors say CloD is full of Bugs the fanboys can say......Yes! they're bloody great aint they, even their fm is spot on!......;)

hc_wolf 09-06-2011 02:15 AM

Smurfs! The Heartbraker will see you having Smurfett on your lap. RRRRRREEEOWW!

roadczar 09-09-2011 02:52 AM

Was there an answer somewhere?

PissyChrissy 09-09-2011 03:17 AM

Quote:

Originally Posted by SEE (Post 331440)
Clod will have Butterflies, Catterpillars, bumblebees and various other insects at ground level detail.

Playable i hope.

Tavingon 09-09-2011 08:59 AM

Perks system like COD

Ze-Jamz 09-09-2011 09:19 AM

Quote:

Originally Posted by Tavingon (Post 333672)
Perks system like COD

I really hope not

roadczar 09-09-2011 12:47 PM

Integration with Red Orchestra 2? :-P

Ali Fish 09-09-2011 01:40 PM

i believe the new addition is some sort of strategy based layer to the game . no idea what form it could take.

Ze-Jamz 09-09-2011 01:43 PM

Quote:

Originally Posted by Ali Fish (Post 333780)
i believe the new addition is some sort of strategy based layer to the game . no idea what form it could take.

Attrition would be the favorite I think

Ataros 09-09-2011 01:44 PM

There was info that they hired a person responsible for human animations like bail-out. My personal guess is it is not worth it to have a full-time employee only for dozen of bail-out animations. Thus, my logical conclusion is that we are going to see some action soon on the ground or in the Heartbreaker's cockpit :)

Vengeanze 09-09-2011 01:53 PM

Quote:

Originally Posted by Ataros (Post 333784)
There was info that they hired a person responsible for human animations like bail-out. My personal guess is it is not worth it to have a full-time employee only for dozen of bail-out animations. Thus, my logical conclusion is that we are going to see some action soon on the ground or in the Heartbreaker's cockpit :)

What I said: animated rearm and refuel!!! :-D

Feathered_IV 09-09-2011 02:04 PM

Tapeworm in the water coolers. :rolleyes:

http://www.jnjaust.com.au/products/c...index_girl.png

mazex 09-09-2011 03:14 PM

Quote:

Originally Posted by roadczar (Post 333763)
Integration with Red Orchestra 2? :-P

Well, it will not be easy to get the turn radius of the planes in Ro2... Must be the predecessors of UAV:s cause even a Storch must have a hard time to circle a house like they do in Ro2 ;) Love that game otherwise, and it's good I'm used to bugs from CoD ;)

Mazex

Sternjaeger II 09-09-2011 03:21 PM

competitors? What competitors? :confused:


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