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-   -   Friday 2010-02-25 Development update:Interview by Grégory Lemasson/Discussion Thread (http://forum.fulqrumpublishing.com/showthread.php?t=13530)

Mysticpuma 03-03-2010 02:30 PM

Will SoW being accurate in weather for the dates campaigns are flown in? Just wondering if the weather effects will match those of the dates in real-life 1940?

Also will damage effects on aircraft where holes appear and/or wings break off be able to have ragged edges rather than the straight ones we have now?

Thanks, MP.

Oleg Maddox 03-03-2010 02:46 PM

Quote:

Originally Posted by Mysticpuma (Post 147471)
Will SoW being accurate in weather for the dates campaigns are flown in? Just wondering if the weather effects will match those of the dates in real-life 1940?

Also will damage effects on aircraft where holes appear and/or wings break off be able to have ragged edges rather than the straight ones we have now?

Thanks, MP.

Proabbly it is possible only in single historical miossions or campaigh that merged from such single missions. We did such thing in original Il-2 where each mission was with exact time, weather of that day and situations.

ECV56_Lancelot 03-03-2010 04:01 PM

Will BoB scenery look like this or better? ;)

http://i994.photobucket.com/albums/a...obe58/4-14.jpg

http://i994.photobucket.com/albums/a...obe58/5-14.jpg

http://i994.photobucket.com/albums/a...obe58/6-13.jpg

Images taken from SimHQ about ORBX addon for FSX. Noh idea what ORBX is, because i don´t have and fly FSX, but i must say i was impress with those screenshots.

Qpassa 03-03-2010 04:27 PM

i think that rof looks better than that screenshot
http://i48.tinypic.com/25qrxjq.jpg
http://i48.tinypic.com/dh3hgl.jpg


Too big,open them ;)

Caveman 03-04-2010 02:42 AM

Quote:

Originally Posted by Oleg Maddox (Post 147423)
It is really something like subwoofer which instead of sound wave distribute the floor/chair wave.... by other words sound wave trasmitts into mechanical vibartion ... It is working exactly like subwoofer in terms of connection to sound card or home theather. Digital sound? It is only depending of this device. No needs any special support of such device. Its a toy.

You may place several such devices and tune it for different frequency of sound range... then it will shake you from guns by one device, or from engine by other device. Our by both in case of shell hit...

It is very simple device in terms of engineering.

Oleg, thanks for response. Yes, it is a simple device, but one that works quite effectively for increasing immersion :) By "digital" I meant that transitions in/out of the crossover frequency seem rather abrupt in IL-2 ("on" or "off"). Specifically, a more proportional response magnitude throughout the throttle range would seem to make it "perfect".

For instance, when the 109 is idling, the BK just about rattles one out of the chair. This is great, but the vibration amplitude tapers off quickly and "smooths out" when engine RPM is advanced past a certain "critical point". This gives the illusion of entering or exiting a vibration harmonic disturbance, instead of transitioning from a relatively "rough idle" to a "pleasant midrange engine-induced vibration hum". I spent some time adjusting/balancing the BKs freq cutoffs, crossover, and volume, and was able to get something "good", but IL-2 seems very "dynamically sensitive" when compared to other sims like MSFS, Lockon, etc... I attributed this to the complexity of the IL-2 sound engine with it's ability to play multiple tracks simultaneously to create the right "engine note" at any given frequency. In my mind, I surmised (incorrectly?) that the BK was "sliding" off an "amplitude step" on a low frequency track that the BK was picking up and therefore causing the abruptness.

It seems like BK-optimized code would have to use a Low Freq track of it's own, running very quietly in the "background" that could be turned up to the desired level using the BK...

Perhaps an independent "vibration track" to capture a balanced, realistic vibration throughout the freq range... A user could set the BK freq range anywhere, but setting it near a BK track "tuning freq" would force the BK to follow that predetermined "vibration amplitude map" that you specify.

Keep in mind this is all in the context of improving the IL-2 sound engine/BK experience that last 10%... I just wondered if any specific thought had gone into this...

Your suggestion to use multiple BKs was unique and so true... What a great idea! I had never thought of the advantages to that sort of setup.

Thanks for keeping the dialogue open for comments. It really is something amazing to chat with a developer. I've been simulating since the early 80's and all I can say is that you've made many dreams a reality. Can't wait to see the birth of SOW.

Bobb4 03-04-2010 10:43 AM

Quote:

Originally Posted by ECV56_Lancelot (Post 147488)
Will BoB scenery look like this or better? ;)

http://i994.photobucket.com/albums/a...obe58/4-14.jpg


Images taken from SimHQ about ORBX addon for FSX. Noh idea what ORBX is, because i don´t have and fly FSX, but i must say i was impress with those screenshots.

Well I hope Oleg does not have rivers that flow over a hill :grin: and not through it :) Could just be an optical illusion though

Antoninus 03-04-2010 07:49 PM

There are lot of rivers that fly over hills in FSX, but usually not in handmade high detail scenery. Thats the drawback of having a global scenery. FSX creates the landscape from mesh, landclass and vector data such as roads or rivers. If the coordinates don't match well enough you get stuff like that.

WhiteSnake 03-04-2010 11:04 PM

Quote:

Originally Posted by Urufu_Shinjiro (Post 146647)
Oleg, I know this may be a more technical question better suited for you programmers, can you say what sound API will be used, DirectSound3D, OpenAL or other? Windows Vista and Windows 7 no longer support sound card hardware acceleration for DirectSound3D but do support hardware acceleration with OpenAL.

Quote:

Originally Posted by Oleg Maddox (Post 146679)
As told me Rudolf Heiter(our sound engineer) when I noticed him about such a problem, he said that all there will be fine. More precise I can ask him on Monday.

I wanted to know the same thing And is there going to be 64 bit Suport (64 bit .exe) so the game can make use of more than 2GB of System Memory etc. under a 64 bit OS?

Im building a new Rig and selling the components of my old one so i was hoping for an awnser to this so i know if i should hang on to my Soundblaster X-Fi or sell it also.

MikkOwl 03-04-2010 11:06 PM

Quote:

Originally Posted by WhiteSnake (Post 147741)
is there going to be 64 bit Suport (64 bit .exe) so the game can make use of more than 2GB of System Memory etc. under a 64 bit OS?

Oleg posted in the past few days stating that 3gb would be minimum (I think), maybe even moved up to 4gb. That will definitely means that 64bit is OK, maybe almost a must.

AdMan 03-05-2010 03:53 AM

Quote:

Originally Posted by Oleg Maddox (Post 147451)
I understand the joke...
Of course nothing can be perfect. We only try to tend to a limit...

But... we also remember about console and WoP players... so for them the sim will be also playable... But I'm sure - way more interesting in terms of long life use, learning, to be anxious for success. Very scalable difficulty setings will allow this.

maybe aircraft manuals can come included with SOW? Either originals or re-written to include information that is important to SOW. If they were accessible in-game would be cool, even simple text files on disc would be nice.

It's not always easy hunting down original flight manuals and then figuring out what is emulated in the flight model and what is not, having some type of manual included would encourage novices to learn realistic settings. I guess this also depends on how training missions are designed.


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