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

Oleg Maddox 03-02-2010 09:24 PM

Quote:

Originally Posted by Qpassa (Post 147384)
Dear Oleg:
I have asked before and I think that you havent answer
Is going to be delivered the simulator in Spanish?
Thanks,keep working at this level ^^

Sorry, I don't think so. However anything may happens.

Oleg Maddox 03-02-2010 09:26 PM

Quote:

Originally Posted by Freycinet (Post 147375)
It is part of a FlaKstellung, an anti-aircraft battery:
[/IMG]

Really no. It is part of guidance system.
On this screen shot it was placed simply for the picture, but not as it is the system of AAA.

DJB 03-02-2010 10:24 PM

Quote:

Originally Posted by Oleg Maddox (Post 147386)
Quote:

Originally Posted by Qpassa (Post 147384)
Dear Oleg:
I have asked before and I think that you havent answer
Is going to be delivered the simulator in Spanish?
Thanks,keep working at this level ^^


Sorry, I don't think so. However anything may happens.

Maybe a simple tool to make possible to translate the whole text?
Can be two columns style, left column with text in english and right column to enter wanted translation...

Thank you very much Oleg, for maintain contact with users;).

Sorry for my bad english, but I hope you can understand me:).

Caveman 03-02-2010 11:46 PM

Oleg: Can you comment on Buttkicker support for SOW? It works decently in IL-2, but it's a bit "digital"... Wondering if the sound code programmers will pay special attention to this device to smooth out the transitions from on to off in the low frequency range it's designed to operate in...

Using a Buttkicker for sound augmentation is analogous to using a Track IR for view augmentation... It's a big improvement.

Can you comment?

PilotError 03-03-2010 01:33 AM

Quote:

Originally Posted by caveman (Post 147401)
oleg: Can you comment on buttkicker support for sow. It works decently in il-2 but it's a bit "digital"... Wondering if the sound code will pay special attention to this device to smooth out the transitions from on to off in the low frequency range it's designed to operate in...

Using a buttkicker for sound augmentation is analogous to using a track ir for view augmentation... It's a big improvement.

Can you comment?

+1 :)

Zorin 03-03-2010 02:37 AM

A FREYA installation, for anyone interested.

http://i205.photobucket.com/albums/b...render_3-1.jpg

RAF74_Winger 03-03-2010 03:40 AM

Quote:

Originally Posted by Oleg Maddox (Post 147372)
Unfortunatelly FF systems do not give us increasing of force except that this force is present in a couple of levels. So what you mean is really iompossible to make realistic. Usually just one stage FF IS and FF no... with jumping as wish the driver and system of FF joy.

I understand your meaning Oleg. Do you think it would be possible to pursue an intermediate course and make certain flight parameters available through devicelink or equivalent interface? Such as: IAS, control surface moment of inertia and position, engine power, and perhaps some sort of buffet signal as the airfoil approaches critical AoA so that those that have the wherewithal can construct their own FF mechanisms. I know that much of this is already present through devicelink, but the control surface information in particular would be useful.

I'm aware that a buffet signal could be abused, so perhaps that shouldn't be available online, there isn't much stall buffet noticeable through the stick in some aircraft anyway.

W.

Tartag 03-03-2010 04:39 AM

Oleg,

It would be great if you could add compatibility with motion seats-motion platforms that exit outhere. More and more people are building their own motion platforms by themselves with their hands (see x-sim, mycockpit etc) for flightsimming and more companies are selling them too. Like Flightemotion, Ckas, Simbolrides, D-Box and so on. For my part I own a D-Box platform for flightsim. You often talk about immersion, and devices like this bring you a real sense of immersion.

I know for a fact that DCS Black Shark, FSX and X-Plane are compatible with D-Box. But the best one is missing: Il-2. I'm not an expert and I don't know how the compatiblity is done, but I heard it's very fast and easy to do.
How about something with SoW-BoB (and Il-2)?

look this with Black Shark: It gets more interesting at about 1m35'.
http://www.youtube.com/watch?v=uL9dLB_5dT0
It's not my video.

It doesn't move a lot, but the effect combine with the view is incredible. Pitch, roll, engine vibrations, rolling on tarmac, rolling in dirt, grass etc.
I can imagine what it would be with gun effects and feelings of explosions.:grin:
Why not try with Il-2 first?

Like I said, more and more people are getting and building these and are less expensive than before. DSC is fantastic with motions. One part of future of flightsim is in this kind of immersion, I think.

thanks for considering
Ben

Oleg Maddox 03-03-2010 05:45 AM

Quote:

Originally Posted by Caveman (Post 147401)
Oleg: Can you comment on Buttkicker support for SOW? It works decently in IL-2, but it's a bit "digital"... Wondering if the sound code programmers will pay special attention to this device to smooth out the transitions from on to off in the low frequency range it's designed to operate in...

Using a Buttkicker for sound augmentation is analogous to using a Track IR for view augmentation... It's a big improvement.

Can you comment?

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 Maddox 03-03-2010 05:50 AM

Quote:

Originally Posted by RAF74_Winger (Post 147417)
I understand your meaning Oleg. Do you think it would be possible to pursue an intermediate course and make certain flight parameters available through devicelink or equivalent interface? Such as: IAS, control surface moment of inertia and position, engine power, and perhaps some sort of buffet signal as the airfoil approaches critical AoA so that those that have the wherewithal can construct their own FF mechanisms. I know that much of this is already present through devicelink, but the control surface information in particular would be useful.

I'm aware that a buffet signal could be abused, so perhaps that shouldn't be available online, there isn't much stall buffet noticeable through the stick in some aircraft anyway.

W.

In device link we plan to give alsmot any information. And now we wouldn't limit it only for single play. I do think now that it was my little mistake to listen user's votes to prohibit it for online gameplay. To know G loading or to have separate normaly visible gauges on other panel isn't a cheat. We simply closed the development of some small industry around Il-2 in this case. it was really some mistake.
Not I think by other way. Experince of Il-2 gave me a lot of things to think :).

Oleg Maddox 03-03-2010 05:55 AM

Quote:

Originally Posted by DJB (Post 147394)
Maybe a simple tool to make possible to translate the whole text?
Can be two columns style, left column with text in english and right column to enter wanted translation...

Thank you very much Oleg, for maintain contact with users;).

Sorry for my bad english, but I hope you can understand me:).

I think we will have totally open texts in separate folders. Maybe not totally, but many. Anyone will be able to translate it.

Oleg Maddox 03-03-2010 05:58 AM

Quote:

Originally Posted by Zorin (Post 147413)
A FREYA installation, for anyone interested.

http://i205.photobucket.com/albums/b...render_3-1.jpg

This is one of the late variants. In 1940 such phased array antenna wasn't existed yet.

Oleg Maddox 03-03-2010 06:11 AM

Quote:

Originally Posted by major_setback (Post 147347)
I agree. A dedicated amateur with a passion for the game will give everything to reach his goal.

I don't do any game devolpment (other than hunting for reference materials for others), but I know from my own personal experience that I will put in 1000% effort, and go without sleep and meals for a hobby that I am passionate about. The pure pleasure of watching your own work (or a project you have taken some part in) near completion is all you need to keep going. My energy is endless for such a thing.

It would never be like this at a paid job, and I would never want it to.

There is other case... when hobby correponds to work. Then also maybe excellent result.... There is only one limit in this case ... funds and time ... this limit is some time very critical and stops some very good ideas or even decrease possible quality.

AdMan 03-03-2010 07:40 AM

will I need a pilots license to play SOW?

I'm kind of getting that feeling

Foo'bar 03-03-2010 07:54 AM

Quote:

Originally Posted by Oleg Maddox (Post 147430)
There is other case... when hobby correponds to work. Then also maybe excellent result.... There is only one limit in this case ... funds and time ... this limit is some time very critical and stops some very good ideas or even decrease possible quality.

Only very few people have that luck...

Oleg Maddox 03-03-2010 08:04 AM

Quote:

Originally Posted by Foo'bar (Post 147448)
Only very few people have that luck...

Sure. One of them still me :)

Oleg Maddox 03-03-2010 08:09 AM

Quote:

Originally Posted by AdMan (Post 147446)
will I need a pilots license to play SOW?

I'm kind of getting that feeling

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.

Abbeville-Boy 03-03-2010 10:20 AM

I would like if the static camera view could be set to a certain degree such as S 180, good idea?

Flanker35M 03-03-2010 11:21 AM

S!

I think SoW will be a harsh reality check for many of us with full realism. No more slamming carelessly throttle to firewall without consequences etc. Fidelity in DM and FM unrivalled until now. Bringing back the challenge to online flying, the use of tactics instead of whiteknuckle endless furball..Oh yes, the good times are coming!


I think I should check my medication..:evil:

MikkOwl 03-03-2010 01:00 PM

Quote:

Originally Posted by Oleg Maddox (Post 147424)
In device link we plan to give alsmot any information. And now we wouldn't limit it only for single play. I do think now that it was my little mistake to listen user's votes to prohibit it for online gameplay. To know G loading or to have separate normaly visible gauges on other panel isn't a cheat. We simply closed the development of some small industry around Il-2 in this case. it was really some mistake.
Not I think by other way. Experince of Il-2 gave me a lot of things to think :).

I am working on getting the G940 throttle colored lights to work with IL-2. I already succeeded, and will soon release a version to support the G940 in IL-2. But it really sucks that some of the good information I need is blocked in multiplayer. I cannot make buttons light up if an engine is on or off, because devicelink won't even let me read such information in multiplayer. I cannot even know if the aircraft is airborne or standing still on the airfield.

If enabling this is a simple switch in the code, could you please let the Team Daidalos guys know that they should do it for the next patch they are working on? This way, you can also try out what the change can result in, ahead of SoW, and I can provide a bit more fun stuff for IL-2 for the community while Storm of War is still being worked on.

EDIT: I think I could possibly even improve the force feedback. If I read the airspeed, I could try to make a program to use the self-centering on the G940 (much tighter centering, and some damper type forces (a bit like hydrualic/wire resistance) become harder or looser with the airspeed, and set any threshhold. It would also fix the bug where FF is centering on the ground before take-off (only when lifting the tail a single time will the force feedback centering become normal).

EDIT: I can also make the AI crew speak a bit in multiplayer, and make it hard coded so that it only works in planes that have ALIVE crew members. A co-pilot can tell you your altitude, heading, radio beacon heading, and indicated air speed (fun when trying to bomb stuff, no longer 'alone'), they can freak out when pulling crazy maneuvers, they can tell you if you shot down someone or destroyed a target, and scream when they get injured or killed etc. This requires reading the logfile at the same time, but in combination it can bring some more realism and life to multiplayer without any chance of cheating.

Mysticpuma 03-03-2010 01:30 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 01:46 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 03:01 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 03:27 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 01:42 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 09:43 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 06:49 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 10:04 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 10:06 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 02:53 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.

MikkOwl 03-05-2010 03:10 AM

Quote:

Originally Posted by AdMan (Post 147790)
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.

I love it! I find it intriguing to read the old manuals to learn about the machines, the pilots requirements, and how to fly better. I also think such a move speaks to how realistic the maker thinks his simulation is. :) The manuals themselves do not have to be full length with very irellevant (to the pilot flying SoW) detail, but can be a bit condensed. And by now, there is no copyright on the manuals. Can print and sell them. Just need translations.

I will pay a premium for this, and it makes buying the game even more tempting (also for people who might want to get a pirated copy because of convenience or that they think there's nothing the purchased version offers them). It is good business.

Do what was done for Silent Hunter IV Collector's Edition (that I bought). It was not printed in very huge numbers, but people like me loved being able to buy it.

1. A game box made out of thick paper.
2. A large, fold-out map of the theater of operations.
3. Ship recognition guide.
4. Manual, soundtrack CD, game DVD and minor extra goodies.

Keep the map and instead of recognition guide, a pilot's handbook for a few of the aircraft.

Not every customer needs these things. A regular DVD case with disc (or online download, with PDF file) is OK for many. I think for SoW a typical customer would prefer the extra material.

___________

I bought several flight sims even as far back as 1988. In 1990 and 1991 I especially loved "Their Finest Hour" and "F-19 Stealth Fighter". One reason was the great manuals with a lot of things to read and learn about the aircraft, flying and history. I still read them sometimes, because they are still that good.

4H_V-man 03-05-2010 03:46 AM

When the rest of the Horsemen helped Ccrashh test his Korea '51 campaign, he actually printed up the pilots' handbooks for the P-51 and F-80. We flew the campaign with HUDLOG off, and used the recommended engine settings, etc. This gave it a more realistic feel and added some challenge as well.

=Kike= 03-05-2010 07:42 AM

Hi all,
First to congratulate the team of SoW. BoB on the excellent work we are seeing Friday after Friday.

Ok...sorry for my English...I was use google translation...sry..

In Il2 1946, when we make a sudden maneuver is produced or can produce a "black out" is the only way in which forces reflected "G" excessive, but in reality the driver who performs these move suffers overload whole body and therefore everything it does cost more.
Il2 In this we can not apply such force that we apply to the joystick, it is ""impossible"", but if you use a peripheral where there might be applied G forces blocking their profiles or changing its structure, which is the TrackIR or Freetrack.
I think we can give a little more realistic if an excessive G-force impact on the functioning of the Track-IR / Freetrack or completely block it until the blood drop or raise the head of the feet.
Just an idea ;)

ECV56_Lancelot 03-05-2010 11:19 AM

Quote:

Originally Posted by T.}{.O.R. (Post 147837)
Quick question to the TD:

With the new AI, will the patch for team killing AI gunners make it into 4.10? I recall seeing a video which shows work on the AI gunners.

I beleive you mistake the thread for this Question T.}{.O.R. :)

You should post it here:

http://forum.1cpublishing.eu/showthr...=12568&page=37

S!

T}{OR 03-05-2010 04:31 PM

Thanks, I posted it there. :)

Ernst 03-06-2010 02:42 PM

What is additional price for a Stuka with light-made chromed gears, air conditioner, hydraulic controls, perolized painting and fog lights? :-P

hugso 03-17-2010 08:14 AM

Quote:

Originally Posted by Caveman (Post 147401)
Oleg: Can you comment on Buttkicker support for SOW? It works decently in IL-2, but it's a bit "digital"... Wondering if the sound code programmers will pay special attention to this device to smooth out the transitions from on to off in the low frequency range it's designed to operate in...

Using a Buttkicker for sound augmentation is analogous to using a Track IR for view augmentation... It's a big improvement.

Can you comment?

Just come across this post. I very much agree that vibrations from bass shakers enormously increases immersion. My first mod to my IL2 set-up was to simply to feed audio into my seat. Good, and well worth doing, but what made it much better was to feed in FFB signal to feel bumps and thumps on landing and taxiing and vibrations when entering stall and when flying with gear down etc. This was pretty complicated, involving opening up joystick and filtering signal from motors. This would be enormously simpler if the FFB vibration signal was available as an audio signal, maybe through DeviceLink. This would be fed directly into an amplifier without any need for Buttkicker (which I have to say I have not tried). I would imagine it would be very simple to implement in IL2.

MikkOwl 03-17-2010 08:20 AM

Quote:

Originally Posted by hugso (Post 150261)
This would be enormously simpler if the FFB vibration signal was available as an audio signal, maybe through DeviceLink. This would be fed directly into an amplifier without any need for Buttkicker (which I have to say I have not tried). I would imagine it would be very simple to implement in IL2.

Vibration level is available through device link, and this is (as far as I know) representative of the vibrations that are also used for FF. It is just a number.

You would want some software that could generate sounds repeating at the interval specified to a number it was being fed.

hugso 03-17-2010 08:47 AM

Quote:

Originally Posted by MikkOwl (Post 150262)
Vibration level is available through device link, and this is (as far as I know) representative of the vibrations that are also used for FF. It is just a number.

You would want some software that could generate sounds repeating at the interval specified to a number it was being fed.

I have tried using Vibration Level. We used it to drive a servo motor and it just moved the motor to one position for one level of vibration and then on to another position for the second level of vibration. I used this to drive a mechanical vibrating device on my seat. It was not very good. It is not the same as the signal which goes to FFB. What I am doing is taking the electrical signal fed to my FFB motors, passively filtering the higher frequencies out and it leaves rather nice bumps and rumbles which I feed into my seat. Feels really good, but a lot of tinkering about and modifying was necessary. It could be really easy if this audio signal was available without having to tear my joystick apart. Also I am sure the feeling could be made even better if it was designed in game to be used as audio. It really could be superb, and I would imagine not that difficult to add.


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