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-   IL-2 Sturmovik: Cliffs of Dover (http://forum.fulqrumpublishing.com/forumdisplay.php?f=189)
-   -   Friday Update, February 17, 2012 (http://forum.fulqrumpublishing.com/showthread.php?t=29806)

robtek 02-17-2012 10:24 PM

Quote:

Originally Posted by Tavingon (Post 391685)
http://i43.photobucket.com/albums/e3...tgames/001.jpg

Love this picture, great shot.. looks like a painting to me.. If only I could fly those delicious aircraft :P

I would rather settle for driving the car, in real of course :D

philip.ed 02-17-2012 10:38 PM

I haven't trawled through the 21 pages yet, but the cockpits and colours in the video look a lot better (like the ones from a previous Beta).

Awesome update! Thanks!

Blakduk 02-17-2012 10:44 PM

Looking good BS.
I'm enjoying the game as it is currently despite the problems- the potential shown in these videos is inspiring. The mission possibilities will be mind-boggling and the progress on the optimisation of the graphics looks very promising.

furbs 02-17-2012 10:46 PM

Quote:

Originally Posted by robtek (Post 391689)
I would rather settle for driving the car, in real of course :D

Only if the car came with ....

http://img14.imageshack.us/img14/156...sannahyork.jpg
By furbs9999 at 2012-02-17

swiss 02-17-2012 11:06 PM

Quote:

Originally Posted by csThor (Post 391528)
Simply put to me that description is a description of some ahistorical gangbang. If I wanted that I'd play BF or something ... :?

Once the mission editor is fixed you could set up map for the Battle of the Bulge - or something like that. :cool:

Pure historic battles only work offline, now this is a part where prospects to make money aren't too good.

Ploughman 02-17-2012 11:08 PM

Interesting, good news about the FMs, it's the meat and two veg of flight sims and all the gorgeous cockpits in Christendom aren't worth a brass farthing if the FMs are FKD. I noticed the wireless whip antennae on one of the tanks moving, not sure if it was an animation or was responding to game physics, but it's an impressive bit of detail. This jarred a bit with the transition of a vehicle from operational to destroyed when it was hit by strafing 110s, but I guess it's early days yet. Certainly the series is ambitious, as it should be. The future's bright, thanks very much.

GF_Mastiff 02-17-2012 11:10 PM

Quote:

Originally Posted by furbs (Post 391695)
Only if the car came with ....

http://img14.imageshack.us/img14/156...sannahyork.jpg
By furbs9999 at 2012-02-17

I think she's more worried about Collins being burned real bad?

Osprey 02-17-2012 11:43 PM

Quote:

Originally Posted by furbs (Post 391695)
Only if the car came with ....

http://img14.imageshack.us/img14/156...sannahyork.jpg
By furbs9999 at 2012-02-17

A 1960's hairstyle?

BRIGGBOY 02-17-2012 11:45 PM

Quote:

Originally Posted by furbs (Post 391695)
Only if the car came with ....

http://img14.imageshack.us/img14/156...sannahyork.jpg
By furbs9999 at 2012-02-17

sod the car i would prefer a proper modled spit, hurri or 109

Chivas 02-17-2012 11:54 PM

Quote:

Originally Posted by swiss (Post 391700)
Once the mission editor is fixed you could set up map for the Battle of the Bulge - or something like that. :cool:

Pure historic battles only work offline, now this is a part where prospects to make money aren't too good.

Eventually I could see Offline and Online Normandy Campaigns starting from Jun 6th 1944, built on the COD map, with an ongoing Air Battles, Ground Battles, Ships bombardments with a mixture of AI, and human pilots. I'm sure that could be done as a free mod or a third party payware. The release of the SDK, mods, and added features thru the addition of more Theaters, the possibilities are astounding. This of course is years away.

Rince 02-17-2012 11:54 PM

Thx for the update!

Really looking forward to these improvments concerning the FM. The ground stuff will not be that intresting for me, but looks nice!

Ehhh...do we have to buy a Steering wheel???There`s not THAT much space left on my desk...not to imagine what we have to install, when we will be able to sail with the ships-Jesus, my wife will kill me!

zapatista 02-17-2012 11:59 PM

Quote:

Originally Posted by Chivas (Post 391606)
I haven't read all of the thread, but this could be very good for all of us. Someone should post this video in the tank sim forums, if it hasn't been already. This could have many of the the tankers investing in the sim now. .......

i think tank simmers will only become interrested in these ground vehicles if the tank guns (and artillery units) are accurate with their guns, and if there is a good damage model for buildings and other tanks and ground vehicles/objects (blowing a turret, disabeling a tank by just having the tracks damaged etc). and there is no indications that this is the case right now for il2/BoB

i hope we will get accurate modeling for the tank and artillery guns (which the sim is already able to do with its advanced physics modeling), and have some good ways to control them and interact with them (which we dont even have for aircraft yet, let alone for ground vehicles). eg, for any kind of gameplay you need to make a tank unit move from point A to B (either by staying on roads, or directly through fields and forrests etc). you need to be able to instruct them as unit leader, so they engage (or avoid) the enemy when sighted, dig into stationary positions when creating a defensive position waiting for an enemy to come to them, get them to disperse when enemy aircraft attack etc.

similarly with ground artillery units, you would need to be able to accuratly lay down an artillery barage at the correct grid points, and have the shells do the desired and historically correct damage where they land (on buildings and ground objects or vehicles)

i think it is great we are about to get some 1e person control over vehicles, oleg and Co have been working on this for years, but we are still a significant step away from it adding a ground sim element or for it to be functional enough to have tank simmers start buying the game :)

speaking of which, we dont have the 3D craters yet !! (which we know oleg and Co had included in their game design)

but i agree, lets try and post some links to this video in tank sim forums, i am sure some of them are interested in adding an air element to their tank sim, and it will get them keeping an eye on further il2/SoW devellopments (and become future customers once some of these gameplay elements and damage models are added later)

zapatista 02-18-2012 12:13 AM

Quote:

Originally Posted by Ataros (Post 391616)
Speaking of extra ships for CloD I think ships were done by a different modeller who either left or was working on free-lance basis as special knowledge is needed to model a ship correctly. The reason mentioned by luthier could be said just for the sake of 'fine words' imo. On the other hand his 1С bosses are reading the forums and they could be mad at him because he insisted on developing the 1st ship (German mine-layer) which a few prolific whiners did not accepted on the forums.

whats wrong with the german mine layer ? seems pretty important to me, but err, it needs to be able to lay mines :) and not just sail up and down and be a pretty target for airplanes !

we need more ships, big ones in particular, destroyers, some battleships etc, but we dont need less :) the german mine layer is a good element to have in the game, but make it functional at least, and they need to allow us to instruct it to lay mines in specific area's :)

Osprey 02-18-2012 12:13 AM

Quote:

Originally Posted by No145_Bunny (Post 391510)
Well,

this is a worry. I applaud the ability to make CLoD more appealing to more people who want to use vehicles and flak positions in such a way.
However,
The success of the original IL2 series was built on multiplayer Squadrons and on-line play using coops. The developers MUST fix/improve the multiplayer aspect of CLoD so that the VERY MANY SQUADRONS out there can invest their money and time into the product that should be the "next" IL2.

I am a member of a Squadron of 40+ players that all fly the original IL2, we want to purchase CLoD and use it BUT WE CANT BECAUSE MULTIPLAYER IS UNUSABLE!! Please work out how much money IC is losing in just this circumstance!

Your best stream of revenue must surely come from on-line Squadrons ? Shouldnt this take priority instead of vehicles I can drive around in whilst what I really want to do is fly a coop with 20+ Squadron members over the channel in the Battle of Britain ?



No145_Bunny
Tangmere Pilots


1. It's not unusable. Our crew are regularly getting into scraps on our server and we have formations of 30+ enemy regularly.
2. How many have actually tried? I mean, with respect, I don't remember ever seeing any TP online, and since you are admitting that 40+ of your guys haven't bought it yet anyway then you can't have tried it.
3. Look at the bigger picture. Without expansion you won't have a sim, it needs funding and this market is too niche. It isn't 2003 anymore.

My regards to Hatter.

Chivas 02-18-2012 12:19 AM

Quote:

Originally Posted by zapatista (Post 391710)
i think tank simmers will only become interrested in these ground vehicles if the tank guns (and artillery units) are accurate with their guns, and if there is a good damage model for buildings and other tanks and ground vehicles/objects (blowing a turret, disabeling a tank by just having the tracks damaged etc). and there is no indications that this is the case right now for il2/BoB

i hope we will get accurate modeling for the tank and artillery guns (which the sim is already able to do with its advanced physics modeling), and have some good ways to control them and interact with them (which we dont even have for aircraft yet, let alone for ground vehicles). eg, for any kind of gameplay you need to make a tank unit move from point A to B (either by staying on roads, or directly through fields and forrests etc). you need to be able to instruct them as unit leader, so they engage (or avoid) the enemy when sighted, dig into stationary positions when creating a defensive position waiting for an enemy to come to them, get them to disperse when enemy aircraft attack etc.

similarly with ground artillery units, you would need to be able to accuratly lay down an artillery barage at the correct grid points, and have the shells do the desired and historically correct damage where they land (on buildings and ground objects or vehicles)

i think it is great we are about to get some 1e person control over vehicles, oleg and Co have been working on this for years, but we are still a significant step away from it adding a ground sim element or for it to be functional enough to have tank simmers start buying the game :)

speaking of which, we dont have the 3D craters yet !! (which we know oleg and Co had included in their game design)

but i agree, lets try and post some links to this video in tank sim forums, i am sure some of them are interested in adding an air element to their tank sim, and it will get them keeping an eye on further il2/SoW devellopments (and become future customers once some of these gameplay elements and damage models are added later)

I didn't say the tankers would be able to start playing yet, just invest in a sim with great possibilities. Its very doubtfull that a combined forces sim will be developed until all the theaters are completed, but I can see elements of a combined forces sim being added during the development of the series. Right now the development has more than their hands full fixing the AI, FM, DM, Commands, Graphics etc, but that won't always be the case. Its certainly been an ordeal for them building the game engine thats still not finished, but if the game engine turns out to be as relatively future proof as Oleg and Luthier have suggested the future could be very bright.

JG26_EZ 02-18-2012 12:31 AM

And so are the days of our lives..
 
Wow.. made it to the final page.
Lots of speculation from the drama department as usual I see.
Just keep the blinders on.

The first game I played online was a "flight sim", and I remember the first time ..shooting down some pixels on the screen that formed the shape of a plane. But it was SO much more than that. I knew that there was someone sitting at their computer shaking their heads (with a slight feeling of humiliation or disgust) as their plane crashed to the earth. And this feeling still continues just as strong when I'm shooting down planes years later.

When this is all put together and "done", and I shoot down a spitfire, drill a bomb into the cavity of a tank, or hit the old guy driving needed ammo to an airfield's tea party, I can have that same satisfaction that got me interested in the first place ...to know that I just ruined another human's day with my trusted 109 :grin: it's awesome..

Friday Updates are great, thanks!

Sutts 02-18-2012 12:42 AM

Amazing update guys, well done and thanks.

I've been wanting to explore all that lovely environment from day 1 - an MG trip to the coast would be very entertaining. Great news on the FM updates too. Feeling very positive about things. Keep it up.:grin:

dflion 02-18-2012 12:47 AM

Looking good
 
Thanks Blacksix, interesting update. The Ju88A-4 looks very good in summer cammo.

I like the autumn scenery for the BOM map, looks like two maps for the BOM, a winter and an autumn?

Keep working on the aircraft FM, the better it gets the more realistic they fly.

Hope you can get the aircraft decals working properly, especially decals on the ground static aircraft, they are now looking very forlorn and unrealistic.

Now to the driveable ground vehicles. I think this a very interesting new scenario for the game.
In the old IL-2 Sturmovik, when creating historical air campaigns in the FMB, I always tried to recreate an accurate historical land battle going on underneath the air battle. I would look for high points of ground to place bombardment artillery and develop a tank battle between the two sides, fully testing that everything works. From the air you could see the shells exploding on both sides, watch the vehicles moving and shooting, see buildings being destroyed and feel the flak rocking your aircraft and occasionally hitting it.
The ground battle was always an important factor in creating an accurate air campaign.

With this development you can immerse yourself in the ground battle if you wish, it will also help you develop a more accurate ground battle below for the air battle above when working in the FMB. You can see the ‘lie of the land from your vehicle or tank window’.

In the ‘Battle for Moscow’ scenario, the ground battles grew in ferocity as the German army approached Moscow, then the Russian Army did a counter offensive in a bitter winter scenario – the air battle raged and intensified overhead.

In the BOB + scenario, you have the ‘Battle of France’ then later ‘Dieppe’ and ‘D-Day Normandy’. Then there is the Mediterranean (‘The Med’) scenario, hopefully a new map(s) will come along.

Anyway, I can go on and on. The main things I hope part of the team are working on are all the missing parts of the sim, the weather, full SDK for the FMB, static aircraft decals, better communications, strategic campaign situations, refuelling and rearming scenarios, animated pilots, aircraft/airfield lighting, operating radar etc. etc.

DFLion

Catseye 02-18-2012 01:02 AM

Quote:

Originally Posted by Tvrdi (Post 391683)
you forgot to tell them they should avoid looking at dust or fire...and if possible to fly in pairs low over cities....to avoid massive SLOWDOWNS

but a little speedup they can gain if they have SLI GTX 590 systems with quad CPUs running at 5GHZ...

Not true!!

Catseye 02-18-2012 01:04 AM

Quote:

Originally Posted by Osprey (Post 391705)
A 1960's hairstyle?

Suits Susanah just fine!!

tk471138 02-18-2012 01:57 AM

Mmo??
 
now with this being developed...what are the chances that the DEVS will make this in to some type of MMO type game hosting servers (thus making it a pay to play MMO) I for one would welcome this...(though i would feel bad for ww2OL )

#1 the user base will increase, and game play would also change having human tanks to bomb and human artillery and AA to evade aught to change the game in many ways...
#2 hopefully it will gain enough traction so the devs can have more money to devote to making the game better...
#3 this seems to be the direction that Military sims or Online War games are going which is combined forces like ww2ol...its nice to know they were not asleep at the wheel when it comes to this....


ANYWAYS my point or question is...will the devs develop this further to a MMO type game or environment...maybe you can buy the game and its like it is today with single player and multilayer, but to access these continuous persistent war server would require a monthly fee,

obviously having this capability for free for all to use would be best for the user in a short sighted kind of way...but in the long run this may be best for the community and the devs as well...

airmalik 02-18-2012 03:22 AM

Excellent update B6.

Quote:

Originally Posted by BlackSix (Post 391398)
Refined transverse velocity calculations in relation to aircraft performance. Made it possible to calculate different transverse velocity at different points along the wing.

Can anyone decipher this into layman terms? Is this referring to modeling of slips?

swiss 02-18-2012 03:28 AM

Quote:

Originally Posted by csThor (Post 391594)
It's everyone's right to question the motivation and reasons for spending - apparently spare and priceless - development resources on what is not essential for the flight simulation CloD was advertized as. Simply put a Royal Navy Destroyer is a lot more relevant for a decent representation of the Battle of Britain (think Kanalkampf) than drivable vehicles.

Uh - :confused:

If I understood Lu' correctly, the project CLOD as an geographical and historical one is done - they moved on.

The said they will fine-tune the engine, and the result will be available for the clod owners as patch (as well).

You can be sure additional planes and decoration (like the "H.M.S. Ridiculous", lol) will eventually find their way into the game series, included in the sequels to come - but not as patch for bob.

Quote:

That's diva behavior and not the rational behavior of a businessman.
His pov could be something like this:
The community dislikes our ships.
Hm.
Obviously we suck at it - let's move on and focus on something we're better at. ;)

Sure, you could just try to improve, but i think ships are a rather expensive adventure.

Zorin 02-18-2012 03:45 AM

Quote:

Originally Posted by zapatista (Post 391711)
whats wrong with the german mine layer ? seems pretty important to me, but err, it needs to be able to lay mines :) and not just sail up and down and be a pretty target for airplanes !

we need more ships, big ones in particular, destroyers, some battleships etc, but we dont need less :) the german mine layer is a good element to have in the game, but make it functional at least, and they need to allow us to instruct it to lay mines in specific area's :)

Last time I checked it could lay mines just fine.

Richie 02-18-2012 04:49 AM

Quote:

Originally Posted by airmalik (Post 391730)
Excellent update B6.

Originally Posted by BlackSix View Post
Refined transverse velocity calculations in relation to aircraft performance. Made it possible to calculate different transverse velocity at different points along the wing.



Can anyone decipher this into layman terms? Is this referring to modeling of slips?



Speed of the air across the wing and the effect it has

Fredfetish 02-18-2012 04:54 AM

Great news, seems like a major patch is to be expected, hopefully by next Friday and available on Steam. :-P

I think the ground playable vehicles for the moment should be considered as just an additional feature of another additional feature (having nice targets). If I read B6's post correctly, we can expect whole range of flight particular problems to be solved. I think he didn't (and I hope) put enough emphasis on this in his post. I think the new shiny bits (ground playable vehicles) got the most attention since its something new and "exciting", which as a result distracted many people from the relevance of the upcoming (hopefully) patch.

Also, might I suggest to rather release the patch as soon as the decal issues have been resolved and not wait till all the issues with ground drivable problems or flight models have been sorted? It has been a rather long wait between patches...

pupaxx 02-18-2012 07:02 AM

Great update, stunning!
But...I sadly consider the fact that after 1 year after the release we don't have a dynamic weather engine in CloD ( not even a static one), BoM seems not different.
Cheers

Luno13 02-18-2012 07:18 AM

Thanks for the update B6! One step at a time... ;)

Once again, the most important thing is to fix the core engine (something that the BoM update seems to deliver). 3rd parties will add more content to BoB. No need to pressure Ilya and the team for that.

Towarisch 02-18-2012 07:19 AM

Thank`s a lot guys for your hard and wonderfull work. The video looks very amazing.

One week can beeing so long. But every Friday is like christmas:).


A nice weekend and refreshing time


Towarisch

Pluto 02-18-2012 07:32 AM

thanks for the update ...
 
... very impressive ! Maybe you can add some indy cars of the 1940s as
controlable vehicles later on, something like this here:
http://www.carguynation.com/deals/bo...1940sbook.html
then we could do some racing.
:grin:

moilami 02-18-2012 07:50 AM

Quote:

Originally Posted by Pluto (Post 391743)
... very impressive ! Maybe you can add some indy cars of the 1940s as
controlable vehicles later on, something like this here:
http://www.carguynation.com/deals/bo...1940sbook.html
then we could do some racing.
:grin:

ROFL :grin::grin::grin::grin:

I can't imagine my day could had started any better regarding comments.

335th_GRAthos 02-18-2012 08:42 AM

Quote:

Originally Posted by airmalik (Post 391730)
Can anyone decipher this into layman terms? Is this referring to modeling of slips?

Google translator said: "Yes we know that it is porked and we are working to fix it - so that you can no longer fly with half a wing sawn off as if nothing happened".

...which is a very good thing

;)


~S~

BG-09 02-18-2012 09:01 AM

Some objections...critics...
 
Hi everibody!
Guys from the dev. team, please, check the view points in to the vehicles, and CHANGE the resolution of the textures with higher resolution, and make the 3D models of the handles, and ather features of the arms and vehicles ralistick as the same features in to the cockpits of the aircrafts.

Phisical model is great!

It is very srange when hit by bulet vehicle turns in to burned scrap immediately for the part of the seccond! I think, there have to be some middle phases of damage fire and destruction.
Thus way the current status of the damage model of ground objects is very poor...

I would like to say that this sim WILL RULE the NEXT 20 Years!

Regards!
<---BG-09---<<<

VF/A-Mjoelner 02-18-2012 09:02 AM

Some news on SLI/Crossfire pleeeaasseee........Got a GTX 295 top that runs every single game you throw at it perfectly but CLOD.

Please

Insuber 02-18-2012 09:10 AM

Quote:

Originally Posted by airmalik (Post 391730)
Excellent update B6.



Can anyone decipher this into layman terms? Is this referring to modeling of slips?

It regards the physical model of the wing and of the air flow around it. It means that CloD adopts a calculated flight model, as opposed to the parametric one. In the more sophisticated physical models the lift/drag is calculated for a number of wing portions, or slices, whereas in the simpler ones the calculation is done on the entire wing.

IIRC, CFS and FS used a parametric FM, or a variant of it, while XPlane adopts a physical model with several "slices" and separated wings.

Cheers,
Ins

To all: Please, stop using again the expression "layman's terms", enough is enougH :-D

T}{OR 02-18-2012 09:20 AM

Not bad. Perhaps it will evolve from the movie making software into a functional flight / tank sim. :)

Thanks for the update.

Insuber 02-18-2012 09:20 AM

Re. the FM, I dug out a question I've asked one year ago, with Luthier answer:

"....
Insuber:
How are the Flight Models done? Parametric, fluidodynamic as in X-Plane, mixed ? Are they different from Il-2 ones, or just an evolution of them?

Luthier:
We did a huge technical interview for a print magazine, where our FM programmer wrote like two pages of stuff on it. I'll see if we can publish it here, because that would be a much, much better answer than anything I can type up...."

I never found the answer, btw.

Cheers,
Ins

Sutts 02-18-2012 09:35 AM

Quote:

Originally Posted by 335th_GRAthos (Post 391747)
Google translator said: "Yes we know that it is porked and we are working to fix it - so that you can no longer fly with half a wing sawn off as if nothing happened".

...which is a very good thing

;)


~S~




If this is true then it's fantastic news. Have you seen footage where an aircraft loses a wing suddenly? - it spins violantly due to lift being created on one side only. We don't have this in CloD ATM.

This could also make behaviour more realistic when:

1. you lose a section of wing
2. enter an accelerated stall

Great stuff.:grin:

Sutts 02-18-2012 09:37 AM

Did anyone notice anything different about the spitfire take off sequence? I figure it was included for a reason but I didn't notice anything new really - perhaps you've got to fly it and "feel" the difference?

Sutts 02-18-2012 09:42 AM

I've tried hard to get my sons interested in flying but no luck so far:(. With the addition of vehicle modelling this could change as they love things like BF 1942.

Can only be good for the sim to inject some new blood I reckon. And there will be folk who cross over to aircraft in this way.

mazex 02-18-2012 09:50 AM

Quote:

Originally Posted by Pluto (Post 391743)
... very impressive ! Maybe you can add some indy cars of the 1940s as
controlable vehicles later on, something like this here:
http://www.carguynation.com/deals/bo...1940sbook.html
then we could do some racing.
:grin:

I'm all with you on the basic idea, and that sure is a great looking car, but why on earth would we like to have an american Indycar for our BoB setting when the coolest and best looking racing vehicles ever built where done in Europe in the late 30:ies? ;) The silver arrows by Mercedes and Auto Union (Audi these days)...

http://en.wikipedia.org/wiki/Silver_Arrows

A quote from that wikipedia article:

"By 1937, the supercharged engine of a Mercedes-Benz W125 attained an output of 646 hp (475 kW), a figure not exceeded in Grand Prix Racing until the early 1980s, when turbo-charged engines were common in Formula One. The Silver Arrows of Mercedes and Auto Union cars reached speeds of well over 300 kilometres per hour (186 mph) in 1937, and well over 400 km/h (249 mph) during land speed record runs."

Imagine sitting in a car like this with 600+ hp over 400km/h...

http://escala-18.com/images/modelos/...0M-052%206.jpg

http://www.autowallpaper.de/Wallpape...eil-W-25-2.jpg

Pluto 02-18-2012 09:55 AM

...yes mazex, ...
 
... a silver arrow would be nice, hehe, ...
:grin:

mazex 02-18-2012 10:05 AM

Quote:

Originally Posted by Pluto (Post 391764)
... a silver arrow would be nice, hehe, ...
:grin:

Yepp - so an SDK where we can do wehicles would be nice as I never would demand that the MG team puts resources on a side quest like this ;)

EDIT: These cars are not irrelevant for BoB as I'm pretty sure Daimler-Benz/Mercedes put the knowlege aquired while developing these beasts into their engines used during the war...

EDIT: And as a fuel for war a result table like the one below from Donnington in 1937 must have annoyed a bunch of brits ;)

http://en.wikipedia.org/wiki/1937_Donington_Grand_Prix

A quote from that page that sends chills down my spine...

"Away beyond the woods we heard the approaching scream of a well-tuned E.R.A. and down the winding slope towards us came Raymond Mays. He changed down, braked, skirted round the Hairpin and was gone. "There's the winner," remarked one of my friends. "Knows this course backwards." Half a minute later came the deeper note of a 2.9-litre Maserati, and "B. Bira" (Prince Birabongse of Siam, Mays’ nearest rival and a new star in the racing firmament) shot past us, cornering with that precision which marked him as the master he was. "Or him," said another. We waited again. Then they came. Far away in the distance we heard an angry, deep-throated roaring – as someone once remarked, like hungry lions impatient for the arena. A few moments later, Manfred von Brauchitsch, red helmeted, brought a great, silver projectile snaking down the hill, and close behind, his teammate Rudolf Caracciola, then at the height of his great career. The two cars took the hairpin, von Brauchitsch almost sideways, and rocketed away out of sight with long plumes of rubber smoke trailing from their huge rear tyres, in a deafening crash of sound. The startled Pressmen gazed at each other, awe-struck. "Strewth," gasped one of them, "so that's what they're like!" That was what they were like."

Insuber 02-18-2012 10:29 AM

Q: will we be able to use 100 octane fuel on the race cars? And what about 100 octane fuel for the British destroyers? Priority number 1 be sure ... :-) :-):-)

moilami 02-18-2012 10:32 AM

more nonsense
 
Plz make user changeable hairstyles for the Spitfire girl.

In my offline campaign the player will date the Spitfire girl once he manages to get an "ace" status.

They will drive the car together (so goggles are needed for the Spitfire girl) and authentic '40 style hairstyle with either blonde or brunette hair :D

That is, dynamical colour of hair must be implemented.


Edit: Seriously though, consider making female models for VVS pilots. AFAIK females were doing combat flight missions in WW2.

bongodriver 02-18-2012 10:46 AM

Quote:

Originally Posted by moilami (Post 391771)
Plz make user changeable hairstyles for the Spitfire girl.

In my offline campaign the player will date the Spitfire girl once he manages to get an "ace" status.

They will drive the car together (so goggles are needed for the Spitfire girl) and authentic '40 style hairstyle with either blonde or brunette hair :D

That is, dynamical colour of hair must be implemented.


Edit: Seriously though, consider making female models for VVS pilots. AFAIK females were doing combat flight missions in WW2.


They will get the colour of the lipstick wrong and somebody will complain about it...

flyingblind 02-18-2012 11:12 AM

Excellent update. I am in the game to fly fighters so I doubt if I will be driving tanks too much although I am sure I will give it a go. But the more complex, full and real the world I am flying in the better. So long as I don't lose too many of my precious fps of course.

Video seems to show some good improvements in colour, texture and shadow although the proof will be in getting the actual patch so bring it on.

He111 02-18-2012 11:17 AM

Great work, cannot wait.

.

Tvrdi 02-18-2012 11:19 AM

Quote:

Originally Posted by Sutts (Post 391761)
I've tried hard to get my sons interested in flying but no luck so far:(. With the addition of vehicle modelling this could change as they love things like BF 1942.

Can only be good for the sim to inject some new blood I reckon. And there will be folk who cross over to aircraft in this way.

Very wrong for most folks. Ppl who love planes are "born with that love". If you "infect" 2 out of 1000 bf2 guys with sims like CLOD or ROF I will applaud you.

Sutts 02-18-2012 11:33 AM

Quote:

Originally Posted by Tvrdi (Post 391785)
Very wrong for most folks. Ppl who love planes are "born with that love". If you "infect" 2 out of 1000 bf2 guys with sims like CLOD or ROF I will applaud you.

Could be right there Tvrdi, we're a strange and rare breed for sure. Worth a try though.

mazex 02-18-2012 11:41 AM

Quote:

Originally Posted by Tvrdi (Post 391785)
Very wrong for most folks. Ppl who love planes are "born with that love". If you "infect" 2 out of 1000 bf2 guys with sims like CLOD or ROF I will applaud you.

I posted a thread in the pilots lounge a few days ago regarding which games people here have installed. For some reason BF series games where on many CloD players drives... So the world is maybe not black and white?

Link:

http://forum.1cpublishing.eu/showthread.php?t=29759

The good ole Forgotten Hope 2 mod for Battlefield 2 is rather fun actually. Naturally the planes are completely arcade but why not have a game for the ones that like high fidelity simulation of vehicles and can take some arcadish ground combat to spice it up? Besides, if tanks are well done we could have a bunch of people playing "Tank only" servers and that cash flow would not hurt the ones spending time in the "plane only" servers? The combination is naturally the Grail, but like commented here before it's very hard to make a "combined simulation" work as planes flying at 500km/h+ needs hundreds of kilometers of maps but tanks would simply be too spread out then, driving for an hour like in warbirds only to be "ganked" by a flight of Stukas...

Jumo211 02-18-2012 11:48 AM

He he , it is reminding of the first version of drivable Volkswagen Kubelwagen
still with the first early alpha unfinished interior :smile:
Good old days , be sure .......

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

No145_Bunny 02-18-2012 11:49 AM

Quote:

Originally Posted by Osprey (Post 391712)
1. It's not unusable. Our crew are regularly getting into scraps on our server and we have formations of 30+ enemy regularly.
2. How many have actually tried? I mean, with respect, I don't remember ever seeing any TP online, and since you are admitting that 40+ of your guys haven't bought it yet anyway then you can't have tried it.
3. Look at the bigger picture. Without expansion you won't have a sim, it needs funding and this market is too niche. It isn't 2003 anymore.

My regards to Hatter.

Im sorry, but a few of us T.P's have bought CLOD and have tried (very hard) to get a decent IL2 style coop going and have been faced with problem after problem after problem.

Dont get the wrong idea, we want CLOD to be a massive success and we want it to be the combat flight sim of choice for everyone, but compared to the "multi-player" playability of IL2, its just not there.

It speaks volumes in my mind that the only decent multi-player server out there is the ATAG one and that is primarily a dog fight server. IL2 has on 2000+ players on-line most nights in hyperlobby and lots of coops.

I like the vehicles BUT the hours spent on them could have been far better spent getting the other issues fixed first.

We at T.P have waited for 7-8 years to fly a BoB style campaign in a simulator that could do it justice, CLoD was meant to be just that, so you will understand our dissapointment.

Still maybe we call all "drive" a multiplayer race around the airfield perimeter track looking at all the lovely aircraft that we cant fly together? :grin:

No_145 Bunny

150GCT_Veltro 02-18-2012 11:55 AM

Don't forget about this feature, we need them for training:

http://www.river-studio.com/raf_bicy...ry_headder.jpg

Tvrdi 02-18-2012 12:02 PM

Quote:

Originally Posted by mazex (Post 391788)
I posted a thread in the pilots lounge a few days ago regarding which games people here have installed. For some reason BF series games where on many CloD players drives... So the world is maybe not black and white?

Eh But the other way around? I mean I play RO2 and ARMA2. But most ARMA2 and RO2 players never heard for CLOD or IL2 and arent interested in flight sims in general...at all.

mazex 02-18-2012 12:34 PM

Quote:

Originally Posted by Tvrdi (Post 391797)
Eh But the other way around? I mean I play RO2 and ARMA2. But most ARMA2 and RO2 players never heard for CLOD or IL2 and arent interested in flight sims in general...at all.

Look in my list of games in the thread I posted. Have played all ARMA/Flashpoint and RO games...

My top list of favourite games:

1. Flight Sims
2. ARMA style games (can enjoy BF series too)
3. Tank warfare games
4. Wargames
5. Racing games
6. Role playing games

With that list you can imagine that it's a wet dream for me with a CloD version with tanks and ground combat, with 1930 racers as a silly bonus and a strategic interface as the icing of the cake in a few years :) Wait - add some roleplaying element too and the list is covered on all bases... :)

Stealth_Eagle 02-18-2012 12:48 PM

Wow, I am probably the only one in a group that supports this flight sim compared to others.

Tigertooo 02-18-2012 12:58 PM

Quote:

Originally Posted by No145_Bunny (Post 391510)
Well,

this is a worry. I applaud the ability to make CLoD more appealing to more people who want to use vehicles and flak positions in such a way.
However,
The success of the original IL2 series was built on multiplayer Squadrons and on-line play using coops. The developers MUST fix/improve the multiplayer aspect of CLoD so that the VERY MANY SQUADRONS out there can invest their money and time into the product that should be the "next" IL2.

I am a member of a Squadron of 40+ players that all fly the original IL2, we want to purchase CLoD and use it BUT WE CANT BECAUSE MULTIPLAYER IS UNUSABLE!! Please work out how much money IC is losing in just this circumstance!

And yet we are presented with new features so we are able to drive vehicles, brilliant, but we still cant fly in the flight simulator that we want to.

Your best stream of revenue must surely come from on-line Squadrons ? Shouldnt this take priority instead of vehicles I can drive around in whilst what I really want to do is fly a coop with 20+ Squadron members over the channel in the Battle of Britain ?

Sorry to sound full of despair......... but I am

No145_Bunny
Tangmere Pilots

www.tangmerepilots.co.uk

I agree Bunny

furbs 02-18-2012 01:22 PM

Ive been saying COOPs are badly needed since the release but it seems to fall on deaf ears.

Skoshi Tiger 02-18-2012 01:25 PM

Just think, Once people start driving their Wirbelwinds onto opposing airfields, nobody will ever complain about Vulchers again!!!!!!

ElAurens 02-18-2012 01:46 PM

Quote:

Originally Posted by Skoshi Tiger (Post 391812)
Just think, Once people start driving their Wirbelwinds onto opposing airfields, nobody will ever complain about Vulchers again!!!!!!

Probably won't happen.

Most Tank/armor/infantry game players are used to maps that are postage stamp sized by comparison to flight sim sized maps.

It would take hours at the speed of a WW2 tank to get from the "front" to an opposing airfield, and that's with no interdiction by enemy aircraft. Also remember that the Wirbelwind for Clod will have a realistic rate of fire and accuracy. It won't be the death star it is in IL2.

There is/was a mod for IL2 that allowed you to drive a Jeep or Kubelwagen. Ever tried it? Start at a base on the Kuban and see how long it takes to get from one end to the other.

:cool:

Tigertooo 02-18-2012 02:30 PM

Quote:

Originally Posted by Osprey (Post 391712)
2. How many have actually tried? I mean, with respect, I don't remember ever seeing any TP online, and since you are admitting that 40+ of your guys haven't bought it yet anyway then you can't have tried it.

just counted us on Steam and we have so far 20 Pilots who bought the Simulator.

Together all flew 1481 hours (counted our hours on Steam as well)

So a bit unfair to insinuate that we didn't actually tried.
I think we rather tried hard to fly together, would'nt you agree?

No43_Tigertooo
Tangmere Pilots

ACE-OF-ACES 02-18-2012 02:53 PM

Quote:

Originally Posted by Sutts (Post 391761)
I've tried hard to get my sons interested in flying but no luck so far:(. With the addition of vehicle modelling this could change as they love things like BF 1942.

Can only be good for the sim to inject some new blood I reckon. And there will be folk who cross over to aircraft in this way.

Based on man's history one could say that the desire to fly is common to most if not all.. I don't know of one person that has not looked up at a bird and said 'I wish I could fly'.. Granted I am sure there are a few who are really afraid of heights that may take pause, but for most the desire is there.. Most people who voice concerns of flight are the passenger types.. It is that lack of being in control that makes them uneasy, closets analogy is that feeling you get when riding on the back of a motorcycle. I think what keeps most game players away from flying is it actually takes time to learn how to do it.. Unlike most games.. But, if Cod can pull in the tanker types.. I think that after they get blown up a few times in a row by the same plane.. They may find the motivation to invest the time to learn to fly and go after those guys in the sky (read cross over). In summary, I think the desire is there for most, just not enough for most to invest the time to learn how to fly a plane.

Al Schlageter 02-18-2012 03:03 PM

Quote:

Originally Posted by Skoshi Tiger (Post 391812)
Just think, Once people start driving their Wirbelwinds onto opposing airfields, nobody will ever complain about Vulchers again!!!!!!

Will have to wait for some 1944 scenarios for that to happen.

Rjel 02-18-2012 03:05 PM

I like the idea of cruising around the landscape, mostly to sight see. Even if its a dumbed down version of ground vehicles. Playing around in armor shooting at buildings and such appeals in a limited way too. But I really can't see this developing into a situation where some players decide it would be a great idea to re-create the evacuation of Dunkirk or later the Red Ball Express during an online war scenario. I can't imagine many guys who are into armor "investing" in CoD with the idea it might someday feature fully functional tanks either. I hope not too many resources get dumped into what looks like a novel feature in a flight sim.

The video looks good. Hope the patch does what so many are hoping for.

Tree_UK 02-18-2012 03:15 PM

I think the ground vehicles are fun and obviously a lot of work as gone into them, but for me it as zero value, i just want to drop onto a formation of enemy bombers without stutter and ground flickers and Crashes to desktop. Other than that a lot of time well spent, thank you.

BigC208 02-18-2012 03:47 PM

Great update. I remember playing Aces High years ago and enjoyed jumping in a flak position to defend a base from paratroopers. The ground enviroment in Clod is so nice it would be a shame not to be able to roam around in it.

Tree's right though when he expects/wants the flying side of the game to be stutter free and optimized before any ground expansions arrive. I personally think the ground stuff won't show up before the game's optimized. It's slow and stuttery enough as it is now on anything but the fastest hardware.

It (ground vehicle sim) may be a good move to get a wider audience onboard if they make it as realistic and detailed as the flying part is right now.

I still see people asking for a realistic weather system every now and then. Weather killed more pilots than enemy action so if it's realistically bad you won't be able to fly a lot of the time on the Eastern front. Make it realistic looking but without killing the framerates. I thought the nasty weater in Il2 makes it hard enough to accomplish a ground attack mission as it is. Not sure if it's worth all the recources to make realistic weather. Maybe 4 or 5 years down the road the hardware can do it all, right now it can't.

bongodriver 02-18-2012 04:02 PM

Perfectly reasonable to want the 'stutters' fixed etc... but why do people keep repeating that all the time as if to suggest that's not being worked on?

I thought thats exactly what the patch is supposed to be adressing, in the mean time they are just showing other goodies we can expect.

badaboom 02-18-2012 04:57 PM

Tank You.......Really,T-A-N-K-S Alot!!

Chivas 02-18-2012 04:59 PM

Quote:

Originally Posted by bongodriver (Post 391830)
Perfectly reasonable to want the 'stutters' fixed etc... but why do people keep repeating that all the time as if to suggest that's not being worked on?

I thought thats exactly what the patch is supposed to be adressing, in the mean time they are just showing other goodies we can expect.

Surely they would have to know the guys working on the stutters, CTD's, graphics, fm, dm, ai, etc etc didn't all stop work to watch the vehicle guy work, but it suits their constant, unrelentling agenda to suggest no work is being done on the more important aspects of the sim.

Blackdog_kt 02-18-2012 06:15 PM

Quote:

Originally Posted by No145_Bunny (Post 391510)
Well,

this is a worry. I applaud the ability to make CLoD more appealing to more people who want to use vehicles and flak positions in such a way.
However,
The success of the original IL2 series was built on multiplayer Squadrons and on-line play using coops. The developers MUST fix/improve the multiplayer aspect of CLoD so that the VERY MANY SQUADRONS out there can invest their money and time into the product that should be the "next" IL2.

I am a member of a Squadron of 40+ players that all fly the original IL2, we want to purchase CLoD and use it BUT WE CANT BECAUSE MULTIPLAYER IS UNUSABLE!! Please work out how much money IC is losing in just this circumstance!

And yet we are presented with new features so we are able to drive vehicles, brilliant, but we still cant fly in the flight simulator that we want to.

Your best stream of revenue must surely come from on-line Squadrons ? Shouldnt this take priority instead of vehicles I can drive around in whilst what I really want to do is fly a coop with 20+ Squadron members over the channel in the Battle of Britain ?

Sorry to sound full of despair......... but I am

No145_Bunny
Tangmere Pilots

www.tangmerepilots.co.uk

In all honesty, the previous series showed that about 80% of the end users were offliners (there's still a quote in one of Oleg's interview lying around, should be possible to find with a google search).

Organized squads are a part of the remaining 20% that flies online and i don't know how much of that 20% it constitutes: while organized online wars and coops were a big part of the community scene, so were the objective based DF servers and the free-for-all ahistorical, pure dogfight servers.

I'm not trying to rain on anyone's parade here, but combining stats straight from the horses mouth with the distribution and make-up of online hosts (easy to see for all, just fire up hypperlobby), it doesn't look like organized squads being the main source of income.

I think we are all jumping to conclusions a bit here, some to what they wish for and others to what they fear ;)

The way i see it working out long term is something like this:

Quote:

Originally Posted by Krt_Bong (Post 391519)
Well, I like it and I understand and somewhat agree with most of the posts concerning ground vehicles but I really don't need full interior models and complex operation on them to enjoy them, though I would like to see more physics modeling, momentum, roll and tumble on destruction, relative speed and maneuvering; tanks are slow, trucks and cars are faster etc.. This could start a RTS aspect to the sim, moving equipment to the front and giving more participation to the different forces in the battle, Artillery and Tanks. Base Protection and Resupply and of course Attacking those things. But we needn't start worrying about having these things complete in full bloom yet they're just thinking of ways to implement them. BF 1942 was and still is a cool concept and it wasn't modeled to simulator standards but it was still fun and on a huge battlefield where I could move forces, raid supply lines and take part in different battles that will be awesome, now if we could somehow merge Red Orchestra into it....

Vehicle physics are already present in the sim. Depending on the kind of audience expected to draw, they could stand up to scrutiny with few if any tweaks/improvements: if we are looking to get the people who play steel beasts into CoD we'll need better vehicles, if we want to get the ArmA guys we'll need infantry, if the aim is for the the BF crowd then we're probably fine with the current state of the models.

The good things here are that

a) These possibilities are not mutually exclusive. Depending on difficulty settings, VAC approved mods and missions, each server can cater to specific audiences, from a BF style small map ground scenario to a full blown online combined arms campaign.

b) The people in the development team who would be left with nothing to do are given something to do in the meantime, something that has the potential to draw more buyers and most of all, buyers from genres that will be somewhat easier to cater to. The people who play CoD or BF won't be so demanding in what they expect, because let's face it, modelling a foot soldier is many orders of magnitude simpler than modelling a tank or an aircraft and (surprise) it usually sells more as well.

This constitutes a very good return of investment, especially since the physics and ballistics to support all kinds of combat are already in the sim: make infantry models 5% of the time and potentially gain many more buyers, which in turn lets them spend that remaining 95% of the time and money gained to model the expensive but hard selling aircraft to us.

I think it's a clever scheme and if they can manage their balancing act well (priorities, etc), it will be good for all of us. Heck, if this goes well we might not even have this discussion again because maybe they'll have enough cash to hire a dedicated tank team or FPS team, or simply outsource it to 3rd party studios or modders.

The bottom line is that they can spend a bit of time to create something that can potentially fund a stream of extra flyables for us, while giving us a richer gameplay environment as well.

Best thing of all, this doesn't cost us anything, it would be idle time anyway if they didn't do it: like it or not, different people do different jobs in game development. The guy who is doing vehicles probably only did the suspension in the aircraft, explained it to the aircraft guy and moved back to making vehicles (code resuability and so on: "change this parameter here in the code for shock absorber travel, change this for stiffness", etc)

In other words, the fact that he's working on a truck dashboard (with a minimal amount of gauges, less controls and systems than an aircraft and an already working graphics engine to cast shadows over it and already working combustion engine model) doesn't detract one bit from having a flyable Wellington. The fact that they need more aircraft guys detracts from it, but if the ground combat portion can "steal" buyers from other games they'll be able to hire more and do not only a Wellington, but a Hampden too and maybe even add a few ship guys to model a couple RN destroyers as well.


To cut a long story short, the sim needs funding to get fixed. The options here are:

1) Start a micro-transaction model, which most of us don't like.

2) Send them money through a paypal account or something, which i guess most will object to because "i still didn't get the game i paid for initially".

3) Subscription based model which most of us again don't like.

4) Do it like the previous series, with sequels being used to fund the development of the core engine. Most of us like this, but some can't overcome the fact that for reasons beyond their control (and in some cases beyond the developers' control too), things didn't turn out as planned.

The choice is simple: either spend our time on whatever works in the sim and play another game too from time to time while they fix the remaining issues, or cut our nose to spite our face by choosing option 5: "none of the above, i've been wronged so i won't contribute a thing, but i'll still complain if the sim fails". :-P

And best of all, this contribution thing doesn't even have to be financial.

Instead of complaining that "i've been a beta tester for years and couldn't get it to run well up until recently," just tell the rest of the forum how you eventually got it to run decently.

Instead of complaining that "i couldn't bomb because the bombsights are wrong, you need to do some crazy conversions to hit the target", submit a bug report in the relevant threads and tell the rest of the forum how you managed to get a workaround going.

Identifying a problem, reporting it and explaining to others how to avoid it or move around it is a contribution: it keeps people playing and enjoying the game.

Identifying a problem and a solution, but only harping on about how it annoys us without sharing anything of value is just being selfish.

It's not about positive or negative opinions about the sim. It's all about a positive, proactive attitude because if some people are committed in their minds to not enjoy the sim, whatever parts of it work well, they never will enjoy it no matter what.

Quote:

Originally Posted by bw_wolverine (Post 391591)
I think a lot of people here are failing to define 'basics' and 'priority' properly.

Do some people here consider 100octane fuel Spitfires a 'basic priority'? Yes.

Is it breaking my game? No. I can say with pretty good confidence that the speed of the Spitfire in the game has not caused a crash to desktop.

Do some people consider british naval vessels a 'basic priority'? Sure.

Is it breaking my game? No. I can say with pretty good confidence that I have never needed to call for the H.M.S. Ridiculous to clear my six.

Every time I play the game it is clear that things need to be worked on (the aforementioned fuel, the ships, the whatever). But it is also very clear that none of those required changes are causing me to stop playing the game. It's absolutely enjoyable for me and for many others.

So complaining about additional content in the game really just amounts to "I WANT MY THING FIRST!!!!11", at least that's how all these 'don't work on that, work on this' posts come off. They've likely been working on the drivable vehicles since the game was released considering it was already obviously supposed to be part of the program.

So if you want those ships, or that fuel, or whatever it is you want, I would take the news that this is almost ready as "Yes, we're completing work on this and now we'll be able to get to the next thing in the list which just might be new boats."

Exactly.

Osprey 02-18-2012 08:05 PM

Quote:

Originally Posted by 335th_GRAthos (Post 391747)
Google translator said: "Yes we know that it is porked and we are working to fix it - so that you can no longer fly with half a wing sawn off as if nothing happened".

...which is a very good thing

;)


~S~


This is what happens when you lose half a wing.

http://www.youtube.com/watch?v=T_A4xdGFXoE

Duxford Flying Legends (Sunday show) 2011, the one that didn't crash lost the wing

http://i7.photobucket.com/albums/y29.../Skyraider.jpg

Buchon 02-18-2012 08:23 PM

Here a better pic, its not half wing but yeah, he managed to land with this damage :

http://i43.tinypic.com/2hx924i.jpg

furbs 02-18-2012 08:32 PM

Quote:

Originally Posted by Blackdog_kt (Post 391849)
In all honesty, the previous series showed that about 80% of the end users were offliners (there's still a quote in one of Oleg's interview lying around, should be possible to find with a google search).

Organized squads are a part of the remaining 20% that flies online and i don't know how much of that 20% it constitutes: while organized online wars and coops were a big part of the community scene, so were the objective based DF servers and the free-for-all ahistorical, pure dogfight servers.

I'm not trying to rain on anyone's parade here, but combining stats straight from the horses mouth with the distribution and make-up of online hosts (easy to see for all, just fire up hypperlobby), it doesn't look like organized squads being the main source of income.

I think we are all jumping to conclusions a bit here, some to what they wish for and others to what they fear ;)

The way i see it working out long term is something like this:



Vehicle physics are already present in the sim. Depending on the kind of audience expected to draw, they could stand up to scrutiny with few if any tweaks/improvements: if we are looking to get the people who play steel beasts into CoD we'll need better vehicles, if we want to get the ArmA guys we'll need infantry, if the aim is for the the BF crowd then we're probably fine with the current state of the models.

The good things here are that

a) These possibilities are not mutually exclusive. Depending on difficulty settings, VAC approved mods and missions, each server can cater to specific audiences, from a BF style small map ground scenario to a full blown online combined arms campaign.

b) The people in the development team who would be left with nothing to do are given something to do in the meantime, something that has the potential to draw more buyers and most of all, buyers from genres that will be somewhat easier to cater to. The people who play CoD or BF won't be so demanding in what they expect, because let's face it, modelling a foot soldier is many orders of magnitude simpler than modelling a tank or an aircraft and (surprise) it usually sells more as well.

This constitutes a very good return of investment, especially since the physics and ballistics to support all kinds of combat are already in the sim: make infantry models 5% of the time and potentially gain many more buyers, which in turn lets them spend that remaining 95% of the time and money gained to model the expensive but hard selling aircraft to us.

I think it's a clever scheme and if they can manage their balancing act well (priorities, etc), it will be good for all of us. Heck, if this goes well we might not even have this discussion again because maybe they'll have enough cash to hire a dedicated tank team or FPS team, or simply outsource it to 3rd party studios or modders.

The bottom line is that they can spend a bit of time to create something that can potentially fund a stream of extra flyables for us, while giving us a richer gameplay environment as well.

Best thing of all, this doesn't cost us anything, it would be idle time anyway if they didn't do it: like it or not, different people do different jobs in game development. The guy who is doing vehicles probably only did the suspension in the aircraft, explained it to the aircraft guy and moved back to making vehicles (code resuability and so on: "change this parameter here in the code for shock absorber travel, change this for stiffness", etc)

In other words, the fact that he's working on a truck dashboard (with a minimal amount of gauges, less controls and systems than an aircraft and an already working graphics engine to cast shadows over it and already working combustion engine model) doesn't detract one bit from having a flyable Wellington. The fact that they need more aircraft guys detracts from it, but if the ground combat portion can "steal" buyers from other games they'll be able to hire more and do not only a Wellington, but a Hampden too and maybe even add a few ship guys to model a couple RN destroyers as well.


To cut a long story short, the sim needs funding to get fixed. The options here are:

1) Start a micro-transaction model, which most of us don't like.

2) Send them money through a paypal account or something, which i guess most will object to because "i still didn't get the game i paid for initially".

3) Subscription based model which most of us again don't like.

4) Do it like the previous series, with sequels being used to fund the development of the core engine. Most of us like this, but some can't overcome the fact that for reasons beyond their control (and in some cases beyond the developers' control too), things didn't turn out as planned.

The choice is simple: either spend our time on whatever works in the sim and play another game too from time to time while they fix the remaining issues, or cut our nose to spite our face by choosing option 5: "none of the above, i've been wronged so i won't contribute a thing, but i'll still complain if the sim fails". :-P

And best of all, this contribution thing doesn't even have to be financial.

Instead of complaining that "i've been a beta tester for years and couldn't get it to run well up until recently," just tell the rest of the forum how you eventually got it to run decently.

Instead of complaining that "i couldn't bomb because the bombsights are wrong, you need to do some crazy conversions to hit the target", submit a bug report in the relevant threads and tell the rest of the forum how you managed to get a workaround going.

Identifying a problem, reporting it and explaining to others how to avoid it or move around it is a contribution: it keeps people playing and enjoying the game.

Identifying a problem and a solution, but only harping on about how it annoys us without sharing anything of value is just being selfish.

It's not about positive or negative opinions about the sim. It's all about a positive, proactive attitude because if some people are committed in their minds to not enjoy the sim, whatever parts of it work well, they never will enjoy it no matter what.



Exactly.


Blackdog i remember about 9 months ago asking you when do you think CLOD would be mostly bug free and the missing features added, you told me you expect it to take about a year.

Its almost a year now...and il ask you again, when do you now expect CLOD to be mostly bug free and the missing features added?

bongodriver 02-18-2012 08:40 PM

about a year doesn't mean exactly 365 days, it could mean 13 months.

Buchon 02-18-2012 08:44 PM

^^

Yeah, and I bet that in 365 days any similarity with the CLOD released and the the current one will be pure coincidence ;)

SlipBall 02-18-2012 09:06 PM

Why would anyone think that Blackdog would have the answers:confused::)

Tree_UK 02-18-2012 09:17 PM

Quote:

Originally Posted by Blackdog_kt (Post 391849)
To cut a long story short, the sim needs funding to get fixed.

Ive not heard anything from the dev's that tells us they cant fix the game without funding, can we have a source to this please otherwise it is pure speculation. If its not then why the hell didn't the dev's tell us earlier I would of been happy to pay double if it meant I could of been playing the game within the year of buying it without stutter/flickering and CTD's. I made a post about the game being broken on release and it cost me a ban for false speculation when it clearly wasn't, I sincerly hope you dont get an infraction for this post blackdog as you are a very valued member.

Comrade Jordan 02-18-2012 09:48 PM

Quote:

Originally Posted by Tree_UK (Post 391874)
Ive not heard anything from the dev's that tells us they cant fix the game without funding, can we have a source to this please otherwise it is pure speculation.

This, dear Tree, is called Economy, or capitalism, as you want. Obviously 1C is not telling us about its financial situation, in economy you have serious reasons for keeping this secret.

It is not something new that this sim didn't sell very well, but it is known, that a lot of money must have been spent on its development. this allows to think 1c took credits for the development and they have to get the money back in, in order to keep on developing and fixing.

but anyhow...as it has been said before: the tankguy isnt modelling the airplanes or is into fixing a memory leak. this renders your anger quite invalid.

Tree_UK 02-18-2012 09:59 PM

Quote:

Originally Posted by Comrade Jordan (Post 391881)
This, dear Tree, is called Economy, or capitalism, as you want. Obviously 1C is not telling us about its financial situation, in economy you have serious reasons for keeping this secret.

It is not something new that this sim didn't sell very well, but it is known, that a lot of money must have been spent on its development. this allows to think 1c took credits for the development and they have to get the money back in, in order to keep on developing and fixing.

but anyhow...as it has been said before: the tankguy isnt modelling the airplanes or is into fixing a memory leak. this renders your anger quite invalid.

I never suggested that the tank guy was doing anything but tanks? And im not angry my friend. Your point about 1C not telling us of thier financial situation is exactly the point i was making, in that suggesting that they cannot fix the game without funds is pure speculation. Surely it would be tragic if forum members were to start donating money via Paypal accounts to the dev's if it isnt required, however I am certain if they requested some extra cash or asked us to pay for a patch to fix the game then the community would respond.

Skoshi Tiger 02-19-2012 12:31 AM

Quote:

Originally Posted by ElAurens (Post 391814)
Probably won't happen.

Most Tank/armor/infantry game players are used to maps that are postage stamp sized by comparison to flight sim sized maps.

It would take hours at the speed of a WW2 tank to get from the "front" to an opposing airfield, and that's with no interdiction by enemy aircraft. Also remember that the Wirbelwind for Clod will have a realistic rate of fire and accuracy. It won't be the death star it is in IL2.

There is/was a mod for IL2 that allowed you to drive a Jeep or Kubelwagen. Ever tried it? Start at a base on the Kuban and see how long it takes to get from one end to the other.

:cool:

You are quiet right!
We'll need to capture some Me321's to get our Bren Gun Carriers onto the Blue runways then? That's be sort of the right timeline for the Battle of Moscow expansion?

Verhängnis 02-19-2012 12:51 AM

Hmm, that's exactly what we want if they are going to introduce vehicles - an Me-323. :)

Blackdog_kt 02-19-2012 02:38 AM

Quote:

Originally Posted by furbs (Post 391866)
Blackdog i remember about 9 months ago asking you when do you think CLOD would be mostly bug free and the missing features added, you told me you expect it to take about a year.

Its almost a year now...and il ask you again, when do you now expect CLOD to be mostly bug free and the missing features added?

Just like i said, about a year. The operative word here being "about" which implies a +/- margin. That could translate to anywhere between 8 and 18 months, or 10 and 14 months, or 6 and 13 months.

The thing is, when i'm making predictions and guesses about things i have no inside knowledge of, i won't pretend i'm actually knowing more than i do and i won't make a fool of myself by saying silly stuff like "it will be definitely fixed, by whatever definition of "fixed" any forum member prefers to abide by, at XYZ exact date". I'll just use that +/- margin to indicate i'm equally unsure myself and simply making an educated guess.

Now if people want to take that as a hard and fast commitment on my part, someone who has no direct way to influence the outcome, the problem is on their reasoning and not mine.

Overall, i'd say that things are going just like i expected them to go thus far: about a year for the game to be playable (playable means playable, it doesn't mean 100 FPS maxed out on mid-level hardware) on an acceptable range of PCs, then moving on to gameplay-affecting bugs (what they are doing now) while the part of the team that does non-optimization work sets their sights on future content to ensure a follow-up stream of cash flow down the line.

As you can see, i don't have any illusions about the state of the sim. I just had more realistic expectations about it because of how difficult it is to do what they tried to do. Maybe it's a language barrier thing and that's why many people didn't get it, i don't know, but personally i more or less got what they wanted to do pretty early on and that's why i expected the troubles, it's a complicated undertaking overall.

I'm not one for blind faith either, whichever way it might swing, so i won't make bold claims about eventual success or failure but i'm glad they tried to push some of the limits we had in the previous series. If it doesn't come to fruition we'll get a slightly better series, if it does succeed we'll get a much better one. It's fine by me either way.

They could have simply made "IL-2 remake: better graphics" which would be much simpler and probably would have much less problems, i'd buy it and fly it as well but it would be just that, a remake. I didn't want that, i wanted new stuff and i got new stuff so i'm satisfied. I also got new problems (just like i got them when i first tried out IL2 back in 2001), but that goes with the territory of innovation.

As long as they can remain in business they'll keep improving it and that's all i care about, in the meantime my life doesn't revolve around the lack of simulated 100 octane merlins. I'm in my early 30s, i have enough time left to see where the series is going and if for some reason i didn't, i would have more pressing matters to worry about than the direction of a flight sim series.

What i'm trying to say is, this is supposed to be a hobby, something we do for fun and escapism from real life. If people aren't prepared to spend some time making it work and enjoying the learning process, then it just defeats the whole purpose.

It's like building model kits and going "gah, it has no aerials! outrage!" or "the landing gear struts don't have wiring!". Well, take a lighter, burn the spare plastic framing, stretch it and make yourself an aerial, or take small rubber tubes, paint them and glue them to those landing gear struts and you've got wiring.

I remember when i last made a model kit, it was a 1/48 scale grumman wildcat, i wanted it to have a belt and harness in the cockpit and the kit didn't have one. What i did was borrow a book with some good photos of the cockpit to see the shape and layout of the belts, cut a little strip of cloth mere millimeters wide, cut an even smaller piece of aluminum foil, grab a pair of tweezers and a magnifying glass and spend two hours of an evening wrapping that aluminum foil around that piece of cloth, then glued the whole thing on the cockpit seat.

My wildcat cockpit had a seat belt, complete with its locking pin, i had a good feeling of accomplishment and i didn't have to e-mail the folks in Tamiya and complain about the lack of seatbelts on an otherwise excellent kit :grin:

I don't know if it's because we've been spoiled, because our lifes get faster, or a combination of both, but it seems like an ever growing amount of people in all kinds of hobbies have lost the basic joy of it all: if it doesn't work the way i want it to i'll get my hands dirty and tinker with it, then share my results with the other fellows instead of just sulking about it.

zapatista 02-19-2012 02:57 AM

Quote:

Originally Posted by Osprey (Post 391861)
This is what happens when you lose half a wing.

http://www.youtube.com/watch?v=T_A4xdGFXoE

Duxford Flying Legends (Sunday show) 2011, the one that didn't crash lost the wing

http://i7.photobucket.com/albums/y29.../Skyraider.jpg


this one is an example of making it home with extreme wing damage, not all significant wing surface damage results in an instant and complete loss of control

http://img.photobucket.com/albums/v2...avenger_lg.jpg

note: afaik no carrier landing was attempted however, they ditched in the water once they reached the carrier taskforce

speculum jockey 02-19-2012 04:15 AM

I'm sure the devs have long since stopped reading this thread, but what are the drivable vehicles going to add to the game? Are you planning on adding other multi-player modes besides "dogfight"? Are you planning on some manner of Battlefield 1942 style play? If this will be usable in online play, will someone driving a tank or a truck count towards the number of people able to fly aircraft? Assuming a game is limited to 64 people online. If one person is on a tank, does that mean that there can now only be 63 people flying online?

Chivas 02-19-2012 06:01 AM

Quote:

Originally Posted by Blackdog_kt (Post 391913)
Just like i said, about a year. The operative word here being "about" which implies a +/- margin. That could translate to anywhere between 8 and 18 months, or 10 and 14 months, or 6 and 13 months.

The thing is, when i'm making predictions and guesses about things i have no inside knowledge of, i won't pretend i'm actually knowing more than i do and i won't make a fool of myself by saying silly stuff like "it will be definitely fixed, by whatever definition of "fixed" any forum member prefers to abide by, at XYZ exact date". I'll just use that +/- margin to indicate i'm equally unsure myself and simply making an educated guess.

Now if people want to take that as a hard and fast commitment on my part, someone who has no direct way to influence the outcome, the problem is on their reasoning and not mine.

Overall, i'd say that things are going just like i expected them to go thus far: about a year for the game to be playable (playable means playable, it doesn't mean 100 FPS maxed out on mid-level hardware) on an acceptable range of PCs, then moving on to gameplay-affecting bugs (what they are doing now) while the part of the team that does non-optimization work sets their sights on future content to ensure a follow-up stream of cash flow down the line.

As you can see, i don't have any illusions about the state of the sim. I just had more realistic expectations about it because of how difficult it is to do what they tried to do. Maybe it's a language barrier thing and that's why many people didn't get it, i don't know, but personally i more or less got what they wanted to do pretty early on and that's why i expected the troubles, it's a complicated undertaking overall.

I'm not one for blind faith either, whichever way it might swing, so i won't make bold claims about eventual success or failure but i'm glad they tried to push some of the limits we had in the previous series. If it doesn't come to fruition we'll get a slightly better series, if it does succeed we'll get a much better one. It's fine by me either way.

They could have simply made "IL-2 remake: better graphics" which would be much simpler and probably would have much less problems, i'd buy it and fly it as well but it would be just that, a remake. I didn't want that, i wanted new stuff and i got new stuff so i'm satisfied. I also got new problems (just like i got them when i first tried out IL2 back in 2001), but that goes with the territory of innovation.

As long as they can remain in business they'll keep improving it and that's all i care about, in the meantime my life doesn't revolve around the lack of simulated 100 octane merlins. I'm in my early 30s, i have enough time left to see where the series is going and if for some reason i didn't, i would have more pressing matters to worry about than the direction of a flight sim series.

What i'm trying to say is, this is supposed to be a hobby, something we do for fun and escapism from real life. If people aren't prepared to spend some time making it work and enjoying the learning process, then it just defeats the whole purpose.

It's like building model kits and going "gah, it has no aerials! outrage!" or "the landing gear struts don't have wiring!". Well, take a lighter, burn the spare plastic framing, stretch it and make yourself an aerial, or take small rubber tubes, paint them and glue them to those landing gear struts and you've got wiring.

I remember when i last made a model kit, it was a 1/48 scale grumman wildcat, i wanted it to have a belt and harness in the cockpit and the kit didn't have one. What i did was borrow a book with some good photos of the cockpit to see the shape and layout of the belts, cut a little strip of cloth mere millimeters wide, cut an even smaller piece of aluminum foil, grab a pair of tweezers and a magnifying glass and spend two hours of an evening wrapping that aluminum foil around that piece of cloth, then glued the whole thing on the cockpit seat.

My wildcat cockpit had a seat belt, complete with its locking pin, i had a good feeling of accomplishment and i didn't have to e-mail the folks in Tamiya and complain about the lack of seatbelts on an otherwise excellent kit :grin:

I don't know if it's because we've been spoiled, because our lifes get faster, or a combination of both, but it seems like an ever growing amount of people in all kinds of hobbies have lost the basic joy of it all: if it doesn't work the way i want it to i'll get my hands dirty and tinker with it, then share my results with the other fellows instead of just sulking about it.

+ 100%
Very well said, Cheers.

David Hayward 02-19-2012 06:40 AM

Quote:

Originally Posted by speculum jockey (Post 391918)
I'm sure the devs have long since stopped reading this thread, but what are the drivable vehicles going to add to the game? Are you planning on adding other multi-player modes besides "dogfight"? Are you planning on some manner of Battlefield 1942 style play? If this will be usable in online play, will someone driving a tank or a truck count towards the number of people able to fly aircraft? Assuming a game is limited to 64 people online. If one person is on a tank, does that mean that there can now only be 63 people flying online?

Seriously? It looks like these features aren't even at beta stage yet.

ATAG_Bliss 02-19-2012 06:49 AM

Hmm,

I think they've well been modeled long ago, like many modules with this sim. It's just now they are finally able to put them together.

Reading between the lines long ago about the detail level of the ground units, I definitely saw this coming. Notice these videos are almost 2 years old. It's no wonder they showed hatches opening etc! It's because people will be in there! :)

Good stuff!

http://www.youtube.com/watch?v=yvPlp...ure=plpp_video

http://www.youtube.com/watch?v=1-WKU...ure=plpp_video

150GCT_Veltro 02-19-2012 08:01 AM

Quote:

Originally Posted by Insuber (Post 391943)
I always hated country bashers telling silly jokes about the citizens of a whole nation. Are you happy now?

The problem is not about the offensive posts, (who cares about id1ots?). Problem is this kinde of update about Cliffs of Dover and the incredible level of "fanboyism" on this forum.

We still don't have the Royal Navy, for ex., but people is happy for the cars........pathetic. Would be better a video about an improved (debugged) CEM for ex.. This is still a flight sim about The Battle of Britain.

The show must go on.

Considering this, please give us (italians) the Balilla, so we could have a trip by car.
http://static.panoramio.com/photos/original/4541660.jpg

Force10 02-19-2012 08:03 AM

Quote:

Originally Posted by Blackdog_kt (Post 391913)
What i'm trying to say is, this is supposed to be a hobby, something we do for fun and escapism from real life. If people aren't prepared to spend some time making it work and enjoying the learning process, then it just defeats the whole purpose.

The problem is, a lot of us have been waiting to escape from real life with this title and can't because it's still not functioning properly 8 months later. Something has to be at a certain level of functionality to be able to "enjoy the learning process" so it's just been a long waiting game which isn't enjoyable for most.

Quote:

Originally Posted by Blackdog_kt (Post 391913)
I remember when i last made a model kit, it was a 1/48 scale grumman wildcat, i wanted it to have a belt and harness in the cockpit and the kit didn't have one. What i did was borrow a book with some good photos of the cockpit to see the shape and layout of the belts, cut a little strip of cloth mere millimeters wide, cut an even smaller piece of aluminum foil, grab a pair of tweezers and a magnifying glass and spend two hours of an evening wrapping that aluminum foil around that piece of cloth, then glued the whole thing on the cockpit seat.

Inspirational story, unfortunately it doesn't have much bearing on whats going on here. Last time I checked, 1C didn't release the source code for anyone to attempt to fix the AI,FM,DM, etc. themselves, so the analagy is somewhat rediculous. If your model kit advertised it had a state of the art belt and harness in the box and you didn't get one, you would have been on the phone expecting the issue to be resolved.

furbs 02-19-2012 11:39 AM

Blackdog, i guess your idea of a functioning sim is different to mine.

Dont get me wrong Blackdog i like reading your posts, but to me they are a fantasy rose tinted version of CLOD that i dont see when i fire up CLOD.
I hope your right and CLOD turns into the greatest sim of all time, i just see a sim that is still a mess after a year of patches.

bongodriver 02-19-2012 11:57 AM

everybody sees what they want to see.......

Tvrdi 02-19-2012 12:07 PM

Quote:

Originally Posted by bongodriver (Post 392004)
everybody sees what they want to see.......

And I see massive slowdowns when Im looking at fire, dust and explosions, or sometimes, when more planes are low over cities. And most settings I have on med (plane model and textures set on high).

bongodriver 02-19-2012 12:14 PM

Quote:

Originally Posted by Tvrdi (Post 392010)
And I see massive slowdowns when Im looking at fire, dust and explosions, or sometimes, when more planes are low over cities. And most settinsg I have on med.

Alot of people do, some are prepared to wait for the patch, others won't stop bleeting on about it just in case we have forgotten about them.

p.s. not an attack at anyone personally.......wouldn't want more angry PM's

addman 02-19-2012 12:14 PM

Quote:

Originally Posted by bongodriver (Post 392004)
everybody sees what they want to see.......

Exactly, everybody has their own expectations and everyone has their own view of the game and how they think it should be. Nobody's right and nobody's wrong. Fact, CloD needs fixing. Fact, the team is working on it. When will the patch be ready, nobody knows.

ACE-OF-ACES 02-19-2012 02:06 PM

Quote:

Originally Posted by ATAG_Bliss (Post 391941)
Hmm,

I think they've well been modeled long ago, like many modules with this sim. It's just now they are finally able to put them together.

Reading between the lines long ago about the detail level of the ground units, I definitely saw this coming. Notice these videos are almost 2 years old. It's no wonder they showed hatches opening etc! It's because people will be in there! :)

Good stuff!

My only fear is that every game that tries to be everything to everyone (FPS, land vehicles, sea vehicles, and air vehicles) ends up doing no one thing very realistically.

The BF series and RO are perfect examples..

Both have so so first person shooter aspects
Both have so so ground vehicles aspects
BF has so so air vehicles aspects
BF has so so sea aspects

WWII Online is another, but I have not tried it in years so I don't know its current state, but when I did try it, it too was so so in each aspect

There is only one game that has done a good job of this.. And that is the ARMA (aka operation flash point) series.. They do it all (FPS, land vehicles, sea vehicles, and air vehicles) but their main focus is on the FPS aspect. That is to say all the vehicles are secondary and not very realistic in how they operate

If 1C takes that approach, where their focus is on flying, and the rest is secondary I think we will be ok as flight simmers, Some say that is the impression they get from 1C reading the Russian forums

But if 1C tries to apply the level of detail in their planes to all the ground vehicles.. Well my fear is they will loose their focus on the flight simming aspect.. I fear the long standing rule of jack of all trades, master of none will be hard to beat

Flanker35M 02-19-2012 03:00 PM

S!

Well the root for the CTD has been found and fixed which is good news :) So with the forthcoming patch and later FM/DM fixes CoD will really to begin it's take-off :)

JG52Uther 02-19-2012 07:27 PM

Thread cleaned up again. Keep it on topic and your personal spats out of this thread.

Ribbs67 02-19-2012 09:44 PM

Quote:

Originally Posted by Tvrdi (Post 392010)
And I see massive slowdowns when Im looking at fire, dust and explosions, or sometimes, when more planes are low over cities. And most settings I have on med (plane model and textures set on high).

Tvrdi.. this happens to almost everyone.. and I realise people don't want to drop the setting.. but in your case going to 1680x1050 might help. This don't kill the eyecandy all that much, and aids in spotting contacts.Also set buildings detail to low.. trees off. Also set in the 1c docs folder config file. "drawifnotfocused=0...to 1. Seems to help with shimmering.. and gameplay smoothness. Give it a shot, and let us know how it worked for you.

Tvrdi 02-19-2012 09:49 PM

Quote:

Originally Posted by Ribbs67 (Post 392199)
Tvrdi.. this happens to almost everyone.. and I realise people don't want to drop the setting.. but in your case going to 1680x1050 might help. This don't kill the eyecandy all that much, and aids in spotting contacts.Also set buildings detail to low.. trees off. Also set in the 1c docs folder config file. "drawifnotfocused=0...to 1. Seems to help with shimmering.. and gameplay smoothness. Give it a shot, and let us know how it worked for you.

Agh 1680 look terrible on 24" screen with native res 1920...buildings to low? ill try...trees, roads and grass I already turned OFF....SSAO OFF too....

Whats my point from earlier post? I have more than a decent rig and really I shouldnt be forced to set almost all to med or low just to be able to play...thats silly...all other games including very demanding ARMA2 and ROF are runnig rocket fast...
yes I know well get optimisation patch....thats my hope.....thanks for teh suggestions mate


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