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-   -   4.12 development update discussion and feedback (http://forum.fulqrumpublishing.com/showthread.php?t=31734)

Jam66es 09-26-2012 01:54 AM

It's great to have constant feedback from the IL2 team, it always makes a great impression.

http://www.qmku.info/0.jpghttp://www.qmku.info/7.jpghttp://www.qmku.info/8.jpghttp://www.qmku.info/9.jpghttp://www.ymeu.info/test5.jpg

Luno13 09-26-2012 05:48 AM

I noticed you guys posted a new video on AI taxi logic. That's some great stuff! This patch is going to be a huge game-changer. What other surprises are in store? :grin:

Fighterace 09-26-2012 06:42 AM

Quote:

Originally Posted by IceFire (Post 463727)
Yep... the Hawk-75 with a Finnish cockpit. Pretty excited to see it!

http://forum.1cpublishing.eu/showpos...33&postcount=2

Wasnt there a French Hawk also in the pipeline?

Zorin 09-26-2012 09:07 AM

Does any official feel inclined to answer the question I raised on the previous page?

EJGr.Ost_Caspar 09-26-2012 11:30 AM

Quote:

Originally Posted by Zorin (Post 463252)

One could possibly lose the stencils and mirror the rest for only having one side of each bomb using space on the texture file, but that would be pretty much the limit.

OR

Stencils and details are stored on a second texture file that can be shared for all bombs and applied viaalpha channel on seperate polys on the respective bomb models.

What would you preferr?

Case #1 - reason: Beside your fascination for such deep details, it is not essential to have correct stencils on ordnance (low importance for gameplay and atmosphere). Using compromises like that all through the game will help keeping FPS and loading time on a reasonable level. Working with alpha channels always is a bit ciritcal and to be avoided if possible. Even, if its only small objects like bombs.

Pfeil 09-26-2012 11:59 AM

Quote:

Originally Posted by Luno13 (Post 463799)
I noticed you guys posted a new video on AI taxi logic. That's some great stuff!

Thanks, I hadn't seen that one yet.


The new video did make me wonder:

How is right of way decided?
From what I can see, the bomber arrives first and takes off, then all fighters take off even though the some of the bombers arrive at the threshold first.
Can the game logic behind this process be made public?

Is player taxiing facilitated?
There is no runway signage, which makes spoken instructions difficult to interpret. Will the taxi route be shown on the map?
Personally, I would prefer something that doesn't require any 2D elements as I find it is somewhat of an immersion killer.

Are there any new tower instructions?
I.E. taxi to and hold short. I don't know what the historically correct instruction would be, but surely there was some form of traffic control during normal operations?

Zorin 09-26-2012 09:36 PM

Quote:

Originally Posted by EJGr.Ost_Caspar (Post 463863)
Case #1 - reason: Beside your fascination for such deep details, it is not essential to have correct stencils on ordnance (low importance for gameplay and atmosphere). Using compromises like that all through the game will help keeping FPS and loading time on a reasonable level. Working with alpha channels always is a bit ciritcal and to be avoided if possible. Even, if its only small objects like bombs.

Rgr that.

Aviar 09-27-2012 01:17 AM

Quote:

Originally Posted by Luno13 (Post 463799)
I noticed you guys posted a new video on AI taxi logic. That's some great stuff! This patch is going to be a huge game-changer. What other surprises are in store? :grin:

I can't seem to find any such video. Can someone post a link?

Aviar

Luno13 09-27-2012 02:03 AM

http://www.youtube.com/watch?v=pOdFL...eature=g-all-u

Quote:

Is player taxiing facilitated?
There is no runway signage, which makes spoken instructions difficult to interpret. Will the taxi route be shown on the map?
Personally, I would prefer something that doesn't require any 2D elements as I find it is somewhat of an immersion killer.
It could be possible to include runway markers or signs with letter or number designations to assist with locating the runway. The current use of electric lights on some grass strips seems unlikely, as do open fires along a concrete runway centerline :)

This is a fantastic feature overall, but it would be magnificent on several orders of magnitude to see tail-draggers turning from side to side as they taxi to clear the view ahead.

All I have left to say is that DT have really revolutionized Il-2.

Ala13_Kokakolo 09-27-2012 11:19 PM

Would be possible in the next update to do the follow:

1. Model frozen carburator (right now, winter map, radiator fully open, descending from 6000 meters i manage to drop oil temperature below zero with not a single complaint from my engine)

2. Asign axis to radiator (and independent to engine as well when necessary)

3. Diferencial brakes in planes which had them (like b17)

5. More stages in the compressor for planes like b17 or p47 (or if possible the possibility to link them to an axis)

6. Mixture slightly more complex ( I am not asking for full realism, I know it will be impossible to model every plane accurately, but flying russian planes over 4000 metres it does not matter if you choose 80%, 60%, 40%, no difference whatsoever)

7. If a plane got hit and black smoke are coming out from the engine will be possible to accelerate the temperature increase and engine damage in the p39 and possible the spitfire? or is it realistic the go and go and go...

8. Hidraulic presure damage modeled? (gear drop when hit at certain spot)

9. Bullets ricochet from impact.

That's all for now. Thanks for reading!


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