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-   -   Daidalos Team's Room -QUESTIONS AND REQUESTS ONLY - For 4.11 (http://forum.fulqrumpublishing.com/showthread.php?t=18260)

IceFire 11-03-2011 09:03 PM

Quote:

Originally Posted by Asheshouse (Post 357857)
Arranging 12 KGV's in harbour sounds a bit unrealistic. After all only five of the class were built. ;)

At Pearl Harbour battleship row had seven BB's.
At Taranto there were 6 BB's.
In May 41 the British Mediterranean Fleet had 4 BB's and a CV operating out of Alexandria.
Operation Pedestal - 2 BB's and 4 CV's

The greatest impact on FPS is due to AA fire, not the ship model, but this can be tuned down in the Mission Builder.

Using the existing KGV model as a guide for future work seems reasonable to me.

Ashe

Fine... put 5 KGV's plus a dozen destroyers and support vessels :) FPS drops significantly on even the best systems.

AA fire is a big hit but the models themselves bottleneck the graphics system as well. Obviously as a mission builder you design around these kinds of limitations but it's unhelpful if the limits go up too far as they become prohibitively difficult to build enjoyable experiences for a wide variety of players. The KGV is finely detailed but I don't think, with the current engine limitations, there should be any huge bump in detail level above and beyond.

This is also why, for example, I don't model entire front lines worth of fighting in any of my campaigns. I saw someone do it once and I remember the slideshow that I experienced as a result.

Loku 11-03-2011 09:49 PM

Hi all i saw a post about mods i have made and i would like to explain some things about them:
P11F-modified stock P11c
RWD-10 build from scratch by me (~3200 poly) made for PAT aerobatic team.

PZL23B and PZL42 (~7000 poly) build by Fatman and Lucas for Targetware adopted by me.
R-XIII`s ( ~14000 polys) build by Empeck for FSX adopted by me.

I have permission from authors to use their models and they send me their orginal files to work with.

When i get them for adoption i had to made their internal structure no different than stock models to make them work in game ,so i have made LODs,caps,shadow,colisions boxes and hitboxes.Cockpits were also made to be functional.Knowing that polycount of those models is higher than game specs they are available as MODS only.Game seriously lack of polish planes so this was only way to get them in.

To make TD life easier(they already have things to do)dont ask them to include my mods into official patches.

Asheshouse 11-03-2011 09:59 PM

Less polys than KGV. :-)

http://i239.photobucket.com/albums/f.../image23-2.jpg

Pursuivant 11-04-2011 08:33 AM

Quote:

Originally Posted by Lagarto (Post 357709)
By the way, we could use some more variety of other surface vessels: more types and sizes of merchant ships, large troop transport, tugboat, self-propelled river barge and Asian sampan;

+1

I'd love to see more boats and small ships in the game. They were much more common prey for strike fighters and attack bombers.

A large troop transport would be sort of interesting, but the really big troop ships didn't usually get that close to enemy planes. Smaller troop transports would be welcome, though. I believe that there are some modded LSTs and other US transport ships.

Quote:

Originally Posted by Lagarto (Post 357709)
Another thing is to make the in-game rivers navigable - most of them look neither too narrow nor too shallow for that; is it feasible?

I believe that it's currently possible for rivers to be navigable. Actually, one of the issues with many maps is that the rivers are too wide.

Lagarto 11-04-2011 09:20 AM

Currently rivers are not navigable, unless they're as wide as Volga.
Recently I've been flying some south-east Asia scenarios and it struck me how dead the rivers look; in real life they would be teeming with water traffic. In his book "Into the Teeth of The Tiger" Donald Lopez wrote that they frequently flew interdiction missions against Japanese sampans, because due to scarcity of roads, rivers were main traffic routes.
Another thing is the odd color of the rivers in the PTO scenarios; I imagine they're more like muddy brown than cobalt blue.

FrankB 11-04-2011 02:40 PM

Quick question about high-poly-count models.

Do you actualy recognize in-game the intricate details of those models?

In my case I see the dot, then it turns into a cluster of dots from which you can start guessing the size of the aircraft/ship, then you get an actual mini model where you can be 100% sure about the type and Blam! You are past them.

Somewhere between seeing the identifiable mini model and the you-are-past-them moment there is a point where you can for a split second see all the details, but I am usually quite busy with aiming to appreciate the true replica of every screw on board.

Is my Samsung Syncmaster 713BM LCD too slow/blurry given the current standards?

Asheshouse 11-05-2011 06:26 PM

What is your definition of High-Poly? I have suggested that the polycount of the stock KGV is what should be used as a guide for capital ships. Late war ships inevitably have a higher polycount due to the increase in AA guns. Also any modelling of the IJN BB's with large pagoda style bridge structures will be a serious challenge to the poly budget.

As to whether or not you see the detail I guess with many ships you will only see it at the last second of a strafing, or skip bombing run, but certainly you would expect to get a close up view of a carrier as you approach for landing, so I would suggest that this level of detail is not unreasonable.

http://i239.photobucket.com/albums/f.../image24-2.jpg
HMS Eagle CV - Polycount 16848 (inc. gun crew)

Ashe

Fighterace 11-05-2011 11:53 PM

Is it possible to have the P-47M and N versions?

Pursuivant 11-06-2011 07:29 AM

Quote:

Originally Posted by Lagarto (Post 357976)
Currently rivers are not navigable, unless they're as wide as Volga.

Pity. I thought they were.

Quote:

Originally Posted by Lagarto (Post 357976)
Recently I've been flying some south-east Asia scenarios and it struck me how dead the rivers look; in real life they would be teeming with water traffic.

This would be true for any major river. There was, and is, a lot of traffic along major European rivers like the Rhine and the Danube. Europe also had a fair bit of barge traffic along its extensive canal systems. From 1943 to 1945 there were lots of Western allied fighter bomber strikes against river and canal traffic, as well as canals and lock systems themselves.

Quote:

Originally Posted by Lagarto (Post 357976)
Another thing is the odd color of the rivers in the PTO scenarios; I imagine they're more like muddy brown than cobalt blue.

This is sort of fixable. I believe that river color textures can be selected by the map creator. I've seen modded maps where the rivers are muddy brown.

Sadly, it's harder to get mixed water effects, like where a river meets the ocean, producing a mixture of muddy and clearer water.

EJGr.Ost_Caspar 11-06-2011 08:13 AM

Quote:

Originally Posted by Pursuivant (Post 358553)
Sadly, it's harder to get mixed water effects, like where a river meets the ocean, producing a mixture of muddy and clearer water.

Water color is unique per map, you cannot change it.
Whyt you can change is the water ground texture in areas of rivers, but rivers have to be shallow then everywhere.


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