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BlackSix 02-17-2012 11:00 AM

Friday Update, February 17, 2012
 
5 Attachment(s)
Hello everyone,

First of all, let’s talk about the upcoming patch.

We haven’t talked about our flight model for some time. We haven’t been idle however. Not only are we fine-tuning plane performance, we’re making some very deep changes to the underlying core of our physics code.

We are completely rewriting collision and landing gear, while also making other elements of the flight model more complete and precise. Control surface behavior and reaction has been significantly improved. Refined transverse velocity calculations in relation to aircraft performance. Made it possible to calculate different transverse velocity at different points along the wing. Improved pylon and loadout FM calculations. Added many new features to allow FM calculation needed in future sequels. Many of these changes have also entailed completely rewriting existing code.

And this is by no means a complete list!

Graphics-wise, we’re dealing with a last-minute issue as we speak. We rather unexpectedly found a problem with our aircraft decals, i.e. the code that places crosses and roundels and chevrons etc on top of the aircraft paintscheme. The code is being rewritten, the work should be finished in about 2 days. Once it’s done we can take much more accurate benchmarks. We’ll post then when we have them.

And now let’s talk about new stuff.

We’re continuing to introduce you to aircraft from our upcoming sequel. This is once again the Ju-88A-4 shown last week; this time it’s wearing summer camo and is flying in front of a WIP, oh dear God so very WIP, fall landscape.

Finally, we’re showing the second part of our three-part video preview of the new ground features in our simulation.
Watch it here:
Please do keep in mind that this is still work in progress, and many of the components shown are not yet final. If you look closely, you may even notice some improvements between last week’s video and this one.
Most importantly, please keep in mind that this is a preview, the feature is actively being worked on, and at this time we do not know ourselves when and in which shape it will make it into the game.

Tune in next week for the final part of the preview. It will focus on the vehicle type briefly shown at the end of this video.

See you next Friday!


aus3620 02-17-2012 11:06 AM

thanks
 
As always, thanks for the update. Great to hear about the FM work.

Kupsised 02-17-2012 11:08 AM

Thanks B6! The drivables look like they could really add something to the game, can't wait for that. And even though it is WIP it's nice to see the brown trees rather than the green, they seem to suit the landscape much more.

KG26_Alpha 02-17-2012 11:09 AM

Thxz

Looks like I'm getting what I hoped for at least :)

SlipBall 02-17-2012 11:12 AM

These are exciting times...I envision putting down in a farmers field, and commandeering his vehicle to make it back.:)

Verhängnis 02-17-2012 11:13 AM

Now this is what I payed for, good work! ;)

VO101_Tom 02-17-2012 11:15 AM

I'm looking forward since the beginning of il-2 franchise, when will be controllable ground / sea unit in the game. great news! Of course, the most important part of flying, but it is also very nice! Thanks for the video. :)
BlackSix. Just one question. The core-engine on the video is the new, or still the old? The sounds be heard little different.

Sternjaeger II 02-17-2012 11:16 AM

that is SEXY!!! Bring it on!! :cool:

Imagine doing stuff like SOE in France, driving a vehicle to a location and then hopping on a Lysander to fly back to England..

ooooh endless possibilities there!

Ze-Jamz 02-17-2012 11:19 AM

Quote:

Originally Posted by Sternjaeger II (Post 391410)
that is SEXY!!! Bring it on!! :cool:

What does your GF think about you saying that in relation to a game Stern? :)

This game is starting to remind me a lot of WW2OL, had very good times playing that game and having loads of choice on what to do/play

JG52Uther 02-17-2012 11:20 AM

Endless possibilities for an online war!

NSU 02-17-2012 11:23 AM

i like the Controllable Vehicles :)

easytarget3 02-17-2012 11:23 AM

hey,thanks for the update!!!great stuff, i have to say i like the ground action more and more, with a good ideas and gameplay support it can develop in huge online battles, wonder how acurrate is the damage model of the ground units. The possibility to drive to your plane is awsome, i would love to see more animation of humans. Really depend on how all the stuff will be implemented in to the game.Keep the great work!!!

pupo162 02-17-2012 11:25 AM

grpahics wise the preview looks stuttining.

when can we expect a patch? is it this month? this year? this millenium?

Skoshi Tiger 02-17-2012 11:25 AM

The video from the vehicles looks realy great!

The POV shown when the vehicles are being driven looks very static. Does track IR work when controlling vehicles?


Cheers!

bomberkiller 02-17-2012 11:25 AM

Bravissimo!!!

MoGas 02-17-2012 11:26 AM

Awsome stuff!! THX B6

Sternjaeger II 02-17-2012 11:27 AM

Quote:

Originally Posted by Ze-Jamz (Post 391412)
What does your GF think about you saying that in relation to a game Stern? :)

This game is starting to remind me a lot of WW2OL, had very good times playing that game and having loads of choice on what to do/play

LOLz normally I get rolled eyes and a patronising pat-pat on the head ;)

..although when I took her to see the Mustangs up close she luved it :cool:

ATAG_Dutch 02-17-2012 11:27 AM

Thanks for an excellent update BlackSix/Luthier.

I said from day one I wanted to drive around the landscape!

The news re: patch and FM is very encouraging. :grin:

first-things-first 02-17-2012 11:28 AM

Oh dear! You modelled the 14/23.23455 model. What about the 15/23444.22 model with the 2.23mm difference in the front mudguard.

I had hoped for better. :)

Good job! Any expansion is all good in my books.

JG52Krupi 02-17-2012 11:30 AM

New FM sounds impressive will have to see what Bongo and Tuckie make if it :D

335th_GRAthos 02-17-2012 11:31 AM

Thank you Blacksix, I begin to enjoy the Friday updates :)

Nice information regarding new features, too!

I am not complaining, now that you gave us some evidence that the flight model is in the works [THANK YOU!], I will appreciate if some day I hear that the Radio Comms with the AI (missing subject from the game) are also being looked upon.


Nice weekend and thanks for the timely update,


~S~


PS. Now I am waiting to see for the first smart @ss who will ask what kind of fuel you have modelled the Morgan's engine with...;)

ChrisDNT 02-17-2012 11:34 AM

Is it me or the colors in the vids look much better, much more realistic ?
And I said that, being a long-term "ukrainian-green" hater ;)

kiwikillemoff 02-17-2012 11:34 AM

Reminds me of bf1942....early days. Where will be in 5 years?! It can only be brilliance that awaits us.

bravoalpha 02-17-2012 11:37 AM

Looks so good! Can't wait for the patch! :)

ACE-OF-ACES 02-17-2012 11:38 AM

Quote:

Originally Posted by BlackSix (Post 391398)
First of all, let’s talk about the upcoming patch.

Thanks BS!

Ailantd 02-17-2012 11:40 AM

I like the idea of a full war simulator with all kind of vehicles. But I think that if you plan to do so, you need to do it full and right... Vehicles models, and even landscape, wich were amazingly detailed for an aircraft simulation, looks very outdated when used for a vehicle one. I hope you can upgrade the drivable vehicles to aircraft standards. Terrain also need a lot of improvement to work right at that level. Good work and good look. You are facing a very difficult and extensive task that way. Anyway when you release the sdk third party could work in extremely detailed vehicles as well.

archer11 02-17-2012 11:40 AM

Last week after seeing the AAA I thought, I should post something like "Now I only need a car to drive through the landscape.", but didn't do it, cause it's a flightsim...
One week later: Tadaaaa!

Nice! Thanks a lot for the update!

carguy_ 02-17-2012 11:42 AM

Quote:

Originally Posted by JG52Uther (Post 391413)
Endless possibilities for an online war!

Somehow I think that human-manned AA positions would do a far better job, mainly at airfields. No more red raids on blue AFs. Realistic? No.

Oh and one Wirbelwind for me please!

III/JG53_Don 02-17-2012 11:44 AM

Man I love the new sound engine :D Diving planes sounds awesome!

first-things-first 02-17-2012 11:44 AM

The next update :

Formula 1 with top cover :)

Bewolf 02-17-2012 11:44 AM

Autumn landscape looks highly promising, that is a new one in the IL2 series as well. Driveable vehicles, yes, please :D

Kupsised 02-17-2012 11:46 AM

One thing that's got me wondering, what's the third part of the ground simulation? People, maybe?

Robert 02-17-2012 11:47 AM

Thanks B6. Looking forward to the patch and BoM. I like the fall palette and the A4 looks quite interesting.

Ailantd 02-17-2012 11:53 AM

Quote:

Originally Posted by Kupsised (Post 391440)
One thing that's got me wondering, what's the third part of the ground simulation? People, maybe?

If they really want a full scale war simulator, they are going to need infatry indeed.

[URU]AkeR 02-17-2012 11:54 AM

Love it! Thank you!

ACE-OF-ACES 02-17-2012 11:54 AM

Quote:

Originally Posted by BlackSix (Post 391398)
And now let’s talk about new stuff.

I have to admit..

Seeing all this effort being put into manable ground vehicles make me nervous..

That is to say 'if' anyone here thinks 1C bit off more than they could chew wrt CoD.. Adding all this manable ground vehicle stuff is like taking a second bite while your mouth is still full IMHO.

This nervousness is based on the history of other game makers who have tried to do it all..

That being that when you try to be all things to all people you end up doing no one thing (read flight sim) very well (read realistic).

I really hope I (and history) is wrong, and if there is anyone that can do it I think it is 1C, but man this just makes me very nervous

III/JG53_Don 02-17-2012 11:57 AM

First they need a tree collision model. I mean driving vehicles/tanks etc with fully tree collision is now even more a must!

I cant wait to desparately want to emergency land my plane and dont find a clear field without trees! :cool:

But AoA is kinda right... I hope MG know where their priorities should lie! Basically it should be a fully functional Flight Simulator. Not a battle simulator which can do all a little, but nothing in the whole

swiss 02-17-2012 11:58 AM

Quote:

Originally Posted by BlackSix
Finally, we’re showing the second part of our three-part video preview of the new ground features in our simulation.


If you're intending to turn this ground "feature" into a full scale tank sim module - I just wanted to let you know I'd be willing to pay $50 for that alone. :grin:

1./JG2_Miller 02-17-2012 11:59 AM

Somehow I suddenly feel really happy that I paid 60€ for this game...

This has some serious potential to become the next ARMA style allround simulator including airplanes, tanks, trucks, cars, maybe even infantry and all that in WW2!

Gourmand 02-17-2012 12:01 PM

http://forum.1cpublishing.eu/showpos...0&postcount=26

yeah !!

are the third part is : to go out of his vehicle and walk to a plane/flak ???

or pilot a ship ?


are they a "cockpit" clickable for car? and engine starting procedure ? ;)

are they some news for old plane? ( stuka can break wheel ? )

ChrisDNT 02-17-2012 12:02 PM

In the vid, at 2.18, trees look also much better placed, in a more natural way.

Zappatime 02-17-2012 12:06 PM

Interesting stuff that will widen the appeal of the sim considerably.

I do hope with your physics model that you give the vehicles some momentum from the point after they are hit, that sequence where the truck that's just passed the tank transporter gets straffed by the 110, one moment its moving normally then instantly its hit, wrecked and stopped dead, reminds me of the ships in il2, soon as they were hit they stopped dead in the water - all 10,000's tons of them! I know its a flight sim, but now you've started doing vehicles, to maintain the realism, please do it properly. I did like the sharp turn that rolled the vehicle over, just needs that bit adding in the physics betweeen undamaged and totally wrecked, to avoid killing the immersion.

Q. Will crew animations, you know 'the gazillions that were left on the shelf' ever make it to the sim? The drivers and crew in the vids still look like manikins; this sim's outlook is getting better each week, I do hope it one day gells all the promised and in production parts into the sim we all crave.

Raggz 02-17-2012 12:08 PM

While this all looks very nice indeed it also makes me think.

It is foremost a combat flight simulation. What i fear is that tank lovers will start whining over missing features and whatnot. While the whole idea of a online war is very intriguing, will computers and so on manage to handle such complexity if tanks and other units would get the same quality?

What i mean is... Games like this one and DCS has highly complex planes. That's why other units in these games are more simplistic because computers would be brought to their knees if everything in a game would have the same complexity.

Anyways, Hats off for the dev team for making an effort and for continuing making us great flight simulations. Stunning stuff :)

LcSummers 02-17-2012 12:15 PM

Great news B6!

I like now those Friday updates and i cant wait to read: Patch is out.

Nice stuff.:-P

carguy_ 02-17-2012 12:22 PM

Quote:

Originally Posted by Raggz (Post 391456)
While this all looks very nice indeed it also makes me
It is foremost a combat flight simulation. What i fear is that tank lovers will start whining over missing features and whatnot. While the whole idea of a online war is very intriguing, will computers and so on manage to handle such complexity if tanks and other units would get the same quality?

Sadly, it is unavoidable. If the code, the graphic engine is good, it should handle ground action well. I mean today`s hardware is much much faster than in 2005 right? Tank battles will be the core of whining. It already was in old IL2. You had a King Tiger and T34-85 fighting on a 500m distance and the t34 won most battles. This means blue side loses sector/airfield/city so it has big repercusions on the flying. Which of them have enough armor to sustain a direct 20mm AP hit from above diving aircraft? Why is my tank so slow? And so on.

I mean I am a fan of the game but I tend to think that it is too much for such a small team :(

Al Schlageter 02-17-2012 12:23 PM

Quote:

Originally Posted by carguy_ (Post 391436)
Somehow I think that human-manned AA positions would do a far better job, mainly at airfields. No more red raids on blue AFs. Realistic? No.

Oh and one Wirbelwind for me please!

You will have to wait til 1944 for the Wirbelwind.

I see vehicle races around the perimeter track coming.

klem 02-17-2012 12:23 PM

Thanks for the update - informative and encouraging. :)

Small point, did I see the Spitfire start up with the fuel lever down (off)? Just thought I'd mention it.

And was that a Beaufighter I saw ? :D
Hope so.

trumps 02-17-2012 12:25 PM

WOW... now if they manage to create a workable foot slogger model into it poor old WW2OL will be totally out of buisness, it would be brilliant to be able to make use of that great landscape, just itchin to jump into a panzerIII and steamroll my way through France! nice work guys, excellent to hear about the FM updates, and BOM expansion, plus the previously mentioned goodies all being develloped in parallel, busy boys and girls, much thanks to all involved!

Cheers
Craig

csThor 02-17-2012 12:30 PM

I'm not sure I like the priorities shown here. Quite honestly there are a few missing systems in some of the aircraft (such as the ZSK 243 in the Ju 87 and the ZSK 244 in the Ju 88 ) which should have a higher priority than drivable ground vehicles. I know people will say (and have said) that this offers possibilities for online wars but if we're honest nobody has any idea how to implement them in a sensible and realistic manner. What I don't want is having the insanity of World of Tanks in Il-2 (although I like WoT and play it, but it's anything but realistic). :-|

LcSummers 02-17-2012 12:32 PM

Watching the vid (flying aircraft) i have not seen stutters. I think clouds were on. Is this the new engine B6?

Thanks

LC

Ailantd 02-17-2012 12:41 PM

I think the main problem is about numbers... I don´t see any problem in tanks being as realistically represented in graphics, mechanics and damage as planes ( only question of time and being added one by one patch afer patch ). The problem is if you want a good aerial battle at the same time you have a good land balttle... you are going to need a lot ( and I mean a LOT ) of people online in the same terrain at the same time... can they achieve this technologically and comercially? That´s the question.

Tvrdi 02-17-2012 12:43 PM

I hope we wont need a nuclear plant to run all this vehicles, planes, trees....hmm Experience is our wisdom.

JG52Krupi 02-17-2012 12:46 PM

Quote:

Originally Posted by Ailantd (Post 391466)
I think the main problem is about numbers... I don´t see any problem in tanks being as realistically represented in graphics, mechanics and damage as planes ( only question of time and being added one by one patch afer patch ). The problem is if you want a good aerial battle at the same time you have a good land balttle... you are going to need a lot ( and I mean a LOT ) of people online in the same terrain at the same time... can they achieve this technologically and comercially? That´s the question.

Yeah 128 players isn't really gonna cut it is it, a new mmo on the horizon perhaps!

swiss 02-17-2012 12:53 PM

Quote:

Originally Posted by carguy_ (Post 391458)
I mean I am a fan of the game but I tend to think that it is too much for such a small team :(

The good thing is: The world for tank is much smaller, we dont see several square kilometers full of trees. We dont care about about the LOD of planes, as they are usually far away.

And the best: Tank sims generate cash. Much more ppl are attracted to it compared to highly sophisticated flight sim. :-P

I still think it will take years till we're there 'tho.

RCAF_FB_Orville 02-17-2012 12:56 PM

Thanks for the update chaps. Though I applaud innovation etc, I have to say I'm not massively enthused by the prospect of driving Jeeps/tanks around personally.....as I bought a flight simulation in CloD and would like to know if progress has been made in fixing the glaring and well documented (though of course sometimes controversial/debatable) performance data errors, service ceilings etc of many aircraft at present.

Blacksix informed us recently that these things were at least being looked at. Could you make any further comment on this Ilya please? Looking is fine, doing something about them even better.....and it would be nice to know of any inroads if any are being made. Would just like a little more info on 'also making other elements of the flight model more complete and precise' if possible.

Thanks kindly. :)

addman 02-17-2012 12:56 PM

First off, awesome Luthier, just awesome. These are the features that will make the competition squirm, the competition being WoT and their upcoming World of Warplanes. While they have two separate worlds/games which are very arcadish, MG are going for a merged approach where realism is more prevalent. The future of this sim are the people who have played World of Tanks/Warplanes and got tired of the pay-to-win/shallowness of those games and want more depth. This is a brilliant move, since MG might effectively "drain" players away from the other similar games. It's like WoT/Warplanes will involuntarily become gateways to a deeper more satisfying experience.

I can live with simplified ground/vehicles/artillery, as long as the planes are getting the most attention. Also, why would this tax computers more? First of all, if there are human players driving the vehicles then that must mean there's no A.I eating up system resources right? Less A.I=more clock cycles for other stuff right? Tank/vehicle physics are already in the game if you haven't noticed. I don't get that argument, why it should be more demanding on systems.

Thanks for the update B6!:)

swiss 02-17-2012 12:56 PM

Quote:

Originally Posted by csThor (Post 391464)
What I don't want is having the insanity of World of Tanks in Il-2 (although I like WoT and play it, but it's anything but realistic). :-|

WoT actually sux, way too much arcade.
Now, think about a 1C version of it - with the same level of realism like the flight sim. :cool:

The only good tank sim out there is SB, but it's plain ugly.

salmo 02-17-2012 12:57 PM

Regarding vehicles, I can understand how you might use tank-to-tank warfare or air-to-tank warfare in the sim, but can someone give me an idea of the purpose of driving a car/jeep/bomb trailer in the simulator?

What I mean is, that without a defined purpose for the vehicle there is little point/incentive for a player to use it in the a sim. For example, a full dynamic war generator is needed so a bomb cart can be used to load a bomber, or a car can be used to get a pilot to a plane, or an ambulance can be used to heal a wounded pilot, and so on.

bw_wolverine 02-17-2012 12:58 PM

Thanks for the informative update! Looking forward to the finished patch.

Ailantd 02-17-2012 01:03 PM

Quote:

Originally Posted by RCAF_FB_Orville (Post 391470)
Thanks for the update chaps. Though I applaud innovation etc, I have to say I'm not massively enthused by the prospect of driving Jeeps/tanks around personally.....as I bought a flight simulation in CloD and would like to know if progress has been made in fixing the glaring and well documented (though of course sometimes controversial/debatable) performance data errors, service ceilings etc of many aircraft at present.

Blacksix informed us recently that these things were at least being looked at. Could you make any further comment on this Ilya please? Looking is fine, doing something about them even better.....and it would be nice to know of any inroads if any are being made. Would just like a little more info on 'also making other elements of the flight model more complete and precise' if possible.

Thanks kindly. :)

From this update, you can read:

"We are completely rewriting collision and landing gear, while also making other elements of the flight model more complete and precise. Control surface behavior and reaction has been significantly improved. Refined transverse velocity calculations in relation to aircraft performance. Made it possible to calculate different transverse velocity at different points along the wing. Improved pylon and loadout FM calculations. Added many new features to allow FM calculation needed in future sequels. Many of these changes have also entailed completely rewriting existing code."

icarus 02-17-2012 01:05 PM

Quote:

Originally Posted by salmo (Post 391474)
Regarding vehicles, I can understand how you might use tank-to-tank warfare or air-to-tank warfare in the sim, but can someone give me an idea of the purpose of driving a car/jeep/bomb trailer in the simulator?

What I mean is, that without a defined purpose for the vehicle there is little point/incentive for a player to use it in the a sim. For example, a full dynamic war generator is needed so a bomb cart can be used to load a bomber, or a car can be used to get a pilot to a plane, or an ambulance can be used to heal a wounded pilot, and so on.

Agreed.

Can we just have optimization, improved FM, AA, AF and St.Paul's. That's all I want and I'll be happy. Not too much to ask is it?

Thanks

Ailantd 02-17-2012 01:07 PM

Quote:

Originally Posted by salmo (Post 391474)
Regarding vehicles, I can understand how you might use tank-to-tank warfare or air-to-tank warfare in the sim, but can someone give me an idea of the purpose of driving a car/jeep/bomb trailer in the simulator?

What I mean is, that without a defined purpose for the vehicle there is little point/incentive for a player to use it in the a sim. For example, a full dynamic war generator is needed so a bomb cart can be used to load a bomber, or a car can be used to get a pilot to a plane, or an ambulance can be used to heal a wounded pilot, and so on.

I think they are only testing with the models they already have. They recognize in the post that they don´t know yet how to integrate vehicles... wich is a bit frightening really, that they are working so hard with no clear plan about where they are going.

BadAim 02-17-2012 01:08 PM

I doubt that there is anyone working on manable tanks or AA guns at MG that would be of any use working on the aircraft FM or comms or anything else that anyone wants. Most of us want mostly the same things, with varying levels of priority granted.

I'd be surprised to find a single person here who would put the ground aspects before the air aspects, and I'd be just as surprised if Ilya wasn't acutely aware of that.

I'm not worried at all. Perhaps I'm naive.

Untamo 02-17-2012 01:10 PM

S!

Simply brilliant! Keep it coming!

RCAF_FB_Orville 02-17-2012 01:11 PM

Quote:

Originally Posted by Ailantd (Post 391477)
From this update, you can read:

"We are completely rewriting collision and landing gear, while also making other elements of the flight model more complete and precise. Control surface behavior and reaction has been significantly improved. Refined transverse velocity calculations in relation to aircraft performance. Made it possible to calculate different transverse velocity at different points along the wing. Improved pylon and loadout FM calculations. Added many new features to allow FM calculation needed in future sequels. Many of these changes have also entailed completely rewriting existing code."

Yes, but what is the bottom line.....IE in relation to the broken performance of aircraft in CoD specifically. If 'Refined transverse velocity calculations in relation to aircraft performance' means correct Clod aircraft performance then all well and good. Remains to be seen. :)

icarus 02-17-2012 01:12 PM

Quote:

Originally Posted by RCAF_FB_Orville (Post 391483)
Yes, but what is the bottom line.....IE in relation to the broken performance of aircraft in CoD specifically. If 'Refined transverse velocity calculations in relation to aircraft performance' means correct Clod aircraft performance then all well and good. Remains to be seen. :)

Right on!

LoBiSoMeM 02-17-2012 01:18 PM

Best update ever.

Now it's really Storm Of War!

carguy_ 02-17-2012 01:19 PM

Quote:

Originally Posted by addman (Post 391471)
I can live with simplified ground/vehicles/artillery, as long as the planes are getting the most attention. Also, why would this tax computers more? First of all, if there are human players driving the vehicles then that must mean there's no A.I eating up system resources right? Less A.I=more clock cycles for other stuff right? Tank/vehicle physics are already in the game if you haven't noticed. I don't get that argument, why it should be more demanding on systems.

That is a great question material for 1C.

But since we are all speculating anyway, here`s how it was in IL2 and could be in CloD.
First off, the AI vehicles all have simplified physics enabled to reduce the burden to the CPU besides the fact that the AI calulations have to be done anyway.
In a potential Clod scenario where a tank is driven by a human instead of the AI, it would have "un-simplified" everything that matters - armor thickness, suspension physics, ballistics, damage model. So we end up in the same spot in case of CPU burden as when AI was driving those vehicles.

The situation you mentioned would mean leaving the same simplified everything, with the only difference in human driving them. That is a big ? in which way will 1C go with that.

Canine 02-17-2012 01:20 PM

I've just been monitoring posts over the years and was really impressed by this update and had to type something. Great job and thanks.

Is there a possibility to have "fps START SHOW" typed in the console prior to next video? That would provide alot of answers..............or...........start more questions.

Thanks B6

K9

mazex 02-17-2012 01:21 PM

Friggin awesome!

So much more than I expected both that a lot of the FM is rewritten and that there are A BUNCH of driveable vehicles! With interiors! Newer would have dreamed about this!

To everyone concerned that they put effort into this I'm pretty sure this is what they wanted on day one but they where simply not done at that stage and focused on the base stuff that is the flight sim.

Like others say, this really opens up for adding infantry and then you have a complete war simulator to take on ARMA, but with real flight models for aircraft! In a few year their attention to detail will probably give us tanks that are of the same quality and they may sweep the floor with the competition as they have a map that is hundreds of times bigger than the competition from the likes of ARMA... And then just think of the people talking about the "huge" battlefields of BF3 ;)

And just think of the immense broadening of the customer base! All the tank simulator people, and maybe even the ground combat folks! If they just get the basic model working and don't overdo the models too much they can start pushing out more vehicles...

Awesome...

ATAG_Doc 02-17-2012 01:26 PM

Great work! Keep it up and take your time and make sure that it done right! Outstanding update B6.

6BL Bird-Dog 02-17-2012 01:28 PM

Thanks for the update Black Six & for the information on the next patch,it appears from what you have said that there is also a lot of work done that has not been listed.I look foreward to a detailed breakdown at a later date & for it`s release.
The new features look good even though much is still being worked on.
I hope the FM for the ground vehicles will be as accurate as possible and also simulate the changes in performance due to terrain and weather conditions.
The new fall terrain looks good & it would be nice to see various shots at different light levels and in various weather conditions.
Thanks to the Team for their efforts.;)

PS:I hope there will be options for the mission builder to limit or prevent manning vehicles if the mission is built for Flight operations.

SlipBall 02-17-2012 01:29 PM

With the computer on the verge of a giant leap forward using memristor technology, all will be possible.:)

ACE-OF-ACES 02-17-2012 01:30 PM

Quote:

Originally Posted by mazex (Post 391489)
Like others say, this really opens up for adding infantry and then you have a complete war simulator to take on ARMA, but with real flight models for aircraft! In a few year their attention to detail will probably give us tanks that are of the same quality and they may sweep the floor with the competition as they have a map that is hundreds of times bigger than the competition from the likes of ARMA... And then just think of the people talking about the "huge" battlefields of BF3 ;)

And just think of the immense broadening of the customer base! All the tank simulator people, and maybe even the ground combat folks! If they just get the basic model working and don't overdo the models too much they can start pushing out more vehicles...

Just think?

Problem is all I 'can think' of is how unrealistic the flight sim aspect of all those game are that you mentioned

This 'dream' of an all in one (army, navy, airforce) game has been around for years.. But of all those who have tried have failed.. Failed with regards to realism, not failed with regards to making money.

I know 1C has high standards.. but when you try to 'streach' that across doing army, navy, and airfoce something has to give

I hope 1C can do it.. But I have my doubts

JG52Uther 02-17-2012 01:30 PM

Its a huge step up from just being 'il2 the flight sim' now, its on a whole new level.

skouras 02-17-2012 01:38 PM

excellent..:grin:

JG52Krupi 02-17-2012 01:40 PM

Just got home and watched the video... SWEEETTT!!!

Now we just need the animations :D, in part 3 I hope.

ChiefRedCloud 02-17-2012 01:40 PM

What's that sound? Is that whinning? Where's it coming from? Wait! It's coming from ....... ME! Really? I thought I had bought a World War 2 Flight Simulator. Now I find that all the resources of 1C have been directed towards the creation of manable AA guns and being able to drive vehicles around the countryside. Really?

This is what we get instead of MORE flyable aircraft? And everyone here is falling all over themselves patting 1C on their collective backs? Really?

I don't normally complain about what goes on here. Lord knows there are plenty of whinners to fill the void without my 1 Pence. But I find it sad given ALL the great work 1C has done on this WW2 Combat Simulator to see where it has gone. This sort of reminds me of my ancestors as the European traders offered us trinkets and beads for nothing really. Are these our trinkets and beads? :-?

icarus 02-17-2012 01:47 PM

Quote:

Originally Posted by ChiefRedCloud (Post 391498)
What's that sound? Is that whinning? Where's it coming from? Wait! It's coming from ....... ME! Really? I thought I had bought a World War 2 Flight Simulator. Now I find that all the resources of 1C have been directed towards the creation of manable AA guns and being able to drive vehicles around the countryside. Really?

This is what we get instead of MORE flyable aircraft? And everyone here is falling all over themselves patting 1C on their collective backs? Really?

I don't normally complain about what goes on here. Lord knows there are plenty of whinners to fill the void without my 1 Pence. But I find it sad given ALL the great work 1C has done on this WW2 Combat Simulator to see where it has gone. This sort of reminds me of my ancestors as the European traders offered us trinkets and beads for nothing really. Are these our trinkets and beads? :-?

For me it feels like we are being sent to a divert field. We'll see.

Ataros 02-17-2012 01:47 PM

I think it is reasonable to keep ground units gameplay on arcade level because this is a flight sim in the 1st place, the devs' resources are limited and our PCs are not that strong for detailed tank simulation yet.

In the future SDK will allow enthusiasts to make more detailed cockpits and some 3rd-party company may licence the game engine to create a more detailed tank-simulator compatible with IL-2 series.

I do not think developers have time to make detailed tanks and cars cockpits and model all tank performance characteristics realistically.

Even arcade ground-war can bring new users to CloD but only if developers create an attractive gamemode for them. I hope this motivates the devs to pay more attention to online game-modes and create one attractive to both pilots and tankman, maybe similar to WWIIOL but with more concentrated action.

Regarding FM
Great news on more detailed roll-rate calculations. What I am worried about are relative speeds of Spit vs. Hurry vs. 109 because they have more influence on gameplay and tactics than roll-rate. Hope their relative speeds can be corrected soon as well.

grunge 02-17-2012 01:50 PM

Awesome!! That'sa very impressive vid :) Cheers!

JG52Krupi 02-17-2012 01:51 PM

Quote:

Originally Posted by Ataros (Post 391500)
I think it is reasonable to keep ground units gameplay on arcade level because this is a flight sim in the 1st place, the devs' resources are limited and our PCs are not that strong for detailed tank simulation yet.

In the future SDK will allow enthusiasts to make more detailed cockpits and some 3rd-party company may licence the game engine to create a more detailed tank-simulator compatible with IL-2 series.

I do not think developers have time to make detailed tanks and cars cockpits and model all tank performance characteristics realistically.

Even arcade ground-war can bring new users to CloD but only if developers create an attractive gamemode for them. I hope this motivates the devs to pay more attention to online game-modes and create one attractive to both pilots and tankman, maybe similar to WWIIOL but with more concentrated action.

+1 make sense.

ATAG_Bliss 02-17-2012 01:53 PM

Now this is awesome!

Tanks only server anyone? :)

Ataros 02-17-2012 02:00 PM

If someone missed it, this is what the 3rd part of the surprise be about.

Quote:

Originally Posted by BlackSix (Post 391398)
Tune in next week for the final part of the preview. It will focus on the vehicle type briefly shown at the end of this video.

See you next Friday!

No infantry yet :) I guess we will see some tank gunsights: either 1st person like in AAA or with external views only like in WoT.

Damixu 02-17-2012 02:01 PM

w(.Y.)t!!!!!!!

More than awesome news.

Finally the dream comes true! Combined Arms simulator competing with WW 2 Online (and upcoming Heroes & Generals).

Nato 02-17-2012 02:01 PM

Flight sim
 
Thankyou for the update . Ace of aces made good points on going to the ground,not biting of more than you can chew,"Jack of all trades master of none." I tend to agree.As general aviation pilot and flight sim vetern (apple IIe to now)clod has a great future I can only hope as a flightsim ,dynamic weather,navigation,FM,engine managment,and all the things that make up a solid game/sim. Much thanks for the hours of entertainment an education.

Robert 02-17-2012 02:02 PM

Quote:

Originally Posted by JG52Krupi (Post 391468)
Yeah 128 players isn't really gonna cut it is it, a new mmo on the horizon perhaps!

Hadn't Oleg hinted at this a number of years ago? Maybe we thought it was pie in the sky thinking, but who knows where this leads. If the engine is geared to be effective for the next ten years or so, we may very well have multitudes of WW2 simmers online playing.

Playing a !C game. ;) :D

As other's have stated, I'd prefer a good working flight simulator (and I'm sure we'll get there), but the possibilities are intriguing...

ATAG_Dutch 02-17-2012 02:04 PM

Heh!

Certainly opens up the possibilities for a 'BlitzKrieg' simulation, and consequently a 'Retreat to Dunkirk' simulation.

Battle of France anyone? And of course Barbarossa on land as well as in the air. :grin:

Just as long as the aircraft perform properly that is......;)

No145_Bunny 02-17-2012 02:07 PM

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

ACE-OF-ACES 02-17-2012 02:09 PM

Quote:

Originally Posted by Nato (Post 391506)
"Jack of all trades master of none."

That sums it up perfectly IMHO

Only one JOATMON game has come close IMHO.. That is ARMA.. Where thier first and formost focus is on the first person shooter aspect of their game.. ARAM has vehicals (land, sea and air) but they are very Very VERY dumbed down (read not realistic)

So, as long as 1C takes that same aproach, only with the main focus being on flight simulation.. Than I would be less worried.. I hope they can do it because I love tanks! But I am a flight sim guy first and formost

JG52Uther 02-17-2012 02:13 PM

I never thought this would be just a flight sim. With the amount of detail put in to the ground vehicles, that we saw years ago in Oleg's updates, I'm surprised thats all anyone ever thought it would be.

icarus 02-17-2012 02:20 PM

Quote:

Originally Posted by JG52Uther (Post 391513)
I never thought this would be just a flight sim. With the amount of detail put in to the ground vehicles, that we saw years ago in Oleg's updates, I'm surprised thats all anyone ever thought it would be.

"IL-2 STURMOVIK™: Cliffs of Dover is the latest instalment in the acclaimed IL-2 Sturmovik™ series from award-winning developer 1C: Maddox Games."

Il-2 Sturmovik being solely a WW2 flight sim and CoD advertisments solely focus on air combat, not sure how anyone would think CoD would be solely a flight sim.;)

CWMV 02-17-2012 02:21 PM

Thank you for the update blacksix, must say its nice to hear about the work on FM's.
Sadly I don't understand why in the world your working on these superfluous features like disable vehicles. Flak guns I could buy, but the rest is just...well.......why?
No need for it, and there is so much else that needs work. I think the fellow from tangmere pilots said it better than I.

Krt_Bong 02-17-2012 02:22 PM

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....

smink1701 02-17-2012 02:24 PM

Thanks for the regular communication. In the past we would go for weeks without a word so this is much appreciated.

New graphics engine, new FMs, reworked AI...it will be interesting to see how much of the original CLoD is still around once the patch is released.

Keep up the good work and hopefully we'll be seeing the new and improved Cliffs of Dover in the next few weeks! :)

Majo 02-17-2012 02:29 PM

In the other hand...
 
Thank you for the update.

I, my self, only expect for this to really become a WWII combat flight-simulator.
A finished and serious piece of software adult oriented simulation/game.
I expect them to finish things before starting others.
I expect to hear about the solutions for today's problems.

Everything else is an extra. Thank you for the extra.

Are the tanks going to pass through the trees like... aircraft.
In the other hand maybe this way we will solve the so call "tree's problem".


Salutes.

bw_wolverine 02-17-2012 02:29 PM

Yeah, to all the people who are saying 'this is not flight sim!':

It's pretty clear that this kind of vehicle stuff was always in the plan for this game, they just hadn't finished it yet upon release (the page of control options for vehicles should have been a clue).

So this was always a priority for IL-2: Cliffs of Dover. To complete the game they're trying to make. The fact that the post led with tons of info about how they're updating and upgrading the flight model and should tell you something as well. This is still a flight sim.

Here's where I see the new vehicle stuff being AWESOME:

Setup a smaller battle area (not the channel map). Maybe about 20 players a side. Setup objectives (destroy airfields, etc). Setup lots of AAA.

So players start out by launching tanks to go out and destroy enemy airfield AAA with a few fighters for cover.

But the enemy destroys a bridge! Can't get across that way. Have to take long way around.

Enemy has time to get its own tanks out to the choke point. Tank battle ensues!

Fighters/bombers scrambled to provide assistance. Protect the tanks! Get them through!

New objective! General needs transportation from one airfield to another. Get him there safely! Enemy gets report of his car and projected destination! Drive an AAA tank to protect him!

Supplies needed! Drive a transport and trailer full of ammo from a depot to the gun position! Success means your AAA keeps firing!

Lots of amazing stuff that could be done with this that not only give us lots of different things to do in terms of driving or flying or gunning, but also add completely organic mission objectives for BOTH sides. One guy driving a truck somewhere is just as much a shoot down a truck objective.

No need for 128 players for this to be great fun. We'll get there, I'm sure. Until then, I'm really excited to see where it goes!

wolfhound338 02-17-2012 02:32 PM

Thanks for the update, very encouraging news indeed. Keep it up I am watching.....;)

Vonte 02-17-2012 02:32 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 with Bunny. My squadron, JS 109, is a group of Euro-American pilots who fly in Wings of Prey and looked forward to flying CloD when it was announced. We all bought the sim and have been disappointed ever since. No matter what spec of PC we have, we all had Launcher exe problems. As it now stands, most of the pilots have gone back to WoP and monitor the progress of CloD on both the multiplayer issues and "duff" flight models. Don't get me wrong, when the sim is working, it's brilliant, but the problems kill it dead as a serious flight combat sim. Thanks for the info Black Six, believe me, I'm not trying to "shoot the messenger!!!

King regards

Vonte JS109

JG1Baron 02-17-2012 02:33 PM

Quote:

Originally Posted by BlackSix (Post 391398)
Hello everyone,

First of all, let’s talk about the upcoming patch.

We haven’t talked about our flight model for some time. We haven’t been idle however. Not only are we fine-tuning plane performance, we’re making some very deep changes to the underlying core of our physics code.

We are completely rewriting collision and landing gear, while also making other elements of the flight model more complete and precise. Control surface behavior and reaction has been significantly improved. Refined transverse velocity calculations in relation to aircraft performance. Made it possible to calculate different transverse velocity at different points along the wing. Improved pylon and loadout FM calculations. Added many new features to allow FM calculation needed in future sequels. Many of these changes have also entailed completely rewriting existing code.

And this is by no means a complete list!

Graphics-wise, we’re dealing with a last-minute issue as we speak. We rather unexpectedly found a problem with our aircraft decals, i.e. the code that places crosses and roundels and chevrons etc on top of the aircraft paintscheme. The code is being rewritten, the work should be finished in about 2 days. Once it’s done we can take much more accurate benchmarks. We’ll post then when we have them.

And now let’s talk about new stuff.

We’re continuing to introduce you to aircraft from our upcoming sequel. This is once again the Ju-88A-4 shown last week; this time it’s wearing summer camo and is flying in front of a WIP, oh dear God so very WIP, fall landscape.

Finally, we’re showing the second part of our three-part video preview of the new ground features in our simulation.
Watch it here:
Please do keep in mind that this is still work in progress, and many of the components shown are not yet final. If you look closely, you may even notice some improvements between last week’s video and this one.
Most importantly, please keep in mind that this is a preview, the feature is actively being worked on, and at this time we do not know ourselves when and in which shape it will make it into the game.

Tune in next week for the final part of the preview. It will focus on the vehicle type briefly shown at the end of this video.

See you next Friday!



Only one word: WOW :shock:


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