Well, i'm glad it makes sense without having to whip out my immense MSPaint skills and start drawing ugly pictures
Icefice had some very nice ideas about updating information as well in another thread (i think it was the "give me some holy sh** ideas" thread). He mentioned a very nice example of interactive crew where the player is supposedly patrolling in a Blenheim, the crewmen call out all kinds of contacts including ships, so they call out a friendy destroyer. The ship mistakenly opens fire on the player's Blenheim, player pulls up to show off his underwing roundels, orders the crew to fire a recognition flare and the firing stops. Then the radio operator says that the ship is signalling them in morse code with those "flashlights" they used and he starts translating the message. The ship apologizes for the friendly fire and advises them of a flight of Bf109s in the vicinity. How great is that? I don't know about you, but i think that having the right set of interactions and "rules" between AI entities could make the same mission a different experience each time you fly it. Just thinking about it gets my hands itching
So many things we ask for and so much work to make them, that's why i'm glad they went the modular route with the development of SoW:BoB, it will enable us to do it ourselves and save time for everyone.
I mean, flying FSX on a friend's PC, i've seen some things that are so beyond what the original engine was capable of that the add-on makers had to write their own save/load routines to make the sim save all of the necessary parameters and not have them reset to default values each time the player loads a flight in mid-air.
The reason is that FSX, despite it's shortcomings in other fields, is a sufficiently modular product to allow for that. Even an ordinary user can add pop-up instrument panels of his choice, simply by copying-pasting a few lines of text between aircraft configuration files. For example, if i don't like the default GPS used in the plane i'm flying and i want to use one from another aircraft, i can add it in 2 minutes only by using notepad and i don't even have the game on my PC, i just fly it when i visit my buddy. It's that simple.
If FSX can do that, i'm sure SoW will be able to do equally well at the very least.
Quote:
Originally Posted by BadAim
+1 I think this will be the beauty of the Modular and modable engine that the "Boyz from Moscow" are building. I think the only limits to SOW will be those built in by Maddox games, and the communities imagination, and I think the latter will be no limit at all. That said, I bet they have something simple and elegant in store for us in this department.
The thing that has impressed me most about Maddox games is their consistent ability to come up with economical (resource wise) solutions to so many problems. The first time that I realized that they had packed twice the sim into half the space as Cfs2 (c700MB v c1.3 Gig) I knew I had stumbled onto something special. I believe my first thought was something like "Damn them Ruskies write some tight code!"
Here's to the Ruskies and their damn fine code!!
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You can say that again. So much packed into so little space and running well enough on a wide range of PCs when compared to the prevalent PC specs at the time of release of each sequel, plus it's like it didn't age at all during the first 5-6 years. That's almost insane.