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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games.

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  #271  
Old 02-25-2012, 02:20 AM
tomandre81 tomandre81 is offline
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Default Hehehe

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Originally Posted by Pudfark View Post
Seems like you might get more for it...by swapping it for a steering wheel.
On a serious note...I feel your pain. Salute Sir
Hehehe, as the matter of fact I got a steering wheel :p I play a lot of iRacing. Maybe they will turn this thing into a car simulator instead. We can have races during battle of britain instead? I can understand 1C is a bit tired of planes now and need something else to fiddle with for a while
  #272  
Old 02-25-2012, 02:33 AM
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zapatista zapatista is offline
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Quote:
Originally Posted by Theshark888 View Post
This update is really disappointing and has nothing to do with the IL2 franchise. If you are going to be creating a new game at least make a new folder and don't try to connect it to Cliffs of Dover.

Next you will be showing us drivable trains and how we can unload freight at a station
that shows limited understanding of the multiple aspects that relate to ww2 combat flightsim aviation. there already is much more to this then your limited horizon perspective indicates. and it shows you have not been following the last 10 yrs of discussion with oleg on how this combat flightsim series can evolve and expand.

for ex we have already seen during devellopment how AA flak guns are integrated with:
- using different munition types, and munition boxed next to that specific flak gun being depleted one shell at a time ( of the exact type of munition used)
- when search lights near a AA unit are damaged or put out of action, the night time effectiveness of that flak unit decreases by 80% (untill over XYZ time the lights are repaired)
- AA units are controled by a local command unit which is integrated with radar/spotting functions, when that element is damaged/destroyed the whole AA unit becomes less effective.

you really going to complain about that type of realism ?

but wait there is more !

oleg already showed during devellopment how individual boxes/containers could be moved or damaged, for ex those loaded on the back of trucks, so yes the same would be theoretically possible with trains loaded with cargo

the hope is, as some other posters have already mentioned, that the cargo, munitions and fuel mainly, being moved on trucks and by rail are integrated in the dynamic campaign engine to result in specific supplies of munition and fuel being available at specific airfields (ex if the earlier flak gun runs out of a particular munition type, it cant use them. or if no fuell gets to an airbase that had its fuel supplies blown up then there is no fuel available there till new supplies arrive)

eg, if for ex the german element keeps heavely damaging the most forward allied airbases (taking each time a number of days/hrs to repair depending on extent of damage), and at the same time the germans target the supply lines, then in effect you could shut down these forward allied airbases, and requiring the allied planes to wast more time by having to fly longer to more rear located airbases. this was already present (in a limited way) in the 12 year old flightsim "mig alley", for oleg and luthier to expand the sim in that direction (in a more detailed and visual way) is a very logical progression.

see how a few of these elements (which you dont like it seems) are actually very important for an expanded combat flightsim SIMULATOR ?
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Last edited by zapatista; 02-25-2012 at 02:41 AM.
  #273  
Old 02-25-2012, 02:35 AM
satchenko satchenko is offline
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Quote:
Originally Posted by tomandre81 View Post
Hehehe, as the matter of fact I got a steering wheel :p I play a lot of iRacing. Maybe they will turn this thing into a car simulator instead. We can have races during battle of britain instead? I can understand 1C is a bit tired of planes now and need something else to fiddle with for a while

+1
  #274  
Old 02-25-2012, 02:46 AM
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Ribbs67 Ribbs67 is offline
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I'm curious as to how many of you guys have ever played WWII online(now known as Battle Ground Europe)? If you have, then you would understand what its like to be in a "Living Battlefield" Sure these guys will get some WOT players over here, but that's not who they are going after.. Its the Battleground Europe players. The feeling of being in a large land and air battle is as good as it gets. The problem with Battle Ground Europe is the extremely out dated graphics engine, and the enormous view distance problem.Creating something similar to that game with the detail and physics model of CLOD will pull a lot of people from that game.
Now granted CLOD has a long way to go before its on the level of BGE... but when the pieces of the puzzle start falling into place it will pick up momentum, and will be amazing.
If you don't like the tanks... Hey.. Don't play them.. simple as that..Don't be fooled.. this game,when it was envisioned, was never planned to be just a "Flight Sim" Oleg wanted it to be something "Bigger".
I'm hoping the infantry element gets sorted out though, It really needs to be worked in somehow.
I'm really glad to hear that they added momentum to the damaged units..
Outstanding work DEV team! and thanks for the updates!

Blue Skys!
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  #275  
Old 02-25-2012, 02:53 AM
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zapatista zapatista is offline
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Quote:
Originally Posted by speculum jockey View Post
So the people who are working on the tanks, work for free? They don't need to occupy a space in the office? They don't need to use an office computer?

Because what they are doing, the resources they are using right now, could be used to give us a flight simulator instead of a 1/2 assed flight sim with no content and some stupid tanks you can hop in and see how crappy the models are from a first person point of view. The money used to pay those people could be put towards people who will actually make the "FLIGHT" part of the game better.
only partially correct

your forgetting that these elements, like ground vehicle control, some tank train and ship control (torpedo boats were specifically mentioned by oleg before in this context) are already largely in the game, eg most programing and design for them is already done (and we have seen this documented and discussed during devellopment).

olegs projects since the original il2 were always produce in a modular fashion where diffent elements were worked on seperatly but in paralel, to now not put in the last 10% of effort to start including them in the game WOULD be a waste !

save your energy to make a specific and factual list of the main errors and omissions that need to be corrected for the flightsim part, and start waving that about once the new long awaited grafix engine patch is released, i'll come and join you when you do. but to argue to now remove some of these long awaited new elements in the belief it will accelerate the other bug fixing is mistaken
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Last edited by zapatista; 02-25-2012 at 02:56 AM.
  #276  
Old 02-25-2012, 02:54 AM
David Hayward David Hayward is offline
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Quote:
Originally Posted by ACE-OF-ACES View Post
So many flight sim marketing and making experts in this forum ready to give 1C advice on what they are doing wrong..

Yet so few new flight sims on the shelf to choose from..

Strange aint it?
I'm sure the complainers are breaking open their piggy banks for start-up money in the morning.
  #277  
Old 02-25-2012, 03:02 AM
C_G C_G is offline
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Exactly what Biggs just wrote... I'm thinking SEOW on steroids.

I'm actually really excited by this development.

There's a lot of frustration with CloD out there, justified frustration, but if the new graphics engine re-work is solid, we know that the DM is excellent (and its complexity can be applied to all objects), and the FM is good too (the bones are good, debates center mostly on tweaking) so there's a good opportunity for 1C to create a unified combat WORLD.

This opens up Marketing opportunities to sell tank/ armored games that plug into this world.

I think some are missing the bigger picture by arguing that they don't want to drive tanks in a flight sim.

With respect to infantry, from what we've seen so far the main limit would appear to be the hardware requirements. The core engine seems capable of doing it. That's my read of B6's comments anyway.
If IL2 c
  #278  
Old 02-25-2012, 03:31 AM
Pudfark Pudfark is offline
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Well folks...all I know is that I spent my money on a Battle of Britain Air War Scenario....based upon history.

Respectfully, I'm not flying (until the next patch, hopefully) and I am not interested in driving.

All, I'm interested in is "realism" and "content" as it pertains to the "air war" at that time.

Anything else in this "IL-2 Sturmovik: Cliffs of Dover Forum" is pollution to me.

BOM ought to have it's own area here at the 1C Company Forums...I believe that BOM deserves it.

No sarcasm meant or intended. None, whatsoever.
  #279  
Old 02-25-2012, 03:44 AM
ATAG_Bliss ATAG_Bliss is offline
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Well I spent my money on knowing what this sim will turn into based on all the WIP updates I've seen for years, fully aware that this stuff will all take time to get polished and working correctly, just as the decade old IL2 did. Thankfully, I actually know what WIP means.

Sorry if you can't be patient or have a little faith. Perhaps go back and check some of the updates of this game, then go back and look at the updates from old IL2 (bugfixes etc.) and see just how close they are to each other out of the gate. If you think IL2COD is over the instant BoM is released then I don't think you know much about this community or the prior history of the IL2 series.
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  #280  
Old 02-25-2012, 04:06 AM
CrusaderOne CrusaderOne is offline
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Default WOW, WOW and WOW!!!!!

Quote:
Originally Posted by BlackSix View Post
Good day gentlemen!

Most of us are busy preparing the beta version of the upcoming patch. We did make a whole lot of FPS benchmarking, and the great news is, it’s all in line with the previously announced numbers. The performance increase is very significant.
Unfortunately we could not do any benchmarks on the famous Black Death track. We know everyone’s been asking about it. The track however is currently broken due to changes in other unrelated parts of the code. We probably won’t get the old version to run anymore and have to make a new Black Death to go with the new patch. So any comparison between the old and the new Black Death will only be approximate (can’t wait for the conspiracy theories BTW).

So our today’s update is small but it’s got it where it counts.

We are showing the third and final ground vehicles video today. As most of you have guessed, it focuses on drivable tanks.

Watch it here:

As always, I’d like to remind you that the feature is still a work in progress. We continue to test and improve the feature.

The sound is far from final. For example we are working on making weapon sounds more varied and historically accurate.

We have also made other changes since the version in which the video was made. The damage model for the vehicles was improved. Destroyed ground objects have inertia and continue moving after death. Component damage system (tracks, crew, gunners etc) has also been improved. Unfortunately due to yesterday being an official holiday we simply had no time to make additional footage and splice it into the video.

Most importantly, I do want to note one more time that at this time we do not know ourselves when and in which shape the feature will make it into the game.

Have a good weekend!
The WOW factor in this demo is huge!!

Been waiting for a total combat sim with this level of realism for years. Can't wait for the day when I have to make a forced, gear up landing two miles from the air field, egress from my cockpit and jump into a truck to be taken back to the airfield.....only to be checked for injuries by some pretty nurse at the dispensery!

It's all worth waiting for!! Even if there is no pretty nurse.

And the FPS increase with the upcoming patch is exciting news!!!

Thanks for the hard work B6 and rest of team.
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