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IL-2 Sturmovik The famous combat flight simulator.

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  #1  
Old 11-02-2009, 12:28 PM
luthier luthier is offline
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Oleg is out today. Hopefully he'll feel better tomorrow and be back to answer questions. For now, I'll just take this one.

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Originally Posted by Lionman View Post
I also want to look down and see my own knees and hands on the stick in the cockpit (as in LOMAC).
This just came up today for the umpteenth time. We discussed it at length.

We don't have anywhere near the time needed to animate the pilot model properly. We can put his hands on throttle and stick and feet on pedals, and then in half the cockpits he'll have other levers clipping through his body, stick clipping through his knees, etc. His arms will obscure important gauges on the dashboard.

With our new 6DOF free camera system that allows you to poke your head out the window or "bend" forward and look at the seat back, there's just no way we can animate the body to follow the camera, meaning you'd be able to twist your neck and look back on your own headless contorted body.

So, the answer is no. A poltergeist cockpit is not perfect, but the alternative is even worse.
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  #2  
Old 11-02-2009, 12:41 PM
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SlipBall SlipBall is offline
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Quote:
Originally Posted by luthier View Post
Oleg is out today. Hopefully he'll feel better tomorrow and be back to answer questions. For now, I'll just take this one.



This just came up today for the umpteenth time. We discussed it at length.

We don't have anywhere near the time needed to animate the pilot model properly. We can put his hands on throttle and stick and feet on pedals, and then in half the cockpits he'll have other levers clipping through his body, stick clipping through his knees, etc. His arms will obscure important gauges on the dashboard.

With our new 6DOF free camera system that allows you to poke your head out the window or "bend" forward and look at the seat back, there's just no way we can animate the body to follow the camera, meaning you'd be able to twist your neck and look back on your own headless contorted body.

So, the answer is no. A poltergeist cockpit is not perfect, but the alternative is even worse.




I understand your possition on this matter, and it makes sence to me. Lets just get the game done and get up in the air. I wont have time to be looking at my ugly hairy legs anyway
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  #3  
Old 11-02-2009, 12:48 PM
Skoshi Tiger Skoshi Tiger is offline
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Originally Posted by SlipBall View Post
I wont have time to be looking at my ugly hairy legs anyway
At least with the 6DOF we'll be able to put our heads out of the cockpit when using the pilot relief tube when we eventually get planes like the P40!!!!!!!!!!!!!!!!! That's one animation I DON'T want to see
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  #4  
Old 11-02-2009, 01:01 PM
Bobb4 Bobb4 is offline
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And I thought nothing could look as good as Il2 with all the fancy mods and then you produce this masterpiece.
I love the reflextion of the sun on the glass cockpits and this brings me to my question.
Will wing glare and cockpit clare be modeled over distance.
Many times contacts between enemy planes were the result of the flash of sunlight on a plane's cockpit or wings several kilometres away.
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  #5  
Old 11-02-2009, 02:26 PM
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Urufu_Shinjiro Urufu_Shinjiro is offline
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Quote:
Originally Posted by luthier View Post
Oleg is out today. Hopefully he'll feel better tomorrow and be back to answer questions. For now, I'll just take this one.



This just came up today for the umpteenth time. We discussed it at length.

We don't have anywhere near the time needed to animate the pilot model properly. We can put his hands on throttle and stick and feet on pedals, and then in half the cockpits he'll have other levers clipping through his body, stick clipping through his knees, etc. His arms will obscure important gauges on the dashboard.

With our new 6DOF free camera system that allows you to poke your head out the window or "bend" forward and look at the seat back, there's just no way we can animate the body to follow the camera, meaning you'd be able to twist your neck and look back on your own headless contorted body.

So, the answer is no. A poltergeist cockpit is not perfect, but the alternative is even worse.
I foresee a third party addon for this, lol. I like the way this is being aimed at the FSX third party crowd, those guys can focus development on ONE aspect and do some amazing stuff.
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  #6  
Old 11-02-2009, 09:08 PM
Mat72 Mat72 is offline
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Hi Oleg & co,

Never posted before so here goes.

Firstly, thank you for Il-2, and now the amazing screenshots.

Just a thought about SoW. Often in Il-2 I will sit in the cockpit by the side of the runway after a mission and watch my squadron mates land. There are certain sounds that are quintessential to an English summer. It would be great to have birdsong in the background or hear the gentle sound of the breeze after a frantic combat whilst just sitting there and unwinding, watching the activity of the airfield.

Thanks again.

Mat.
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  #7  
Old 11-02-2009, 08:55 PM
Insuber Insuber is offline
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Default Gunnery Training aids

Hi Oleg,

A big "well done!" for what I've seen. You are a valuable person for the WWII combat flying sim enthusiasts community. I highly appreciate also the time that you and Luthier are now devoting to the forum, and after your honest explanations about the past workforce issues and the recent improvements, I am more optimistic about the release of this new masterpiece.

I have a couple of questions, one which you answered me a long time ago ...

1. what type of training are you setting up in the game, other than what seen in Il2, already quite good indeed ?
2. are you still considering an aerial gunnery training aid for beginners, e.g. a "mobile yellow dot", working as a predictive gunsight to show at any moment where to aim during the lesson ?

I believe that the training sections are key to get new adepts to our game, and the gunnery is by far one of the most difficult skills. Having a "predictive pipper" in a gunnery drill can dramatically improve the learning curve of beginners ... and of others as well...

Regards,
Insuber
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  #8  
Old 11-02-2009, 09:15 PM
Billy885 Billy885 is offline
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Insuber, boy that is what this old man needs also. At one time if I remember right Oleg said it would be included in training...

I hope so for my sake!
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  #9  
Old 11-03-2009, 01:23 AM
zxwings zxwings is offline
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Quote:
Originally Posted by Insuber View Post
Hi Oleg,
...

2. are you still considering an aerial gunnery training aid for beginners, e.g. a "mobile yellow dot", working as a predictive gunsight to show at any moment where to aim during the lesson ?

I believe that the training sections are key to get new adepts to our game, and the gunnery is by far one of the most difficult skills. Having a "predictive pipper" in a gunnery drill can dramatically improve the learning curve of beginners ... and of others as well...

Regards,
Insuber
Such an automatic aiming mechanism may be exploited by hackers and eventually become harmful to the sim. If it exits, some people will think about transplanting it into their own online flight and use it when shooting at others. No one wants to be shot at by a hacker who has an automatic, all precise aiming pipper on his screen.

I hope I have been over-cautious here.
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  #10  
Old 11-03-2009, 02:40 AM
flyingbullseye flyingbullseye is offline
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Quote:
Originally Posted by zxwings View Post
Such an automatic aiming mechanism may be exploited by hackers and eventually become harmful to the sim. If it exits, some people will think about transplanting it into their own online flight and use it when shooting at others. No one wants to be shot at by a hacker who has an automatic, all precise aiming pipper on his screen.

I hope I have been over-cautious here.
Not really, its a pretty legit concern. The guys back then didn't have that why should we? Its where practice comes in. Its understandable for beginners but instead of having an arrow or sight showing where to aim why not an instructor voice teaching where to shoot?

Flyingbullseye
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