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| IL-2 Sturmovik The famous combat flight simulator. |
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#1
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also with bombs on submereged submarines, even a direct hit does little..
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#2
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Please let us concentrate on how to improve the quality of original IL2. Most of my squadmates prefer an official enhancement pack over a user-made MOD pack. The fact is that there are still quite a few players playing unmodded IL2 on Hyperlobby. If TD clears all the old bugs and injects new features into the game, I will be more than thankful. Once can still get quite a lot fun from current version.
One of my many requests to TD is please fix the high altitude (over 8000m) performance of German planes. Most of them can not execute a level flight without using elevator trims. And the engines of late-war 109s tend to overheat very quickily at that height even with MW-50 disengaged.
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Why do some people tend to take it for granted that others have poorer knowledge background than themselves regarding the argument while they actually don't have a clue who they are arguing with in the first place?
Last edited by jermin; 12-03-2009 at 04:22 AM. |
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#3
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I have heard from someone over at another site that Team Daidalos have taken over construction of the 777 Studios TBD-1 Devastator. May I ask if this is true?
Thanks in advance, XB-49 |
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#4
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#5
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Thank you Mkubani. Its too bad that the TBD will be and AI only craft. XB-49 |
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#6
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Just one more thing came to my mind concerning CEM: The turbo supercharger lever. I anxiously awaited the not so easy to control turbo supercharger control right before FB came out with the CEM and P-47 announced and was kind of disappointed that this had not been modelled back then. The P-38 would have the same control. I've seen that in a real P-47 training film (no. 107-c - how to fly the P-47, high altitude flight and aerobatics) that I found on the net around that time (p47highfly.avi, can't find a link anymore). Basically it's needed to control the exhaust waste gates (and therefore the amount of exhaust that drives the supercharger) while climbing and then reducing the manifold pressure to keep the supercharger impeller below 18250rpm.
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I had proposed quite some stuff ages ago in the ORR. Too bad the Ubi forum staff deleted it so I can't dig it out anymore. One thing was that the weapon usage should be taken into account for scoring as well as effective hits with these. WarBirds had this and even the good old Dynamix series (Aces and Red Baron) had a score system based not just on kills, but also on gunnery and bombing skill. And some kind of "kill sharing" across those who shot at the target, split up considering how critical the damage they did each. So if pilot A shoots up B's controls and then C comes and severs B's wing off, A should still get some score for doing that critical damage instead of giving C all the score. That would also get us rid of those "that kill stealer just sprayed some ShKAS at the burning wingless wreck just to get the kill"-situations. I think everybody hates getting his kill stealed. Should also be considered while revamping the AI. They like to steal kills, too. Last edited by Eldur; 12-04-2009 at 01:08 AM. |
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#7
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@Zorin, here are the specs:
LOD_0 polycount: 1. Smaller bombs/rockets (below 200kg) - up to 200 triangles. 2. Medium bombs/rockets (between 200 and 1000kg) - up to 300 triangles 3. Larger bombs (1000kg and larger), torpedoes, guided bombs, etc. - up to 500 triangles. 4. Racks/pylons – as simple as possible – 50 triangles Other LODs polycount: Each subsequent LOD should have less, or equal to 50% of the previous LOD polycount. 4 distance LODs (LOD_0,1,2,3), 3 shadow LODs, each shadow LOD based on normal LOD with previous number (i.e. shadow LOD_0 is based on normal LOD_1, shadow LOD_1 is based on normal LOD_2 and so on). Use alpha-channels to save polygons by cutting openings and complex shaped parts (like windmills, propellers, etc.) out of simple flat 3D objects. It is enough to use 12-sided cylinder for virtually any bomb, or torpedo model. Keep polygon count as smaller, as possible, making small parts with either alpha, or texture. Keep smoothing groups set correctly. Texture sizes for LOD_0: 128x256, 256x256, or 256x512. It is preferable to use same texture for several different bombs. Texture reduction by 50% for other LODS -> e.g. 256x256 -> 128x128 -> 64x64 -> 32x32. Tip: Use a bit of sharpening effect after you resize the textures for smoother texture transition (no sharp to blurry effect). Use 1-sided material for most parts and 2-sided material for any part with alpha-channel. No alpha-channel textures after LOD_1
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#8
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Last edited by Eldur; 12-20-2009 at 05:23 PM. |
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