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IL-2 Sturmovik The famous combat flight simulator.

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Old 02-05-2010, 04:49 PM
AndyJWest AndyJWest is offline
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Nearmiss wrote:
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I've often thought how it would be if Oleg released default aircraft, along with flight model specifications and performance charts he actually used to create each aircraft. These default aircraft would be the only ones allowed within online play. I'm saying I believe there are modifications in the aircraft that aren't actual in order to provide more competitive air combat, or a more level playing field.
I'm fairly certain that Oleg Maddox denies doing this in IL-2, and says he tried to match performance to the actual data he had, as accurately as the sim would allow. With conflicting data, and some aircraft having much less documentation than others, it is inevitable that controversy will occur, but I'd like to see evidence to back this up before suggesting there has been any deliberate 'adjustment'. Merely saying that because a particular aircraft underperforms according to your interpretation of the data, there has been deliberate tampering, as I have seen argued, isn't proof of anything.

In any case, this thread is about BoB:SoW. We should at least wait to see how the aircraft perform before complaining.
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Old 02-08-2010, 01:22 PM
MOH_Hirth MOH_Hirth is offline
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In SAS1946 there is work of FLY BY VIEW SOUND, my sugestion to SOW, worth check, be shure!
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Old 02-12-2010, 04:58 PM
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I saw today's video about 1C and Oleg's crew. I'm curious about Phys-X support in SoW_BoB. Is it likely?
Flyby out
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Old 02-13-2010, 11:55 AM
WhiteSnake WhiteSnake is offline
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Quote:
Originally Posted by MOH_Hirth View Post
In SAS1946 there is work of FLY BY VIEW SOUND, my sugestion to SOW, worth check, be shure!
Its called Doppler Effect, and the one from SAS is not even an effect but a Recording of a Fly By, its useless Online and if you change the Fly By View Point it doesnt match with what you see anymore.

IMO the Stock Sounds are still best (atleast for Suround Sound) and everything works with them, no missing sounds online for example.


@FlyBy: i rather have Havok (Intel/AMD/ATI) Physics, nVidia PhysX really puts a load on the system + if you got a ATI GPU and a low end nVidia card (or even an Aigea PhysX card) to run PhysX on it gets blocked by the nVidia drivers from running.

Last edited by WhiteSnake; 02-13-2010 at 12:01 PM.
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Old 02-14-2010, 10:10 PM
Sonko Sonko is offline
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Hi, I was told that Oleg Maddox Team is looking for color picture and film of London for the development of the BoB game.

Maybe this can help:

http://www.howtobearetronaut.com/201...-1920s-london/
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Old 02-16-2010, 01:23 PM
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Oleg, will the new SoW engine take advantage of new GPU architectures? Specifically will the new Nvidia Fermi GPU be relevant to SoW? Here's a link to an Nvidia article over at the Firing Squad: http://www.firingsquad.com/hardware/...ew/default.asp
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Old 02-17-2010, 02:16 AM
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zakkandrachoff zakkandrachoff is offline
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Still missing the Blenheim IV heavy fighter ??? or is only AI ???
I know that early Battle of Britain 60 of that bombers was transformed to heavy fighters whit 4 20mm cannons.

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Old 02-17-2010, 06:31 AM
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Sonko, fantastic video, very nostalgic.

Xakk, I didn't know of the 4 cannon Blenheim, would be ideal for SOW ..and so would a hampden.
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Old 02-21-2010, 07:31 PM
WhiteSnake WhiteSnake is offline
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Quote:
Originally Posted by Sonko View Post
Hi, I was told that Oleg Maddox Team is looking for color picture and film of London for the development of the BoB game.

Maybe this can help:

http://www.howtobearetronaut.com/201...-1920s-london/
Maybe this is even more usefull:

http://google-latlong.blogspot.com/2...gle-earth.html

World War II imagery layers in Google Earth.
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Old 02-22-2010, 09:52 PM
MikkOwl MikkOwl is offline
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I hope that the rear gunners in aircraft will be able to speak in multiplayer in a useful way, as if a human player had been there (IL-2 MP rear gunners are just bad automatic turrets). Their gunnery could be more useful too.

A request for using such AI crew in a useful way, involving voice actors:

A button that queries the rear gunner to tell you what he sees. Pressing it will make it say if there's any friendly he can see from his position. If there's a fight going on, he will update you on where the closest enemy fighter is (o'clock, high, low etc).

We don't have to make it so limited. Without making it complicated or resource intensive, he can also estimate the range, and if the closest enemy fighter is GAINING or LOSING distance compared to us. This is an important part since combat often involves trying to run away or gain separation from someone, or trying to time a maneuver right.

In reality he would feed information about the enemy to the pilot to help the pilot gain more awareness and fly in a more effective way, without even having to turn around so much.

What is needed is design document outlining how it should function, outlining logic for the code (what he will report in what situations) and add a couple more lines for the voice actors to record.

EDIT: The button-to-query-rear-gunner is a good solution to the problem of not making the guy talk all the time, or not to talk enough (designing a good system is difficult). Then we can time it when we need it, not listening to unwanted stuff, getting our other radio communications interrupted, and getting an update when we really need it (such as when being chased, trying to extend bla blah).

Last edited by MikkOwl; 02-22-2010 at 11:35 PM.
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