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| IL-2 Sturmovik The famous combat flight simulator. |
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#1
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Gee I admire people keeping a flight record... or it's just an estimate?
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#2
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you guys should take the arguments to PM or go to the zoo to duke it out
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#3
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This is the new zoo, unfortunately.
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#4
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First of all, terrific set of animations in this update. Thanks Oleg and team.
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It's not entirely essential, but it's a nice backup in case your compass gets damaged on a night raid, you would be able to navigate back to friendly airspace by using the stars. In real life there were sextants used to take accurate measurements and some hardcore SH3 fans used to navigate by stars, but the combination of radio navigation aids and smaller maps in a flight sim might make this redundant. In any case, you don't need the entire universe because it's not visible from our night sky. The simplest way to have an accurate rendition would be to have a moving set of the major constellations, maybe add the most visible nebulas too, and superimpose them on a static backdrop/wallpaper of night sky. This way, the amount of objects is reduced sufficiently while still allowing for recognition of constellations and navigation by stars. Movement is also very simple, it all rotates around the north (or south, depending on your hemisphere) opposite to the earth's rotation as the hours pass, it's nothing fancy really. Quote:
It's just a separate keypress and it will enable people online to fall below the action before pulling the chord, with all the added benefits it brings: less chance of getting shot while hanging from your chute, less chance of having to fly through others' chutes or get lagged by them as well. Quote:
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#5
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Cool post - though for God's sake! Stop trying to increase the bloody workload!
I think the navigation thoughts are really sweet, though it seems pretty 'mod' or 'add-on' to me. Also, press to bail (ctrl&e) but then a further key to deploy parachute - excellent idea. Isn't it nice to hear realistic suggestions? |
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#6
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Considering that Oleg had one guy working on just air currents and such inside clouds for two years, I'd find it hard to believe that the stars would not be accurate enough to navigate by already.
It's amazing to what extremes opinion on various aspects of the game go to. It makes me appreciate Oleg's level headed approach to development all the more. |
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#7
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I could be wrong BadAim, however I think it's likely that if he had a programmer working on air currents and clouds for two years, it wasn't exclusively. If that made sense, then he'd have many individuals similarly employed in all others aspects of similar import: in short, there'd be dozens and dozens of specialists working on many aspects - all being well paid!
As ever: resources, resources resources. I'm sure the area was looked at for the time mentioned - Oleg wouldn't fib. I just doubt that he meant that dedicated programmer(s) were on it for 24 months full-time, to the exclusion of all else. |
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#8
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Quote:
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--- Thanks for joking over my point guys. It's coo.. --- Flight sims don't do "more" over "other" games. AI is AI, Terrain is terrain, objects are objects, etc. Consider Oblivion, or Fallout 3. Games with weather systems. (And stars of some sort..) It's really not a question of can it be done, it's simply will it be done. For the most part I believe companies try to avoid fine-tuning and feature adding because of the Duke Nukem Forever (r.i.p.) scenario. True perfection is a bad thing. Last edited by constant; 04-22-2010 at 06:46 PM. Reason: Some guy somewhere told me to do something. |
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#9
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I don't really see what weather systems have to do with it, either. The weather system in Oblivion and Fallout is simple (I don't know how much modding you've done of those two games), all that happens is that each exterior cell in the overall game grid is assigned to a region, and that region has a particular percentage chance of each weather type assigned happening when the weather changes every few hours after what amounts to a dice roll that chooses the weather. It's not really a weather system as such. As for stars, it's simply a series of domes with different textures applied with varying transparency that rotate depending upon the season/time of day/etc. No atmospheric modelling as we see in the screenshots Oleg showed of the Stuka at various times of day. The point is, both these games needed huge amounts of RAM and powerful CPUs to run well at high settings at release, even with such simple AI and weather systems and so on. Comparing flight-sims to FPSes, even in Il-2 we require some fairly complicated modeling of aerodynamics and ballistics occurring essentially non-stop (although realism in ballistics is usually attempted in FPSes nowadays, it doesn't have to take such account of factors as relative wind), we need to have an AI that can effectively fly an aircraft without a) exceeding critical angles of attack constantly b) flying past the physical limits of the pilot (the AI are limited to 4G maneuvers, I think) and c) that understands how to effectively maneuver to a good firing solution given the capabilities of the aircraft it's flying and the position and capabilities of the opponent. Compare this to the average 2010 FPS AI and we're already talking about a more demanding AI in the 2005 4.01 incarnation of Il-2, never mind SoW. And crucially, given the focus of the next game on the Battle of Britain, Oleg and team are almost certainly aiming to have the game running reasonably on medium settings with a lot of aircraft on screen at once, after all the Battle of Britain was primarily about small groups of fighters intercepting large groups of bombers and fighters. How many FPSes do you see with more than a handful of people on-screen at once nowadays? The only FPS games that approach flight-sims in terms of difficulty of implementation would be tactical shooters (lots of fairly complicated decision-making AI and a basic physics engine), and how many of those often have lots of people on the screen? Only one that I can think of, ARMA 2, and that devours PCs even on medium settings. So yeah, no wonder there are only a few flight-sim developers left, and thank God they have the dedication to work within such a difficult genre. Last edited by TheGrunch; 04-23-2010 at 11:22 AM. |
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#10
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Eheh, you make alot of really good points, if I was gonna quote you it would be the whole post
However the level of difficulty for creation of the game types is still the same. Physics is physics no matter how you roll the dice, its the implemented design that brings you flaws and limitations, not the type of game. I've used physics libraries that are powerful and fast and can be used for any game type. Aerodynamics is something else on its own, but with programming its not any different than say the basic ai: "if this occurs, do this". Speaking of AI. FPS games do have really sad AI. Any AI is difficult. But the truth is in il2 the AI is the same as in FPS games. When I had the chance to peak at the AI code for IL2, I was amazed at how simplistic it was. I also saw code that seemed to give AI an unlimited and unreleastic "afterburner" (I believe that is exactly what they called it in the code, too) Simplistic is not wrong, especially when it comes to programming, its always the best solution if its simple. The truth: The AI basically have pre-programmed flight manuevers and "characteristics" that are "executed" whenever a given situation exists, it is not "greater" than any fps AI, it's the same thing actually. This is why the AI can go all wonky or do nothing at all independant of skill level, because they get caught in a situation not pre-programmed. I was also surprised (but not completely..) to see in the code that the AI always were given the player's exact speed, location and altitude and maybe some other stuff as well, for all levels of ai skill (rookie, average, veteran, ace). And if you watch the AI land, you can clearly see they are not actually "flying" like you and I would be flying. FPS AI does the same thing. They get pre-programmed things to do in certain situations, but of course, and more common these days, they don't receive enough programming and therefore lack the neccessary reactions for many situations they run into. FPS games these days are sad, focusing only on fancy shader/graphic technology, slamming the gpu with wasted effort just to put out a mediocre (or less) game that looks "pretty". AI has not evolved much in games, no matter what type it is. Don't get me wrong, AI is not easy, but again, the AI you talk about and the AI that actually exists are not the same. I should wrap this up, so again, my point is the same. What it really comes down to is the game company and how well they pay their programmers. I'm an atheist but Thank god 1c maddox is on il2 and sow Also for an example of a non-pc killer fps game, check out Darkest Of Days was a history channel game, it uses a good physics engine, and for the most part has lots n lots of enemy on screen (and friendlies sometimes too) Of course the game isn't that great, but fighting off 100 or so enemies with a musket and a six shooter is ALWAYS fun. I run that baby on a CELERON (worst of them all!) 2.4ghz oc'd 2.9, 1.5 gig mem, geforce 850 or something like that, i forgot its model name, anyway, the same system i run il2 on and il2 still has comparable trouble with more than 8 planes. (not to mention ground units) and I've tweaked il2 as far as I can. Anyway.. time to switch class! Last edited by constant; 04-26-2010 at 07:33 PM. Reason: Game reference.. |
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