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IL-2 Sturmovik The famous combat flight simulator.

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  #1  
Old 06-15-2010, 10:20 PM
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Bolelas Bolelas is offline
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Default head movements.

No, sorry mr REDWAN, that is not what i was asking, the 6DOF its guaranteed allready, i know that. I was asking if when you are, for ex, side-by-side with another aircraft (controled by human, not A.I.) if you see the head of is pilot mooving in the direction to where he is looking in the game. Do i make myself clear? I know that control surfaces will bee seen on close distances. (In IL2 it is only possible to see flaps and land gear of other airplane but yours).
Thanks for the reply, anyway.
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Old 06-17-2010, 12:05 PM
Bobb4 Bobb4 is offline
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Originally Posted by Bolelas View Post
No, sorry mr REDWAN, that is not what i was asking, the 6DOF its guaranteed allready, i know that. I was asking if when you are, for ex, side-by-side with another aircraft (controled by human, not A.I.) if you see the head of is pilot mooving in the direction to where he is looking in the game. Do i make myself clear? I know that control surfaces will bee seen on close distances. (In IL2 it is only possible to see flaps and land gear of other airplane but yours).
Thanks for the reply, anyway.
Good question, anyone know?
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Old 06-17-2010, 07:30 PM
CharveL CharveL is offline
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I highly doubt it. As a TIR beta tester we tried some of that with the HL2 engine and although it was pretty cool, I'm pretty sure it tends to saturate bandwidth with multiple players all sending head position info on top of everything else that needs to go down the pipe.

Not saying it isn't possible or even practical, just that I would doubt it's important enough to take away processing power and bandwidth during online play.

Maybe the info could be sent only when in a certain proximity with another player or as an offline option?
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Old 06-18-2010, 02:10 AM
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ElAurens ElAurens is offline
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Hey CharveL, good to see you over here in the land of yellow.

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  #5  
Old 06-18-2010, 09:09 AM
Bobb4 Bobb4 is offline
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Originally Posted by CharveL View Post
I highly doubt it. As a TIR beta tester we tried some of that with the HL2 engine and although it was pretty cool, I'm pretty sure it tends to saturate bandwidth with multiple players all sending head position info on top of everything else that needs to go down the pipe.

Not saying it isn't possible or even practical, just that I would doubt it's important enough to take away processing power and bandwidth during online play.

Maybe the info could be sent only when in a certain proximity with another player or as an offline option?
If a game like Armed Assault 2 can do it with over 64 active soldiers, some flying jets, helicopters etc I am sure the network traffic should not be an issue.
  #6  
Old 06-19-2010, 01:38 AM
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Thank you mr Bobb4 and mr CharveL for your opinion on the subject, i was glad to read it. Lets hope the game has this feature.
  #7  
Old 06-19-2010, 02:22 PM
Tuplanolla Tuplanolla is offline
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I wish to see
realistic start up procedures and optional automation for them (if the server permits it),
realistic fuel, oil and air management,
instrument errors and delays,
everything in first person (including climbing in the plane and bailing out),
pilot disabilities (like temporary deafness, paralyzation, hypoxia and loss of consciousness or blood),
no on-screen messages or graphics (like warnings, radio messages, compasses or maps),
flexible button configuration with multiple modes for each button (like switch/toggle/cycle or snap/pan/reset),
6dof without TrackIR or other equipment,
pseudo-random malfunctions (caused by stress, weather and manufacturing defects),
ricochets and failures of bullets,
speed-of-sound travel of sounds and shockwaves,
dynamic lighting levels to remove the advantages of gamma correction at night (the video signal is stripped of information instead of hiding it, which means darkness is pitch black or blurred),
debris inside cockpit (including shards of glass, oil and water),
wildlife and civilians (because there's nothing like hunting deer with rockets),
ability to move outside aircraft (after bailing out, even if the pilot is on fire),
campaigns (servers) requiring sticking with the chosen side (allies or axis),
online play (servers) requiring the completion of single-player training before joining,
disobedience and stupidity of ai pilots,
low graphics to enable massive furballs (hundreds of planes),
proper damage model (the cockpit can be torn in half),
custom ammo belt configurations,
percussive maintenance of instruments,
lightweight mission builder with good tools and hotkeys,
scripting language (like Ruby or Python) or a such for the mission builder and
wild arcade mode if there has to be one (flying an indestructible plane in a huge labyrinth with partially negative gravity could be fun)
in the simulator -- most of it only on maximum difficulty though. The features written in bold are very important; I won't buy the simulator if they're not included. Some of these have already been discussed, but I haven't noticed them being confirmed.

Last edited by Tuplanolla; 06-19-2010 at 02:39 PM. Reason: added commas
  #8  
Old 06-19-2010, 04:31 PM
AndyJWest AndyJWest is offline
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The features written in bold are very important; I won't buy the simulator if they're not included.
Tuplanolla, that comes across as rather rude, especially for a first post on a forum. If you look through the relevant threads, you may find many things you suggest have been discussed, though I think it is unlikely they will all be implemented. With the project in an advanced stage, making 'demands' for features is unlikely to achieve anything. Wouldn't it be better to wait and see what is featured before dismissing it because it doesn't have something you consider 'important'? You don't have to buy it, but others undoubtedly will.
  #9  
Old 06-21-2010, 05:36 AM
nearmiss nearmiss is offline
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Quote:
Originally Posted by Tuplanolla View Post
I wish to see
realistic start up procedures and optional automation for them (if the server permits it),
realistic fuel, oil and air management,
instrument errors and delays,
everything in first person (including climbing in the plane and bailing out),
pilot disabilities (like temporary deafness, paralyzation, hypoxia and loss of consciousness or blood),
no on-screen messages or graphics (like warnings, radio messages, compasses or maps),
flexible button configuration with multiple modes for each button (like switch/toggle/cycle or snap/pan/reset),
6dof without TrackIR or other equipment,
pseudo-random malfunctions (caused by stress, weather and manufacturing defects),
ricochets and failures of bullets,
speed-of-sound travel of sounds and shockwaves,
dynamic lighting levels to remove the advantages of gamma correction at night (the video signal is stripped of information instead of hiding it, which means darkness is pitch black or blurred),
debris inside cockpit (including shards of glass, oil and water),
wildlife and civilians (because there's nothing like hunting deer with rockets),
ability to move outside aircraft (after bailing out, even if the pilot is on fire),
campaigns (servers) requiring sticking with the chosen side (allies or axis),
online play (servers) requiring the completion of single-player training before joining,
disobedience and stupidity of ai pilots,
low graphics to enable massive furballs (hundreds of planes),
proper damage model (the cockpit can be torn in half),
custom ammo belt configurations,
percussive maintenance of instruments,
lightweight mission builder with good tools and hotkeys,
scripting language (like Ruby or Python) or a such for the mission builder and
wild arcade mode if there has to be one (flying an indestructible plane in a huge labyrinth with partially negative gravity could be fun)
in the simulator -- most of it only on maximum difficulty though. The features written in bold are very important; I won't buy the simulator if they're not included. Some of these have already been discussed, but I haven't noticed them being confirmed.
You are funny.

Oleg is producing the benchmark WW2 air combat flight sim.

The BOB SOW will be be the most advanced air combat flight sim of anything ever released.

Go to SIMHQ probably the most popular site on the internet for air combat flight sim forums. Look at the most popular forums on the site. You'll see the IL2 is the most popular (10+ year old sim) and the not yet released BOB SOW is second.

There is a reason for the popularity and it's not from promotional hype.

So, cool it you'll not be disappointed.

Last edited by nearmiss; 06-21-2010 at 05:03 PM.
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