Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik

IL-2 Sturmovik The famous combat flight simulator.

Closed Thread
 
Thread Tools Display Modes
  #1  
Old 06-24-2010, 06:24 PM
Dano Dano is offline
Approved Member
 
Join Date: Oct 2007
Location: Petersfield UK
Posts: 1,107
Default

Quote:
Originally Posted by Skarphol View Post
The damage model on FS X seems quite basic, but that sim is fairly popular. You have a point, though.
It's not a combat sim though so it's largely irrelevant.
  #2  
Old 06-24-2010, 09:02 PM
Romanator21 Romanator21 is offline
Approved Member
 
Join Date: Sep 2009
Posts: 507
Default

Quote:
afaik the pictures you posted there are from low altitude or lower speed crashes, and yes under those circumstances the aircraft will crumple a bit, bend, break a wing or so and thats about all the excitement you get. other then finding the RoF modeling of this a bit simplistic, it doesnt look to bad and keeps the crowd happy.

pretending the same result happens with a ww-1 aircraft going into the ground at 140 km/hr is just delusional, and shows how irrational its fanbase is in ignoring some major problems in that sim
If you can find some pictures/video of a WWI stringbag striking the ground at 140km/h, then please present it/them.

Again, the developers probably didn't consider that we would be flying these kites straigt into the ground intentionally from any altitude in order to see just how extensive the DM was. Shame on them.

Let's not forget also that Oleg's Il-2 was developed for a single engine, low altitude, ground attack aircraft which had a top speed of around 350 km/h. It's too bad that he and his team didn't create a game engine which modeled compression, supersonic flight, high-altitude flight, or dynamics of multi-engine aircraft which, I'll bet, he never imagined would become part of the game. Shame on him too.
  #3  
Old 06-24-2010, 09:21 PM
philip.ed's Avatar
philip.ed philip.ed is offline
Approved Member
 
Join Date: Jun 2008
Posts: 1,766
Default

Are we here for SoW or RoF?
  #4  
Old 06-24-2010, 09:34 PM
Insuber Insuber is offline
Approved Member
 
Join Date: Oct 2007
Location: Paris - France
Posts: 1,406
Default

Quote:
Originally Posted by philip.ed View Post
Are we here for SoW or RoF?
RoW. At least someone.
  #5  
Old 06-24-2010, 09:36 PM
Romanator21 Romanator21 is offline
Approved Member
 
Join Date: Sep 2009
Posts: 507
Default

I'm here, because like you, I have nothing better to do.
  #6  
Old 06-25-2010, 02:43 AM
Fossil-Goz Fossil-Goz is offline
Approved Member
 
Join Date: Oct 2007
Posts: 38
Default

Quote:
Originally Posted by philip.ed View Post
Are we here for SoW or RoF?
I came here for an argument


  #7  
Old 06-25-2010, 04:36 AM
zapatista's Avatar
zapatista zapatista is offline
Approved Member
 
Join Date: Oct 2007
Posts: 1,172
Default

Quote:
Originally Posted by Romanator21 View Post
Again, the *[RoF]* developers probably didn't consider that we would be flying these kites straigt into the ground intentionally from any altitude in order to see just how extensive the DM was. Shame on them.
a predictable RoF-fan type statement that ignores any rational logic whenever some criticism is raised. because you like the game, it doesnt mean you have to abandon all common sense and any recognition about some of its obvious flaws. yet this seems a traumatic concept for the RoF fanbase (to the point their north american distributor has to turn up here and try to brush away its flaws)

i would sugest instead that if their game indeed uses accurate physics modeling of forces and objects interacting (like their fanbase is deliberately misled to believe in the marketing hype), then no matter at what speed, one of their aircraft interacting with other solid objects it encounters in the game world should have an accurate and realistic outcome, and it simply doesnt. for lower speed crashes it looks reasonably nice (for a 2009 sim), but thats about the limit of what they created. and they use this same type of "standard crash" sequence for all events, no matter what the circumstances.

my point simply has been that for RoF, no matter what its eye candy might delude you to believe, that accurate physics modeling is simply not present, and you can illustrate this VERY obvious flaw by flying an aircraft at high speed into a solid object (like terra firma), having it go bouncy-bouncy and then crumple like a 30 km/hr plane crash is just not realistic

still, all of this was simply raised by some posters here (in a BoB forum discussing a BoB development update) in the hope/belief that BoB will be able to model this more correctly. the damage model of some of the BoB aircraft we have seen so far would provide high hopes for this (individual components of the airplane frames are modeled in 3D for ex, and the damage from individual shells being factored in)

add to that some of the recent statements like:

Quote:
Originally Posted by saqson
Since visual damage is pre-modeled by designers, it's up to them, to learn what the blades (or any other AC parts) were made of and model damage according to the material and damage conditions.

You should understand, that visual damage and physical damage are like two different worlds, with the later being actually invisible to a player, while the first one serves as visual representation of it.
and ....

Quote:
Originally Posted by saqson
"To my knowledge, on all SoW:BoB models visual damage is modeled respectively to the materials the damaged parts were made of in RL and to their physical properties. Besides, some of the 1C modelers are former aviation industry engineers with experience in airframe design and material strength. So, they know very well, how materials in general and airframes of different design in particular behave/look like under damage.

So, here I wouldn't worry. Within the general game limitations the visual damage will be modeled as close, as possible to the RL and, certainly, will depict the physical damage modeling with the highest possible fidelity. "
so i have high hopes SoW-BoB will model these crashes much more realistically, and that the extent of damage to the aircraft in various crashes will more correctly reflect speed and the forces involved
  #8  
Old 06-25-2010, 09:03 AM
Flanker35M Flanker35M is offline
Approved Member
 
Join Date: Dec 2009
Location: Finland
Posts: 1,806
Default

S!

Zapatista, if you are believing SoW will have a truly fully dynamic DM in both the forces, materials and the visual department then do not be here whining when it is not. Just a matter of the computing power needed for it and not a single rig any us users here has can model that. Plain and simple. It will model DM for sure but do not expect every crash to be different if the plane comes in at different angles how the parts rip off and how a spar bends etc. A flight sim is not about modelling the crash but the flight

Regarding RoF. Make a better game if it bothers you RoF is the best WW1 sim, did I say World War ONE sim, out there at the moment. It offers fun for me and many others..and no need to be a fanboi
  #9  
Old 06-25-2010, 01:21 PM
lbuchele lbuchele is offline
Approved Member
 
Join Date: May 2008
Location: Campo Grande/Brasil
Posts: 285
Default

Quote:
Originally Posted by Flanker35M View Post
S!

Zapatista, if you are believing SoW will have a truly fully dynamic DM in both the forces, materials and the visual department then do not be here whining when it is not. Just a matter of the computing power needed for it and not a single rig any us users here has can model that. Plain and simple. It will model DM for sure but do not expect every crash to be different if the plane comes in at different angles how the parts rip off and how a spar bends etc. A flight sim is not about modelling the crash but the flight

Regarding RoF. Make a better game if it bothers you RoF is the best WW1 sim, did I say World War ONE sim, out there at the moment. It offers fun for me and many others..and no need to be a fanboi
Thanks for posting exactly what I think about this matter Flanker.
Clear,short and precise.
Let's move to another subject.
  #10  
Old 06-25-2010, 08:05 PM
Romanator21 Romanator21 is offline
Approved Member
 
Join Date: Sep 2009
Posts: 507
Default

And that subject being a brand new update
Closed Thread

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 10:21 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2026, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.