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| IL-2 Sturmovik The famous combat flight simulator. |
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#1
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Smoke looking different at diferent speed. It is wider more close to the plane when the speed is small. And it is not wide for a long distance when the speed is high. Smae with the leght of flame. Explosions are not from samples of photoshop They are done researching a lot of different chronicles of 1939-41 years Same was with Il-2... Do you thing that "red" tint and form of explosions for russian AA shells are wrong there? Hmm, than you all should read german pilots recalls how they were looking - "tomaten" - color was imposible to restore from the films of that era for us... just image (and not like these that are now on shots). Howere reading some recalls and the show them real pilots we got looking it close to that type of explosions. Even the form of the explosion cloud was different for different types of shells and regions of battles during of WWII. We currently will have such types as it was possible to recognize in the films of that time. On the shots are not visible very short time flame explosive at the very first movement of the full air explosion animation. However it is. Last edited by Oleg Maddox; 07-02-2010 at 12:55 PM. |
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#2
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Yeah, the soviet AAA was informally known as "Tomatenhändler" (tomato dealers) to the Luftwaffe crews.
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#3
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Hi Oleg, well done again!
My previous post in occasion of 2010 06 26 dev update was.... Thanks for your hard work Oleg, I'm sure the final product will repay you for your efforts. my question is: in the realization of SOW have you ever considered to implement and facilitate your job with 3rd party 3d engine? I post this link related to a 3d planetary engine found on the net, it seem interesting http://outerra.com/ what is your opinion?. Cheers I would like to know your comment. Thank you |
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#4
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But this one offers just several intersting things of hundreds that should be really done for a combat flight sim. So... if we want to get real combat sim with a long life on the market, comparable with life of Il-2 or even longer, we need to make own engine. Engine here means not only the feature to render ligth and 3D objects, but everything... and everything for using of third party with special tools. Really... we have way more complex system. Another thing - it is possible to render the great looking and superb detailed earth... then nothing have with the AI, FM, physics of explosions and car movement (I don't speak about a lot of details we model inside the aircraft.... - that is system that should work all at once. The graphics render and its presentation in a game is just a small part of the whole sim engine. Hope you understand my explanation. For more simple sample: there is very good Unreal engine... but it is completely impossible to use for other types of the games without very seriuos limits. And many things there simply is impossible to implement or change as we may need to have for the fligth sim. Another sample. it is possible to use third party 3d render engine, hovewer probabaly just for fully arcade games. finally for understanding of my explanation: the other code part than the 3D representation of terrain and sky is way more complex in our sim comparing to that part.... BTW: Really nice engine shown by a link. Last edited by Oleg Maddox; 07-02-2010 at 02:02 PM. |
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#5
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I am very interested by this picture. Are all these Blenhiem's flying in formation, or is this several formations flying close together, as can be done with the 4 aircraft formations in Il2? Last edited by David603; 07-02-2010 at 12:11 PM. |
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#6
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here is fomations. Shot is done by tele-zoom that would bring closer background (aircft on the background). |
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#7
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I beleive David asked if its a single flight of 12 bombers, or if its three flights of four bombers?. He ask if you can now increase the number of planes of a single flight, insted of having a limit of four planes per flight like we do have now in IL-2? |
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#8
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Inside the one big formation we may have different types of small formations (don't know how to say it right in English). Enough said for now... too early to open all playing cards |
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#9
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#10
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