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IL-2 Sturmovik The famous combat flight simulator.

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  #1  
Old 09-22-2010, 10:56 PM
JG27CaptStubing JG27CaptStubing is offline
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Quote:
Originally Posted by proton45 View Post
I'm sorry but the smoke doesn't look right...the grass doesn't move and the colors look to bland.


Where are the "nit-pickers" when you need them...


Nice of you to point out problems with a game clearly under development. But hey to each their own.

I would look at the movie again and get back to me. I could care less if the grass moves as long as my FM, Radar, and Weapons modeling works properly.
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  #2  
Old 09-22-2010, 11:17 PM
Romanator21 Romanator21 is offline
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He's just pointing out the irony of those picking at the SoW updates...also a WIP
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  #3  
Old 09-23-2010, 02:41 AM
JG27CaptStubing JG27CaptStubing is offline
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Sorry didn't see the joke in it...
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  #4  
Old 09-23-2010, 03:16 AM
Skoshi Tiger Skoshi Tiger is offline
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Originally Posted by JG27CaptStubing View Post
I could care less if the grass moves as long as my FM, Radar, and Weapons modeling works properly.
It really depends on how our virtual world is modelled. We've been told (I think!) that were are going to have moving air masses.

- Will this wind effect rising smoke columns?
- Will this wind effect the trajectories of the bombs we drop?
- Will we need to take into account wind when we're shooting our MG's/Cannons?

At the moment we just don't know. If it will have an effect, any indicators of wind speed/direction will be invaluable.

Though not noticeable at altitude, at least correctly moddled moving grass will tell us about crosswinds when we're landing. If it's not correctly modeled we are probably better off without it.

One of the problems we've got is that there is so much we just don't know about the SOW.

A few videos of SOW might help us answer those questions (or raise a few hundred more!!!).

I guess there will be alot that is hidden until the release.

Cheers!
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  #5  
Old 09-23-2010, 07:47 AM
Feuerfalke Feuerfalke is offline
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Quote:
Originally Posted by Skoshi Tiger View Post
It really depends on how our virtual world is modelled. We've been told (I think!) that were are going to have moving air masses.

- Will this wind effect rising smoke columns?
- Will this wind effect the trajectories of the bombs we drop?
- Will we need to take into account wind when we're shooting our MG's/Cannons?

At the moment we just don't know. If it will have an effect, any indicators of wind speed/direction will be invaluable.

Though not noticeable at altitude, at least correctly moddled moving grass will tell us about crosswinds when we're landing. If it's not correctly modeled we are probably better off without it.

One of the problems we've got is that there is so much we just don't know about the SOW.

A few videos of SOW might help us answer those questions (or raise a few hundred more!!!).

I guess there will be alot that is hidden until the release.

Cheers!
If you think the features of DCS: A-10C Warthog are a well kept secret, I recommend taking a look at this site:
http://www.digitalcombatsimulator.co...cr=default#p17
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  #6  
Old 09-23-2010, 06:12 PM
whatnot whatnot is offline
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Thank god there are two jaw-dropping sims in the funnel so it's more likely that atleast one of them have to be out sooner or later! I just hope for my sanitys sake that they won't come out at the same time.

Glowing Amraam sure knows how to make videos too, maybe he could put something together for SOW too unless Oleg has is own ideas.

One thing that has troubled me for a long time is the damage models of the vehicles etc and how they come to be to be more precise. It's like frame 1: perfectly working tank and then when hit frame 2: destroyed tank. Is it too time consuming to create some type of evolution in the breakdown?

I guess one can argue that you won't see it happen anyway flying x00 miles an hour and being half a mile away but it would be nice for the movies atleast

It also applies to the buildings, especially big ones like the factory we saw in a recent update that was hit by Stuka. Instead of the whole 200m wide factory being hit it would be great to see damage that a few bombs would actually cause which in my books would be something like a hole in the middle. God knows what that would take to develop but just sayin.
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  #7  
Old 09-23-2010, 07:11 PM
Feuerfalke Feuerfalke is offline
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BlackShark already abandoned the frame1-frame2 thing.

If you hit a unit, it starts smoking or burning, then it explodes after a few seconds of burning. Some targets also cause secondary explosions.
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  #8  
Old 09-25-2010, 01:10 AM
whatnot whatnot is offline
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Originally Posted by Feuerfalke View Post
BlackShark already abandoned the frame1-frame2 thing.

If you hit a unit, it starts smoking or burning, then it explodes after a few seconds of burning. Some targets also cause secondary explosions.
That sounds promising, need to re-install BS while waiting for Maddox and ED to finalize their work.
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  #9  
Old 09-25-2010, 06:18 AM
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proton45 proton45 is offline
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I would welcome an up-date of the "BlackShark" series....
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  #10  
Old 09-23-2010, 05:40 AM
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proton45 proton45 is offline
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Quote:
Originally Posted by JG27CaptStubing View Post
Nice of you to point out problems with a game clearly under development. But hey to each their own.

I would look at the movie again and get back to me. I could care less if the grass moves as long as my FM, Radar, and Weapons modeling works properly.
Oh come on...I'm so clearly making a joke.
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