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| IL-2 Sturmovik The famous combat flight simulator. |
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#1
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In IL2 FMB, many of the objects were quite difficult to find by simply scrolling through the lists. Particularly the 'object 239 / 240 / 241' list for buildings etc. Will all objects carry a description and be filtered by drop-down lists? If so, will the 'Sort by' categories cover all objects in detail such as 'farmhouses' or 'city houses', or would the category be more broad, such as 'houses', or more simply, 'buildings'? Great to see the He115, Wellington and the Anson in the lists. Many Thanks! Last edited by ATAG_Dutch; 12-03-2010 at 06:41 PM. |
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#2
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Yes, this has always been an issue I feel. 'Stationary Objects' have names e.g. searchlight, barrage balloon etc. but 'Objects' just have numbers. I'm sure there are hundreds that have never been used because they are so hard to find. Also, it's always been a bit irritating when moving through a list of objects with the scroll arrows, and just when you've found what you are looking for, you move the mouse away from the scroll arrow and the list jumps back to the top. It gets me every time!!
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#3
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Looks great and clear.
interlopation seems to control how the planes will transtion between indicated points. IE they will not leave a 4000 m point arrive at a 6000m point and start to climb. They will climb to the 6000m point so they are that hight when they get there? Just a guess. Hope we can indicate how AI will behave in a tactical sense. Agressive where they plow into the enemy even if they are out numbered 2 to 1 and down sun and 1000m below. Then moderate where they will engage roughly equal enemy but will try to gain advantage postion before they close. To cautios, where you will have to drag a broken wing under them to get them to dive on you and they will not try to mix it up, they will try to bounce and leave. My hope.... |
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#4
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Nice to see the map will be so big. |
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#5
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#6
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ivagiglie:
While agreeing with most of your comments, I hope you realise that the GUI is not your standard windows GUI, but a DirectX GUI which is as much workload as the game itself, to develop. Integrating this into the 3D environment of the map making, is a mission. Not to mention simplifying it for the 'lowest common denominator'. Oleg at the moment is streaks ahead of the competition, and as we've all discovered..... it is difficult at first, but it's easiest in the long run.
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