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IL-2 Sturmovik The famous combat flight simulator.

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  #1  
Old 12-27-2010, 12:52 AM
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JG52Uther JG52Uther is offline
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No idea.Will just have to relearn skip bombing for 4.10 I suppose,not for realisms sake,with a fixed 2 second fuse delay,but because a modder at DT decided this is the way we should skip bomb now...
Personally,I feel like I have just installed a new buggy mod pack.
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  #2  
Old 12-27-2010, 02:15 AM
KG26_Alpha KG26_Alpha is offline
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Why on earth is the bomb casing having anything to do with fusing of the device ?

The bomb should be allowed to bounce/skip without turning off the fuse within 2 seconds of release.

The arming should be done on bomb velocity to arm it not altitude or casing sensitivity limitations.

If this has been done to stop Dogfight Server idiots killing at airfields with static bomb drops from the spawn points,
cant it be done instead with the speed of the bomb to fuse/arm it rather than the 2 seconds from release ?

Hopefully it will be re-thought

Last edited by KG26_Alpha; 12-27-2010 at 02:27 AM.
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  #3  
Old 12-27-2010, 11:01 AM
Wutz Wutz is offline
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Quote:
Originally Posted by KG26_Alpha View Post
Why on earth is the bomb casing having anything to do with fusing of the device ?

The bomb should be allowed to bounce/skip without turning off the fuse within 2 seconds of release.

The arming should be done on bomb velocity to arm it not altitude or casing sensitivity limitations.

If this has been done to stop Dogfight Server idiots killing at airfields with static bomb drops from the spawn points,
cant it be done instead with the speed of the bomb to fuse/arm it rather than the 2 seconds from release ?

Hopefully it will be re-thought
Absolutely agree on that, as that was what I was trying to say the whole time, given the velocity and time till impact the bomb should arm normally, reguardless of any bouncing or skipping happening to the casing.

Last edited by Wutz; 12-27-2010 at 11:03 AM.
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  #4  
Old 12-27-2010, 11:36 AM
W32Blaster W32Blaster is offline
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It has been done to get a more realistic fusing.
This has been done with the possible features in the game.
Since there is no such thing like a seperate fuse within the bomb IN GAME it has to be determined with the bomb object interacting with other in game objects (instead of a fuse object which simply isn´t there).

Despite the correctness when compared to real bombs it is an improvement.

You never mind really dying when being shot down. This feature also is a lack of realism, like the not real complex fusing of the bombs in game.

There always will be constraints in implementing features when one considers
- game engine features
- amount of work
- schedule


And there is IMHO no necessity to make this an option. If you cannot cope with the feature, take an hour or two and practise how it´s done.
This is not a game for Johnny Joystick, you won´t succeed in Dogfight without practise, why should you succeed in bombing then?



just my 2ct!

Last edited by W32Blaster; 12-27-2010 at 12:18 PM.
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  #5  
Old 12-27-2010, 12:51 PM
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Furio Furio is offline
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Originally Posted by W32Blaster View Post
And there is IMHO no necessity to make this an option. If you cannot cope with the feature, take an hour or two and practise how it´s done.
This is not a game for Johnny Joystick, you won´t succeed in Dogfight without practise, why should you succeed in bombing then?



just my 2ct!
This is an argument that time and again pops up to the surface. If you’re happy with maximum difficulty level, why other people should not have the option to tailor difficulty level to their own tastes and needs? As long as it’s not cheating online, where’s the problem?

IMHO, “option” is a magic word. I would like to have much more options, as many as possible within the limits imposed by engine game and by developers’ (read TD) available time.
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  #6  
Old 12-27-2010, 12:57 PM
W32Blaster W32Blaster is offline
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how many people do you think you will get online one server with options 1-100?

Just do some training and hone your skills. It´s as easy as that.
Same like if you fly a fighter: no skill, no success
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  #7  
Old 12-27-2010, 02:11 PM
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Furio Furio is offline
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Originally Posted by W32Blaster View Post
how many people do you think you will get online one server with options 1-100?
I’m not sure to understand this point. Are you worried to have too many different servers? Or are you saying that most people would prefer maximum difficulty level? In any case, minorities should be tolerated (by the way, talking of majority, most Il2 users fly offline).

As for the training, I train as much as I like. Also, I believe that El Aurans, KG Alpha and others are trained well enough, so, why should they not have their options with bombs?

Just to summarize: many people on this thread feel that the new fusing system is unrealistic. Some are asking for corrective action, others to have the option to restore the old system (if I’m not mistaken). I agree with both, and believe that an option does not subtract anything to anyone, you included.
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  #8  
Old 12-27-2010, 03:50 PM
BadAim BadAim is offline
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Quote:
Originally Posted by W32Blaster View Post
It has been done to get a more realistic fusing.
This has been done with the possible features in the game.
Since there is no such thing like a seperate fuse within the bomb IN GAME it has to be determined with the bomb object interacting with other in game objects (instead of a fuse object which simply isn´t there).

Despite the correctness when compared to real bombs it is an improvement.

You never mind really dying when being shot down. This feature also is a lack of realism, like the not real complex fusing of the bombs in game.

There always will be constraints in implementing features when one considers
- game engine features
- amount of work
- schedule


And there is IMHO no necessity to make this an option. If you cannot cope with the feature, take an hour or two and practise how it´s done.
This is not a game for Johnny Joystick, you won´t succeed in Dogfight without practise, why should you succeed in bombing then?



just my 2ct!
It's amazing to me that it took so long for someone to realize that there are limits to what can be done within the game engine. Congratulations Blaster!

I'd only add out that the accusations that DT have some agenda other than to make the game more realistic are ludicrous, why not just take it at face value?
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  #9  
Old 12-27-2010, 03:57 PM
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TheGrunch TheGrunch is offline
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It's amazing to me that it took so long for someone to realize that there are limits to what can be done within the game engine.
Probably because DT have the entire source code of the game, so it's not a feature that is in any way out of their reach? There are some things which are very difficult to achieve, but I'm pretty sure that starting and stopping the running of a timer based upon the interactions of an object in the game is not one of them.
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  #10  
Old 12-28-2010, 12:01 AM
BadAim BadAim is offline
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Originally Posted by TheGrunch View Post
Probably because DT have the entire source code of the game, so it's not a feature that is in any way out of their reach? There are some things which are very difficult to achieve, but I'm pretty sure that starting and stopping the running of a timer based upon the interactions of an object in the game is not one of them.
I imagine that it might be possible, and if someone had bothered asking nicely instead of throwing a fit (and I'm not talking about you, I actually think well of you), we might have the answer from the horses mouth. The simple fact is that releasing your bombs from any height a reasonable, non suicidal pilot would have IRL gives them plenty of time to arm. It really is that simple.
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