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| IL-2 Sturmovik The famous combat flight simulator. |
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#1
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#2
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excellent video Spartan
I'm sure, everyone else like me were drooling and appreciate all the good stuff, but I need to ask about something not exactly negative, but needs to be addressed Why same external sounds like in IL-2 1946? Why the same clouds? No moist or special effects while entering a cloud? What was that blue patch on the terrain?
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#3
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There are icing effects modeled, i've seen it in screenshots. As for the clouds, they are temporary until they optimize the dynamic weather module.
The sounds i can't really comment on. I think that internal sounds are well done and probably very close to what we would hear if we had headphones on. For the external sounds i'll have to see a few flyby shots to know if there is doppler effect modeled, although i seem to remember saw such a shot in a previous video and there was in fact a doppler shift in the sound. I don't know about the blue patch on the terrain, maybe i didn't see it or i'm not that far enough into the video yet (i'm watching it as we speak). Quote:
In all honesty, i've seen a couple of vids with more than one slider on the transparent overlay (the little frame on the bottom left of the screen that shows the position of throttle, prop pitch, etc axis) which would indicate complex engine management is enabled and the engine doesn't look as easy to damage as it was in IL2. I think it's not that easy to over-rev, we'll just need to adjust pitch before going into a dive/climb and then adjusting it back to what it was when leveling off. I'm sure that with a bit of experience we will be able to do it instinctively. I've flown 190s with manual pitch in IL2 because the stock ones perform better with the automatic system disabled and to be honest, while there is a bit of workload involved i could do it just fine after a while and i don't even have a HOTAS. I use a simple, non-FF sidewinder stick with the throttle on the stick slider and prop pitch on the + and - keys and it wasn't really that hard. Same when i tried some third party add-ons for FSX on a friend's PC. It takes a bit of time to learn why you need to use pitch and all the other controls and how they work but with a bit of experience my reactions almost became automatic, you just have to keep an eye on the gauges from time to time. That doesn't mean i had to fly with my eyes glued to the panel, just that i had to include the engine instruments into my instrument scanning routine and not even all the time, only when changing power settings or changing altitude by more than a few thousand feet. For example, ambient air temperature changes about 2 degrees Celsius every 1000 feet or so, so if you just do a little dive of a couple thousand feet you won't need to worry much about readjusting cowl flaps and radiators. If you see that the dive is taking longer and you're descending 5000ft or more, then it's a good idea to adjust radiators. All of this is more complicated to describe than to actually do. In IL2 i could change throttle, pitch and radiators at the start and finish of each boom and zoom attack in my 190A. In FSX i've flown a 10 hour flight with a catalina along the carribean, taking turns flying the plane with my friend. The catalina is considered complex and even today it's not rated to be flown by a single pilot, but i had no problem staying within the limits even with changing weather conditions, power settings and altitude. The only thing that's different is that it takes a bit of practice to be able to judge the changes. Initially, we'll need to fly "by the book" and observe. After a few test flights it becomes a piece of cake to judge the rate of change on all these vital parameters for any given flight regime (not only by instruments but by sound as well), so it's much easier to adjust them during the maneuvers instead of having to do it before executing them. For example, if i'm familiar with how long it takes for a 109 to over-rev, i can easily adjust pitch in the middle of a maneuver without having to spend time on getting a precise readout of the instruments. After a few flights it will be a case of "when diving, press the - pitch key 2-3 times and if it sounds like the RPM is still high, press it a couple more"...which is very similar to how we already handle trim in IL2: if i fly a certain type a lot, i can easily remember how many "clicks" of nose down trim i need to get the airspeed i want at a certain altitude. |
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#4
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Manual prop pitch should be easier than it was in a 109 in IL2-1946. Hopefully now the prop pitch indicator (that little clock) will actually be useful as in IL2 the hands are both the same length and you had no idea what they were indicating.
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#5
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I can comment on the engine sounds, Blackdog.
I know I have been preaching that CoD will be released as an unfinished game and here it is. There's no way in hell that prop noise drowns out exhaust noise from open stacks when you lean out/sit at the runway. No way Jose. The prop isn't spinning nearly as fast as you'd need to get the tip noise. The engine sounds are too much of a clusterfeck from that Hurri vid. Some are muffled, some aren't. There's no high frequency noise from it what so ever, it sounds like screaming through a pillow. I'm getting some serious WoP vibes from the sounds when he walks through the rpm range. Doesn't matter if it's an Allison, Merlin, DB or w/e, from an open exhaust engine this is pretty much how you'll hear it, amplified by 10+ IRL: Earcups will not muffle the sound nearly as much as we see in that vid. My expectations on this game at release were probably way too high. Good thing the game is very raw at release. The visuals are nice though. Last edited by kimosabi; 03-27-2011 at 07:30 AM. |
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#6
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^I agreed. Game interior sounds are more like from Cessna than +1000hp V-12.
Listen to this vid and you know how Messerschmitt should sound from cockpit: I know it's DB 605, not 601 but you get the idea. |
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#7
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I used that track as a reference when I tried Jafaem's DB soundpack, DB605. It shows just how much noise you get from the stacks. And that was an inverted DB, which are known to spare the pilot from alot of the noise since the stacks are not directly in front of the cockpit.
I don't know if the sounds are this off at the final western release though but Maddox doesn't exactly have a history of improving their sounds either. |
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#8
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Quote:
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#9
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has anyone posted a list of flyable aircraft yet together with the crewable positions?
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#10
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Wings of Prey are much worse. I think once the mod crew get their hands this sim and we get a system like an ultra pack things will be much better. There aren't many aeroplanes here that they have to deal with right? |
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