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| IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games. |
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#1
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#2
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Yeah, guess you have to say big thanks to the folks who wanted to have the prop disc 'more realistic', albeit their idea of 'more realistic' is that it has to look exactly like the 25-fps-on-tv (or is it 24? hmm, anyway
) issue, as mazex explained above.The looks of the prop disc was pretty much like the real thing imo, but, sadly, those people generally not having the slightest idea of... well, anything, got their way. Again, like it was with the negative g cut-out on merlin engines before. I really don't get why the devs give in to this |
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#3
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that happens, if peoples have her knowledge only from films and games and claim it as real, and never was real flying or in the near of a real plane... sad part about it is, that the are devs very close to move away from a "Sim" to a "easy fly-starter and cinematic pseudo sim" to provide the whiners quietly
Last edited by Heinz Laube; 05-24-2011 at 10:34 PM. |
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#4
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I think the new prop-effect looks absolutely fantastic, if you were at around idle... It should not be as visible at higher RPMs and I purposely try to keep my plane at high RPMs to avoid this effect :p it's annoying as hell when I know what a prop looks like over the cowling of a cessna 172 or piper cherokee warrior. But like I said, effect represents what you see in real life at LOW rpms :p
Like somebody already said, take a model plane if you have one, or take a cooling fan from your PC or just a normal cooling-fan for summerdays and watch the prop go at medium/max RPM. That should clarify some things for the hollywooders. You can only make out this effect if you try to concentrate on the propeller or try to follow the propellers rotation with your eyes, because your eyeball shifts viewdirection so fast you can actually make out the detail of a blade during this small time-window. Like I previously stated, if we were to do the same realism with a CRT monitor instead of a propeller, we'd get the flickering effect. Try capturing a video with your mobile phone camera, then you'll get an even worse effect of some horizontal lines, because the phone captures the image so slowly. Example: I probably shouldn't have posted this, we might actually end up with this ingame now as this is new proof of propeller visuals!!! |
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#5
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All I can say is 'Amen Brother'. Typically letting the Gen Y win again so as to save the peace! Well I HOPE it's 'intential', as we all know it's not realistic, don't we??? |
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#6
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Seriously a nice looking plane |
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#7
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You can change back to the old props by selecting the epilepsy option, Unsure if you can just change the prop type without the filter, maybe in the config files.
I prefer the new look. |
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#8
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Last edited by Ali Fish; 05-24-2011 at 10:50 PM. |
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#9
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Not directed at you specifically, but again on the common perception of TV-pilots of today is that these sounds are recorded from the actual camera's postition during flight.
Not saying that you meant "realistic exterior sounds for the environment", I think you ment "Wow those sound clips are great standalone spitfire sounds" (disregarding the video footage). Because anyone can hear that these soundclips from the external footage have been recorded on the ground as the spitfire does a flyby. As is with nearly all guncam clips featuring sounds and gunfire. There is absolutely no point in attaching a microphone to an aerial camera. Why? Because all you'd hear is a hurricane-force windgust going "SCHWOOOOOOOOOOOSSSSOSOSOSOOOCCCCHHHFFFFFFF". You'd have an extremely boring soundtrack that nobody watching it could relate to, because how many people actually get to fly spits? Nobody knows what they sound like in air, unless they've actually flown it in person. Hence the groundrecordings for sound, because everyone who has been at an airshow can relate to THAT. Actually rise of flight (i hate comparing it, but that's not what this is... this is just referencing) does a good job on simulating wind sounds. You'll hear the wind better at higher speeds and when pulling sideslips or leaning out of the protection of the windscreen. IRL I believe the engines would make so much noise you would have a hard time even hearing the guns very well when firing. And definately not able to hear surrounding planes unless you are at a very low RPM. But if we were to have a sim with realistic audio effects, it would be very "unusual" to the basement-simmer because suddenly you have no audio feedback when firing guns or listening for enemies. It would frustrate people that like to feel immersed by hearing every mechanical linkage move within the gun or hear the overheated pistons grinding against the engine cylinderblock, or hear the bullets tear through fabric... I admire the modern games like BlackOps that do a really good attempt at weapon sounds with dynamic range effects. They have a different sound for firing from 1st person and standing next to the weapon from when you are far away. It's a lot less defined at a distance with more of a echoing snap/pop. On the firing range in the RNoAF I experienced and recalled this when firing the AG3; Up close, while leaning your cheek against the stock/butt of the AG3, you can feel the mechanical parts interact within the weapon between each shot as the recoil spring dampens the recoil, rechambers a bullet and fires it off giving a very metal "Clank" sound between each shot. If you fire it from your shoulder without aiming down the sights (not touching the stock with your head) you will NOT hear this, but only a loud bang. Stand next to the muzzle when it's being fired by someone else, and it's an even louder PANG-like sound and you can clearly feel the overpressure. But the exterior sounds from that vid clip is not realistic. I agree we need a compromise on sounds between realism and hollywood, but not visuals. I want it to represent reality as much as possible. But that's me. |
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#10
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Mazex, that propeller would make me crazy. No, my prop ingame doesn't look like that. At high RPM, my prop all but disappears; it's nearly invisible, just like before the hotfix patch. At low RPM the rotating, flickering effect is visible, but still it doesn't look so unrealistic as yours.
I wish I knew what the solution is. |
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