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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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The 777 guys also seem to know how to run a business and are clever with their marketing. I'd never buy a WWI sim because I'm not interested. I got the free demo, started playing a bit and I've now bought 5 planes.... what happened? I think 1C has become a little complacent because there is no real WWII competitor in this market. As for the Bristol, I was going to post that they were easy meat for my DR1 as I'd knocked down a few. Then my young career was cut short by the rear gunner of a Bristol offering me 'a light'. I don't smoke but he 'lit me up' anyway.... |
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#2
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Well said xnomad.
My point exactly, no need for me to say any more. |
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#3
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Here what's going on.
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#4
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#5
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Sensible use of resources, me thinks.
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#6
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the two development teams are far away from the "RoF vs CoD flamewars" that from time to time appear in the forums !
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#7
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Both teams have some very talented members and since they're both Rusiian, both based in Moscow and both working on simulators based on propeller driven aircraft it would be fantastic to see them help each other out if and when the need and opportunity arrises. Certainly competition is good for any commercial enterprise. But in a market as small as this one friendly competition is the way to go. Cut throat competition (as seen in many bigger markets) would only spell the end of combat flight simulators as a genre. |
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#8
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What get's me most is not performance or bugs but design (all software has bugs and always will).
Only now that I've played with ROF's misson editor do I understand what 1C are trying to do with the FMB, because ROF's editor is designed for gamers to do something complex, and the FMB is for programmers to do something (they think) simple. I really do think 1C have just no idea how to make a game. They're great at sims, and I'm sure Clod will be a great sim, but will it be a great game? It would only have taken a little understanding of human behaviour to change the game dynamics, for example just one tree in a thousand with a hit box will keep people from flying through trees. It doesn't have to be each and every tree with a perfect hit model for each and every leaf. 777 seem to have the insight that it only takes one tree in a thousand with a hit box. I bet 1C are feverishly looking for ways to give each and every branch a hit box 'cos that's more "real", even though it would kill the game. And then, after six years of development, the new trees will have the leaves on upside down, but that's a whole different story..... |
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#9
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Thanks for posting that Veltro. Glad he is still there for 777 for new aircraft sounds at least. I am happy he is with the Cliffs of Dover team now though, it will feel like a completely different sim when the new sound system and sound samples are implemented.
Last edited by Phazon; 07-07-2011 at 06:35 AM. |
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#10
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The ROF editor is one of the most initially intimidating pieces of software I've ever seen!
It's very flexible once you've mastered the basics, but as mentioned , it can become very confusing in a complex mission (especially where a lot of action takes place in a small area). I've made a couple of missions with it and find that the easiest (and sometimes only) way to do it without causing yourself to have the already mentioned nervous breakdown, is to create each element of the mission seperately then copy and paste the individual elements into the complete mission file. Even so, the final stages of linking all those seperate elements together can be time consuming and frustrating if something goes wrong. Rolling saves are a definite must! |
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