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IL-2 Sturmovik: Birds of Prey Famous title comes to consoles.

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  #1  
Old 08-19-2011, 09:55 PM
Hicks-81 Hicks-81 is offline
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Originally Posted by Robotic Pope View Post
Maybe at the Gamescon thing we see more planes huh?
I hope. Today some websites have a video of Birds of Steel, supposedly from Gamescon, but it is the same that was watched in may.
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Old 12-05-2011, 05:27 PM
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bobbysocks bobbysocks is offline
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to add what McQ said...here's want amazon posted here in the us:

Product Features
Over 100 real life planes - Dog fight and dive bomb in actual WW2 planes and rain down terror from above. Determine for yourself which plane is the ultimate bird of prey.


Navigate through hundreds missions - Embark on 20 historical missions, hundreds of procedural missions scattered throughout 16 different locations. All are inspired by real life campaigns such as Pearl Harbor, Guadalcanal and the battle of Wake Island.

so 16 maps...cool. like the locations. would be intersting to try to defend pearl...

Pioneering online and multi-player modes for flight sims - Enjoy 4 player co-op or go into the new and unique online ware mode to compete against up to 16 aviators across world. More exciting details to come!

dedicated servers?? and for how much??


Key innovations - The finest details are the most critical in the new physics and damage models. Controlling speed is a direct result of effect manipulation of the ailerons, and rudders.

going to be able to slip/crab and/or "wag your tail" to bleed off speed?? looking forward to see what this means

Fun for all gamers -Multiple levels of realism offer a gameplay experience for gamers of all walks: Simplified, Realistic up to Simulator for the serious flight-sim aficionados.

not calling it arcade...that's interesting. are they trying to shy away from using that word?
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Last edited by bobbysocks; 12-05-2011 at 05:30 PM.
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Old 12-05-2011, 05:53 PM
vdomini vdomini is offline
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Originally Posted by bobbysocks View Post
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going to be able to slip/crab and/or "wag your tail" to bleed off speed?? looking forward to see what this means
While flying in a straight line you should be able to expose more or less of your plane fuselage surface toward the front wind direction using rudder and stick, this will create like "an aerodynamic" brake, slowing you down faster.

i try to explain in english:
Example:
stick neutral with rudder on left ( left foot down ) will make the plane "turn on z axis" , so the right wing will go a bit faster then the left wing, and then generate more lift, making the plane also rolling clockwise as a side effect. ( speed is a factor in the lift formula, more speed, more lift ) Normally, to achieve best aerodynamic performance wing ailerons and rudder should be operated progressively together during turns, to avoid the plane to drag or drop the tail... Gliders have a wool string attached outside the canopy just in front of the pilot so
while in turn you can see how the fluids invest the fuselage. Best turn is when the wool string is parallel to the plane flying direction.

you can counter react the plane rolling by moving the stick ( so, left foot down, stick on the right in the example above). This will make the plane flying straight but with the nose pointing left ( if forces are mixed succesfully ), exposing more surface to the front wind, and so, slowing you down.

Skilled pilot might use this technique not only to slow down, if you do not have a good coordination while acting on stick and rudder your flight path will appear clumsy and un coordinated, it takes a while to develop the right "feel".

I have tried this technique in real so i'm looking forward to see how the developer have implemented the physic in the game...i fear like we might need analog controller for rudders also then

But most of all i hope there is a good draw back between simulation and playability in this upcoming game piece!!!

Last edited by vdomini; 12-05-2011 at 06:08 PM.
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Old 12-05-2011, 06:03 PM
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bobbysocks bobbysocks is offline
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vdomini, thanks brother....i am looking forward to seeing how they make this work...or how flight characteristics play out in this game. i have slipped/crabbed in on landings and to make course adjustments against the wind so i do understand how it works. i wasnt clear in what i was trying to say....basically what they meant by airspeed dependent upon controls other than the throttle...what i surmise as being able to slip, etc. what is exciting is to see the developers have begun to really delve into how an actual ac responds to conditions and controls....very, very, promising!
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Last edited by bobbysocks; 12-05-2011 at 06:06 PM.
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Old 12-05-2011, 06:19 PM
vdomini vdomini is offline
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Originally Posted by bobbysocks View Post
vdomini, thanks brother....i am looking forward to seeing how they make this work...or how flight characteristics play out in this game. i have slipped/crabbed in on landings and to make course adjustments against the wind so i do understand how it works. i wasnt clear in what i was trying to say....basically what they meant by airspeed dependent upon controls other than the throttle...what i surmise as being able to slip, etc. what is exciting is to see the developers have begun to really delve into how an actual ac responds to conditions and controls....very, very, promising!
You Welcome!
Is exactly what you say... so it seems like the flying model will take consideration of atmospherical and wind condition too, lovely! That will be great fun if properly tuned We'll see.... but i still have some doubt about simulating such realism..... Is it worth the effort to simulate some physical forces that you most of the time would be able to feel only if your guts would be sitting in a cockpit? Will it affect game play ? I am positive thinking on it but... we'll see
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Old 12-05-2011, 06:21 PM
flynlion flynlion is offline
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Quote:
Originally Posted by bobbysocks View Post
basically what they meant by airspeed dependent upon controls other than the throttle...what i surmise as being able to slip, etc. what is exciting is to see the developers have begun to really delve into how an actual ac responds to conditions and controls....very, very, promising!
If they get this right it will be a real acheivement, a first for a console game. Props to the developers for even trying it

Still waiting patiently for Birds of Steel......
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Old 12-07-2011, 02:24 PM
Anton Yudintsev Anton Yudintsev is offline
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Originally Posted by bobbysocks View Post
not calling it arcade...that's interesting. are they trying to shy away from using that word?
They are trying to make it more humiliating
To stimulate players try more deep difficulty settings.

Unlike simmers, most of the people don't think that 'arcade' means 'ridiculously easy'.
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Old 12-08-2011, 03:56 PM
McQ59 McQ59 is offline
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Hehe... Well put

Nice to see you here again Anton.

Must the winter pass quickly by...
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Old 12-09-2011, 01:17 PM
McQ59 McQ59 is offline
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To be better prepared and sufficiently trained for the upcoming battle of the Kuban peninsula you guys better learn how to handle the IL2 Shturmovik. This instruction video should help a lot. Better brush up your russian though... Mine is a bit rusty

http://redskyblackdeath.wordpress.com/the-shturmovik/
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Old 12-09-2011, 01:26 PM
McQ59 McQ59 is offline
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Also found a reference to one of the more ranked pilots of the Shturmovik;

http://www.badassoftheweek.com/yegorova.html
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