![]() |
|
|||||||
| IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games. |
![]() |
|
|
Thread Tools | Display Modes |
|
|
|
#1
|
|||
|
|||
|
Quote:
Quote:
Why is so hard for you to admit what devs admit...its a bad, bad code...period Last edited by Tvrdi; 03-03-2012 at 05:52 PM. |
|
#2
|
||||
|
||||
|
Ah shucks.. Well super is a bit much IMHO.. But I am glad to hear you agree with me just the same! S!
__________________
Theres a reason for instrumenting a plane for test..
That being a pilots's 'perception' of what is going on can be very different from what is 'actually' going on. |
|
#3
|
|||
|
|||
|
Quote:
See here: And don't go into bad code. Of course there's people that like different things and your mileage on certain things may vary, but there's isn't a flight sim out there that has the game engine close to anything like IL2 (new or old). You couldn't place couple 100 big objects in a row in a mission in a row in ROF and fly it, (actually the mission probably wouldn't even load - it would error out) let alone fly it smoothly. Now this isn't to say that there are some obvious performance problems with cliffs as it stands right now. But as a fiddler in the FMB, I can go to town and click away and build w/e I want and the game doesn't care. I think squirrel (when screwing around testing this) placed 20,000 3d trenches along England, (basically until his finger got tired) then flew next to them in amazement. The point is, once the performance is all sorted, what you are left with is a game engine similar to the old IL2 - which is unsurpassed by any other sim ever made. It's sad to some (not me) that these guys don't really work on the SP campaigns or any of that jazz, but it's because if you want one they'll give you all the tools to make it however complex and immersive you like. That's why you can code anything into a mission that's part of MS's NET framework, amongst a million other possibilities. As a fiddler or a person that gets into the "guts" of these games, there's literally no comparison. Not at all. It's similar to walking into a house that's gorgeous with all this fancy furniture, then finding out while you can walk around, you can't touch anything. Where as IL2COD is like walking into an unorganized messy house, then realizing that you can do w/e you want in there. The 1st scenario is all bright and flashy at 1st, but then you realize just how limited you are in the scope of things. While the 2nd, your imagination is the limit. Ask anyone is ROF, and I mean anyone, to try and make a map like this to race online. Then, if you take the time to place just 1/10 of the amount of objects and see what happens when you load the mission, you'll see just where I'm coming from. This is a map someone hosts from their home pc btw. This isn't SP. And btw, every single thing you see in the map besides the water is an object in the FMB. (not the grey ground texture though) Anything from the mountains, the ramps, to well, everything is there to play with and do w/e you like. Take a gander at the ME in ROF and you'll probably go. ..."oh" With that said, ROF is good at what is does. It's a nice dog fight simulator, but without the ability to even have a trench as an object in it's mission editor (kinda a big thing in WWI wouldn't you think?) or the ability to place more than a couple hundred objects in a MP mission without the mission going kaput, that's all it will ever be. In IL2, the sky is the limit, once the base engine is all sorted. So please do watch and read. This type of stuff is exactly why I stand in line with my pom poms eagerly awaiting for what's next. Last edited by ATAG_Bliss; 03-03-2012 at 07:10 PM. |
|
#4
|
|||
|
|||
|
I must admit I had only few CTDs, mainly before migrating to 64 bit OS (rem., they introduced more RAM usage in one update). Stutters were my biggest problem then. To be fair, I must say I love both sims and enjoy both. But currently I have serious performance issues with CLOD which naturally (sometimes) spoils my fun. So Im talking only about facts. Your right when you say ROF is limited in NO of units which you can use on the map but I think there wasnt (initially) any intention to make ROF nothing more than a very good dogfight sim with some objects as targets for bombers.
Then again I must say that CLOD was (when it was officialy released) in more or less unplayable state and that even today (year after the release) some ppl (with pretty good rigs) have serious performance issues mainly due to poorly optimised code. This will show in full light once we will get optimisation patch so we will see how many steps forward you can do with better coding (optimising). Hopefully in the next patch. Im not a CLOD hater or ROF die hard fan. My thoughts are simmilar to those of Chivas (look at his last post). A short review of both sims: 1) FM and DM - CLOD has very good FM, really, on example, you can almost feel the "heaviness of the plane". DM is nice too. We heard they will further improve both which is great. ROF has a very good FM too, DM is somehow odd on some planes but nothing which will spoil our fun. They are really slow with fixing FM innacuracies and I was really vocal about it.... 2) graphics - both sims have nice graphics. CLOD has fantastic cockpits but (IMHO!) landscape is somehow wrong...although they corrected colors in one of the latest patches....plane models and ground objects are in both sims very nice but I currently cant use high details on land objects in CLOD...and a big issue for me is a fact that CLOD (still) doesnt have collision model for trees which is not acceptable for "hardcore sims"... 3) AA and AF - AA doesnt work properly in CLOD...theres a workaround with DX files ofcourse....AA works nice in ROF....AF in both sims is questionable.... 4) sounds - new CLOD sounds (made by 777 sound designer) and ROF sounds are fantastic...ofcourse the man wasnt so experienced on ROF start...as he is now, so engine sounds of first ROF planes are not so good..but stock sounds in CLOD were practicaly as those from original IL2....one proof (along with AA and tree collision) that CLOD was indeed released in an alpha state.... 5) optimisation and MP - both sims had very big otimisation problems but ROF team somehow fixed their troublers...ofcourse thers still a problem with limited no of units which can be used...my hope that we will see a big improvement in optimisation in CLOD 6) single player - much better in ROF (currently) 7) PR and updates for the community - here ROF team finaly did their homework while 1C struggles with a guy whos not good in english (and had very restricted competences)....but without him we would be in a complete darkness....really odd since we had great updates and communication, back then, in old IL2 days... so...thats it for now... Last edited by Tvrdi; 03-03-2012 at 09:26 PM. |
|
#5
|
|||
|
|||
|
Quote:
|
|
#6
|
|||
|
|||
|
Quote:
|
|
#7
|
||||
|
||||
|
__________________
![]() Gigabyte X58A-UD5 | Intel i7 930 | Corsair H70 | ATI 5970 | 6GB Kingston DDR3 | Intel 160GB G2 | Win 7 Ultimate 64 Bit |
MONITOR: Acer S243HL. CASE: Thermaltake LEVEL 10. INPUTS: KG13 Warthog, Saitek Pedals, Track IR 4. |
|
#8
|
|||
|
|||
|
Quote:
The truth is you can never have cheap, immediate and quality (including high resolution and sim detail level) solution. You always have to pay more, to wait more or to compromise on quality (resolution) or play more simple arcade games like BF3. It is up to you to decide if you want to take responsibility for your PC performance. It is easier to blame others of cause but it would not increase FPS for you unlike one of above compromises. Let's wait for the new weather and see. I bet you will not be able to run it in 1920x1200. The devs are struggling to make the game work on mainstream resolutions which are fullHD now I believe but not higher. |
|
#9
|
||||
|
||||
|
Quote:
__________________
Theres a reason for instrumenting a plane for test..
That being a pilots's 'perception' of what is going on can be very different from what is 'actually' going on. |
![]() |
| Thread Tools | |
| Display Modes | |
|
|