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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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Well I just voted a negative to neutralize that vote
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GigaByteBoard...64bit...FX 4300 3.8, G. Skill sniper 1866 32GB, EVGA GTX 660 ti 3gb, Raptor 64mb cache, Planar 120Hz 2ms, CH controls, Tir5 |
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#2
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Aaaaaaarrrrrrgggggghhhhhhhhhhh!!!!!!!!!
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#3
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Right now IMO my idea is simpler to build in this moment: it does not solve it at all... but something si better than nothing.
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![]() A whole generation of pilots learned to treasure the Spitfire for its delightful response to aerobatic manoeuvres and its handiness as a dogfighter. Iit is odd that they had continued to esteem these qualities over those of other fighters in spite of the fact that they were of only secondary importance tactically.Thus it is doubly ironic that the Spitfire’s reputation would habitually be established by reference to archaic, non-tactical criteria. Last edited by 6S.Manu; 04-17-2012 at 06:08 PM. |
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#4
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a "memory" associated with each plane as to how much it was "worn", damaged, or abused/stressed during flight (all numbers which the game already computes and records during the duration of a flight), we now just need this information to stay with the plane for a duration of time determined by: - normal service time/hrs/days needed for a plane (usually just a few hrs, and many went on a 2e or 3e flight of the same day after just re-arming and re-fueling, with maintenance crews working overnight to service it for the next day again) - "repair time penalty" for major structural or engine damage, with same plane being unavailable for a few days - airfields that only have a specific number of new and ready planes available should be directly affected by the above, and not perpetually have available new lanes to respawn to. limits should be placed on availability determined by, planes ready and present, repair time needed, and rate of resupply to each airbase with new planes (as occurred during wartime) pilots should even have a "track record", where careless pilots who damage a number of planes (or cause friendly fire incidents) are relegated to rear airfields for training purposes only, or fly other missions from other airfields that dont drain the limited supply of good aircraft from frontline airfields (for ex online the player il number could be used for this)
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President Dwight D. Eisenhower 1953: Every gun that is made, every warship launched, every rocket fired signifies, in the final sense, a theft from those who hunger and are not fed, those who are cold and are not clothed. This world in arms is not spending money alone, it is spending the sweat of its laborers, the genius of its scientists, the hopes of its children |
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#5
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For on-line play it seems to me, logically, that the aircraft 'state' would have to be attached to the player, simulating his use of the aircraft over a period of time. It would be tricky to tie his use of a particular aircraft to someone else's use of it unless there was some cleverly scripted tracking of the airfield's aircraft and use. Of course new and/or partially worn aircraft could be made available for a player when he 'reports' to an airfield. This could be made effective over the period of the server's mission map or even a continuing campaign with, as someone said, a time penalty for servicing needs or a resource tracker if a replacement aircraft is used and a repair time penalty applied to the original aircraft before it became available again. Food for thought, I doubt there's time for the dev team to even glance at this just now.
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#6
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Wear and tear in a flight sim? Maybe it makes sense with an all out dynamic campaign generator for off- and online, where attrition of resources is a major goal.
One thing I know for myself is: I wouldn't want to fly a plane, that's not 100% combat ready. Ask yourself: would you? |
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#7
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I think if this is to simulate war, not just air combat, then attrition, and the fact that things need to be made, and then somehow brought to the front lines would be a nice addition and give our bombers some targets that not just count towards an objective, but weaken the opposing teams ability to fight back too. i hope that explains why i would fight with a plane thats not 100%... Last edited by AKA_Tenn; 04-18-2012 at 08:57 AM. |
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#8
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In reality planes were hardly ever 100% combat ready. There were always extra challenges. Sims have not, till now, had the fidelity to simulate these challenges well. Some create scenarios and random chances of failures to test pilot skill (Ms flight sim for example) but these have little bearing to the pilot's skill in handling the craft prior to failure. As such, sims have always lacked the 'granularity' of real flight and aircraft. The ability to finally simulate these kinds of events and failures should be seen as a major step forward, not back. Let's not forget that many great pilots, for example Marseille, lost their lives to nothing more than engine trouble. In reality? No way in hell. Last edited by irR4tiOn4L; 04-18-2012 at 09:33 AM. |
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#9
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you might want to compare instead the relation between losses through enemy action and other operational losses for the Me 109 for all units of the Luftwaffe for the time period in question. using a reliable data source, for ex " Flugzeugbestand und Bewegungsmeldungen, 3.42 - 12.44" states as results: Quote:
you cant claim one isolated group record like you are doing ( and even then i dont trust your numbers, have you been reading kurfurst's site maybe ?) and then extrapolate to large generalities and try and draw conclusion. % wise compared to combat losses, the german units saw much more intense action and combat losses were much higher, even then for them as a total of aircraft losses, directly related landing and takeoff accidents are still responsible for 1/3 of all 109's lost (and this is with trained pilots, not pc armchair wannabe's with a bad attitude and a short attention span who have never even flown ANY aircraft). if most of us were plonked down in the seat of a 109 and told to takeoff, most of us would simply not make it for ex, in the Finnish Air Force 69% of the accidents being take-off/landing related (does not specify if aircraft lost or damaged), while in JG 26, the share is just 22% (a likely reason being maybe more highly trained pilots at the start of the war ? since stats are counted over the 5 war years, and german 109 pilots had time on these aircraft since 1938 approx ?). another reference text (Suomen Historia) provides the following information on all of the finnish 109 losses during their part in the war: Total war-time losses: 61 aircraft Losses at landing: 9 aircraft Losses at take-off: 10 aircraft that is 31% loss of their total number of available aircraft directly documented, counted aircraft per aircraft on incidents directly at takeoff or landing. there were 29 "accidents" total, 19 or 20 losses being directly in take-off/landing, the others to mechanical and fuel related faults (not combat related). another poster summarizes the context and difficulties rather well for the german 109 pilots Quote:
conclusion, direct aircraft loses in takeoff and landing could be argued down to being just over 30% if you want to be very strict on the definition of terms, but when you look at that in context of the total non-combat losses being 50% of all 109's lost, you will find that even if the residual 20% is not quoted as direct landing/takeoff, it would still be a related to malfunctioning 109 having to try and make it back safely onto the ground for emergency landings or the pilot having to bail out and abandon his machine, and for the 109 this was much more hazardous than most other single seat fighters of the same period. so yes, it is very close to the number i quoted, and for the 109 specifically this was a major problem. and this historical behavior and hard to land/take-off is NOT represented in CoD right now
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President Dwight D. Eisenhower 1953: Every gun that is made, every warship launched, every rocket fired signifies, in the final sense, a theft from those who hunger and are not fed, those who are cold and are not clothed. This world in arms is not spending money alone, it is spending the sweat of its laborers, the genius of its scientists, the hopes of its children Last edited by zapatista; 04-18-2012 at 11:49 AM. |
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#10
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About the "track record" part: some years ago I posted in Ubizoo an idea for SoW. It was about storing the pilot's data in a main server, to keep their progress, Kills, KIA ect... with the mere purpose of assigning to every pilot a "Level" who is going to limit his access to server or determinated planes. I had this idea from America's Army server management, where in every mission some points are added (or subtracted) from the player's total. Some server are limited to expert players by this "level"... Of course the entire idea was around the virtual death of the pilot (after a defined number of KIA, too much planes lost ect...) being the complete reset of his stats and so finally people would fly caring for their virtual life. Add your career and your personal planes' wearing...
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![]() A whole generation of pilots learned to treasure the Spitfire for its delightful response to aerobatic manoeuvres and its handiness as a dogfighter. Iit is odd that they had continued to esteem these qualities over those of other fighters in spite of the fact that they were of only secondary importance tactically.Thus it is doubly ironic that the Spitfire’s reputation would habitually be established by reference to archaic, non-tactical criteria. |
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