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#1
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- - - - - - - - - - - - - - - - - - - - - - - - - - - - I got four more questions if I may: 1) Will features like 'F6' be server controlable now? Meaning that we can have servers with externals on but no external padlock? 2) Will gunners now feel the effect of G-forces? IMHO, in IL2 the most unrealistic thing related to how gunners work is their resistance to G-forces. And this goes specificaly for tail gunners which can accuratly aim at you even if their plane is pulling extreme G's. 3) How will gun positions and bomber stations work in SoW? If the bombardier is on the bomb run - will he also be able to man the nose gun or will nose gun remain silent if you attack a bomber who is close to releasing his bombs? Another example are waist gunners - in He-111 to my knowledge only one person operated both waist gunners. If bomber is being attacked from 3 and 9 o'clock will only one gun fire? 4) Will gunners scan the horizon for enemy planes or will guns and turrets be in their default position at all times when no enemies are nearby? Edit: I thought of one more. 5) Will control surface movements be visible on other planes than just player's in online DF servers and tracks? Edit 2: Just thought of three more questions about ship modeling: 6) How will ships behave when heavily damaged / sinking? Will it be different from IL2 when they sink in a matter of seconds after being destroyed or will they sink by flooding or heavy damage (especialy if in stormy weather)? What about small (example: landing crafts or RAF rescue speedboats...) - will strafing be accompanied by an explosion to tell us that they are destroyed or will it be possible to model them like I asked above (just strafe them and they sink slowly, so we don't allways get that explosion which tells us that they are destroyed)? 7) In relation to the above questions, will ships have weak points - for example if hit in ammo magazine to cause fatal damage and if hit in other not vital areas to make them withstand more damage/hits? 9) Any chance for lifeboats / survivors in the sea after large ships sink? (I know it's maybe a long shot but...)
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LEVEL BOMBING MANUAL v2.0 | Dedicated Bomber Squadron 'MUSTANG' - compilation of online air victories Last edited by T}{OR; 09-10-2008 at 09:03 AM. |
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#2
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Just bumping this question in case it gets lost:
I'd like to ask if SoW will feature bailing out in first-person perspective? The current style of Il-2 and previous sims is for the "camera" to jump to an external perspective - right at the moment of greatest immersion. It tends to destroy the atmosphere more than a bit. As I'm planning on getting shot down a lot, it's something very important to me! |
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#3
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+1 Feathered_IV
Guess it had to be done like that in Il-2 because the exterior of the cockpit was not modeled. In SoW:BoB 6DOF will be possible and the exterior will be modeled. But still I see a problem. How will the view change from the cockpit exterior to the show the plane exterior? |
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#4
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I know. It's a tricky one. Maybe your view auto-pans to the side as it switches between views? One for Oleg I reckon.
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#5
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Another +1, as I too expect to be shot down a lot.
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#6
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Another +1
Although I don't plan on being shot down a lot |
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#7
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I have to say that their are certain aspects of "BoB SoW" game play that I'm (dreaming of) anticipating with great joy...
One of the first "off-line" missions I will write for myself is a "last minute" scramble against a German raid on an airfield... I'm really looking forward to having the "AI" radar inform me of the size and direction of the attack, and I'm going to be as giddy as a schoolgirl the first time I fly "out of the sun" and the "AI" doesn't see me. I'm fantasizing of flying threw a huge formation of bombers and fighters as I watch them all react differently to the attack...AND I'm going to flip-out-with-joy the first time I come up from behind and below an enemy "AI" fighter and he doesn't start jinking at 300 meters. |
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#8
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#9
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2. Will 3. question is done too early (as many others from other guys) 4. These turrerts that has two positions for fire and the speedy flight will work as it should. It is done with actual time animations. 5. will but on close distances. 6. Way more complex than in Il-2. As for the rescue.. we plan special aircraft for that in missions. Boats - maybe, maybe not. To wait boat will be too hard so great time... Not too interesting for the gameplay. 7. Weak points will be. But not the ammo belts of MGs of ships 9. I think no. Becasue at first we are doing flight sim, then we are thinking what is most important to develope for ther other things that have their own sequence of importance. |
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#10
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Hello Oleg!
1) I understand the team is working on 3D craters and this is wonderful! I suppose the crater holes will be commensurate with the bomb power... My question is will you attempt to color the crater object in function of the type of soil? A crater in limestone country has a very different appearance from a crater in rock or swamp country (OK there are holes, but in some case they will be almost pure white, others will be brownish, sandish or blackish or simply waterfilled after a short while)?... I think this would be part of the immersion feeling! Can we also expect to see them last during a campaign for instance, and to have the ones which have been repaired (on runways or taxiways, for instance) still showing? This may be close in concept to the dynamic wearing on the aircraft themselves... 2) When looking at very recent FPS shooters like Crysis, Far Cry 2 or even Il2 BoP one can see that large strides have been made toward better representation of flames, fumes/smoke and explosions...I am almost sure you said it before but was unable to find it again: will SoW also show this kind of progress, about ground explosions (burning/exploding fuel, bombs, buildings or vehicles behave very differently, and sometimes mix several types of features, together or sequentially) and air combat damage (fuel, oil, ammo and glycol)? 3) you may have guessed that this a subject I cherish particularly: will SoW show the german/french/belgian bases, airfields and forward fields with the same attention to detail as for the english side of things? I ask this because the variety of the locations, building types and geographical implementations is very high (much higher than on english side), and it is sometimes very difficult to find info about them (except if you have proper access to many target photos of the times, but even this is not always sufficient)... Thanks a lot for all the dreams I have because of your team's and your work! JV |
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