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#1
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And, probably, not two field mods were exactly alike. |
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#2
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Reasonable suggestion from the old thread. To introduce more realistic night illumination of the cockpit. For example, UV light where it is historically applicable.
http://forum.1cpublishing.eu/showthread.php?t=16658
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Q: Mr. Rall, what was the best tactic against the P-47? A: Against the P-47? Shoot him down! (Gunther Rall's lecture. June 2003, Finland) |
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#3
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yes we know about that ... and working in that dirrection ... but its quite difficult ... because in il2 we have just one lighting system ... but in reality its three or in some cases more variant of lighting ... for example - if we will do in pit UV light plus standart lamps .... it well be look strange ... ![]() it's pit of old plane in which used standart lamp lights ...
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work hard, fly fast |
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#4
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i mean if you by pressing cockpit light key will get UV and lamp light at same time ...
__________________
work hard, fly fast |
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#5
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Everytime I see a "night mission" it's an instant no thank you. Dark is TOO dark. Doesn't address the human eye conditioning to night (cones and rods). It's like you've taken a black sheet and simply modified its opacity. The original IL2 night time is more realistic given the science of human sight at night that what DT has currently done. |
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#6
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On the other hand, us folks living in areas of significant light pollution forget just how dark the night can be. Realistically, if you're flying at midnight, in January, under a thick overcast, on a moonless night, over the blacked out skies of London, Berlin, Moscow or Helsinki, the sky is going to be pitch black. In the summer, the night will look a bit more like the current IL2 default. Under a full moon on a clear night during the summer, there should be a bit more light than IL2 currently allows. IL2's night sky graphic could also be more realistic - with far more stars in the sky (even if they're not realistically modeled). Under really dark, moonless skies, clouds above you should appear as black silhouettes, and there should be enough visible stars that you should be able to detect nearby aircraft above you because they're silhouetted against the stars. As to human vision, IL2 doesn't model the effects of dazzling and loss of night vision which occur when someone is exposed to very bright lights at night. Furthermore, it doesn't realistically model the loss of color vision that humans experience at night (we lose more of our ability to see colors at bottom of the color scale - red, yellow and orange), and our loss of ability to track moving objects in dim light. IL2 also doesn't model the effects of high altitude and injury on night vision acuity. The eye is an oxygen-hungry organ, and when oxygen is in short supply, it's one of the first organs to be shut down. Even mild hypoxia can play hell with your night vision. The simplest method of modeling the night sky might be to give mission builders or players some control over how dark the world is, and how much sunlight appears over the horizon. |
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#7
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In fact, I can´t guess if it´s the simpliest, but the best method. Anyway, night enviroment, 100% dark could be usefull only in a "Night combat enviroment" So DT....
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Bombing smurfs since a long time ago... |
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#8
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The landing light from an airplanes illuminates the ground, trees, house and objects (that is why we use light).
At night, if you put light objects in a city, they don't illuminate anything... why? For example: You put an open hangar and put a white light object inside the hangar, it doesn't illuminate the surrounding area. All the cities at night seems abandoned. It is possible to add the same behavior of a landing light in light objects? |
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#9
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high lattitudes - similar to IL2 default, very high latitude summer - brighter then the default, tropical/equatorial zone - pitch dark in the summer and in any other season. Agree with other points.
__________________
Q: Mr. Rall, what was the best tactic against the P-47? A: Against the P-47? Shoot him down! (Gunther Rall's lecture. June 2003, Finland) |
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