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IL-2 Sturmovik The famous combat flight simulator.

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  #71  
Old 11-07-2009, 03:42 AM
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proton45 proton45 is offline
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Quote:
Originally Posted by Skarphol View Post
Ok, now I'm back on whining again, but I really think a lot of people ask very many unnessesairy questions. Questions that are really hung up in details!! MINOR details!
Why don't you just wait and see, and then be amazed by the all the little things that MG has put into this game instead of trying to get Oleg to answer all of these rather unimportant things?

Well, just my two cents..
The game is going to flabergast us anyway!

Skarphol
It doesn't really seem like people follow the updates (a lot of repeat questions), and some people don't seem to get what Oleg & crew are trying to create. And yet, some other people seem obsessed with the idea of turning a great "flight combat sim" into a "first person land/sea/air combat sim"...Oleg has already stated his feelings on the issue, but I guarantee we will read (yet another) question that relates to the issue.
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  #72  
Old 11-07-2009, 04:00 AM
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TheGrunch TheGrunch is offline
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Originally Posted by proton45 View Post
And yet, some other people seem obsessed with the idea of turning a great "flight combat sim" into a "first person land/sea/air combat sim"...Oleg has already stated his feelings on the issue, but I guarantee we will read (yet another) question that relates to the issue.
I think you're confusing people commenting on capabilities of the engine and people commenting on the game. Bear in mind that what Oleg and company are working on is first and foremost a game engine, and sales of the engine are likely to be nearly as important as sales of the game itself. I think the number of comments relating to that sort of thing are more because it's the first engine that looks like it might be capable of producing a semi-decent simulation of a number of different types of fighting all at the same time than because they expect Maddox Games to do so themselves. I don't think anyone's expecting any departure from the flight-sim genre from Oleg and co.
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  #73  
Old 11-07-2009, 05:29 AM
Necrobaron Necrobaron is offline
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I agree. Some of the questions seem to be a little nit-picky in nature, but I think people just like to know what the new engine's capabilities are. I think most people agree that Oleg makes a quality product (the best WW2 flight combat sim out there), so I wouldn't rule out anything as far as what SoW might offer. It's the little details that can really make a difference.
________
Lovely Wendie

Last edited by Necrobaron; 04-26-2011 at 07:23 AM.
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  #74  
Old 11-07-2009, 06:28 AM
<George> <George> is offline
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i see an explosion of updates and many time dadicated from athors...
it seems that BOB is going to be out at last...

anyway,great work..
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  #75  
Old 11-07-2009, 07:23 AM
PanzerAce PanzerAce is offline
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Dang. Had to register finally to ask some questions.

Seeing these boats raised the following questions for me...


1a) Are we going to be getting flyable seaplanes/floatplanes/flying boats?
1b) If so, will there be possible missions rescuing shot down flyers?

2a) Will we get to run anti-shipping patrols/convoy attack missions?
2b) If yes, will the ships take evasive actions to avoid torpedoes, or try to dodge level bombing attacks (Presumably this could be scaled to depend on visibility as well)?

3) Is it possible in the future that we will get to see guided anti shipping weapons like the Germans used on the Fw-200s (and other planes, but that's whats on my mind right now).


Can't wait to see the next update :p
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  #76  
Old 11-07-2009, 11:23 AM
_ITAF_UgoRipley _ITAF_UgoRipley is offline
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For a moment I heard seagulls...
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  #77  
Old 11-07-2009, 12:33 PM
PVT.Roger PVT.Roger is offline
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Thanks for the update Oleg. And thank you team too.

PR
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  #78  
Old 11-07-2009, 01:37 PM
tityus tityus is offline
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Thanks for the update.

A couple of questions:

- I hope the stopped propeller when pause is pressed is configurable. It may not be always wanted when taking screen shots and so.

- Will it have a resource to export aircraft data so we can link with other peripherals and apps (as devicelink did, but more comprehensive - simpit intended)? Will it work also online?

- Could one watch a recorded track from another pilot PoV (inside his cockpit)?

From the past preview we saw, it will have moving air masses. so...

- Will it have gauges to provide windspeed, temperature and pressure? (high level precision bombing intended)

thanks
tityus
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  #79  
Old 11-08-2009, 12:14 AM
erco erco is offline
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Quote:
Originally Posted by Romanator21 View Post
I agree that needle shadows are not going to be noticeable in real life. The instruments are not flat though, check out this video of the Su-26 where the panel is rotated. You can see reflection in the glass, and the depth of the gauges.



Someone asked about refraction in the water already. I wonder, will it be possible at some time in the game engine to have refraction of the gun-sight and armored glass?
Thanks for the video, Romanator, it answered a couple of questions for me. As for the shadow an instrument needle throws, it is noticeable. The cockpit shot of that Spit is a perfect example of the lighting necessary. Much more important is Oleg's reply- objects with as little as 3mm of separation will throw shadows! That is amazing resolution!

BigC208, who you flying the Caravan for?
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  #80  
Old 11-08-2009, 02:24 AM
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proton45 proton45 is offline
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Originally Posted by TheGrunch View Post
I think you're confusing people commenting on capabilities of the engine and people commenting on the game. Bear in mind that what Oleg and company are working on is first and foremost a game engine, and sales of the engine are likely to be nearly as important as sales of the game itself. I think the number of comments relating to that sort of thing are more because it's the first engine that looks like it might be capable of producing a semi-decent simulation of a number of different types of fighting all at the same time than because they expect Maddox Games to do so themselves. I don't think anyone's expecting any departure from the flight-sim genre from Oleg and co.
Well...I'm not really sure that, "first and foremost", game engine sales are as important as game sales. Its my understanding that they started working on the new game engine because the future development of the "Sturmovik" series was compromised by the limitations of the existing game engine. Oleg has said that the "add-ons" that will be developed by 3rd party's are important for the future growth of the series...but I don't think that is the same thing.

Now...all that being said, I too understand the allure of the fantasy. I don't think that their is a single "war history buff / gamer" out their that wouldn't love a realistic, all encompassing, FPS / aircombat / armor / sea battle / simulator...BUT, we better hope that a huge gaming corporation picks up the idea, because the amount of time it would take to develop a good product would be monumental (even with Oleg's amazing engine as a starting point).
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