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IL-2 Sturmovik The famous combat flight simulator.

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  #1  
Old 03-01-2010, 06:55 AM
Oleg Maddox Oleg Maddox is offline
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Originally Posted by Freycinet View Post
Great update, thx!

Oleg, with MSFS dropping out of the game, I think you have an opening for making civilian flight sims based on the SoW engine. I really wouldn't want to see that personally, because I like to shoot things up, but I think you could do it, and that is where the really big money is.

The whole issue will be decided by how you approach the third-party developer issue. How to make tools for them. How to allow them or not allow them access to core features. Third party involvement is essential, because one single developer can never satisfy the thirst for content by modern-day users.

If you step back from all the extremely detailed issues these forums are full of, I think you should try considering yourself more like someone setting the ground rules for a whole industry, rather than just a developer of a single product. It would be the next step.
It is really very hard task but my target.
At the moment we can't begin with civilian big aircraft. There is not some special features that are neccessary for modeling such aircraft and envirouments (modern radar system, speeches, etc)
But....
Right at the time when we will release first tools will be possible to make:

1. Sport piston engine aircraft
2. Almost any or any piston engine or multi engines aircraft of WWII time
3. envirouments, including new ground objects that will corresponds to that time (cars, ships, U-boats, tanks, rail road cars and many other things...)
4. to make own campagin engines, including for online. As a separate modules, that are using our API.
6. To program new devices for aircaft and other technics (this will happens a bit later that all above).
7. To add new calsses of controlable units in the game (cars, tanks, ships, u-boats, maybe even human as a first person... ). But this tool will be relased as the last from our side and for this we will need a time. The most complex.

Then... at the same time we should make own next sim. The next will be separate sim, but it will be possible to install as a merged version with previous one... Experience show me that this is the only one right way.
With new sim we will add new features (like in the past). Half or the models already done for the new sim so probably you may calculate what the sim it should be. Can't name you... because everything may happens... And in reality we was planning two sims right after BoB.... Maybe this also happens. All will depends of success or no success on the market with BoB. Hope success... everything will be fine then. I even can image how fine and how great will be life of this project Then I can to retire on a pension after some 10 years of SoW success

Last edited by Oleg Maddox; 03-01-2010 at 07:33 AM.
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  #2  
Old 03-01-2010, 07:01 AM
MikkOwl MikkOwl is offline
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Oleg, you're going to be like that Hideo Kojima guy who does the Metal Gear Solid game series for Konami. He keeps stopping it but then comes back to do another, then another, then another. I don't know how much of your simulators are thanks to you (because this is a major team effort, and you must have incredibly talented intelligent guys working for you to have such few people responsible for so many areas, and still making them so good) - and so I don't know how the IL-2 game series will go if you retire. Maybe someone to take over.

But hey, SoW isn't even out yet, and 10 years is a long time. Imagine what leaps can be made in technology and how your urge to develop more cool things can be revitalized even more.

EDIT: As for the next sim, if half the aircraft already made.. Battle of France including Dunkirk maybe. Possibly Barbarossa as it uses all the German planes. MTO also a strong possibility.

EDIT2: After my question on the rear gunners of aircraft like Bf 110, I went and looked around the forum searching, and I found one answer you gave stating that there are plans to make the gunners communicate positions of enemy aircraft to the pilot.

Last edited by MikkOwl; 03-01-2010 at 07:04 AM.
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  #3  
Old 03-01-2010, 07:43 AM
Oleg Maddox Oleg Maddox is offline
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Originally Posted by MikkOwl View Post
Oleg, you're going to be like that Hideo Kojima guy who does the Metal Gear Solid game series for Konami. He keeps stopping it but then comes back to do another, then another, then another. I don't know how much of your simulators are thanks to you (because this is a major team effort, and you must have incredibly talented intelligent guys working for you to have such few people responsible for so many areas, and still making them so good) - and so I don't know how the IL-2 game series will go if you retire. Maybe someone to take over.

But hey, SoW isn't even out yet, and 10 years is a long time. Imagine what leaps can be made in technology and how your urge to develop more cool things can be revitalized even more.

EDIT: As for the next sim, if half the aircraft already made.. Battle of France including Dunkirk maybe. Possibly Barbarossa as it uses all the German planes. MTO also a strong possibility.

EDIT2: After my question on the rear gunners of aircraft like Bf 110, I went and looked around the forum searching, and I found one answer you gave stating that there are plans to make the gunners communicate positions of enemy aircraft to the pilot.

I can develop with team any type of the games. However I'm with love to aviation during all my life. And I understand that it is small niche in the games market, where are going not so great money like in other some genres. The principle of meged separate sims in one in time - the only one system that can help stay on the board and make hi-end class avia sims.


Rear gunner: Speeches of them is work of Ilya. Programmer can make some limited AI interaction. The main thing - to make some most important and useful things.
Already now we have much more commands to AI comparing to Il-2 (I'm speaking about control by command across the Tab button in Il-2)
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  #4  
Old 03-01-2010, 08:14 AM
MikkOwl MikkOwl is offline
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Originally Posted by Oleg Maddox View Post
I can develop with team any type of the games. However I'm with love to aviation during all my life. And I understand that it is small niche in the games market, where are going not so great money like in other some genres. The principle of meged separate sims in one in time - the only one system that can help stay on the board and make hi-end class avia sims.


Rear gunner: Speeches of them is work of Ilya. Programmer can make some limited AI interaction. The main thing - to make some most important and useful things.
Already now we have much more commands to AI comparing to Il-2 (I'm speaking about control by command across the Tab button in Il-2)
Well, life isn't only about making even more money. Having fun doing it and being able to focus on something one has passion for ranks very highly I think (as long as you meet some minimum standard of life quality otherwise). I would choose the same thing as you I think... and by the way, I loved airplanes my whole life I think. At first more modern looking jets (starting with F-4 Phantom II to modern times. I found myself in the middle of the 1980's (born in 80) with the planes then, where it was cold war type aircraft. Thanks to IL-2 many years later, I got a big, if not bigger, interest in WW2 era aircraft too

The method you use for selling more versions is clever and logical. Eagle Dynamics are doing similar things, and they realize it is the best way too I think. Because then the older sims can be benefit from technology of the new sims, and at the same time keep the 'family' of the sims together. But a requirement for this to be successful is that the start sim engine technologically is 'future proof' so that can upgraded and adapted easily for the coming sim stand-alone expansions. IL-2 was like this and SoW will be too.

The gunners don't need that much AI or commands. But since they are always with us, they probably need a bit more variation to their speech than other aircraft. Even when everyone else is shot down, you still have your crew members/gunners in the same aircraft so it is logical.

I use a program called "Shoot" for Windows sometimes, that can recognize my speech (very accurate and fast!), and I use it to talk to the AI in IL-2. It is a bit complicated to set up with all the keypresses needed, but I managed to make it so fast that it is impossible to see the HUD radio stuff appear (realistic). I think that a native feature in IL-2 to support speech recognition would be a good idea for many reasons, including for third party expansions etc. For civilian flying too. There is a lot of possibilities for anyone developing the AI speech and pilot speech interaction using such a feature. Native is better than external. And this is an area that has very little development in the game world, developers just didn't care about developing and using it.

EDIIIIIT: Some things would make speech interaction much easier and useful (here are suggestions).

1. Logic to permit someone to be talking only to one other plane (selection basically, other AI ignore the commands). This way it is possible to keep closer communication with a single wingman or leader. Naming another aircraft or the group makes them listen to commands again.
2. Related to 1, tell the other pilot to execute basic maneuvers like "break left/up/down/right" or "tach weave". Wingman tactics benefit a lot.
3. Be able to use numbers to tell them more specific things. Like altitude, heading, speed, the direction of a contact, how many contacts, the range at which to open fire (just examples of possible uses). This is impractical for typing but not a problem for speech recognition.

Last edited by MikkOwl; 03-01-2010 at 08:27 AM.
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  #5  
Old 03-01-2010, 09:35 AM
AKA_Tenn AKA_Tenn is offline
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yea speech recognitions is possible... in one language... and if u have an accent... makes it even harder for the computer to understand... and if someone else wants to play... the computer has to learn their voice too... and not many people want to read an entire novel to their computer so that it can understand their voice enough to command AI in a game...
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Old 03-01-2010, 10:04 AM
MikkOwl MikkOwl is offline
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Originally Posted by AKA_Tenn View Post
yea speech recognitions is possible... in one language... and if u have an accent... makes it even harder for the computer to understand... and if someone else wants to play... the computer has to learn their voice too... and not many people want to read an entire novel to their computer so that it can understand their voice enough to command AI in a game...
Don't have to read a novel (although that SHOOT program, which is based on very old technology, needs a bit of training to function properly).

Nothing to force English, can use any other language that has support from whatever speech API/engine is being used.

And, nothing that says that one must fly with this specific option. A simple way of calling out a contact to an AI could be just to look at the contact (with your headtracking or whatever) and then click a button, and the right direction, height, distance etc is done automatically.
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  #7  
Old 03-01-2010, 10:28 AM
Oleg Maddox Oleg Maddox is offline
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Originally Posted by MikkOwl View Post

1. Having fun doing it and beiI use a program called "Shoot" for Windows sometimes, that can recognize my speech (very accurate and fast!), and I use it to talk to the AI in IL-2. It is a bit complicated to set up with all the keypresses needed, but I managed to make it so fast that it is impossible to see the HUD radio stuff appear (realistic). I think that a native feature in IL-2 to support speech recognition would be a good idea for many reasons, including for third party expansions etc. For civilian flying too. There is a lot of possibilities for anyone developing the AI speech and pilot speech interaction using such a feature. Native is better than external. And this is an area that has very little development in the game world, developers just didn't care about developing and using it.

2. EDIIIIIT: Some things would make speech interaction much easier and useful (here are suggestions).

1. Logic to permit someone to be talking only to one other plane (selection basically, other AI ignore the commands). This way it is possible to keep closer communication with a single wingman or leader. Naming another aircraft or the group makes them listen to commands again.
2. Related to 1, tell the other pilot to execute basic maneuvers like "break left/up/down/right" or "tach weave". Wingman tactics benefit a lot.
3. Be able to use numbers to tell them more specific things. Like altitude, heading, speed, the direction of a contact, how many contacts, the range at which to open fire (just examples of possible uses). This is impractical for typing but not a problem for speech recognition.
1. We had the very first in the word own game with the speech recognition build in game driver. With the training it was working 100%. Used for voice control of weapon, like on some soviet aircraft of 70-80th (MiG 25 had it for example)
The game, except not so modern for that time Engine (better than Duke 3D but worse than Quake II, had a lot of innovations, that never had before. Some features like two hands weapon control, fancy weapon, etc - was copied later by other developers.
My game simply was born too early... (except 3D engine and used DOS OS).

The game called Madspace and released in 1997. Currently I found just one english language source that describing other features of the game (12 years ago):

http://www.stereo3d.com/madspace.htm

Original box of the game was looking: http://www.old-games.ru/games/M/mads...pace_cover.jpg


2. We did many new commands... especially when you now can command up to 40 aircraft at once. Or separatelly...

the structure of commands we tried to keep as more as possible close to IL-2 structure. - more easy to learn. Also we add there new features (for example like typing altitude ).
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  #8  
Old 03-01-2010, 10:55 AM
MikkOwl MikkOwl is offline
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Quote:
Originally Posted by Oleg Maddox View Post
1. We had the very first in the word own game with the speech recognition build in game driver. With the training it was working 100%. Used for voice control of weapon, like on some soviet aircraft of 70-80th (MiG 25 had it for example)
The game, except not so modern for that time Engine (better than Duke 3D but worse than Quake II, had a lot of innovations, that never had before. Some features like two hands weapon control, fancy weapon, etc - was copied later by other developers.
My game simply was born too early... (except 3D engine and used DOS OS).

The game called Madspace and released in 1997. Currently I found just one english language source that describing other features of the game (12 years ago):

http://www.stereo3d.com/madspace.htm

Original box of the game was looking: http://www.old-games.ru/games/M/mads...pace_cover.jpg
Hey, that's neat! I didn't know you made anything before IL-2 to be honest. I always assumed it was probably something flight related. You do seem to like to push for new things other people have not yet exploited (innovator).

Quote:
Originally Posted by Oleg Maddox View Post
2. We did many new commands... especially when you now can command up to 40 aircraft at once. Or separatelly...

the structure of commands we tried to keep as more as possible close to IL-2 structure. - more easy to learn. Also we add there new features (for example like typing altitude ).
I will see how it works out, then pass hard but fair judgement.

Anything that involves typing for stuff can be made to work with external programs, like "Shoot" that I mentioned (since it pushes keys). Request: ability to hide the interface for anything related to AI commands. Like NoHudLog=1.. It should still work, just not be visible. This makes it look better when using external voice programs - no hud stuff, no typing of letters being seen. Also the structure should be such that there is no need to reprogram the button presses when switching roles (for example, from being a new pilot at lowest rank flying wingman, and then another mission flying as squadron leader - the keypresses should always be the same to reach a plane/group. Otherwise, voice commands suddenly mean something else in one mission to another).

I vaguely remember reading that SoW will have it's own voice protocol, like IL-2 had it (no one uses it now though, people mostly use nothing, sometimes teamspeak or ventrilo). And something about the radio reception and transmit being simulated by the radio type and atmospheric conditions, range etc. It would hopefully mean too that getting your radio shot means no communication. And no communication when bailing out or crashed (this is a very unrealistic part of using teamspeak online, I don't like it). Perfect for multiplayer. One reason people don't speak can also be because they have to be quiet (play at night, people nearby, thin walls bla bla. Headphones make them hear everything but cannot talk).

A problem is still that some people don't want to talk to others directly. And people are divided by teamspeak and such other things. Maybe they are shy, exhausted whatever. It would be nice if we could make these people communicate by allowing the AI radio interface work with human players too. One can talk voice, the other can reply with the tab-number key interface if they want, instead of typing (because typing is really impractical and unrealistic). They can even use speech recognition to push those buttons.. funny but it would work. For really shy people I just remembered that Battlefield 2142 has a bit of this system. Limited, but worked.

More EDIT

Wish: Radio commands assignable to controller.
Method for non-speaking people to interact with others online: To call out contact, zoom in on contact and push some button. Then it transmits the contact report to the flight group in voice actor voice, just like AI would call out contacts.

One top-hat on a joystick is enough to control a lot of practical radio interaction without even having a microphone. If advanced, can be context sensitive. Call out the correct plane, determined by plane is closest to center (and distance) on view screen.

Example (top hat):
WATCH OUT (someone on your tail) - Context Sensitive.
BREAK LEFT! - Context Sensitive.
BREAK RIGHT! - Context Sensitive.
HELP ME! (anybody )

If held for 1 second:
AFFIRMATIVE
NEGATIVE
CONTACT REPORT
WHERE ARE YOU?

Some things can be automated. Like "I'm bailing out", "I'm wounded".

To permit interaction properly with voice users and avoid spam: timer before the next command can be sent. Commands are not sent if someone is actively talking in the same flight - delay until they finish their transmission.



Last edited by MikkOwl; 03-01-2010 at 11:30 AM. Reason: Ideas come quickly
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  #9  
Old 03-01-2010, 11:34 AM
Oleg Maddox Oleg Maddox is offline
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Originally Posted by MikkOwl View Post
Hey, that's neat! I didn't know you made anything before IL-2 to be honest. I always assumed it was probably something flight related. You do seem to like to push for new things other people have not yet exploited (innovator).

We did from 1992 too more than 40 games small or big before Il-2. There was one fancy flight sim called Stormfighter (1995). Also we were working with City Information System GmbH - the final result Navigations maps in cars (first was for PC).
I hope when we finally will have a separate site - all or main part of that info will be placed there.

You may also find other very popular our game in the world - gagboy or under other name - Minx (then all was copying this game even for sells) Don't fall from the chair when you will read "about" in this game by the second click of mouse
It was free distributed and was one of the puzzles in erotic game Gag
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Old 03-02-2010, 08:08 AM
dce21b dce21b is offline
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Originally Posted by Oleg Maddox View Post
7. To add new calsses of controlable units in the game (cars, tanks, ships, u-boats, maybe even human as a first person... ). But this tool will be relased as the last from our side and for this we will need a time. The most complex.

Then... at the same time we should make own next sim. The next will be separate sim, but it will be possible to install as a merged version with previous one... Experience show me that this is the only one right way.
With new sim we will add new features (like in the past). Half or the models already done for the new sim so probably you may calculate what the sim it should be. Can't name you... because everything may happens... And in reality we was planning two sims right after BoB.... Maybe this also happens. All will depends of success or no success on the market with BoB. Hope success... everything will be fine then. I even can image how fine and how great will be life of this project Then I can to retire on a pension after some 10 years of SoW success

Hi Oleg I'm a stalker on forums usually just read a lot and ask a question from time to time so I would just like to say hello and say how wonderful your products are.

With what you are saying is possible as far as adding vehicles and people etc have you ever thought of maybe the next add on would be for ground warfare? I have read somewhere that you are allowing Human controlled AAA on airfields which is really cool.

What I am getting at is that sims for all niches are hard to sell and be profitable and If it were possible to make the community explode by having an all in one game like World War 2 online. It is so hard to find a game where all aspects can be represented.

Sometimes I will crash near a target area and just hang out to watch the AI tank battles etc and think how cool it would be if I could be in control of that King Tiger on the hill pushing through to capture a town and its airfield.

We are living in amazing times and technology is advancing everyday, IL2 Sturmovik: Forgotten Battles has lasted 10 years and still looks and plays great. So with a life expectancy of maybe another 10 great years would this be possible?

I know some people would say that this type of game, with this type of detail, would take to much resources. But what if the add-ons you released were stand alone as well.

For instance perhaps you are a tank simmer and you have no interest in flying at all you just want to drive tanks etc. You could buy Tubruk, Operation Barbarossa or how ever you wanted the timeline to go.

Im not sure how well the game would look to troops on ground level but you could have their stand alone adapt for them where as all the graphics and mechanics of the game would be geared for "tank simulation". And it would be able to interact with SOW.

Where as all the flight mechanics wouldnt be needed and could be instead be replace with the tanks. Then for online play the way the missions are setup you could just have the tanks spawn in a staging area on the map where as not to be too far from the frontline. Possible have tanks be AI controlled unless taken over by Human. Have breakthroughs where your line crumbles from not enough air support and now your pilots have to stop the blitzkrieg from reaching the town.... the possibilities are endless.

Point being is you make such a quality game if you could unite the differents sim communities together in one package with high quality sims that work together it would be amazing. Then that for sure would garuntee the success of the game. Imaging if you add human soldiers you would get lots of FPS players to the game. Not only supporting a great sim but helping to grow the community. Even naval warfare is possible.

How sweet would it be if you could have a Normandy scenario where everything was alive take your posion... invade or defend the beaches bombard the beaches with your ships strafing the beaches in your 109.

Wow Im rambling sorry its just that this has been a dream of mine for so long and I hope to see the day it comes true. I just know it will but when.
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