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IL-2 Sturmovik The famous combat flight simulator.

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Old 06-05-2010, 10:42 PM
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major_setback major_setback is offline
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Quote:
Originally Posted by Tbag View Post
I'm not sure why, but the shots of Oleg seem to be not as crisp as for example those:

http://www.a2asimulations.com/wingso...enshots/15.jpg

Is that simply due to the lack of AA in Olegs shots or are there other reasons?
I think it is a very much higher poly-count model. FSX doesn't need to calculate AI manoeuvres and tactics, have as many aircraft in the air, calculate bullet trajectories, etc. so it can accommodate better models and still keep a high frame rate.

I remember when this B25 came out for FS2004. http://www.maam.org/flightsim/PACKAGES/BT.htm It was so much better than anything that could have been flown in FB.

I am hoping that we will see very high poly count aircraft available for SoW from third parties...I would be willing to fly them non combat if that was what was necessary.

I suspect that it will only be a few years before we will see updates with very high poly-count default aircraft like the one you posted in the game. Hopefully there will be lots of modellers out there trying to improve on the default models. After all, they would only have to make the exterior, the rest is already done!!
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Old 06-05-2010, 10:55 PM
Tbag Tbag is offline
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Thanks MS, that's what I thought but I don't understand enough to really jugde. And it's probably not only the number of polys, it seems to be also the texture and the bump-map size. I'm just not sure what is the most important piece in the puzzle and if the appearence of the SOW models will significantly improve with AA and other display settings.

But I don't think that all the physics calculations are the reason for the (relatively) low poly models since they are taken care of by the CPU.
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Old 06-06-2010, 05:31 AM
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heywooood heywooood is offline
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Oleg - it is good to see your personal updates again with some regularity - like you used to do in il2 days...

Is SoW going to use open GL or DX12 for rendering?

will we be able to adjust things like gamma correction in the game GUI, just as in Rise of Flight? and will there be other items like they call 'post effects' ?

Since there was so much complaining by fans in il2 days regarding 'muzzle flash' and engine 'lawnmower' sounds and MG sounds - have you considered making those effects adjustable in the game (maybe by use of a slider to increase/decrease the visual or audio depth) within the GUI ?

thank you for continuing to work on PC combat flight simulations - I think I can speak for many when I say we are fortunate to have you and your tremendous dedication (and whole team @ Maddox as well)...

Is Ilya (Luthier) still with you and is there still a Korean era flight sim in the works?
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Old 06-06-2010, 07:30 AM
Chivas Chivas is offline
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The SOW game engine will be DX 9, 10, and 11. I'm sure if Oleg still plans to make SOW into a complete series over the next 10+ years it will also be able to migrate to DX12, and beyond.

Luthier is still working with Oleg. I know Luthier stopped working on the Korean sim for the time being to help Oleg complete BOB.
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