Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik

IL-2 Sturmovik The famous combat flight simulator.

Closed Thread
 
Thread Tools Display Modes
  #1  
Old 06-19-2010, 07:46 PM
Matt255 Matt255 is offline
Approved Member
 
Join Date: Jun 2010
Posts: 125
Default

Quote:
no on-screen messages or graphics (like warnings, radio messages, compasses or maps),
That is actually something i would like to see (or not see) also. I don't like those on-screen messages at all and would prefer to have an option to disable those.

Some more questions (i hope they haven't been answered yet):

1. Can the pilot choose his ammo loadout (select different mix of rounds, can he decide to take less tracers, more tracers, more AP, more incendiary bullets etc.)?

2. Do you plan on adding other variants like the E-4 later (i heard it's not in, but i think it was a very important plane of that battle), aswell as later Hurricance and Spitfire variants used in BoB, in an addon or will you now concentrate on the Korea installment alone.

3. I know that you dislike (correct me if i'm wrong) FFB, but will the FFB be improved in comparision to IL-2? Will we get the option to set the strength of the FFB (because i still have an old MS FFB2 stick that doesn't have a software that works on Win7, so i have to rely on ingame settings).

4. Will it be possible to set mixture, radiator etc. on leavers (like using a throttle quadrant). I assume it is, but didn't find a clear statement yet.

5. Will we get different FoV settings, like wide-view, gunsight-view and the like or like in IL-2, where we can set the FoV in degrees, like 85 degrees etc. Just asking, because i would prefer to have a fixed FoV setting, so people can not change that to their likings during a dogfight (i think it's unrealistic, just my opinion of course).

6. Will the distortions of the curved glass used in the Spitfire be simulated aswell? Didn't see it in the video or screenshots. It's not a deal-breaker for me though, just wondering.

Thanks alot for answering my questions.

Last edited by Matt255; 06-19-2010 at 07:52 PM.
  #2  
Old 06-21-2010, 10:25 AM
genbrien genbrien is offline
Approved Member
 
Join Date: Sep 2008
Location: Quebec, Canada
Posts: 94
Default

Quote:
Originally Posted by Matt255 View Post
That is actually something i would like to see (or not see) also. I don't like those on-screen messages at all and would prefer to have an option to disable those.
I'm 95% sure you can disable the onscreen text in IL2 in the config.ini

EDIT:
Quote:
I won't buy the simulator if they're not included.
I lol'ed

Last edited by genbrien; 06-21-2010 at 10:27 AM.
  #3  
Old 06-21-2010, 11:05 AM
Blackdog_kt Blackdog_kt is offline
Approved Member
 
Join Date: Jan 2008
Posts: 2,715
Default

The guy seems a bit harsh on the words but a lot of his suggestions are good, just saying. Especially the bolded parts would be very nice to have at some point in the game's life.

Up till now we only have the complex engine management confirmed. His idea is exactly the same way i'd imagined it a few months ago, have the entire start-up/shut-down sequence modelled and if the server permits it you can press a start/stop button and the AI autopilot will do it for you. The idea is that the engine doesn't magically come to life, but the AI is doing the entire startup for you.

Instrument errors and the option to fly without on screen messages would be a huge plus. No more "90% throttle", look at the gauges and fly. As another option, we could have the on-screen messages display instrument read-outs instead of percentages. For example, when you move your throttle it won't display "X% power" but 32.5in manifold pressure/1.1 ata/+8 lbs boost depending on what you are flying (US, German and British aircraft respectively). In a similar fashion, changing the prop pitch would display the chosen RPM for constant speed props and the propeller angle or "clock readout" for German fighters if the prop is not a constant speed one.

I also like the disabilities options. If your oxygen tanks get punctured, you have to be aware of it (monitoring the relative gauges) or risk passing out in the cockpit. Stuff like this will give us more "mission kills" in gameplay, something which was also quite common in reality, as opposed to total destruction of a target every single time.
  #4  
Old 06-21-2010, 08:54 PM
hammr25 hammr25 is offline
Registered Member
 
Join Date: Jun 2010
Posts: 1
Default

I was wondering if there is going to be an instant action type button for the campaign in SOW. I found it frustrating that I could ramp the speed up to 8x and still have it take 10 minutes real time to fly to where I was going to be doing the fighting in Pacific Fighters. It killed the game for me. I'd like to be able to go to a waypoint that isn't very far from where the action will be.
  #5  
Old 06-22-2010, 12:36 AM
nearmiss nearmiss is offline
Global Moderator
 
Join Date: Dec 2007
Posts: 1,687
Default

Quote:
Originally Posted by hammr25 View Post
I was wondering if there is going to be an instant action type button for the campaign in SOW. I found it frustrating that I could ramp the speed up to 8x and still have it take 10 minutes real time to fly to where I was going to be doing the fighting in Pacific Fighters. It killed the game for me. I'd like to be able to go to a waypoint that isn't very far from where the action will be.
That's real sad. Just fly Online you can get into the mix often before you can get off the ground.

You can always go into and change the respective *.mis file and be anywhere you want to be at any time.
  #6  
Old 06-22-2010, 04:21 AM
Blackdog_kt Blackdog_kt is offline
Approved Member
 
Join Date: Jan 2008
Posts: 2,715
Default

This was possible in the old European Air War. It had varying levels of time compression and just like IL2, in the lower levels the screen just went faster but to do the higher ones it couldn't render it fast enough. In IL2 we are presented with a black screen, EAW had a map that showed your plane moving along its flight plan.

The single thing it had extra was a "skip to next waypoint" function and it worked really well (that game had some very long missions, like bomber escort from the UK to Germany and back, so it was very useful). What it did was switch to a fly by view and afterwards it loaded the appropriate triggers for the next waypoint while switching your view back to the cockpit. What impressed me was that it didn't disengage smack in the middle of combat but up to 5 minutes before the engagement took place, giving you enough time to set things up. The incentive to not use it was that it disengaged only when enemy aircraft where near or when a waypoint was approached, while if you went with time compression only you could pick up randomized targets of opportunity along the way like vehicle convoys.

For IL2 and SoW however, most maps are way smaller due to the higher detail. Time compression works just fine thanks to the reduced distances (the pacific is indeed a concern though). Another thing to note is that EAW missions relied mostly on triggers, while in IL2 and i guess in SoW as well most of the other flights (enemy and friendly) don't just spawn out of nowhere a few miles away (though it's possible) but are already well into the mission flying a route of their own by the time you meet them. I don't know how feasible it would be to calcutate the appropriate data for all flights in order to make a "skip to next waypoint" function.

If this series lives as long as IL2, like we all hope it will, and we get big pacific maps or a unified european map for strategic bombing missions, then it might be worth it to revisit the idea a few years later, we'll be having more powerful PCs to run it on as well.
  #7  
Old 06-23-2010, 02:08 AM
WTE_Galway WTE_Galway is offline
Approved Member
 
Join Date: Jul 2008
Posts: 1,207
Default

Quote:
Originally Posted by hammr25 View Post
I was wondering if there is going to be an instant action type button for the campaign in SOW. I found it frustrating that I could ramp the speed up to 8x and still have it take 10 minutes real time to fly to where I was going to be doing the fighting in Pacific Fighters. It killed the game for me. I'd like to be able to go to a waypoint that isn't very far from where the action will be.

Most people just edited the "MissionDistance=" parameter in conf.ini to something close like 25 km if they preferred shorter missions.
  #8  
Old 06-23-2010, 06:32 AM
Xilon_x's Avatar
Xilon_x Xilon_x is offline
Approved Member
 
Join Date: Aug 2008
Posts: 715
Default

Hi 1C company and Oleg Maddox.
My request is...........
SEA - EARTH - AIR

SEA:....i ask the acurate coastline and not simple.
coastline subject to erosion of the sea.
a coast where you can hear the sound of the waves and gulls.
a cost that must have piers for boats and seaplanes.
hydroplane noise when it lands on the sea with the effect splaaaash.
the white foam or the wake that forms both for ships and seaplanes for the wave on the English coast.



i loock this video and white foam is not very thick and foamy.
i loock this video and is simple coast line finish earth.the land ends the sea begins. Not exist coastal erosion. Not exist middle way between the earth and the sea.OK
My question there is a depth 'of the sea? the underwater world? If a ship sinks? if there 'a submarine? if there 'a torpedo? if there are any mines? if an airplane crashes into the water? If two ships collide? what are the effects?

EARTH:...the ground deforms the explosion of a bomb. and formed the craters then adjust only half shovel.(permanent dammage of terrain)
the ground is deformed if there 's a very heavy object.
the aircraft and 'heavy and has a specific weight.
The soil at different layers, or asphalt. asphalt, grass mud stones ecc.ec.
The land and subject to deformation during the passage of tanks with the famous trails and footprints that remain permanent trails HGV truck or jeep.
the ground has some slope or downhill and the object that is on the ground and subject to 'a constant gravity' depending on the slope or hill.



i loock this video and I not see the smoke of the land to the passage of heavy vehicles and tracks or trails or tracks that leave permanent ground.(sorry for bad english but i am italian and i use google translation).

Air:.....
air must have its own volume and friction to do on the wings of the plane.
air must have rain snow wind direction ecc.ec.
air must have a sound sound sound of rain and wind calm ecc.ec.
near the coast or near the mountains there must be currents.
hot air and cold air currents. the famous thermal. thermals
ascending or descendants
You remeber CONDOR? glide fly simulator? loock that example.or loock FSX glide example.
Air famous trails of condensation ecc.ec.



Remember the four elements air - land - water - fire everyone has elements of each physical contrasts the other one.
Eg water off the fire and create smoke.
Example fire and 'more power from the air' winds' fire.
Example, if a plane falls leaves a furrow in the ground and creates a mass of land below.
  #9  
Old 06-23-2010, 07:13 AM
Xilon_x's Avatar
Xilon_x Xilon_x is offline
Approved Member
 
Join Date: Aug 2008
Posts: 715
Default

Arial;... i like if Atmosphere have all Physical properties in sow.
loock this link.
http://en.wikipedia.org/wiki/Earth%27s_atmosphere.
The BOMB
Bomb shakes the earth for many miles.
like an earthquake.

THE BOMB in the atmosphere creates a vacuum.
  #10  
Old 06-23-2010, 01:49 PM
Igo kyu's Avatar
Igo kyu Igo kyu is offline
Approved Member
 
Join Date: Sep 2008
Posts: 703
Default

Quote:
Originally Posted by Xilon_x View Post
Remember the four elements air - land - water - fire
This is astrology, yes?

Astrology is not a science.

For deformable land, you need voxels:

http://en.wikipedia.org/wiki/Voxel

They are very computationally expensive, our CPUs run at a approximate maximum of about 3GHz, with four cores, and one add or multiply per clock, each voxel could easily take 100 operations per frame. With 60 frames per second, that means we can have 12,000,000,000/(60*100) = 2,000,000 voxels. That's for everything, planes, air, trees, water, land, vehicles, people, cattle, bushes, grass...

At this point we can't do it, apparently it's been done for FPSs, presumably by ignoring the air but even then I don't understand how they do that, presumably textures on voxels, in a flight sim you can't ignore the air.

Last edited by Igo kyu; 06-23-2010 at 01:51 PM.
Closed Thread


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 01:56 AM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.