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IL-2 Sturmovik The famous combat flight simulator. |
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Thread Tools | Display Modes |
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#1
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#2
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Very impressive shots. It's getting better by the minute.
...Please...Steam...the horror... As before, if you must stay connected to the internet for validation, it can be a problem for events held. |
#3
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The trees look very nice from down below. Some of these can be identified down to species (I saw a beech and a juniper in there). If they down look as good from the air is of little consequence. The only time I will have the chance to admire the vegetation will be when I am on the ground ayway.
Gents, about the fire: Planes were shot down in flames over Britain during BoB. While not every plane burned, a lot of them did. Clearly, a Hurricane has the ability to set a Ju 88 on fire every now an then. |
#4
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![]() My concerns are also about the implementation of some kind of drm... Last edited by tourmaline; 08-15-2010 at 12:45 PM. |
#5
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Thank you, I know that one though
![]() It's just more functional, but the instruments are a bit more important in those flight sims I guess. Splitter |
#6
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A cd-check, a serial, maybe even a one-time online activation (one that you can activate and deactivate at will, so that you can reinstall your game after a system upgrade or format) will be enough to dissuade casual piracy. This is the kind of piracy worth battling, because it's the preventable kind. Hardcore piracy can't be controlled and if they can't get it for free they'll simply bypass it altogether. So, why not focus on making money by keeping the real customers happy, spenting the time and funds on things they will want to buy, instead of on setting up DRM infrastructure or paying royalties to 3rd party publishing platforms? ![]() On the topic of instruments now... Quote:
If you couple this with 6-DOF capability to zoom in/out (even without a trackIR) and the possibility of saving snap-views individually for each plane, you can keep track of everything just fine. The only question that remains is whether we will be able to save our own snap-views for each aircraft, a la RoF. Just like some FSX add-ons have separate cameras of the 3-d cockpit from different viewing angles (for example, a camera looking below the control yoke so you can see the electrical switches), in RoF you can move the camera where you want it and "memorize" its position by assigning it to a certain key. This is done individually for each aircraft. If this is implemented in SoW it will be a big help for people who lack head tracking software. For example, you could memorize a set of keypad commands and say that "ok, i want keypad 0 to always give me a view of the engine instruments, regardless of aircrat". Of course, the position of these instrments relative to the player's "head" camera center position are different for each plane. However, if SoW could "memorize" different snap-views for each aircraft it would be no problem. You would just have to look at the instruments once and assign a keypad key to that camera angle, to be pressed whenever you wanted a quick glance at your engine parameters. Judging from the in-cockpit shots we've seen of SoW, i think the resolution is high enough. Heck, there are 3rd party high resolution cockpits in IL2 that are perfectly legible from the wide angle view, so i have no doubt that official SoW cockpits will be even better. We also know it will have 6-DOF head panninng, so i guess we'll be able to manage just fine. Just look at that Blenheim cockpit shot posted in one of the previous updates, the instruments look so crisp and detailed that i got "cockpit and switch mania" and got a sudden urge to go fly something with clickable cockpits ![]() |
#7
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blenheim and leaves shot....
wooooow need a new mobo and GC |
#8
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Lets hope trackIR will someday allow us via head movement of a hi-vis dot, activated by a quick double blink, to activate live cockpit functions.
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#9
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You mean like a cursor that can be moved via TrackIR instead of mouse? That would be very nice.
Another thing i had in mind...having a cursor that is bound to the cockpit's 3d coordinates instead of the screen's coordinates. For example, that would enable us to place the cursor on the gunsight controls and it would stay there regardless of where we looked. The cursor might be out of view but unless the mouse (or mouse emulating hotas hat) moved, it would stay there. It would be like having a virtual hand instead of having to always look at what we want to manipulate, quite useful for setting up things in advance. For example, i might be looking over my shoulder but still adjusting my gunsight brightness or range by moving that mouse wheel. Or, i could be expecting one of my fuel tanks to run dry, so i could place the cursor on the fuel tank switch 5 minutes ahead of time...just as the engine begins to cough and sputter, a click of the mouse or roll of the mouse wheel and the next fuel tank is selected. I guess this would be more useful for twin engined aircraft or bombers, ie flyables with increased amount of controls. Clickable pits or not, i doubt anyone would want to click the gun triggers or other important controls like flaps, throttles, etc, but it works quite nicely for less important controls that are used less than often in the duration of the entire mission, as it minimizes the amount of needed keyboard shortcuts to map and memorize. I'll stop here, before we derail this from a "WiP discussion and screenshots" to "ideas about the interface of SoW" ![]() |
#10
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He's using a Wii remote to activate switches by touching them on the screen. |
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