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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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Quote:
But what do I know. |
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#2
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Also you can't hide low res textures behind haze. Low resolution is an issue close to the camera, so you'd need a thick fog layer to hide that... so if you want high-res textures, ask for high-res textures - not a way to hide low-res ones I agree that colour/filter and scene complexity issues aside, WoP does a lot of things very well when it comes to artwork. The ground textures are great and the whole scenery looks consistent; nothing looks out of place. I hope SoW's landscape moves a bit more in that direction while the team is working on it. Not that I can't live with what's being shown so far. Great update again, thanks for taking the time to keep us in the loop. |
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#3
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I agree with this post... WOP might have undersaturated landscape palets but it sure looks fantastic... Last edited by McHilt; 09-04-2010 at 08:58 AM. |
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#4
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Luthier, the problem is that you designed your pilots to look like this:
![]() ![]() ![]() However, these are elite midget pilots. Their tiny size makes them more tenacious, and hardy. You should model your figures on people with more normal skeletons. Like this:
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#5
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The people in this forum just demand the impossible!!
And i'm afraid that OM will deliver. Another new rig, for shure.
__________________
Win 7/64 Ult.; Phenom II X6 1100T; ASUS Crosshair IV; 16 GB DDR3/1600 Corsair; ASUS EAH6950/2GB; Logitech G940 & the usual suspects ![]() |
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#6
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It's looking great especially as a WIP. It must be remembered that its rendered not real life. The photo of the spitfire looks washed out (is it an old photo?). Most of the people in this forums baby photos would look like that as the image breaks down with age. Also the lenses used is not of the same quality as a good quality lens camera and film of today.
Personally I'm more interested in game play and user interface. I find I have very little time to enjoy the scenery when flying on line as if I do I usually end up as a burning wreak. |
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#7
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Here's a "reminder" of a long forgotten update:
and a comparison showing midget pilot and ground crew:
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#8
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Dunno if it has been mentioned before but many of the photos show ground personnel or pilots sitting in aircraft without parachutes on (as they where used as a seat cushion), so they are a lot lower in the cockpit than a pilot suited up to fly the aircraft. When you sit in the metal bucket designed for the parachute you're gonna sit pretty low.
Last edited by Tempest123; 09-04-2010 at 08:32 PM. |
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#9
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Philip.ed:
The word you are looking for is wingtip vortices. A wing creates lift by pushing air downwards. Behind the wing tip there is an interface between air that has been pushed down, and "untouched" air. This shear results in a vortex flow trailing behind the aircraft. It should be possible for Oleg and friends to let each aicraft flying trail such a vortex field, which would then affect other game physics. Smoketrails and clouds would curl, Aircraft in formation would "feel" the other aircraft, V1s could be tipped over etc. The strength and dissapation of wingtip vortices is a very well understood science (if the aim is only for a reasonable degree of realism) I would NOT be surprised if we will see vortex effects in SOW. Something else that would be interesting is fire and damage control. Will each aircraft have a "surface material map" that defines which materials are in use (fabric, fabric with stringers, aluminum, aluminum with stringers, etc etc) that would determine type of bullet holes, fire propagation etc... Or does SOW have a much smarter solution? Flutter |
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#10
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http://forum.1cpublishing.eu/showthread.php?t=16233 Hopefully we will have some wellinformed member to sort it out. Viking |
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