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IL-2 Sturmovik The famous combat flight simulator.

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  #1  
Old 09-19-2010, 02:22 PM
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philip.ed philip.ed is offline
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It makes a huge difference; Britain wasn't saturated during the summer, yet from the base-colour on the field textures that is the impression given at the moment.
If you're aiming for a BoB simulator, it's such an easy colour tweak to make that adds so much more to the immersion
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  #2  
Old 09-19-2010, 02:50 PM
BG-09 BG-09 is offline
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Originally Posted by philip.ed View Post
It makes a huge difference; Britain wasn't saturated during the summer, yet from the base-colour on the field textures that is the impression given at the moment.
If you're aiming for a BoB simulator, it's such an easy colour tweak to make that adds so much more to the immersion
It looks as freak, but it is important feature - seasonality of the environment. This is definitely AUTUMN grass! Not SPRING, EVEN SUMMER grass!
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File Type: jpg Spit-Colour.jpg (116.6 KB, 23 views)

Last edited by BG-09; 09-19-2010 at 02:52 PM.
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  #3  
Old 09-19-2010, 03:00 PM
McHilt McHilt is offline
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Originally Posted by BG-09 View Post
It looks as freak, but it is important feature - seasonality of the environment.

, we have yet found another issue we can argue about: the color of grass... ok, but eh, I totally agree here; season depending colors DO add to the immersion, most definitely.
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  #4  
Old 09-19-2010, 03:46 PM
pupaxx pupaxx is offline
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Default color of grass

ok maybe we have become too demanding, due the quality of Friday updates.
Maybe to be so faultfinding about the 'color of grass' is an exageration...but
one of the reason why (for me) Il2 has lost its charm is the lack of evocative power, the landscape is no more immersive, or involving.
You fly ETO or PTO mission and it's all the same.... New Guinea=Kent=Rhur valley=Kursk and so on. Grass colour for sure concurs in those differences. I can not even imagine how hard is recreate such differences in a video game. I'm sure OM is well considering to achive such results.
In this regard I hope SOW will be implemented with adeguate comms menu and in flight voices. I like too much in games voices and comms in Shockwaves BoBII, doesn't you? They well focused on details like English slang and typical Brit accent. I'm not anglophone but spoken English is a must.
Cheers
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  #5  
Old 09-19-2010, 04:07 PM
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Default Spitfire LIFE Picture.

Hi All,

For information the Spit LIFE pic in this thread looks like one that I posted over at UBI and SiMHQ in a couple of threads. I have tweaked it in Photoshop. To the best of my knowledge the original looks like this:



As you can see though the grass is still more yellow than green.

RedToo.
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  #6  
Old 09-19-2010, 04:56 PM
McHilt McHilt is offline
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Originally Posted by RedToo View Post
Hi All,

For information the Spit LIFE pic in this thread looks like one that I posted over at UBI and SiMHQ in a couple of threads. I have tweaked it in Photoshop. To the best of my knowledge the original looks like this:



As you can see though the grass is still more yellow than green.

RedToo.
I like the low saturated colors, makes it more dramatic. Captures a WWII mood perfectly if you ask me.
If there's anything adding to a gloomy atmosphere, it's... gloomy colors, somewhat greyish like in this picture.
Personally if I had anything to say about it... I'd rather keep them under-saturated instead of too vivid.

(an OT example of perfect mood is RTCW, which had a very grey colorpalette combined with great sounds and
stunning in-game music, which is the reason I still love that game)

Great picture that captures drama very well.
I just noticed that at least 5 guys are servicing that spit...

Last edited by McHilt; 09-19-2010 at 05:29 PM.
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  #7  
Old 09-19-2010, 05:54 PM
The Kraken The Kraken is offline
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Originally Posted by McHilt View Post
I like the low saturated colors, makes it more dramatic. Captures a WWII mood perfectly if you ask me.
If there's anything adding to a gloomy atmosphere, it's... gloomy colors, somewhat greyish like in this picture.
Personally if I had anything to say about it... I'd rather keep them under-saturated instead of too vivid.
I'd rather keep them just right This undersaturated appearance we are used to associating with WW2 colour images is not how the world looked like back then (just like WW1 wasn't black & white and had people moving at twice the speed). It's okay as an artistic means in certain movies and games, but for a simulation I find it a bad approach.

Not that the grass shouldn't still look dry and barren if that's how it was back in 1940.
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Old 09-19-2010, 04:16 PM
Blackdog_kt Blackdog_kt is offline
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The visual quality of those pics are much better than what I expected... no doubt.

Every time I follow a thread here, I'm reassured that guys posting are so far ahead of me, regarding their ability to discuss details of WWII period and related knowledge, that I often refrain from posting - as I would hardly add something new - I keep merely reading.

However, as I'm not able to tell what type of jacket pilots used or what shade of plane markings were current, I tend to focus on what I easily notice: the simulation aspect.

The simulation aspect of the flight simulator genre is what really attracts me and some that I fly with.

I have some questions in the line of:

- will ALL gauges work? As in, when a flag of a hit box is set and damage occurs, is it readable in the gauges.

- will one be able to interface with 3rd party peripherals/instruments, so cockpit builders can fly their creations online (sort of a devicelink online)?

- could system failures be scripted in the mission, so more interesting missions can be written?

- will it have a training mode where student and instructor can watch the same, online, and knowledge be transmitted more efficiently? Share control when needed.

and many, many more...

For those I can't find an answer around.

I better stop because the idea is not to create noise in the thread, but, just in case developers have some answers for the anxious simmer out there, I've wrote...

té mais
tityus
Take this with a grain of salt, as i'm just going by memory here. Some of what i say might be inaccurate or unconfirmed and some is just conjecture based on putting together different things we've been told at various points in the development of the sim. In short, i just put 2 and 2 together and see what is a reasonable conclusion, but this is by no means official data. Here goes.

I don't know about the gauges, but i guess that most of them will work correctly. As for the gauges registering damage and helping you judge the situation of your aircraft (because that's what gauges are for in reality), i think this is a part of the new damage model. So for example, if your oil lines are hit your oil pressure gauges will probably start dropping.

Devicelink improvements have been talked about by the developer team, so i guess that what you say is going to be possible.

As for scripted failures now. There was talk about a difficulty setting for single player/offline flying that will present random failures depending on how you use your aircraft in the campaign, but i don't know if it's confirmed or any other details. As for scripted events, this falls under the use of triggers in the mission builder and i guess that since IL2 is getting triggers in the FMB by team daidalos, it's a safe bet to assume that SoW will feature triggers as well. So, it looks like it's going to be possible to have scripted failures.

Finally, this is the only part that i can safely say has been more or less confirmed. We will be getting a two-seater Tiger Moth and we'll be able to use it to train other people online. I think this is also possible for other multi-crewed aircraft, so for example some people could fly as gunners in a bomber.
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  #9  
Old 09-19-2010, 09:03 PM
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Richie Richie is offline
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Originally Posted by Blackdog_kt View Post
Take this with a grain of salt, as i'm just going by memory here. Some of what i say might be inaccurate or unconfirmed and some is just conjecture based on putting together different things we've been told at various points in the development of the sim. In short, i just put 2 and 2 together and see what is a reasonable conclusion, but this is by no means official data. Here goes.

I don't know about the gauges, but i guess that most of them will work correctly. As for the gauges registering damage and helping you judge the situation of your aircraft (because that's what gauges are for in reality), i think this is a part of the new damage model. So for example, if your oil lines are hit your oil pressure gauges will probably start dropping.

Devicelink improvements have been talked about by the developer team, so i guess that what you say is going to be possible.

As for scripted failures now. There was talk about a difficulty setting for single


player/offline flying that will present random failures depending on how you use your aircraft in the campaign, but i don't know if it's confirmed or any other details. As for scripted events, this falls under the use of triggers in the mission builder and i guess that since IL2 is getting triggers in the FMB by team daidalos, it's a safe bet to assume that SoW will feature triggers as well. So, it looks like it's going to be possible to have scripted failures.

Finally, this is the only part that i can safely say has been more or less confirmed. We will be getting a two-seater Tiger Moth and we'll be able to use it to train other people online. I think this is also possible for other multi-crewed aircraft, so for example some people could fly as gunners in a bomber.

In the video you can see the gauges at work..just to get a visual


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  #10  
Old 09-20-2010, 01:27 AM
jermin jermin is offline
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Originally Posted by Richie View Post
In the video you can see the gauges at work..just to get a visual


When was this video released? I didn't know this.
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