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

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik: Cliffs of Dover

IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games.

Reply
 
Thread Tools Display Modes
  #1  
Old 02-21-2011, 03:03 AM
zapatista's Avatar
zapatista zapatista is offline
Approved Member
 
Join Date: Oct 2007
Posts: 1,172
Default

Quote:
Originally Posted by klem View Post
So, without wishing to debase your excellent and genuinely helpful post it seems that we need a 'leveller'. A means of ensuring that everyone can see a distant aircraft at a range that would allow RL-type tactics to be determined even if that means an unrealistic dot or LOD size but no dot beyond that. And I don't mean identifying what it is because the Mk1 eyeball will see a dot before it can be identified and tactics will have to be decided at that stage too.
exactly

but this "leveler method" needs to address 2 separate issues

1) have some visual enhancement method added to the smaller Lod models that makes them stand out more.
- ie, instead of having the focus on them being the right color or shape, the focus should be on [b]"in a real life situation viewing this object from the same distance, how well would it stand out against a similar background ?"[b], and then using a visual enhancement method that works better across a range of objects so we are in the "visibility ballpark" instead of the "mini visibility bubble" problem we have now.
- so if in RL you for ex can detect a moving tank (or a single engine fighter in the process of taking off ) on an open field or road from 1500 m altitude, (which was historically the case for allied ww2 fighter pilots in northern france for ex), then in il2 sim under good visibility conditions you should be able to do the same (presuming you as the pilot are visually scanning that sector for targets). but right now in il2 sim this visibility distance is only 300 meters, a HUGE difference in visibility !

note: one problem with any possible "enhancement" approach is that when the same distant object is now viewed against an open blue sky (like that taxing single engine fighter), it might now be to visible and will possibly stand out to much (because our main visibility problem that needs to be corrected is against terrain background, caused by current PC technology limitations in video displays). there are ways around this, for ex the "enhancement method and color" could be chosen so it has less impact against blue open sky etc... i do not know exactly what the best solution is, but i do know what the problem is and how severe it is

Quote:
Originally Posted by klem View Post
Arguments about when the dot can be seen by different resolutions would then be meaningless as the range will always be the same and the opportunity for tactical choice will have been resolved. What other reason can there be for worrying about the dot visibility (e-peening apart)?
2) "dot visibility is the 2e and separate problem, that will need a different additional solution (as opposed to LoD model visibility enhancement). the "dot visibility" for the most distant objects that have become very small needs an "enhanced dot visibility" fix. for CoD the LoD models will be more numerous and will therefore already extend further out (according to oleg), so for larger aircraft and other large objects they will transition to dot's later and further away. but with these "il2 dots" we have 2 separate problems that need to be addressed:
a) the current 2 or 4 pixel dots have a BIG difference in visibility on different types of flat panel monitors, with people on cheap TN monitors being able to see them at 1/2 the distance roughly compared to "normal monitors". (hence if somebody in oleg's office has a brief look at this "dot spotting problem" and uses a TN based 6 bit color monitor they might not recognize how severe the problem is for most users (and similarly if they use a CRT monitor this visibility is less of an issue because the quality in video on them is so much better then any current flat panel)
- so issue a) is leveling the playing field and having "dot visibility" equalized by using a dot display method that isnt so different depending on monitor type
b) a "il2 dot" (made of 4,2 or even 1 pixel) might well be the correct size for the distant object, but are currently not as VISIBLE as they would be in real life as discussed earlier in this thread the human eye in real life can track these very small objects rather well (a byproduct of our evolutionary development as hunter gatherers, being able track small moving prey or seeing fruit/berries stand out against a foliage background etc..). so for objects like dots that are within a certain range (eg 2 or 3 km maybe ?) they might need some visibility enhancement that makes them stand out more, even if this means they might have to be a slightly incorrect size or color (fake-real whiners please refrain from commenting and try and grasp the concept being discussed here if you want to participate in a meaningful way)

conclusion: i think the tweaks needed are very minor ones, and need to be quite subtle. i am not arguing for giant blobs flying around the screen so ADD affected people can keep track of them. i am however arguing for a realistic plane/object spotting distance so we can SIMULATE a real ww2 pilots experience, and see what he would have seen, so we can then correctly implement historical tactics, strategies, and flight maneuvers. and i do not know what the best possible solutions are, others here or at oleg's 1c crew will know more about what is viable (but it will take some lateral thinking to come up with effective solutions). i do however know how bad this problem currently is, and it is probably the sim's biggest weakness

Last edited by zapatista; 02-21-2011 at 03:07 AM.
Reply With Quote
  #2  
Old 02-21-2011, 06:59 AM
imaca imaca is offline
Approved Member
 
Join Date: Jul 2009
Posts: 47
Default

Quote:
Originally Posted by zapatista View Post
exactly

but this "leveler method" needs to address 2 separate issues

1) have some visual enhancement method added to the smaller Lod models that makes them stand out more.
- ie, instead of having the focus on them being the right color or shape, the focus should be on [b]"in a real life situation viewing this object from the same distance, how well would it stand out against a similar background ?"[b], and then using a visual enhancement method that works better across a range of objects so we are in the "visibility ballpark" instead of the "mini visibility bubble" problem we have now.
- so if in RL you for ex can detect a moving tank (or a single engine fighter in the process of taking off ) on an open field or road from 1500 m altitude, (which was historically the case for allied ww2 fighter pilots in northern france for ex), then in il2 sim under good visibility conditions you should be able to do the same (presuming you as the pilot are visually scanning that sector for targets). but right now in il2 sim this visibility distance is only 300 meters, a HUGE difference in visibility !

note: one problem with any possible "enhancement" approach is that when the same distant object is now viewed against an open blue sky (like that taxing single engine fighter), it might now be to visible and will possibly stand out to much (because our main visibility problem that needs to be corrected is against terrain background, caused by current PC technology limitations in video displays). there are ways around this, for ex the "enhancement method and color" could be chosen so it has less impact against blue open sky etc... i do not know exactly what the best solution is, but i do know what the problem is and how severe it is


2) "dot visibility is the 2e and separate problem, that will need a different additional solution (as opposed to LoD model visibility enhancement). the "dot visibility" for the most distant objects that have become very small needs an "enhanced dot visibility" fix. for CoD the LoD models will be more numerous and will therefore already extend further out (according to oleg), so for larger aircraft and other large objects they will transition to dot's later and further away. but with these "il2 dots" we have 2 separate problems that need to be addressed:
a) the current 2 or 4 pixel dots have a BIG difference in visibility on different types of flat panel monitors, with people on cheap TN monitors being able to see them at 1/2 the distance roughly compared to "normal monitors". (hence if somebody in oleg's office has a brief look at this "dot spotting problem" and uses a TN based 6 bit color monitor they might not recognize how severe the problem is for most users (and similarly if they use a CRT monitor this visibility is less of an issue because the quality in video on them is so much better then any current flat panel)
- so issue a) is leveling the playing field and having "dot visibility" equalized by using a dot display method that isnt so different depending on monitor type
b) a "il2 dot" (made of 4,2 or even 1 pixel) might well be the correct size for the distant object, but are currently not as VISIBLE as they would be in real life as discussed earlier in this thread the human eye in real life can track these very small objects rather well (a byproduct of our evolutionary development as hunter gatherers, being able track small moving prey or seeing fruit/berries stand out against a foliage background etc..). so for objects like dots that are within a certain range (eg 2 or 3 km maybe ?) they might need some visibility enhancement that makes them stand out more, even if this means they might have to be a slightly incorrect size or color (fake-real whiners please refrain from commenting and try and grasp the concept being discussed here if you want to participate in a meaningful way)

conclusion: i think the tweaks needed are very minor ones, and need to be quite subtle. i am not arguing for giant blobs flying around the screen so ADD affected people can keep track of them. i am however arguing for a realistic plane/object spotting distance so we can SIMULATE a real ww2 pilots experience, and see what he would have seen, so we can then correctly implement historical tactics, strategies, and flight maneuvers. and i do not know what the best possible solutions are, others here or at oleg's 1c crew will know more about what is viable (but it will take some lateral thinking to come up with effective solutions). i do however know how bad this problem currently is, and it is probably the sim's biggest weakness
All very interesting, and yes, it would be nice to have realistic viewing distances, but the problem isn't the simulator, its the display.
How do you suggest fixing it without improving display technology?
Unless someone can come up with something better than what is already used, this whole discussion is a bit moot.
Reply With Quote
  #3  
Old 02-21-2011, 07:14 AM
Erkki Erkki is offline
Approved Member
 
Join Date: Dec 2007
Location: Finland
Posts: 220
Default

With the default dot range of 25km a single-engined plane is a single pixel. You see it against the clear sky, or against ground if you happen to look somewhere near when it moves. I usually spot the single engine planes 12-14km away, but if they move further I can keep track of them insanely far.

I for one use 1680 horizontal resolution. At 90 degrees of FOV, thats only less than 19 pixels a degree. I cant bother to run the sinis through a calculator, but how big is an aircraft with 10m wingspan(a 190) seen dead ahead/behind 25km away?

More than 2 pixels? I know I'm an exception but I have no trouble whatsoever spotting the dots, any of the game resolutions I've played with, on any of the screens. On my own home set-up and others'. And like I said before my eyesight is poor and I have that on paper.

I'm not going to insert the "get stronger glasses" joke. I think most people just havent developed the correct search pattern and methods yet. Practice makes you master. AFAIK not seeing anyone, friends nor foes, was a very common phenomenon in real life too, where only the natural talents would not need some time(and many never learned) to get rid of the "battle blindness".
Reply With Quote
  #4  
Old 02-21-2011, 11:30 AM
zapatista's Avatar
zapatista zapatista is offline
Approved Member
 
Join Date: Oct 2007
Posts: 1,172
Default

Quote:
Originally Posted by imaca View Post
All very interesting, and yes, it would be nice to have realistic viewing distances, but the problem isn't the simulator, its the display.
its not as simple as that

current pc display technology is completely adequate and capable to provide an on-screen visual representation of a distant fighter aircraft (be this at 500, 1000 or 1500 meters).

are you really going to try and tell me this is the best we can expect from CoD in 2011 ? (see illustrations below)

closing on a yak at 490 meters, where is the little bugger ? if it wasnt for the limited icons being used some of you here might even deny a plane is ahead of us ! not all cases are as obvious as this, but it illustrated one of the issues being discussed.


and again a yak, this time at 700 meters


these are some extreme examples of the problems with "LoD model lack of visibility" (note these specific screenshots were taken in 4.06, but similar problems still exist up to 4.08 and beyond). and the lack of visibility has nothing to do with brand of gfx card, resolution, or having a calibrated monitor, it is simple a problem in the way the il2 sim tries to display what it is programmed for (rather then have it programmed to display objects at realistic viewing distances, and compensate by adding visual clues)

Quote:
Originally Posted by imaca View Post
How do you suggest fixing it without improving display technology?
the first part of the discussion is to identify how severe the problem is (as this thread is doing so far), and the 2e step will then focus on possible solutions. to just say "yes there is a problem" and then conclude we would never be able to do anything about it is a bit defeatist
Attached Images
File Type: jpg iyak 490 meters .jpg (172.8 KB, 140 views)
File Type: jpg iyak 720 meters.jpg (181.5 KB, 97 views)
Reply With Quote
  #5  
Old 02-21-2011, 01:15 PM
Skoshi Tiger Skoshi Tiger is offline
Approved Member
 
Join Date: Nov 2007
Location: Western Australia
Posts: 2,197
Default

Quote:
Originally Posted by zapatista View Post
its not as simple as that


Being red/green colour blind i find it a bit hard to pickup the icons in this photo (Just to the right of the line extending from the top of the sight?)

I wouldn't mind a different choice of colours for the friendly team!

Cheers!
Reply With Quote
  #6  
Old 02-21-2011, 02:40 PM
swiss swiss is offline
Approved Member
 
Join Date: Mar 2010
Location: Zürich, Swiss Confederation
Posts: 2,266
Default

Quote:
Originally Posted by Skoshi Tiger View Post
Being red/green colour blind
That would make you a bad as$ spotter in RL - as camouflage doesn't work for your eyes.

They used a friend of miner for this job, he said the green tank in green forest was bright, different colored dot.
Reply With Quote
  #7  
Old 02-21-2011, 03:01 PM
Wolf_Rider Wolf_Rider is offline
Approved Member
 
Join Date: Dec 2007
Location: Sydney, Australia
Posts: 1,677
Default

gunsight is different, that is zoom, but no, never really used it

yes colour vision defects.... even without them, the further away the more the colouring merges together and have to be careful about the "red/ green" colour thing though. It isn't "blind" as such, it is the retention of the colour last seen being overlayed (lagged) on the colour viewed.

(red/ green/ white for the lantern test)

flash up red/ white, then flash up red/ green... red/ white will still be seen (using peripheral vision can get around it depending on how affected the person is)

Last edited by Wolf_Rider; 02-21-2011 at 03:07 PM.
Reply With Quote
Reply


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 06:14 AM.


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