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IL-2 Sturmovik The famous combat flight simulator.

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  #1  
Old 01-27-2009, 09:28 AM
Bobb4 Bobb4 is offline
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SOW
beta test is by invitation only (My guess is it has already started. The absences of regular posters to this forum would indicate they are otherwise engaged ).
May 2009 Oleg has said he will release system specs for the game.
That date has not changed.

1946
And no, IL2 1946 does not support 64bit. It will work though, but it will not be faster or slower using 64bit processing or software.
Radeon's cannot do perfect mod, a known issue that is unlikily to be fixed at this late stage.
But other than that both cards are stunning and future proof, that is untill next week when the new uber XXXXX is released
  #2  
Old 01-27-2009, 10:07 AM
|ZUTI| |ZUTI| is offline
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Radeons are unable to run perfect mod? You joking or just referring to X2? Since i had it run perfect with no problems (on single GPU cards) i hope you are joking. Or are we thinking of different things, could be. But a very old card of mine (x850XT) was running perfect quite fine.
  #3  
Old 01-27-2009, 12:44 PM
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Flyby Flyby is offline
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Perhaps it's just a reference to Radeons not being able to display the water=3 setting? I think that's on old Radeon issue. Otherwise, Perfect should be the same for both GPU types.
It's got to be tough trying to build a new system with SoW in mind. One day Oleg will release recommended computer specs, nevermind the minimum. Everyone online has the minimum system now!
Flyby out
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  #4  
Old 01-27-2009, 02:17 PM
Bobb4 Bobb4 is offline
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Quote:
Originally Posted by |ZUTI| View Post
Radeons are unable to run perfect mod? You joking or just referring to X2? Since i had it run perfect with no problems (on single GPU cards) i hope you are joking. Or are we thinking of different things, could be. But a very old card of mine (x850XT) was running perfect quite fine.
My bad, it was the water issue I was referring too. It can run Perfect mode just not water = 3 or 4.
Sorry for the confusion.
But honestly if i was buying a card to play the game i would wait till game launch. Add to that the confusion around the i7 and then throw in Windows 7, directx 11 and everything is up for grabs
  #5  
Old 01-27-2009, 03:33 PM
Jamake Jamake is offline
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Hello Oleg, I would have a few interesting questions, hopefully they haven't been answered but I've read the thread from 100th page and it wasn't there so..

Will SoW support OpenCL (ATI GPGPU) and/or Nvidia PhysX for physics acceleration?

And if it does, I had a brilliant idea which would truly be a revolutionary thing, just what you are looking for!

Being a huge damage model fanatic, my favourite past-time is wrecking things in games that have very good damage model.

So I though that what if you take those soft materials seen in Mirror's Edge with PhysX enabled and harness it to enhance damage model. What I had in mind was to make it completely dynamic using the principle seen in that clip.

In other words, there would be materials that have the same properties as in real life. And from those materials you would build planes, like from lego bricks, with some exceptions ofcourse, like the engine, weapons, or miscellanceous interior parts. Since the materials will behave like in real life, you won't need to do anything else. It will do the rest, dynamically. Flexing and bending of the airframe from surrounding forces, extremely realistic shattering and tearing of every imaginable part of the plane, they will all be dynamically generated because every material will have unique properties, and they will act accordingly. This will also accurately simulate late war for Germany, when their quality got worse and worse, and so did materials.

Also right now you can say that damage model is not quite there yet. Sure, there are different kinds of damage that can happen, and you can have holes in different parts of the plane, but under the surface they're all artificial. You have the same texture for damage, copied over the surface of the plane, but they're all same, and their effects are all scripted too. It's less work to implement it this way, but in the long run my way could save a whole heap of work, and since it's dynamic it also has immeasurable potential.

When expanding SoW, it would be enough to model a plane and add "materialistic properties" to key parts. Surface which is made of thin metal sheet, armor plating, a framework structure inside the plane which is made of wood or metal, rubber, wiring, cables, plastic, fluids, what else do you want to model in? And that's it. It will then be 100% compatible with whatever you want to do. You will be able to destroy each part differently every time, and every type of ammunition will act realistically on impact by only assigning correct properties to it. That would also allow you to perfect the planes later on, when you'll have more resources. And in the future, you can migrate the framework and make it prettier, nothing more you'll need to do since it'll all be there already.

So now you will have bullets shattering and ricochetting inside the structure, causing even more damage if that dynamically calculated splinter punctures your gas tank, making it leak so that the next bullet may ignite the fuel by causing a spark. Even unthinkable little thing could be done with extreme realism, but with little effort, such as flak jackets for crew. Then it will actually serve a purpose, as it will save lives by absorbing debris flying around the compartment when you get hit, now it would be useless because only direct hits are in, which would kill anything instantly, flak jacket or not. And AA, oh boy, that'll be even deadlier hearing all the shrapnel zipping past your plane. Everything imaginable could happen, exactly as in real life. Not only things that programmers have added. Like a sandbox, you are given the tools but outcome is in no way pre-determined, you only have rules that prevent from going outside the box.

And if you wanted to take this even further, you could also model aerodynamics. So now you have not only a plane that is shredded beautifully into ribbons, but ribbons that also spin nicely as they fall down.
Your aircraft could be literally like a flying sieve, but still hanging in there because your critical components are still somehow operational. Not like in IL-2 for example, where to me the damage model seems like it was like "plane divided into sections, when a section's hitpoints reach 0, whole plane violently explodes". Just imagine the possibilities! I've always dreamed to get killed in a flight sim like one German ace whose name I cannot remember. He landed his plane but was found dead, because a bullet had pierced his whole plane from back to front, went through the armor plate behind pilot's seat and hit his heart. It's one in a million but it could be possible, now imagine that with a 20mm cannon round
And what's more, if aerodynamics were featured, people could design their own planes, and try to make them as sturdy as possible, while still being able to fly. Like a physics playground with a flight sim built around it.


To sum it up, it's like having planes, ammunition, things like that, made of clay. You can bang em, and they will deform. Stick it with a pencil and there will be a hole. Try lifting it and the plane will snap in half because you had too many holes in there, so the clay couldn't stay uniform. Put a cracker next to it and you'll only find tiny crumbles all over the place once crackler's done. It's a fantasy I've had a very, very long time, and it's very possible to make it reality with today's technology. Guess I still have a little boy inside of me
http://forum.1cpublishing.eu/showthread.php?t=5960 It wouldn't be too far from that vid posted there, allthough graphics just can't be as great. 0:12-0:15 is especially beautiful, even more impressive is 1:13-1:21, and pretty ok between 2:45-3:28, that's what I hunger for. And hell, it could be done, if damage model behaved "clay-like", as I described in this paragraph. All those particles and debree would be generated on the fly, according how materials will react to forces directed at it, and thus damage taken.. NOT "hey look, your engine took 40 damage from a random direction, let's add an animation where part of your cowling breaks off LOL and some smoke for bling" Which ofcourse would not accurately display what would actually happen, because it's a general purpose animation for engine damage.

Oh and I registered just to post this crap. I hope you will take your time and read the whole thing through. Not all of it might be completely clear, but you get the idea anyway, use your imagination.

Also if some moderator could remove that youtube embedded -thing, I would highly appreciate it. Also editing seems to be malfunctioning at the moment, I almost destroyed all of my post.

Last edited by Jamake; 01-27-2009 at 08:16 PM. Reason: Damn youtube.
  #6  
Old 02-10-2009, 03:31 PM
stockplane stockplane is offline
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Default Add-on Planes

Hallo to all,
i'm new for this interesting forum.
I have a question : I have two installations of Sturmovik 1946, the first
modded with UI v1.1 the second with ultra@pach, i wish, if is possible
add into UI tree missing planes: Cantz 1007, Hs-123 and PZL-24.
That is possible and if what is the correct method?
Sorry for my bad english and thanks in advanced for any further
informations about.
Regards.
  #7  
Old 02-10-2009, 07:24 PM
JoeA JoeA is offline
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Quote:
Originally Posted by stockplane View Post
Hallo to all,
i'm new for this interesting forum.
I have a question : I have two installations of Sturmovik 1946, the first
modded with UI v1.1 the second with ultra@pach, i wish, if is possible
add into UI tree missing planes: Cantz 1007, Hs-123 and PZL-24.
That is possible and if what is the correct method?
Sorry for my bad english and thanks in advanced for any further
informations about.
Regards.
Not the question for this forum, better google AAA Il-2 mods and go to that forum (where you got the UI in the first place).
  #8  
Old 02-11-2009, 08:53 AM
Bobb4 Bobb4 is offline
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Cough, rise of flight are already showing video's of clouds, planes flying etc.
Now correct me if i am wrong, they were going to use the IL2 engine and they then developed their own engine instead?
So, lets see, they have ingame screenshots, they have ingame movies and we are still looking at development still... I am starting to understand why they went with their own engine rather than wait for SOW...
SOW will have to be almost photo realistic to beat what they have done. Looking at their current clouds demo video I have to say well done.
Now for the love of Oleg, please give us something to brag about!
Patiently waiting...
  #9  
Old 02-11-2009, 10:33 AM
JVM JVM is offline
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Smile The cloud issue

Hmmm, for what I understand, NeoqB people are not done yet: the AI is still able to see across clouds....

This is a very difficult problem to solve, because the software needs to be able to compute if an A/C coming into the AI detection bubble (or something to that effect: it is not possible to calculate a detection probability for every A/C in the environment; I suppose you have to set a limit arbitrarily at a certain distance, say 10 km) can be seen or not...
For this to work with a cloud, the cloud should logically exists as a bona-fide 3D object (and possibly an associated "detection box") , not a sprite or pseudo 3D object.
To simulate a human pilot reaction, one may possibly compute a detection "event" taking in account, alongside the straight line between the pilot eye and the A/C to detect:

- Pilot quality (rookie - ace) -> a first coefficient between 0 and 1
- Pilot fatique -> again a coefficient between 0 and 1
- cockpit geometry (taking in account structural members) -> 0 or 1
- A/C geometry (parts like wing or cowling, dead angles) -> 0 or 1
- atmospheric transparency (there is a difference between CAVOK in Arctica and summer haze in Tuscany) -> another coefficient between 0 and 1, also depending of distance between the two A/C and atmosphere model (inversion layer level is crucial here); if you or your opponent are in the cloud, it becomes 0.
- difference in height (depending of respective atmosphere layers, and also camouflage quality) -> another coefficient between 0 and 1 (maybe a discret set of values here)
- cloud part presence along the line of sight
- respective flying direction (a fleeing fighter as seen from the observation point is more difficult to spot than a parallelly flying bomber)

All this will give you after computation a value either of 0 or someting between 0 and 1 at a time t0 (entrance of the A/C in the detection bubble); logically this computation will be done X times/s should be combined to the time interval between computations (as long as the A/C is in the detection bubble):

The addition of the "time interval X the computed detection coefficient" over the time since the A/C has penetrated the detection bubble or since the coefficient have changed from a 0 value for a "certain" time ("I believe I have seen someting, but I cannot see it anymore...") represents the probability of detection; when this number goes over a certain value, and never goes back to 0 for longer than two or three intervals "detection is acquired"...

I believe this would emulate quite well the way a real pilot would act...and I suspect it may be difficult to fully implement in a sim due to calculation power constraints (but with multicore CPU, who knows?)...So this can be simplified by just integrating the pilot/cockpit characteristics as a detection probability factor, the existence or not of a part of cloud in the line of sight direction, the dead angles and the real distance between the A/C (not 300 m like in IL2, even in the dead angles)

I just hope I did not lose anybody here...

Amically,

JVM

PS: the RoF clouds as seen from above or from aside are beautiful, very much real-life, but the cloud bases are still not very realistic (they should mostly be "fuzzily flat")...
  #10  
Old 02-11-2009, 10:47 AM
KG26_Alpha KG26_Alpha is offline
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Gennadich/neoqb are still developing.

http://www.youtube.com/user/neoqb

SOW will have AI unable to see through clouds

Last edited by KG26_Alpha; 02-11-2009 at 11:06 AM.
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