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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games. |
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#1
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Make that 1940-1941 and you've already got in COD the German, British, and Italian aircraft you need....just need the Map!
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#2
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Don't forget about all the ship and ground models that will have to created that are missing in CloD. |
#3
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Tunis to Tripoli..and Tunis to Messina. Maximum 450 Miles. 70% Ocean. Piece of cake.
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#4
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a map covering the Cyreneika would be totaly 'enough' for 41/42 North Africa scenarios....
from Bengahzi to Alexandria that would be 900km ![]() Last edited by JG53Frankyboy; 01-24-2012 at 11:32 AM. |
#5
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What you have described is the eastern side of the map I posted. |
#6
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A Map of Balkans would offer another such mini-front/campaign. Neither would require any acft beyond what is available in COD...and the early Malta/Balkans air war did not involve any major anti-naval activities. Of course, as has been noted, creating the RN Navy ships would be a major task for later Med Front, Crete and subsequently. |
#7
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If creating ships is going to be too big a task for the devs for this sim then this sim is going to pretty hamstrung.
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#8
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What ships the developers don't model will probably be built by third parties, and community modelers. The developers have more than their hands full just trying to optimize and finish features for the new game engine. They do have more than a few modeler busy now, but when the focus changes from finishing the game engine, then they should be able to apply more manpower/resources , and hiring people to model.
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Intel core I7 950 @ 3.8 Asus PT6 Motherboard 6 gigs OCZ DDR3 1600 Asus GTX580 Direct CU II 60gigSSD with only Windows7 64bit, Hotas Peripherals, and COD running on it 500gig HD Dual Boot Samsung 32"LG 120hz MSFF2 Joystick Cougar Throttle Saitek Pro Rudder pedals Voice Activation Controls Track IR 5 ProClip |
#9
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Step #1: Create static objects like houses, barrels, equipment, etc. If satisfactory, go to step #2. Step #2: Create static/damaged vehicles and artillery. If satisfactory, go to step #3. Step #3: Create working vehicles (tanks, trucks, small vessels, etc.) If satisfactory, go to step #4. Step #4: Create large working vessels like destroyers, cruisers, battleships, carriers. Creating a package with the requirements (like poly size, articulation points, damage locations, list of needed items, etc. would help, as would including a few of the in-game models to use as references. There are lots of people out there with the skills who would love nothing better to make content for the game and all they'd ask in return is their name in the credits and maybe a letter of reference if they did something exceptional. A modding sub-forum could be created where models are voted on by the community and moderators, then the best of the best are presented to the MG Devs. This would require very little time and manpower, yet should (if all goes well) result in a wide variety of models to add content to the game, allowing the MG Devs more time to work on additional flyable and AI aircraft. Example: Forgotten Hope Mods for Battlefield I and II. HUNDREDS of models made by people in the community, all more detailed and accurate (damage locations, speeds, etc) than the ones included in the stock game. http://forgottenhope.warumdarum.de/f....php?country=1 (click on Germany->Ground Forces for an example of the sheer number of fan made vehicles) This is just an idea of mine that I think would allow more content, and the Devs more times to focus on creating aircraft for us to fly. Edit: Added emphasis for people who don't know how to read and comprehend English above a grade 3 level. Last edited by speculum jockey; 01-25-2012 at 05:26 PM. |
#10
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