![]() |
|
|||||||
| IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games. |
![]() |
|
|
Thread Tools | Display Modes |
|
|
|
#1
|
|||
|
|||
|
Quote:
__________________
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 |
|
#2
|
|||
|
|||
|
Just to through a spanner in the works, I saw over a SimHQ forums a P-51 was added to Eagle Dynamic's A-10 simulator. Don't know if it's in a patch or a mod, I can't access SimHQ forum from work.
Are they also going to take a stab at the WW2 genre? |
|
#3
|
|||
|
|||
|
Quote:
"As John Carmack said when asked if Rage was a DirectX game, "It’s still OpenGL, although we obviously use a D3D-ish API [on the Xbox 360], and CG on the PS3. It’s interesting how little of the technology cares what API you’re using and what generation of the technology you’re on. You’ve got a small handful of files that care about what API they’re on, and millions of lines of code that are agnostic to the platform that they’re on." If you can hit every platform using OpenGL, why shoot yourself in the foot by relying on DirectX?" MG would have been better off continuing with the OpenGL for the initial release and then taken there time/testing a switch to DX later IF needed. S!
__________________
Gigabyte Z68 Intel 2500K (@4.3 ghz)212 CM Cooler 8GB Ram EVGA 660SC (super clocked) 2GB Vram CORSAIR CMPSU-750TX 750W 64 GB SSD SATA II HD WIN7 UL 64BIT |
|
#4
|
||||
|
||||
|
Quote:
Yes agree...I remember Oleg talking of this utopia, where knocking out a generator, or a rail line and all the associated ramifications...that's game play!!
__________________
GigaByteBoard...64bit...FX 4300 3.8, G. Skill sniper 1866 32GB, EVGA GTX 660 ti 3gb, Raptor 64mb cache, Planar 120Hz 2ms, CH controls, Tir5 |
|
#5
|
||||
|
||||
|
Quote:
that is exactly the type of technical feature many other il2 old timers here are interested in, and it is incomprehensible they havnt given us access to at least some of these new features, even if it was initially with a basic interface at first and (with a list of the new features/options), so we know what is possible to access and control. remember oleg's AA gun screenshots with the different ammo type boxes next to it ? at that time (some years ago), he indicated that when certain amo type ran out for the gun, it couldnt fire that type anymore (presumably till resupplied). Additionally the complex AA setup, with an interacting multiple component system involving search light, radar, gun crew, and ammo type available, so that if one element failed, or was destroyed by the enemy (like search light or radar element), it made the AA gun emplacement less effective, or put it out of action completely. Now THAT is what I call progress ! and it is what is needed to lift SoW out of the il2 airquake domain. similarly discussions took place over the years with the SoW devellopers about what should happen when airfield munitions or fuels stores were destroyed (or runways damaged), and the way that should affect performance of that airfield and its ability to refuels and rearm aircraft landing there. once an airfield like that was made non operational, except for still allowing emergency landing of damaged or low on fuel aircraft, [b]it would/should take a certain amount of time for new supplies to arrive [/b (which is possible to copy fairly exactly from historical events, in the same way that restoring a damaged landing strip can determined). AND those supplies had to arrive by road or rail normally (only very few came by air except some exceptional circumstances, like Stalingrad or Berlin). this again can be simulated fairly accurately, by having AI truck convoys of a particular size traveling at regular intervals on the road system from point A to point B, and having similar rail supply trains. targeting those in the game would then block the supplies from arriving at destination (for the time you keep being able to find and destroy them) when means the airfield they are designed for stays out of action or only operates partially. additionally, in certain map situations you might be able to cut rail and road bridges, or other parts of the transport network, with a similar result (again having work teams rebuilding those at a given time rate, and unless you keep destroying them regularly they become operational again). as a reminder, Mig Alley, the Korean war sim from 10 years ago already had a significant amount of those features built in, and it was one of the main reasons it stood out from other sims of the same era. from oleg we know a lot of this, and even significantly more, is built into BoB/SoW, to not have some type of interface for it and no documentation for it is incomprehensible and a major flaw in 1C’s and luthiers management approach. it would set the sim apart from many other products right now, and it would make current users/customers much more tolerant of some of the major flaws they have to put up within the last year (and yes we are happy the project wasn’t canned, and if the buggy release was the only alternative to survival of the series let it be so) this same AI interface should also provide details on how to control AI activity from road vehicles, rail network, and shipping (including AI bomber and fighter formations being tasked from point A to attack point B etc). ie rather then have some random train travel from A to B as me have now (or having a few people try and edit ini files with a hit and miss approach), we know this can/could be configured by some dedicated mission/campaign interface giving access in great detail for road/rail/sea/air elements active on a map. to have some basic instructions and information on these type of features is essential to keep the frustrated and shrinking fan base interested. since most of those features are already built in, imo it should only take one or 2 programmers a couple of weeks to provide the documentation and a basic interface for it (even if some of those features are incomplete at this stage, many of them should already be available) imo for luthier priorities right now should be 1) finish rebuild of gfx engine to get required gameplay performance and improved visual look of environment (he is doing this, but only 1 or 2 programmers are working on it i b suspect) 2) fix major FM DM problems that are know to be an isue right now, and fix distant object visibility problem (for aircraft and ground objects) 3) provide information and means to control ground/rail/airfield/aircraft resources, with implementation of some of these complex "roll on" effects once one element or important object of an airfield or other part of the map (like bridge or railway line) is damaged. Additionally, allow for basic AI routines to be created for vehicles on roads and at airfields, so the maps start to come alive. similarly allow scripting of ground military vehicle actions, eg have vehicle types ABC move to objective XYZ while having predetermined interaction modes with "object" they encounter (engage enemy, avoid enemy, capture objective etc) 4) correct some major scenery errors, and make england look like england rather then some generic map 5) provide full dynamic campaign engine for 24/7 online/ofline gameplay (with partially scripted unfolding events, as we know was olegs choice), so some of the events that historically made BoB so unique can be recreated, having for ex multiple waves of large bomber formations targeting specific objectives etc only after that can there be talk of doing anything for BoM (other then maybe having some unemployed modelers work on some new objects if there is nothing else for them to do right now). the only thing CoD is good for right now, is a limited type of airquake in a very buggy gameplay setting, while trying to move around in a virual world in an underperforming gfx engine, its a far cry from what was intended or anticipated, so they need to fix some of these issues SOON !
__________________
President Dwight D. Eisenhower 1953: Every gun that is made, every warship launched, every rocket fired signifies, in the final sense, a theft from those who hunger and are not fed, those who are cold and are not clothed. This world in arms is not spending money alone, it is spending the sweat of its laborers, the genius of its scientists, the hopes of its children |
![]() |
|
|