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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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Thread Tools | Display Modes |
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#1
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When you enter in the cockpit you are informed of the engine's limit... it's not a real problem.
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![]() A whole generation of pilots learned to treasure the Spitfire for its delightful response to aerobatic manoeuvres and its handiness as a dogfighter. Iit is odd that they had continued to esteem these qualities over those of other fighters in spite of the fact that they were of only secondary importance tactically.Thus it is doubly ironic that the Spitfire’s reputation would habitually be established by reference to archaic, non-tactical criteria. |
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#2
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I just installed A2A's "Power 3 Spitfire", (Marks I, Ia, IIa, and IIb) including their "Accusim". This is a civilian addon to FSX, so it's really apples-to-oranges to CoD in many respects. It has no functioning guns, no battle damage modelling. But as you describe, Manu, it has a TON of wear & tear engine and airframe modelling which carries over to successive flights. Hit SHIFT 7 and you go to the maintenance hangar. There you are given a detailed report on what's good (green labels), what's so-so (yellow), and what needs immediate attention (red). The detail is impressive, IMHO. Imagine if this could be modelled in CoD, with repercussions for hard flying in terms of squadron points/demerits.....or rewards for careful flying (but not as great a reward as for downing e/a!). Or you have to make a choice to risk flying in your beat up aircraft on the next scramble, or fly a Tiger Moth to Castle Bromich to pick up a new one. That kind of thing. The number of additional switches in the A2A Spit cockpit is an eye-opener. But despite that it feels extremely familiar to anyone with stick time in CoD's Spits. I'm finding it's easier to break stuff, overheat stuff, and generally muck things up --- but give me a few days and I'll have it all sorted out. And with the CoD Spitfires we can SHOOT stuff -- there's no beating THAT!!!
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#3
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I recall Oleg talking about it - not sure if there was a screenshot (?) - there was another slider for mechanical wear beside the physical weathering slider. Setting it high could lead to engine or other malfunctions during the course of a mission. Also, in the planned campaign accumulated wear and tear would be tracked. So, I believe it is all there, but maybe not in fully functioning form as yet. Maybe will be introduced with the sequel? (or when they finally code the dynamic campaign) edit: found the screen..!
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i5-2500K @3.3GHz / 8GB Corsair Vengeance DDR3-1600 / Asus P8P67 / GTX-260 (216) / WD 500GB Samsung 22" 1680x1050 / Win7 64 Home Premium CH Combat Stick / CH Pro Throttle / Simped Rudder Pedals Last edited by kendo65; 04-17-2012 at 06:49 PM. |
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#4
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I had a radiator failure message just driving around sightseeing, not sure what was up with that.
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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 Last edited by SlipBall; 04-18-2012 at 12:04 AM. |
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#5
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what wasnt exactly discussed is that a pilot could also be given a "track record", where him repeatedly thrashing or damaging aircraft (or causing friendly fire incidents), would get him to be relegated to other "missions" or tasks because he was wasting to many resources my hope is that they simply havnt completed that aspect, and will be able to add it in at some point in the future with minimal effort. in the same way they can already add driving vehicles, controlling some ships, AI civilian traffic on roads including buses following a time tabled route with specific stops, integrated AA systems where damaging search lights or them running out of ammunition will affect their performance and effectiveness, articulated skeletal human figures that will animate certain human activity sequences of players in game,.....etc there is a whole load of unseen goodies under the hood that still can surface fairly quickly, and we should also create some threads where we can work out what exactly we want implemented as some of these major features, and how we see it working. it is those aspects that will take SoW series to the "next level" that is was intended to be, we have just been distracted by the forced buggy and rushed release so far. once the sim is running (in the next few weeks), we more or less will have it as intended for release, and the other main aspects can be worked upon
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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 Last edited by zapatista; 04-18-2012 at 03:23 AM. |
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#6
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That doesn't solve it at all. In fact, you can model that right now using scripting anyway. The player need not think a jot about managing his engine because if he screws it up he has a random chance anyway of getting a good one or screwed one, and if he's gets a screwed one he can just respawn anyway. Unless the server mission can track an individual players treatment of an engine and store it for use in that mission or subsequent related missions then it won't work at all. |
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#7
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#8
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#9
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Well I just voted a negative to neutralize that vote
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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 |
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#10
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Aaaaaaarrrrrrgggggghhhhhhhhhhh!!!!!!!!!
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