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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  
Old 10-02-2012, 05:11 PM
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Catseye Catseye is offline
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Here we go again opening Pandora's Box!
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  #2  
Old 10-02-2012, 05:28 PM
5./JG27.Farber 5./JG27.Farber is offline
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Yup, games cracked. Let the modding madness begin...
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Old 10-02-2012, 05:55 PM
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Originally Posted by Catseye View Post
Here we go again opening Pandora's Box!
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Originally Posted by 5./JG27.Farber View Post
Yup, games cracked. Let the modding madness begin...
Yeah, could not agree more.

Spits and 109s that fly like UFO's AWESOME, constant arguing about who has the realistic FM, four different "Ultimate" Mods yeah this is great news
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Old 10-02-2012, 10:29 PM
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How could this be used online? Could a server set what the steam check files are or is this done by 1C? If it is only offline then it will be of limited interest to many. It would be frustrating to fly a perfect spit FM offline but fly something different online.
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  #5  
Old 10-03-2012, 03:42 AM
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Originally Posted by Liz Lemon View Post
Comparing IL2 vs COD flight model shows that they are largely the same variables used in the fmd. There are a few variables present in COD that aren't there in IL2 if I'm remembering things right, but its been a while since I compared them.

Of course what really matters is how the game is using those numbers, which may be significantly different in COD... or the exact same.

And that is the real problem. If we don't know how the engine is handling the variables then building an accurate flight model will be hard. Take the 150kmh Vmin for the hurricane for example. Is this how the stall speed is set or do other variables play a role?
Could you use RL flight data vs. the SU-26 file variables to understand the game engine calibration? For example, file variable says stall speed = 75 (or whatever) vs in-game stall speed = 80 gives you the correction factor.
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Old 10-03-2012, 04:07 AM
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Originally Posted by Verhängnis View Post
I managed to get the existing one to work and convert the meshes, mostly, to text and readable. And then I tried to no avail to track down the original creator Mr.Jones and found every existence of his on the internet down to his last employer but I think he had even moved on from there. Not to mention that the 3d view doesn't even work in Windows 7.
Yeah, that is stuff that is way beyond me. The xentax would probably be the best place to find someone who could make it go. I know that other games use the .msh format similar to il2, and people on that site have made working converters for other games.

Currently its possible to get .msh files into il2 by adding, I believe, a thing for materials right at the start of the file.

The problem is dealing with the way the game handles hooks. Maybe its just my lack of experience with making models for IL2, but it seems that a .msh converter will be necessary to get cockpits for the un-flyables since the camera location is based off of hooks.

And the cockpits as is would be, imo, acceptable in the short term as well as offering a decent jumping off point for making better detailed cockpits.


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Originally Posted by jimbop View Post
Could you use RL flight data vs. the SU-26 file variables to understand the game engine calibration? For example, file variable says stall speed = 75 (or whatever) vs in-game stall speed = 80 gives you the correction factor.
That an obvious way of going about it that I haven't thought of. Now added to the list of things to dig into this weekend.
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Old 10-07-2012, 09:48 AM
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Steam shouldn't be a problem for mods, I've used racing games on there with mods, no problem.
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Old 10-07-2012, 09:52 AM
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Steam shouldn't be a problem for mods, I've used racing games on there with mods, no problem.
Do you play them online or offline?
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Old 10-07-2012, 12:15 PM
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Do you play them online or offline?

Online
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