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IL-2 Sturmovik The famous combat flight simulator.

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  #1  
Old 09-05-2008, 08:30 PM
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proton45 proton45 is offline
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Originally Posted by VMF-214_HaVoK View Post
Im certain this was probably already asked a long time ago, but I dont know your answer.

During online games with humans vs humans will the pilots head look where the player is looking. Meaning...if Im in a scissors duel will I be able to see my opponents head following my aircraft if he is doing so. I thought I noticed this with AI long ago but to be honest in the past 7 years I have spent little time mixing it up with AI.

Having such a feature, although small, brings tons of immersion to the table for me.

Thanks,

S!
I suppose it could help indicate weather or not a pilot see's you sneaking up on them...

Death graphics (of a slumped over pilot or gunner) could help you figure out if you killed the pilot or not.

Last edited by proton45; 09-05-2008 at 08:32 PM.
  #2  
Old 09-05-2008, 09:54 PM
ECV56_LeChuck ECV56_LeChuck is offline
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Lots of questions... but as always happens to me, I can't remember anyone...

ok, here goes one:

Will be possible to set in the planes random or pre-defined malfunctions?? For example, when in an online war the aicrafts get worn and as a result of this, the failure percent increases.
How complex is going to be the procedure of starting the engines? (you said earlier that it might be more complex)
Will it have more realistic effects on starvation of engine, and mixture control??
How will the engine handle the flaps? Will it follow the historical procedures of every model or will it have 2 or 3 levels of predefined angle flaps?
How will the monitor resolution and "points of aircraft" (contacts at distance) work?? Today lot of people don´t use high resolution because they "don't see the contacts"...
Can we get out of the planes and walk? (At least, in the start of the mission)
Will be more data written in eventlog.lst?? It´s very useful to create dynamic campaings.

Thanks Oleg!!
  #3  
Old 09-08-2008, 01:06 PM
Oleg Maddox Oleg Maddox is offline
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Quote:
Originally Posted by ECV56_LeChuck View Post
Lots of questions... but as always happens to me, I can't remember anyone...

ok, here goes one:

1. Will be possible to set in the planes random or pre-defined malfunctions?? For example, when in an online war the aicrafts get worn and as a result of this, the failure percent increases.

2. How complex is going to be the procedure of starting the engines? (you said earlier that it might be more complex)

3. Will it have more realistic effects on starvation of engine, and mixture control??
How will the engine handle the flaps? Will it follow the historical procedures of every model or will it have 2 or 3 levels of predefined angle flaps?

4. How will the monitor resolution and "points of aircraft" (contacts at distance) work?? Today lot of people don´t use high resolution because they "don't see the contacts"...

5. Can we get out of the planes and walk? (At least, in the start of the mission)


6. Will be more data written in eventlog.lst?? It´s very useful to create dynamic campaings.

Thanks Oleg!!
Its more than one isn't it?

1. It will be defined by a code. Player can't define it except the feature to swich it off in difficulty settings (as well as on a server).

2. Maybe a bit more complex, but maybe anyway by one button. It is still diputable in our team. But sure we wiill not copy rweal procedures for each aircraft. Fist becasue it is tioo much time eater in development. Second, becasue if to do, then to do it really correct, but not like others WWII sims developer declare that they have it realistic. Enough to compare with real manual the item "preparing for fligth(take off, or so)"...
The main thing is that most active people will play online our sim and opnly periodically - single play. In online gameplay the procedure for real starting engine will limit very much gameplay, so we MUST go there fro compromises with reality. The only real starting procedure will reduce interest for the gameplay very much... as well as some other real features (like real ACTUAL time of refueling and reloading) - then you will get German or Russian plane ready more quiker than British or US.... This will damage the online gameplay be sure...

3. Yes. A bit. Becasue we model more precise fuel consumption due to different input, than in Il-2.

4. This I already answered above in other answers.

5. No. But in a code it is possible alreay now. see my other answers.

6. We have completely new online protocol. More for sure.
  #4  
Old 09-08-2008, 08:55 PM
ECV56_LeChuck ECV56_LeChuck is offline
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Quote:
Originally Posted by Oleg Maddox View Post

2. Maybe a bit more complex, but maybe anyway by one button. It is still diputable in our team. But sure we wiill not copy rweal procedures for each aircraft. Fist becasue it is tioo much time eater in development. Second, becasue if to do, then to do it really correct, but not like others WWII sims developer declare that they have it realistic. Enough to compare with real manual the item "preparing for fligth(take off, or so)"...
The main thing is that most active people will play online our sim and opnly periodically - single play. In online gameplay the procedure for real starting engine will limit very much gameplay, so we MUST go there fro compromises with reality. The only real starting procedure will reduce interest for the gameplay very much... as well as some other real features (like real ACTUAL time of refueling and reloading) - then you will get German or Russian plane ready more quiker than British or US.... This will damage the online gameplay be sure...
Well the best combination for me:
1) the ability to set in the difficulty settings "1 key engine start"
2) the "manual start", with only the common procedures of all aircraft, set the fuel tank, magnetos, etc.. a 4 or 5 keys will do it... .

Thanks for the reply, and for IL-2, the best WW2 aircraft simulator out there.
  #5  
Old 09-09-2008, 08:01 AM
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LukeFF LukeFF is offline
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Hi Oleg,

This is LukeFF, the He 162 cockpit modeler from FB.

I am wondering how much of a difference we will see in the offline dynamic campaigns. Even though a large number of people like to fly online, there are people like me who just don't have time for it. So, with that said, will see these sorts of things in the campaign:

1. Ability to assign individual pilots to a mission (once the player has reached a leadership rank)
2. Aircraft that are out of service for a certain amount of time due to combat damage.
3. Being able to award pilots medals.
4. Being able to see how an AI pilot's morale and stamina changes over time. This way, (going back to #1) which pilots to assign to a mission.
5. Historical squadrons being assigned only to their historically correct airfield (for example, Squadron A will only ever fly from Airfield A).

Thanks!
  #6  
Old 09-09-2008, 12:41 PM
GhostFiles GhostFiles is offline
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Default Question to Oleg RE: Bullet/Tracer Physics

Question to Oleg:

Someone sent me the Armament Files for "Evaluation of 50cal Tracer Smoke" (Never ever to be released to the public, as this would be copyrighted infringement).

The Tracer Smoke rises above the cockpit on level and incline flight, and falls below the cockpit on descending flight.

This should be "level smoke on level flight, tracer smoke rise on decline, and tracer smoke fall below the cockpit on incline". I could not correct the tracer smoke, but was able to make the trailing smoke "bend" on turns, incline and decline.

Will Tracers/Tracer Smoke/Trailing Gun Smoke have correct physics in BOB, and be present for appropriate calibers?

Thank you.

GF
  #7  
Old 09-09-2008, 12:51 PM
=SLO=Hellcat =SLO=Hellcat is offline
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Hey there Oleg.

I was wondering about SOW and came up with some questions.
Here it goes:

1.) Are there going to be AI aircraft in online dogfight missions?
2.) If they'll be present in DF, are we going to be able to preditermine certain things for AI? Things like, aircraft types, pilots skill, number of AI aircrafts and their objectives?
3.) During the DF game, are we going to be able to command the AI?
4.) Will each AI aircraft operate separately during DF game, or will they fly in small groups?

Thanks.
  #8  
Old 09-08-2008, 06:39 PM
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VMF-214_HaVoK VMF-214_HaVoK is offline
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Oleg,

During online games with humans vs humans will the pilots head look where the player is looking. Meaning...if Im in a scissors duel will I be able to see my opponents head following my aircraft if he is doing so. I thought I noticed this with AI long ago but to be honest in the past 7 years I have spent little time mixing it up with AI.

Having such a feature, although small, brings tons of immersion to the table for me.

Thanks,

S!
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