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  #251  
Old 12-31-2013, 11:37 AM
SPAD-1949 SPAD-1949 is offline
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Originally Posted by Pfeil View Post
I'm not sure what you're referring to here. If you bind the "Toggle Speed Bar" key, you can toggle between Metric/Nautical/Imperial/Off settings for the speedbar.

IL2 should also remember which setting you used last. So if you have it set to imperial in one game, it should start out that way in the next.

Unfortunately, not for me.
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  #252  
Old 12-31-2013, 11:48 AM
SPAD-1949 SPAD-1949 is offline
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Just found IRL:
When fuel dumps or fuel trains got hit, it would be great if we had some real real great firework like the Dakota train incident:
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  #253  
Old 12-31-2013, 03:12 PM
FlyingRustBucket FlyingRustBucket is offline
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can I hope in a fast travel option? Its lack is what kept me from playing campaigns and shelve my copy of il2 1946
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  #254  
Old 12-31-2013, 03:17 PM
Notorious M.i.G. Notorious M.i.G. is offline
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Originally Posted by FlyingRustBucket View Post
can I hope in a fast travel option? Its lack is what kept me from playing campaigns and shelve my copy of il2 1946
There's time acceleration and a timeskip option already - not sure how you can really go beyond that
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  #255  
Old 12-31-2013, 04:14 PM
FlyingRustBucket FlyingRustBucket is offline
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Originally Posted by Notorious M.i.G. View Post
There's time acceleration and a timeskip option already - not sure how you can really go beyond that
Actually, there is the fast travel of combat flight simulator that skipped right before the action.

Time accelaration isn't really cutting it. It still takes quite a bit of time and its not without its faults. You need to have auto pilot on who is actually starting to fight by himself. You die and then you have to do the whole process again.

I have never heard of timeskip.
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  #256  
Old 12-31-2013, 05:58 PM
IceFire IceFire is offline
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Quote:
Originally Posted by FlyingRustBucket View Post
Actually, there is the fast travel of combat flight simulator that skipped right before the action.

Time accelaration isn't really cutting it. It still takes quite a bit of time and its not without its faults. You need to have auto pilot on who is actually starting to fight by himself. You die and then you have to do the whole process again.

I have never heard of timeskip.
Bind a key for timeskip... it disables the video rendering and renders the scenario out as fast as your CPU will allow. Unlike with games of old... IL-2s scenario is a persistent world while you're playing it. All tanks, vehicles, aircraft and such that are in motion will stay in motion and so the biggest problem preventing the game from going any faster is that your system just will not be able to do all of the calculations that rapidly. I'm sure there's an acceptable loss of precision to a certain point and the timeskip is fixed at that. But it can't go faster.

Still if you're not using the timeskip then maybe you should try. It's a bit dry seeing as the screen is black but it does work.
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  #257  
Old 01-01-2014, 01:40 PM
Pursuivant Pursuivant is offline
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Originally Posted by SPAD-1949 View Post
Just found IRL:
When fuel dumps or fuel trains got hit, it would be great if we had some real real great firework like the Dakota train incident
+1

We need an even bigger, denser smoke and fire effect than we currently have in the game. It would be realistic and meaningful for game play, since big smoke columns can be been for miles and can obscure the ability of bombers to bomb accurately.

It would also be nice to have persistent smoke and fire effects linked to specific targets which could be placed by mission builders, possibly with a setting for how long they will last, to simulate things like destroyer smoke screens.

The only drawback is that really huge smoke or flame effects might slow the game to an unacceptable degree.

While the smoke effects from damaged ships are pretty good, in some cases they could be even bigger, to simulate really massive fires like those that engulfed the USS Franklin (skip to 1:16 on the clip):



or Tirpitz (skip to 0:56):



Smoke and fire for burning oil tanks and cities should be massive!

For example, the bombing of Ploesti (skip to 4:38 to get a sense of the intense smoke):



Or the bombing of Tokyo (skip to 2:34 to get a sense of the smoke and fire effects):

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  #258  
Old 01-01-2014, 02:33 PM
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ElAurens ElAurens is offline
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You do realize that smoke and fire effects like you are asking for would grind most computers to a standstill, yes?

HSFX 7 has "improved" (more and larger) smoke and fire effects, (no where near like real life though) and everyone I know has had to turn down some settings to maintain acceptable frame rates. (usually anti aliasing needs to come down).

Computer "gaming" is still a world of compromise for developers. There are lots of things that have to be balanced to give a good overall experience.
Do you not think that they would give us these things if they could?
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  #259  
Old 01-01-2014, 05:13 PM
Pursuivant Pursuivant is offline
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Originally Posted by ElAurens View Post
You do realize that smoke and fire effects like you are asking for would grind most computers to a standstill, yes?
Yes. That's the problem. But, I wonder if there aren't different ways to create large smoke effects.

For example, rather than having smoke from a static source generated by sprites to create dynamic smoke (which kills frame rates if duplicated or enlarged), perhaps it would be possible to create a "static smoke" effect which consists of a simple rectangle or inverted conical polygon which is "skinned" with a series of series of static images to create the illusion of roiling smoke from distance. If done right, it could look good.

At a distance, it might be possible to simulate large fires using 2-d images (like the old smoke trail effects from IL2 4.10 or earlier), changing to 3-d sprite-based dynamic smoke only when planes get close.

For overcast smoke or haze, it would be easy to just change the color of an existing cumulus or light cloud object and allow mission builders to place it at ground level. The option of allowing mission builders to place clouds to recreate cloud conditions over a target or in a dogfight area would also be nice to have.

For haze
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  #260  
Old 01-01-2014, 08:42 PM
IceFire IceFire is offline
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We have some nice new smoke effects in 4.12... Smoke12 is particularly good at simulating large scale smoke effects... the sprites are large but look good enough both at close range and at a distance. They can be seen VERY far away.
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