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-   IL-2 Sturmovik: Cliffs of Dover (http://forum.fulqrumpublishing.com/forumdisplay.php?f=189)
-   -   Friday Update, February 17, 2012 (http://forum.fulqrumpublishing.com/showthread.php?t=29806)

JG52Uther 02-17-2012 02:13 PM

I never thought this would be just a flight sim. With the amount of detail put in to the ground vehicles, that we saw years ago in Oleg's updates, I'm surprised thats all anyone ever thought it would be.

icarus 02-17-2012 02:20 PM

Quote:

Originally Posted by JG52Uther (Post 391513)
I never thought this would be just a flight sim. With the amount of detail put in to the ground vehicles, that we saw years ago in Oleg's updates, I'm surprised thats all anyone ever thought it would be.

"IL-2 STURMOVIK™: Cliffs of Dover is the latest instalment in the acclaimed IL-2 Sturmovik™ series from award-winning developer 1C: Maddox Games."

Il-2 Sturmovik being solely a WW2 flight sim and CoD advertisments solely focus on air combat, not sure how anyone would think CoD would be solely a flight sim.;)

CWMV 02-17-2012 02:21 PM

Thank you for the update blacksix, must say its nice to hear about the work on FM's.
Sadly I don't understand why in the world your working on these superfluous features like disable vehicles. Flak guns I could buy, but the rest is just...well.......why?
No need for it, and there is so much else that needs work. I think the fellow from tangmere pilots said it better than I.

Krt_Bong 02-17-2012 02:22 PM

Well, I like it and I understand and somewhat agree with most of the posts concerning ground vehicles but I really don't need full interior models and complex operation on them to enjoy them, though I would like to see more physics modeling, momentum, roll and tumble on destruction, relative speed and maneuvering; tanks are slow, trucks and cars are faster etc.. This could start a RTS aspect to the sim, moving equipment to the front and giving more participation to the different forces in the battle, Artillery and Tanks. Base Protection and Resupply and of course Attacking those things. But we needn't start worrying about having these things complete in full bloom yet they're just thinking of ways to implement them. BF 1942 was and still is a cool concept and it wasn't modeled to simulator standards but it was still fun and on a huge battlefield where I could move forces, raid supply lines and take part in different battles that will be awesome, now if we could somehow merge Red Orchestra into it....

smink1701 02-17-2012 02:24 PM

Thanks for the regular communication. In the past we would go for weeks without a word so this is much appreciated.

New graphics engine, new FMs, reworked AI...it will be interesting to see how much of the original CLoD is still around once the patch is released.

Keep up the good work and hopefully we'll be seeing the new and improved Cliffs of Dover in the next few weeks! :)

Majo 02-17-2012 02:29 PM

In the other hand...
 
Thank you for the update.

I, my self, only expect for this to really become a WWII combat flight-simulator.
A finished and serious piece of software adult oriented simulation/game.
I expect them to finish things before starting others.
I expect to hear about the solutions for today's problems.

Everything else is an extra. Thank you for the extra.

Are the tanks going to pass through the trees like... aircraft.
In the other hand maybe this way we will solve the so call "tree's problem".


Salutes.

bw_wolverine 02-17-2012 02:29 PM

Yeah, to all the people who are saying 'this is not flight sim!':

It's pretty clear that this kind of vehicle stuff was always in the plan for this game, they just hadn't finished it yet upon release (the page of control options for vehicles should have been a clue).

So this was always a priority for IL-2: Cliffs of Dover. To complete the game they're trying to make. The fact that the post led with tons of info about how they're updating and upgrading the flight model and should tell you something as well. This is still a flight sim.

Here's where I see the new vehicle stuff being AWESOME:

Setup a smaller battle area (not the channel map). Maybe about 20 players a side. Setup objectives (destroy airfields, etc). Setup lots of AAA.

So players start out by launching tanks to go out and destroy enemy airfield AAA with a few fighters for cover.

But the enemy destroys a bridge! Can't get across that way. Have to take long way around.

Enemy has time to get its own tanks out to the choke point. Tank battle ensues!

Fighters/bombers scrambled to provide assistance. Protect the tanks! Get them through!

New objective! General needs transportation from one airfield to another. Get him there safely! Enemy gets report of his car and projected destination! Drive an AAA tank to protect him!

Supplies needed! Drive a transport and trailer full of ammo from a depot to the gun position! Success means your AAA keeps firing!

Lots of amazing stuff that could be done with this that not only give us lots of different things to do in terms of driving or flying or gunning, but also add completely organic mission objectives for BOTH sides. One guy driving a truck somewhere is just as much a shoot down a truck objective.

No need for 128 players for this to be great fun. We'll get there, I'm sure. Until then, I'm really excited to see where it goes!

wolfhound338 02-17-2012 02:32 PM

Thanks for the update, very encouraging news indeed. Keep it up I am watching.....;)

Vonte 02-17-2012 02:32 PM

Quote:

Originally Posted by No145_Bunny (Post 391510)
Well,

this is a worry. I applaud the ability to make CLoD more appealing to more people who want to use vehicles and flak positions in such a way.
However,
The success of the original IL2 series was built on multiplayer Squadrons and on-line play using coops. The developers MUST fix/improve the multiplayer aspect of CLoD so that the VERY MANY SQUADRONS out there can invest their money and time into the product that should be the "next" IL2.

I am a member of a Squadron of 40+ players that all fly the original IL2, we want to purchase CLoD and use it BUT WE CANT BECAUSE MULTIPLAYER IS UNUSABLE!! Please work out how much money IC is losing in just this circumstance!

And yet we are presented with new features so we are able to drive vehicles, brilliant, but we still cant fly in the flight simulator that we want to.

Your best stream of revenue must surely come from on-line Squadrons ? Shouldnt this take priority instead of vehicles I can drive around in whilst what I really want to do is fly a coop with 20+ Squadron members over the channel in the Battle of Britain ?

Sorry to sound full of despair......... but I am

No145_Bunny
Tangmere Pilots

www.tangmerepilots.co.uk

I agree with Bunny. My squadron, JS 109, is a group of Euro-American pilots who fly in Wings of Prey and looked forward to flying CloD when it was announced. We all bought the sim and have been disappointed ever since. No matter what spec of PC we have, we all had Launcher exe problems. As it now stands, most of the pilots have gone back to WoP and monitor the progress of CloD on both the multiplayer issues and "duff" flight models. Don't get me wrong, when the sim is working, it's brilliant, but the problems kill it dead as a serious flight combat sim. Thanks for the info Black Six, believe me, I'm not trying to "shoot the messenger!!!

King regards

Vonte JS109

JG1Baron 02-17-2012 02:33 PM

Quote:

Originally Posted by BlackSix (Post 391398)
Hello everyone,

First of all, let’s talk about the upcoming patch.

We haven’t talked about our flight model for some time. We haven’t been idle however. Not only are we fine-tuning plane performance, we’re making some very deep changes to the underlying core of our physics code.

We are completely rewriting collision and landing gear, while also making other elements of the flight model more complete and precise. Control surface behavior and reaction has been significantly improved. Refined transverse velocity calculations in relation to aircraft performance. Made it possible to calculate different transverse velocity at different points along the wing. Improved pylon and loadout FM calculations. Added many new features to allow FM calculation needed in future sequels. Many of these changes have also entailed completely rewriting existing code.

And this is by no means a complete list!

Graphics-wise, we’re dealing with a last-minute issue as we speak. We rather unexpectedly found a problem with our aircraft decals, i.e. the code that places crosses and roundels and chevrons etc on top of the aircraft paintscheme. The code is being rewritten, the work should be finished in about 2 days. Once it’s done we can take much more accurate benchmarks. We’ll post then when we have them.

And now let’s talk about new stuff.

We’re continuing to introduce you to aircraft from our upcoming sequel. This is once again the Ju-88A-4 shown last week; this time it’s wearing summer camo and is flying in front of a WIP, oh dear God so very WIP, fall landscape.

Finally, we’re showing the second part of our three-part video preview of the new ground features in our simulation.
Watch it here:
Please do keep in mind that this is still work in progress, and many of the components shown are not yet final. If you look closely, you may even notice some improvements between last week’s video and this one.
Most importantly, please keep in mind that this is a preview, the feature is actively being worked on, and at this time we do not know ourselves when and in which shape it will make it into the game.

Tune in next week for the final part of the preview. It will focus on the vehicle type briefly shown at the end of this video.

See you next Friday!



Only one word: WOW :shock:


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