Official Fulqrum Publishing forum

Official Fulqrum Publishing forum (http://forum.fulqrumpublishing.com/index.php)
-   IL-2 Sturmovik (http://forum.fulqrumpublishing.com/forumdisplay.php?f=98)
-   -   Torpedoing moving ships (http://forum.fulqrumpublishing.com/showthread.php?t=39097)

RPS69 04-10-2013 07:13 AM

Quote:

but after all, this is an aircraft sim.
I can't disagree more with this comment. This is not a flight sim. This is a ground attack flight sim. Hence it's name... Il2 Sturmovick.
It is aboslutely reasonable to ask for better behaviour from your main targets. Dogfighting is just a by product. And the fly simulator term is absolutely diminishing.
And I may also say thanks for your work on several ships, but the implemebtation made in the original code, implied that destructing a turret was much more difficult than sinking the ship itself. After mods, the punishment needed to see this happen was made somewhat more proportional. In the original game that was out of the question. Good that they asked you to make them anyway. Don't know how it is working now with TD job. I will give it a look later.

Plane-Eater 04-11-2013 06:45 PM

Quote:

Originally Posted by RPS69 (Post 501153)
I can't disagree more with this comment. This is not a flight sim. This is a ground attack flight sim. Hence it's name... Il2 Sturmovick.
It is aboslutely reasonable to ask for better behaviour from your main targets. Dogfighting is just a by product. And the fly simulator term is absolutely diminishing.
And I may also say thanks for your work on several ships, but the implemebtation made in the original code, implied that destructing a turret was much more difficult than sinking the ship itself. After mods, the punishment needed to see this happen was made somewhat more proportional. In the original game that was out of the question. Good that they asked you to make them anyway. Don't know how it is working now with TD job. I will give it a look later.

Well, in fairness, there are 200+ aircraft in this IL-2 Sturmovik sim, and they're not all Sturmoviks. ;)

On the flip side, though, a huge chunk of this sim was focused on the Pacific Theater, and that part of the war made air warfare and ship warfare inseparable from each other. I've wanted more detailed ships, ship damage and AI for a long time so we could properly do PTO campaigns with battle groups that show battle damage during missions and throughout campaigns and react like real surface combatants. :)

EJGr.Ost_Caspar 04-12-2013 06:20 AM

We would like to see more complex ship AI and make anti shipping missions a better experience. How far this can go and if there are technical limitations, I don't know. Let see...

Aracno 04-12-2013 09:21 AM

Quote:

Originally Posted by Woke Up Dead (Post 500846)
How do you estimate a ship's speed?

http://img443.imageshack.us/img443/9021/velocitnavi.jpg

Done by 22GCT_Perru for a SEOW campaign.

KG26_Alpha 04-12-2013 01:21 PM

Quote:

Originally Posted by Aracno (Post 501257)
http://img443.imageshack.us/img443/9021/velocitnavi.jpg

Done by 22GCT_Perru for a SEOW campaign.

Very useful

:cool:

KG26_Alpha 04-12-2013 01:39 PM

Quote:

Originally Posted by RPS69 (Post 501153)
I can't disagree more with this comment. This is not a flight sim. This is a ground attack flight sim. Hence it's name... Il2 Sturmovick.
It is absolutely reasonable to ask for better behavior from your main targets. Dogfighting is just a by product. And the fly simulator term is absolutely diminishing.
And I may also say thanks for your work on several ships, but the implementation made in the original code, implied that destructing a turret was much more difficult than sinking the ship itself. After mods, the punishment needed to see this happen was made somewhat more proportional. In the original game that was out of the question. Good that they asked you to make them anyway. Don't know how it is working now with TD job. I will give it a look later.

Also the problem is, from the first time they introduced the bomb arming delay to stop dog fight server pilots dropping their bombs at spawn points, this one change made the whole ground attack experience different from what it was for years, then progressed a much more refined arming system that had been missing from the game, it was very strange to many of us that this was done as it was fixing a small problem in some DF servers but affecting the whole game in all areas for those that never fly in DF servers :)
So
Making the targets more difficult to kill has been a progressive introduction, especially in HSFX expert mode, that leaves the ground pounders/mud movers/bomber jocks/, whatever you want to call us, perplexed at how to kill stuff that used to be "killable" but now requires more bombs or different attack policy.
Bridges (white supports) seem to be impossible/improbable to destroy with anything less than a 500kg bomb, rail bridges the same, used to drop with a cluster of 50kg bombs, vehicles tanks and AAA all becoming tougher to kill. Some of this approach has been introduced in other parts of the game.
Now
I really don't mind this approach to the bombers equipment and the way we do our business but I don't see the point of making everything so difficult for us when the fighters suffer no realism in their armament.
You have
no overheat
no freezing
no G lock of ammo
and other anomalies......
Again
Making one area of the game interesting for killing targets, there is still a huge part that's simply unrealistic
to the point of funny when so much works been done to make bomber pilots job an inconsistent mess,
not all TD's fault as HSFX also messes with new destruction parameters.

Lets make the playing field fair and sort the fighters ammo out please,
especially when you have flown 50 mins to a shipping torpedo target to have the Torp fail for no reason then fly 50 mins back to base :)

Small moan over

Plane-Eater 04-12-2013 03:29 PM

Quote:

Originally Posted by EJGr.Ost_Caspar (Post 501244)
We would like to see more complex ship AI and make anti shipping missions a better experience. How far this can go and if there are technical limitations, I don't know. Let see...

If there are ANY issues with art content creation to make new naval ops features happen - you guys need new models, need old models changed, or whatever - please feel free to contact me, and I will make it happen.

I'm busy building art for something super-secret at Microsoft right now but I'll have lots of time on my hands here in the next couple months, and I would give one or more extra internal organs to make the Pacific Theater naval combat part of the game what I always hoped it would be when we originally built it 9 years ago. :grin:

KG26_Alpha 04-12-2013 03:57 PM

Quote:

Originally Posted by Plane-Eater (Post 501278)
If there are ANY issues with art content creation to make new naval ops features happen - you guys need new models, need old models changed, or whatever - please feel free to contact me, and I will make it happen.

I'm busy building art for something super-secret at Microsoft right now but I'll have lots of time on my hands here in the next couple months, and I would give one or more extra internal organs to make the Pacific Theater naval combat part of the game what I always hoped it would be when we originally built it 9 years ago. :grin:

Nice offer :)

Woke Up Dead 04-12-2013 05:21 PM

Quote:

Originally Posted by Aracno (Post 501257)
http://img443.imageshack.us/img443/9021/velocitnavi.jpg

Done by 22GCT_Perru for a SEOW campaign.

That's it! Thank you!

Plane-Eater 04-12-2013 06:10 PM

Quote:

Originally Posted by KG26_Alpha (Post 501280)
Nice offer :)

It's sincere. I don't have quite as much time as I did years back when I was barely 20 and not married, but fortunately 3D tools have advanced so much since then that it's MUCH faster to work on IL2 models (at least for me).

I would give a great, great many things to finally see the features we wanted for Pacific Fighters included in IL-2 - deck crews, landing signal officers, more capital surface combatants, ship AI and detailed damage, all kinds of stuff that we just couldn't make happen in 2004.


All times are GMT. The time now is 03:08 AM.

Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.