![]() |
S~ back atcha!
Quote:
Flyby out PS I did like the video, but it made me think of a mission I crafted where the troop transports were to be shot down in time. That didn't happen, and they disgorged their passengers, and brought that online COOP to it's knees. Not pretty, and a little embarrassing since I created it. |
wow, looks great, but i didnt see AA, this new game support AA?
|
Guys, as I said before, BoB2 supports hundreds of A/C and with this, of course, there will be tons of parachutes in the sky in a big dogfight. The sim handles this well, and with the right PC there is little in way of fps loss (at least to make a difference to the human eye).
|
Quote:
|
Yes sir , three bags full sir , ill get right on it sir , will there be anything else sir...:rolleyes:
|
Quote:
Flyby out |
Quote:
|
Quote:
Of course you have a slight fps hit, which increases on lower systems, but compared to Il-2 the amount of planes you can have is in another world. If BoB is your thing, then it knocks Il-2 for six, even a modded Il-2 :D |
Quote:
|
Quote:
I'm talking about adding simple 4-way controls to what may already be an existing run animation for the pilots - that's it. Your imagination is getting the best of you, lmfao @ equating being able to walk after a successful bailout to having "invisibility shields". |
Quote:
kind of like a roll the dice whether you land safely, make it back to base, get KIA, MIA or captured, instead of having to go through a long walk back to base (unless they want to do that). |
Quote:
|
Quote:
|
Oleg, aside from parachute concerns, did you say SoW was coded for 64bit? I've been searching, but apparently not using the correct search words. can you please clarify?
thanks, Flyby out |
Of course you have a slight fps hit, which increases on lower systems, but compared to Il-2 the amount of planes you can have is in another world. If BoB is your thing, then it knocks Il-2 for six, even a modded Il-2
So philip.ed, how much did that 16 core 6.6GHz, 5Gb Cache rig with the 64Gb memory and nVidia 97000GTX (dual) cost you? Big risk is that with so many options enabled, including billowing-silk simulation and the mutli-horde cross country escape chase there'll only be about 5 people able to afford the rig to run it. SoW servers could be pretty empty while they all pile back into Warclouds :-0 Seriously, when are we going to get the flipping game and why delay it with this peripheral nonsense? |
Yawing player aircraft
Oleg
I recall reading where British Pilots during the BOB would YAW their aircraft during combat to throw off attackers. When player is flying at YAW to left or right it would be a help, if AI were deceived. Now the AI follows the programs mathematical trajectory of the enemy aircraft, regardless of YAW. YAW means nothing against AI attackers. Yawing can work Online, where real people are shooting at each other. This way, if enemy was attacking them the pilots wanted the enemy to plan on targeting ahead of the aircraft by viewing the way the aircraft was positioned more than the actual path the aircraft was flying. If the attacker wasn’t paying close attention, they would not get good shots on the aircraft they were attacking. If player turns YAW position then application would cause Ai Attackers to plan attack on the player at the place expected from the direction of the YAW the player is facing, not the mathmatical trajectory the program describes. I don’t think this would be necessary, except in the case of the player or player flight. This way evasive maneuvers would be enhanced for the player, similar to real world situations. |
Quote:
However, the BoB2 engine can take this. I mean, if I have 100's of A/C on screen at the same time then my fps will frop to a low number, and maybe the game will become a slideshow, but it is playable because I find these circumstances quite rare. ;) |
Quote:
BTW I have over 1,000 flights in IL2 averaging 45minutes each. |
Quote:
|
Quote:
|
you guys should take the arguments to PM or go to the zoo to duke it out :)
|
This is the new zoo, unfortunately.
|
First of all, terrific set of animations in this update. Thanks Oleg and team.
Quote:
It's not entirely essential, but it's a nice backup in case your compass gets damaged on a night raid, you would be able to navigate back to friendly airspace by using the stars. In real life there were sextants used to take accurate measurements and some hardcore SH3 fans used to navigate by stars, but the combination of radio navigation aids and smaller maps in a flight sim might make this redundant. In any case, you don't need the entire universe because it's not visible from our night sky. The simplest way to have an accurate rendition would be to have a moving set of the major constellations, maybe add the most visible nebulas too, and superimpose them on a static backdrop/wallpaper of night sky. This way, the amount of objects is reduced sufficiently while still allowing for recognition of constellations and navigation by stars. Movement is also very simple, it all rotates around the north (or south, depending on your hemisphere) opposite to the earth's rotation as the hours pass, it's nothing fancy really. Quote:
It's just a separate keypress and it will enable people online to fall below the action before pulling the chord, with all the added benefits it brings: less chance of getting shot while hanging from your chute, less chance of having to fly through others' chutes or get lagged by them as well. Quote:
|
Cool post - though for God's sake! Stop trying to increase the bloody workload!
I think the navigation thoughts are really sweet, though it seems pretty 'mod' or 'add-on' to me. Also, press to bail (ctrl&e) but then a further key to deploy parachute - excellent idea. Isn't it nice to hear realistic suggestions? |
Considering that Oleg had one guy working on just air currents and such inside clouds for two years, I'd find it hard to believe that the stars would not be accurate enough to navigate by already.
It's amazing to what extremes opinion on various aspects of the game go to. It makes me appreciate Oleg's level headed approach to development all the more. |
I could be wrong BadAim, however I think it's likely that if he had a programmer working on air currents and clouds for two years, it wasn't exclusively. If that made sense, then he'd have many individuals similarly employed in all others aspects of similar import: in short, there'd be dozens and dozens of specialists working on many aspects - all being well paid!
As ever: resources, resources resources. I'm sure the area was looked at for the time mentioned - Oleg wouldn't fib. I just doubt that he meant that dedicated programmer(s) were on it for 24 months full-time, to the exclusion of all else. |
Quote:
|
Quote:
I still dont understand why they make 32bit programs:confused::-x |
Quote:
The rest is all details. That was my point. :) Edit: actually, that was my second point, my first point was that Oleg is putting maximum resources into the sim environment, and that should include both the day and night sky. It's relative effort I'm speculating about, not specifics. I need more coffee. |
Quote:
|
Quote:
that's that that I dont understand. Why people are still picking 32bit OSes if the 64bit give more thing for the same price ????? :confused: And because there is still 32bit OSes, 64bit is not developping as fast as it should :( |
Quote:
|
Quote:
I'm not saying that you must upgrade to get 64bit, but if you upgrade.... why still chose 32bit.... non sense to me:confused: |
It's a fair point though - why buy Windows 7 32bit? I don't know.
|
Big deal? 64 vs 32 bit performance wise isn't anything to cheer about anyway.
|
Quote:
|
Quote:
|
Quote:
|
Quote:
|
Quote:
so if you have 3gb of ram and and a graphic card with 1gb with a 32bit OS, you wont have acces to all your memory. |
Yes we're talking extreme cases once again, but sure Crysis and Metro are rare but very beautiful and demanding games developed with the future in mind.
Most games are developed for the 360,Ps3 as a lead platform hence the slow development of requirements within PC gaming. 4870x2 with 2GB runs both Crysis and Metro smooth on highest on a 32 bit system without any problem.(tried yes) Whilst you will obviously benefit if the game supports more, once again as i said to no significant extent yet, maybe with Olegs sim or future games but truth to be told 90% of the games rarely require or demand more than 2gb. Add a very good processor and a good GPU on top of those two gb of ram and it will run just fine on highest settings with a little longer loading times. |
:o
Quote:
|
Quote:
There's also a lot more going on in a flight sim than in those games where you rarely see more than a few people on screen at once and where their AI routines rarely have to do anything more complicated than establish a place where they are out of your line of fire when they aren't firing at you. |
Quote:
|
Quote:
|
Nooo! forgive me, don't have time to politely argue with either of you, but nooo! you're quite wrong.
Rethink what you're saying :) |
Quote:
Cheers :-) m8. |
people are still weary of driver issues and of course, software availability
|
Quote:
Quote:
--- Thanks for joking over my point guys. It's coo.. --- Flight sims don't do "more" over "other" games. AI is AI, Terrain is terrain, objects are objects, etc. Consider Oblivion, or Fallout 3. Games with weather systems. (And stars of some sort..) It's really not a question of can it be done, it's simply will it be done. For the most part I believe companies try to avoid fine-tuning and feature adding because of the Duke Nukem Forever (r.i.p.) scenario. True perfection is a bad thing. |
Quote:
|
no i think its good to be able to run legacy code, and i hope 50 years from now, we'll still be able to run 8 bit code on whatever (quantum processor) type dealy we're using (assuming i haven't kicked the can by then)... the only thing holding us back (since windows XP 64 and the pentium 4 640) is people actually developing 64-bit appz (in most cases, 32bit is plenty enough, so why make a 64bit version?)
if you can still buy 32-bit processors, not outta some old warehouse, and not second hand, then your wasting your money, nowadays ALL pre-built machines are 64bit capable, and all motherboards/processors are 64 bit capable as well, again assuming their not a half a decade old... |
Quote:
I don't really see what weather systems have to do with it, either. The weather system in Oblivion and Fallout is simple (I don't know how much modding you've done of those two games), all that happens is that each exterior cell in the overall game grid is assigned to a region, and that region has a particular percentage chance of each weather type assigned happening when the weather changes every few hours after what amounts to a dice roll that chooses the weather. It's not really a weather system as such. As for stars, it's simply a series of domes with different textures applied with varying transparency that rotate depending upon the season/time of day/etc. No atmospheric modelling as we see in the screenshots Oleg showed of the Stuka at various times of day. The point is, both these games needed huge amounts of RAM and powerful CPUs to run well at high settings at release, even with such simple AI and weather systems and so on. Comparing flight-sims to FPSes, even in Il-2 we require some fairly complicated modeling of aerodynamics and ballistics occurring essentially non-stop (although realism in ballistics is usually attempted in FPSes nowadays, it doesn't have to take such account of factors as relative wind), we need to have an AI that can effectively fly an aircraft without a) exceeding critical angles of attack constantly b) flying past the physical limits of the pilot (the AI are limited to 4G maneuvers, I think) and c) that understands how to effectively maneuver to a good firing solution given the capabilities of the aircraft it's flying and the position and capabilities of the opponent. Compare this to the average 2010 FPS AI and we're already talking about a more demanding AI in the 2005 4.01 incarnation of Il-2, never mind SoW. And crucially, given the focus of the next game on the Battle of Britain, Oleg and team are almost certainly aiming to have the game running reasonably on medium settings with a lot of aircraft on screen at once, after all the Battle of Britain was primarily about small groups of fighters intercepting large groups of bombers and fighters. How many FPSes do you see with more than a handful of people on-screen at once nowadays? The only FPS games that approach flight-sims in terms of difficulty of implementation would be tactical shooters (lots of fairly complicated decision-making AI and a basic physics engine), and how many of those often have lots of people on the screen? Only one that I can think of, ARMA 2, and that devours PCs even on medium settings. So yeah, no wonder there are only a few flight-sim developers left, and thank God they have the dedication to work within such a difficult genre. :) |
Eheh, you make alot of really good points, if I was gonna quote you it would be the whole post :) You're not wrong especially when it comes to first person shooters eating computers alive these days!
However the level of difficulty for creation of the game types is still the same. Physics is physics no matter how you roll the dice, its the implemented design that brings you flaws and limitations, not the type of game. I've used physics libraries that are powerful and fast and can be used for any game type. Aerodynamics is something else on its own, but with programming its not any different than say the basic ai: "if this occurs, do this". Speaking of AI. FPS games do have really sad AI. Any AI is difficult. But the truth is in il2 the AI is the same as in FPS games. When I had the chance to peak at the AI code for IL2, I was amazed at how simplistic it was. I also saw code that seemed to give AI an unlimited and unreleastic "afterburner" (I believe that is exactly what they called it in the code, too) Simplistic is not wrong, especially when it comes to programming, its always the best solution if its simple. :) But the AI you talk about and that actually exists are far from each other, flight sim or first person shooter. The truth: The AI basically have pre-programmed flight manuevers and "characteristics" that are "executed" whenever a given situation exists, it is not "greater" than any fps AI, it's the same thing actually. This is why the AI can go all wonky or do nothing at all independant of skill level, because they get caught in a situation not pre-programmed. I was also surprised (but not completely..) to see in the code that the AI always were given the player's exact speed, location and altitude and maybe some other stuff as well, for all levels of ai skill (rookie, average, veteran, ace). And if you watch the AI land, you can clearly see they are not actually "flying" like you and I would be flying. FPS AI does the same thing. They get pre-programmed things to do in certain situations, but of course, and more common these days, they don't receive enough programming and therefore lack the neccessary reactions for many situations they run into. FPS games these days are sad, focusing only on fancy shader/graphic technology, slamming the gpu with wasted effort just to put out a mediocre (or less) game that looks "pretty". AI has not evolved much in games, no matter what type it is. Don't get me wrong, AI is not easy, but again, the AI you talk about and the AI that actually exists are not the same. I should wrap this up, so again, my point is the same. What it really comes down to is the game company and how well they pay their programmers. I'm an atheist but Thank god 1c maddox is on il2 and sow :) Also for an example of a non-pc killer fps game, check out Darkest Of Days was a history channel game, it uses a good physics engine, and for the most part has lots n lots of enemy on screen (and friendlies sometimes too) Of course the game isn't that great, but fighting off 100 or so enemies with a musket and a six shooter is ALWAYS fun. I run that baby on a CELERON (worst of them all!) 2.4ghz oc'd 2.9, 1.5 gig mem, geforce 850 or something like that, i forgot its model name, anyway, the same system i run il2 on and il2 still has comparable trouble with more than 8 planes. (not to mention ground units) and I've tweaked il2 as far as I can. Anyway.. time to switch class! |
Oh yes, of course, much of what the AI do is just reaction-based "if this happens, do this", but like I say, the complexity involved is quite different. In an FPS you have "point gun at player and shoot" then "oh no you're out of ammo, walk behind a wall" (if you're very lucky!), where in combat flightsims there's quite a lot more involved in producing an AI that even vaguely challenges the player.
What I think would be an interesting experiment would be to run a neural networking AI through playing a game, and then take snapshots of this AI at various stages in its development and use these snapshots to produce a rule-set for the actual game's AI implementation with each snapshot being a different difficulty level or "personality" of AI. Although I have no idea how feasible that idea would be. |
Interesting.. Don't forget even Quake3's bots had the programming to "collect armor if low on armor", "get ammo", "run away if hurt and find healing, avoid player", and I believe the bots even stuck with teammates if their teamwork level was high enough. Also capture the flag has a completely different set of rules that older games ran all the time! Stuff you don't see anymore.. The same bots could play capture the flag, team deathmatch or free-for-all. Anyway.
I have no clue as to what neural networking AI is. I can't wait to see what they did for sow. |
It's sad isn't it, how generally AI has declined rather than improved - have a read about neural networking if you're interested. Obviously it would be necessary to give the AI a much more complex starting point that the robots which learn not to crash into things or whatever. Looking forward to seeing SoW's AI as well, although I'm not holding out that much hope since the quality of the AI stayed pretty much static for all of the Il-2 series.
|
I can understand that AI not improving over the il2 series, basically each new "game" was simply a mod, just added content. Generally you wouldn't expect too much engine-revision in mods like ai-programming. They did let the AI stay in the lower-end aspect of game improvement. However its good to know Daidalos has already done some AI improvements for 4.10 .. I wanna lose ai in clouds so bad it hurts :)
I read the wikipage, I get a basic understanding. I might read more cuz it kinda makes me want to give it a try. I've always tried to program ai systems, never really getting much out of it, 10 years ago. maybe I've learned something since then.. The hard part is recognition of adaptative (?) changes and adapting. |
Oleg should just state, SOW is 64 bit, end of story, you want da best then upgrade! i know I would, I actually plan to buy 64 bit computer soon. I suspect many here would upgrade too! Oleg could then get ahuge kick-back from DELL computers or Microsoft! (joking)
Another disturbing point on chutes, I just watched a doco on the Luthwaffe's desparate act of ramming enemy bombers late in the war ... apparently American fighters would gun down german pilots in their chutes, who were lucky enough to survive the collision!! .. made my blood run cold. . |
To the best of my knowledge, "kill the pilot" was standing orders for US escorts for a time (I don't believe the method was specified), which kind of makes sense in the horrible math of war. It's a testament to the Moral fortitude of these guys that it wasn't a more common practice. (I think it's safe to say that the average warrior won't do to his enemy what he doesn't want done to him, if he's thinking that far ahead)
|
Quote:
Flyby out |
Quote:
|
All times are GMT. The time now is 08:14 AM. |
Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.