Official Fulqrum Publishing forum

Official Fulqrum Publishing forum (http://forum.fulqrumpublishing.com/index.php)
-   Pilot's Lounge (http://forum.fulqrumpublishing.com/forumdisplay.php?f=205)
-   -   Fresh stuff from sukhoi.ru (Discussion) (http://forum.fulqrumpublishing.com/showthread.php?t=28174)

David198502 12-08-2011 09:00 AM

Quote:

Originally Posted by BlackSix (Post 368232)
Maybe ;)

:grin: thx

BlackSix 12-08-2011 09:03 AM

Quote:

Originally Posted by David198502 (Post 368210)
@BackSix

i understand that a dynamic campaign is really time consuming to create....but if the devs could give us the tools to create them by ourselves, then im pretty certain, that it would be done by the comunity.
but to my knowledge, the tools are not there yet, to make a real dynamic campaign like in 1946.

Can you rewrite it in a clearer and more specific question?

Luno13 12-08-2011 09:20 AM

Quote:

Yes you're right, dynamic campaigns provide a good replayability
However, I started doing in 2002 hardcore static campaign, always refers to dynamic negative. It's always problems with balance and historical accuracy. It is best suited for a hypothetical conflict than the actual events.
But the dynamic campaign certainly would be useful now.
By "dynamic" campaign, we are not asking for the chance to change the course of history. The idea is for the computer to instantly generate a new mission with realistic situations and objectives. Static campaigns take a long time to write, and it's hard to be surprised by the enemy if you wrote the mission yourself and know exactly where they are ;)

Quote:

Without depressing you, I spent 6 years doing nothing but FMs, they are never 'fixed' in one patch hehehe.

But they do change for the better over time as more data presents itself and the game engine evolves.
The FM's in this game are suffering not from lack of documentation, but from some deep rooted game engine problems, as I understand it. Among other things, there is an in-game ceiling at ~20,000 feet above which no aircraft can fly. The relative performance of various fighters don't agree with most sources (absolute performance is impossible to get 100% right) which makes the dog-fighting experience disappointing. Hopefully these outstanding issues will be corrected in a timely manner (after all, we were shown images of the CoD world at over 40k meters).

41Sqn_Banks 12-08-2011 09:33 AM

Quote:

Originally Posted by David198502 (Post 368213)
yes but all the campaigns made by the communtiy are only semi-dynamic.
i would like to have the real thing like in 1946, with moving frontlines,...destryed buildings and targets stay destroyed on the map,your success influences the outcome,the possibility of getting medals and new ranks.

i agree that this could be done by the community, and i think that this would be even better for both, the devs and the customers.the community could possibly create dynamic campaigns in less time, while the devs can focuse on other things.but we would need the tools for it.
to my knowledge its not possible yet.

I can assure you that the tools are there and it is already possible to create a fully dynamic campaign with all the features you have listed and that is even way ahead of what was possible in Il-2: 1946. It simply takes time to implement it.

The missing bridges and roads through cities are the biggest problem right know for a dynamic campaign because the ground units can't reach certain areas of a map.

ReconNZ 12-08-2011 09:34 AM

Quote:

Originally Posted by BlackSix (Post 368189)
I'll make a list of questions to Ilya. Question about navigation lights, landing lights and the smoke alarm is there. The list will be published here.



Yeah, I thought about it. But I will not be able to lead such a project because of problems with English. You will need to find a leader in your community :)

Thanks Blacksix, much appreciated! ;)

adonys 12-08-2011 09:36 AM

Three quick questions, sir, please:

1) Will the Radio Comms finally fully work on this next build?
2) Is AI work being done (matching the Radio Comms, and getting rid of foolish AI behaviors)?
3) Can Luthier give us any estimate regarding the release date for this patch?

Thank you!

David198502 12-08-2011 11:13 AM

Quote:

Originally Posted by 41Sqn_Banks (Post 368241)
I can assure you that the tools are there and it is already possible to create a fully dynamic campaign with all the features you have listed and that is even way ahead of what was possible in Il-2: 1946. It simply takes time to implement it.

The missing bridges and roads through cities are the biggest problem right know for a dynamic campaign because the ground units can't reach certain areas of a map.

ok...i was only assuming, cause there isnt one dynamic campaign available yet.
are you sure that its possible?...i hope so.

41Sqn_Banks 12-08-2011 11:35 AM

Quote:

Originally Posted by David198502 (Post 368262)
ok...i was only assuming, cause there isnt one dynamic campaign available yet.
are you sure that its possible?...i hope so.

Yes absolutly sure. The current source (not compiled release version) of IL2DCE has moving ground war where tanks capture enemy front markers to move the front line. Tanks that are destroyed (by air or ground) remain destroyed or respawn at a "factory" building (if available) somewhere else on the map.

The ground units use roads and find their way to the next front marker on their own, no need to provide a road network for each map (like in Il-2: 1946).
I can store the current position of each ground unit when the mission is closed so the next mission they will be at this position. This is not implemented yet but it's really a piece of cake and could be added to the current source with 10 lines of code (just hat more important stuff to do so far).

It simply takes time to implement all this (in ones free time) ...

For some more advanced features I'm sure there might be missing some functions (e.g. recording destruction of "static" objects and "buildings").

BlackSix 12-08-2011 11:54 AM

Quote:

Originally Posted by adonys (Post 368243)
Three quick questions, sir, please:

1) Will the Radio Comms finally fully work on this next build?
2) Is AI work being done (matching the Radio Comms, and getting rid of foolish AI behaviors)?
3) Can Luthier give us any estimate regarding the release date for this patch?

Thank you!

1) your question is on my list and will be sent to Ilya
2) it's a complex problem that we can not solve quickly
3) No, there is a problem that prevents us move forward in the development

McFeckit 12-08-2011 12:39 PM

Quote:

No, there is a problem that prevents us move forward in the development
Can you tell us if the problem is a financial one or a coding one ?


All times are GMT. The time now is 12:49 PM.

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