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-   IL-2 Sturmovik: Cliffs of Dover (http://forum.fulqrumpublishing.com/forumdisplay.php?f=189)
-   -   Hollywood props...? (http://forum.fulqrumpublishing.com/showthread.php?t=23265)

adonys 05-25-2011 11:03 AM

I think it's an effect scalable with the PC's performance, ie FPS..

On my computer, the propeller effect is the same as I understood (the bold is for the guys accusing people who asked for a slowly rotating propeller arc, as in the movies, that they requested this new effect, when in fact after the looong discussion we had about this, I think everyone understood that is it not how it is seen in real life by direct observation) that it should be from people who experienced it by themselves: visible variable rotation speed blades on very low RPM, and a translucent (almost invisible arc) with flashes of blades lights now and then (depending on the eye/sun position). Which is exactly what am I seeing on my computer.

If you're seeing something else, it must be either the FPS, or drivers (or amd/ati vs nvidia videocards maybe)..

swiss 05-25-2011 11:40 AM

Sounds like wee need another button in the video option screen...

Strike 05-25-2011 12:04 PM

Yes what we need are new graphics settings

- Realistic
- Cinema

Redroach 05-25-2011 12:15 PM

http://www.youtube.com/watch?v=iXP8mwViK9o
WTF? Props are going waaay to fast in CoD! Please fix that bug, as it completely kills my immersion!

http://www.youtube.com/watch?v=rVSh-au_9aM
...and from time to time, Propellers used to come to a halt IRL. The helicopter in this video just had his rotor blades filled up with hot, liquid hydrogen, thereby providing lift (a technique invented by Quetzalcoatl in 1801). For helicopters, this is called 'auto-rotation' or 'the Quetz effect' (the 'Q' is always capitalized).
Clearly, this should be implemented in CoD as well. I mean, CoD prides itself with high standards in terms of realism!

P.S.: Mute the sound in the first video! Mute it! You've been warned... :twisted:

philip.ed 05-25-2011 12:30 PM

Redroach: that's not an accurate representation of real life buddy. :cool:

Ze-Jamz 05-25-2011 12:34 PM

Ok whos first to put there hand in between those rotors...they are not spinning really :rolleyes:

Peril 05-25-2011 12:34 PM

Quote:

Originally Posted by Redroach (Post 288448)
Yeah, guess you have to say big thanks to the folks who wanted to have the prop disc 'more realistic', albeit their idea of 'more realistic' is that it has to look exactly like the 25-fps-on-tv (or is it 24? hmm, anyway :rolleyes: ) issue, as mazex explained above.
The looks of the prop disc was pretty much like the real thing imo, but, sadly, those people generally not having the slightest idea of... well, anything, got their way. Again, like it was with the negative g cut-out on merlin engines before.
I really don't get why the devs give in to this :(.

MM..

All I can say is 'Amen Brother'.
Typically letting the Gen Y win again so as to save the peace! Well I HOPE it's 'intential', as we all know it's not realistic, don't we???

Peril 05-25-2011 12:42 PM

Quote:

Originally Posted by Strike (Post 288428)
Just to find a perfect real-life example in regards to visibility realism.

If you made a computer game showing a classroom with 3 CRT monitors amd the ingame footage showed perfect screens, would you complain about the screens not flickering?

http://www.youtube.com/watch?v=TzoO6-gktKk

The human eye is the standard if you want to have your gametitle labeled "Simulator", just like they said the tracers were the most accurate rendering ever because they used a real "shutterspeed" effect similar to that of a humans eye to re-create length. Why not do the same for the props?

PS, pritorities gentlemen.

Lets see how you react to the Spit or 109 that flies beyond it's real life performance spec. I'm happy to accept a simple and inconsiquential hollywood 2D prop FX in preferance to the hollywood '''PERFORMANCE FM''' of a Spit or 109 in game. One effcts the end result of an hours battle and years of study, the other is?? Well, more self indulgence ;)

Would you choose something different in priority?? Would you prefer a personal choice of 2D to a reality in FM performance??

Sorry, Luther is in charge now and 'reality' is surly 'TANGIBLE' not just the visable as in the past IL2?

So, what ever the 2d prop FX is defined as is incosiquental to the outcome of the game, the 'end result' is more important to me personally.

Hollywood FX or blur prop, just choose so we can free up time to the more game impacting aspects.

Redroach 05-25-2011 12:43 PM

Quote:

Originally Posted by philip.ed (Post 288712)
Redroach: that's not an accurate representation of real life buddy. :cool:

Yes it is! I'm a commercial pilot, having come from military aircraft. I've logged more than 9000(!) hours on the A-1 skyraider alone, my friend is an aircraft mechanic at the smithsonian (tasked with restoring countless vintage aircraft) and my other friend is CEO of Airbus. So I know something about propellers, dude :cool:


...arguing with arguments directly taken from 10-year-olds is quite fun, as I just found out. This is how to get your way nowadays! ^-^

philip.ed 05-25-2011 12:57 PM

I don't really understand what you're advocating. Are you suggesting that the props be visible, even on high RPM? It's just that, as far as videos are concerned, they will never really show us what the eye can see ;)


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