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-   -   Oleg Maddox's Room #1 (http://forum.fulqrumpublishing.com/showthread.php?t=2039)

Freycinet 12-04-2007 06:24 PM

Quote:

Originally Posted by Oleg Maddox (Post 30161)
Correct automatically moveable point to show you right place ot hit that to get enemy aircraft in movement will be present. But ofcourse it will be swichable in difficulty settings and on the server.
Training also will be absolutely new. Including online training :)

I can add to this something Ian boys wrote exactly a year ago, in SimHQ, about the Tiger Moth in BoB:

http://www.simhq.com/forum/ubbthread...022900&fpart=1

"Franky - the point is that the Tiger Moth won't just be another plane, it will be a REAL DUAL-CONTROL TRAINER trainer that we can use to get new pilots into the game. A couple of circuits with an old hand in the back seat then off for your first solo! "

1.JaVA_Sharp 12-04-2007 06:31 PM

Quote:

Originally Posted by Freycinet (Post 30247)
I can add to this something Ian boys wrote exactly a year ago, in SimHQ, about the Tiger Moth in BoB:

http://www.simhq.com/forum/ubbthread...022900&fpart=1

"Franky - the point is that the Tiger Moth won't just be another plane, it will be a REAL DUAL-CONTROL TRAINER trainer that we can use to get new pilots into the game. A couple of circuits with an old hand in the back seat then off for your first solo! "


that'd be cool as heck!

Avimimus 12-04-2007 11:28 PM

Quote:

Originally Posted by proton45 (Post 30213)
A question for Oleg...

First I would like to thank you for the interesting pictures you are sharing with us. Many of us are hungry for information about the "BoB SoW" game and seeing information about flak damage and aircraft modeling is very tasty indeed...thnks

My first question is about "active" (moving) ground objects...will we have animated livestock (sheep, cows, dogs) and will we have moving people running, walking, working and fighting in the virtual world below us...It would be wonderful to have soldiers react to diving Stuka...and it would feel quite satisfying to watch people run as you strafe an airfield (I know their is an issue with graphic gore, but maybe people could just fall down when they are killed, no blood or dismemberment). It would help with the feelings of being immersed in the world of the game...as disturbing as the notion may be it feels quite satisfying to see the effect of your actions on a "living" enemy...And lastly could we have flying birds as an obstacle/hazard of flight? (this was a big problem at many front line airfields)

My second question is about future development of the "Storm of War" series...Can I look forward to fighting and flying in the skys of the Pacific at some point in the future? As much as I love the European theater I also love the Pacific theater and I would very much like (and I'm not alone here) to have a "Pacific theater" game based on your wonderful new game engine...please,please,please :D :D :D

Flocks of migrating geese would be neat! It would allow you to tell what direction you were flying (except for the fact the geese flocks often go in non-migratory directions in the lead up to migration). It would be even neater if we could be the geese!

I believe Oleg once said that they had tested sharks in PF (but I think he was joking)?

Anyway, with regards to the pacific theater I believe Oleg indicated some time ago that it wouldn't happen until some other theaters had been visited (the Eastern Front for his Il-2 fans and probably expanding ETO/MTO). He also said that it might never happen if the U.S. didn't change its trademark laws (or a way wasn't found around them). I hope this helps.

BTB 12-05-2007 02:25 AM

I have a question about the weapons functionality of Bombs and Torpedos.
While the Bomb is falling or the torpedo is running in water and the Player get killed or crashed before they detonate, will they do anyhow a damage??
I can't remember read or heard anything about that.

Thx and best regards

Michi

AA_Absolute 12-05-2007 07:45 AM

Quote:

Originally Posted by BTB (Post 30278)
I have a question about the weapons functionality of Bombs and Torpedos.
While the Bomb is falling or the torpedo is running in water and the Player get killed or crashed before they detonate, will they do anyhow a damage??
I can't remember read or heard anything about that.

Thx and best regards

Michi

I remember Oleg know this bug and say in Bob its ok.

41Sqn_Banks 12-05-2007 05:02 PM

A.p. 1590b
 
Dear Oleg,

many virtual pilots look forward to a improved and more realistic engine management. I understand that this is not a easy task. The implementation is one thing, but getting the refereces is another exhausting and expensive task. I want to help you with the later.

I've scanned and mailed you Operational Notes for Pilots on Merlin II and III a month ago. This is a 18 pages booklet about operational handling of Merlin II and III engine. You propably remember this:
http://www.41squadron.org/test/merlin1.jpg

You really liked it. And this motivated me to prepare a even better reference on this subject:

Air Publication 1590B Volume I, 2nd Edition October 1938
Merlin II and III Aero-Engines
Air Ministry
Reprinted October, 1939


http://www.41squadron.org/test/ap1590b.jpg

In this over 180 pages manual are also amendments included until November, 1940. It covers all possible variants: 87 octane/100 octane fuel, wooden fixed/Two-position variable/constant speed propeller.

You can download a small preview including the content and the introduction here:
http://www.41squadron.org/test/AP1590B_preview.pdf
Chapter 7 and Chapter 11 should be most interesting.

I tried to contact you about this several times by email in the last 2 weeks, but you didn't respond and didn't download it (at least my server didn't log the download). Of course I do understand that you are a busy man. Please tell me if you are interested in this manual or not. If you are interested I will give you the necessary information to download it.

Best Regards

SlipBall 12-05-2007 09:02 PM

Yes Oleg I am a advocate for better, complex engine managment, and a switch for full start up procedure if desired by the pilot ......I know that you believe people would grow tired of it, but having the switch is the answer to this problem.....I would love to have this feature....maybe? yes/no...a slight chance....oh please!

Thunderbolt56 12-06-2007 12:20 AM

I'd really much rather see the greater detail implemented into the flight model and especially the damage model if I were forced to choose or even prioritize. Perhaps some additional CEM tidbits programmable for individual tastes, but with a much more complex engine start procedure, will we also have to warm up our engines on the flightline for 10 minutes? If not then will there be consequences if you run your engine too hard after not warming it up?

No, for me, I don't need to have as much realistic detail on the flightline as I do in the air.

I'm not advocating against it, but it'd be too bad if we get a 21 point engine start procedure and lose a damage model detail as a result. With the exception of coops, most people don't spend much time in pre-flight procedure...not even in the servers with runway obstacle courses like Spits-109's.

VMF-214_HaVoK 12-06-2007 12:40 AM

Quote:

Originally Posted by Thunderbolt56 (Post 30338)
I'd really much rather see the greater detail implemented into the flight model and especially the damage model if I were forced to choose or even prioritize. Perhaps some additional CEM tidbits programmable for individual tastes, but with a much more complex engine start procedure, will we also have to warm up our engines on the flightline for 10 minutes? If not then will there be consequences if you run your engine too hard after not warming it up?

No, for me, I don't need to have as much realistic detail on the flightline as I do in the air.

I'm not advocating against it, but it'd be too bad if we get a 21 point engine start procedure and lose a damage model detail as a result. With the exception of coops, most people don't spend much time in pre-flight procedure...not even in the servers with runway obstacle courses like Spits-109's.

LOL, ya its hard enough to get people to take the few seconds to taxi correctly let alone spend the time to do a correct startup procedure. It would be cool but Oleg has made some very good points as to why it will not be included and I have to agree. Leave the startup procedures to the civilian sims as there are far more important things to address in a combat sim.

S!

41Sqn_Banks 12-06-2007 07:41 AM

Complex engine manamgent is not about starting the engine. It's about correct boost presure, correct rpm, correct limitations for both, correct throttle (for example a variable datum type boost control used on Merlin III vs. the more simple boost control in Merlin II), pitch handling and W.E.P. handling. Also overheating.

The flight model is not limited the stick control, your left hand on the throttle/pitch is also a important factor in the flight model.


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