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-   -   Oleg Maddox's Room #2 QUESTIONS & REQUESTS TO OLEG ABOUT BOB SOW (http://forum.fulqrumpublishing.com/showthread.php?t=6909)

Redwan 06-13-2010 04:43 PM

This head movement feature (when you move your head with track ir it makes the pilot head move too) is already in an old game like Lock-in so I suppose that it will also be included in BoB.

For the rest, I'm disapointed by the poor quality of coulds and of coast lines (cliffs too) in BoB although I appreciate the quality of some other features like this fantastic 3d grass moving with the wind.

I think that in a game where the action is supposed to take place in the sky, a good photorealism of the copulds should be one of the major goals of the art director. FSX does much better and i cannot believe that it is so difficult to make nice realistc clouds with the BoB engine. The close views of the clouds looks ok but in global views it is noticable that the clouds dont have for instance the characteristic flat bottom during the afternoon when there is some hot air convection due to the sun. If the effect of the wind is modelised to impact the cloud's shape like Oleg said, I think that the wind effect physics should be reviewed.

To finish on a positive quote, I would like to say that the plane's graphycs and details looks absolutely awsome and the ground details can be compared to those of some good ground simulators like Tigers vs T34 or even better. The shadows even inside the cockpit bring a high level of immersion compared with Il2.

Finaly I think it will take long to see me online when BoB will be released. I think I will spend hours to fly around and to admire the landscapes from low altitude ;-)

Tigers vs T34 screen:
http://www.ww2-area.info/media/blogs...gre/s-t-34.jpg

swiss 06-14-2010 01:43 AM

I wonder if it's possible to add vortex effects, like:


http://www.youtube.com/watch#!v=nZMcypFErdE

Calculating them would sure kill the computer, but maybe there's way to cheat.

Bolelas 06-15-2010 09:20 PM

head movements.
 
No, sorry mr REDWAN, that is not what i was asking, the 6DOF its guaranteed allready, i know that. I was asking if when you are, for ex, side-by-side with another aircraft (controled by human, not A.I.) if you see the head of is pilot mooving in the direction to where he is looking in the game. Do i make myself clear? I know that control surfaces will bee seen on close distances. (In IL2 it is only possible to see flaps and land gear of other airplane but yours).
Thanks for the reply, anyway. :)

Bobb4 06-17-2010 11:05 AM

Quote:

Originally Posted by Bolelas (Post 164692)
No, sorry mr REDWAN, that is not what i was asking, the 6DOF its guaranteed allready, i know that. I was asking if when you are, for ex, side-by-side with another aircraft (controled by human, not A.I.) if you see the head of is pilot mooving in the direction to where he is looking in the game. Do i make myself clear? I know that control surfaces will bee seen on close distances. (In IL2 it is only possible to see flaps and land gear of other airplane but yours).
Thanks for the reply, anyway. :)

Good question, anyone know?

CharveL 06-17-2010 06:30 PM

I highly doubt it. As a TIR beta tester we tried some of that with the HL2 engine and although it was pretty cool, I'm pretty sure it tends to saturate bandwidth with multiple players all sending head position info on top of everything else that needs to go down the pipe.

Not saying it isn't possible or even practical, just that I would doubt it's important enough to take away processing power and bandwidth during online play.

Maybe the info could be sent only when in a certain proximity with another player or as an offline option?

ElAurens 06-18-2010 01:10 AM

Hey CharveL, good to see you over here in the land of yellow.

:cool:

Bobb4 06-18-2010 08:09 AM

Quote:

Originally Posted by CharveL (Post 165031)
I highly doubt it. As a TIR beta tester we tried some of that with the HL2 engine and although it was pretty cool, I'm pretty sure it tends to saturate bandwidth with multiple players all sending head position info on top of everything else that needs to go down the pipe.

Not saying it isn't possible or even practical, just that I would doubt it's important enough to take away processing power and bandwidth during online play.

Maybe the info could be sent only when in a certain proximity with another player or as an offline option?

If a game like Armed Assault 2 can do it with over 64 active soldiers, some flying jets, helicopters etc I am sure the network traffic should not be an issue.

Bolelas 06-19-2010 12:38 AM

Thank you mr Bobb4 and mr CharveL for your opinion on the subject, i was glad to read it. Lets hope the game has this feature.

Tuplanolla 06-19-2010 01:22 PM

I wish to see
realistic start up procedures and optional automation for them (if the server permits it),
realistic fuel, oil and air management,
instrument errors and delays,
everything in first person (including climbing in the plane and bailing out),
pilot disabilities (like temporary deafness, paralyzation, hypoxia and loss of consciousness or blood),
no on-screen messages or graphics (like warnings, radio messages, compasses or maps),
flexible button configuration with multiple modes for each button (like switch/toggle/cycle or snap/pan/reset),
6dof without TrackIR or other equipment,
pseudo-random malfunctions (caused by stress, weather and manufacturing defects),
ricochets and failures of bullets,
speed-of-sound travel of sounds and shockwaves,
dynamic lighting levels to remove the advantages of gamma correction at night (the video signal is stripped of information instead of hiding it, which means darkness is pitch black or blurred),
debris inside cockpit (including shards of glass, oil and water),
wildlife and civilians (because there's nothing like hunting deer with rockets),
ability to move outside aircraft (after bailing out, even if the pilot is on fire),
campaigns (servers) requiring sticking with the chosen side (allies or axis),
online play (servers) requiring the completion of single-player training before joining,
disobedience and stupidity of ai pilots,
low graphics to enable massive furballs (hundreds of planes),
proper damage model (the cockpit can be torn in half),
custom ammo belt configurations,
percussive maintenance of instruments,
lightweight mission builder with good tools and hotkeys,
scripting language (like Ruby or Python) or a such for the mission builder and
wild arcade mode if there has to be one (flying an indestructible plane in a huge labyrinth with partially negative gravity could be fun)
in the simulator -- most of it only on maximum difficulty though. The features written in bold are very important; I won't buy the simulator if they're not included. Some of these have already been discussed, but I haven't noticed them being confirmed.

AndyJWest 06-19-2010 03:31 PM

Quote:

The features written in bold are very important; I won't buy the simulator if they're not included.
Tuplanolla, that comes across as rather rude, especially for a first post on a forum. If you look through the relevant threads, you may find many things you suggest have been discussed, though I think it is unlikely they will all be implemented. With the project in an advanced stage, making 'demands' for features is unlikely to achieve anything. Wouldn't it be better to wait and see what is featured before dismissing it because it doesn't have something you consider 'important'? You don't have to buy it, but others undoubtedly will.


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