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-   -   Daidalos Team's Room -QUESTIONS AND REQUESTS ONLY - For 4.11 (http://forum.fulqrumpublishing.com/showthread.php?t=18260)

EJGr.Ost_Caspar 05-18-2011 07:14 PM

My system already get onto its knees from the stock effects. Especially the dust from starting planes. And no! I cannot live without 8x Antialiasing. :D

ECV56_Guevara 05-18-2011 07:25 PM

Quote:

Originally Posted by Pursuivant (Post 274068)
More ideas, suggested by others in the past, but worth repeating:

1) Static ground objects which carry point values, both for campaigns and for ground attack or bombing missions. No new objects needed to be coded, just create invisible destroyable "value boxes" which can be put inside of existing static objects in the FMB, based on soft vehicles, tanks and various sorts of ships.

2) Explosion effects which can be set or triggered in the FMB. Base them on various forms of bombs, have a way that they can be placed inside static objects or vehicles, then link the condition that triggers them to either a time, movement of another object or destruction of the object to which they're linked. This would simulate things like ammo or fuel dumps, vehicles filled with explosives or fuel and vehicles hitting mines.

3) Empty fuel tanks objects which are much harder to destroy.

4) More airfield equipment objects - bomb dumps, bomb carts, fire trucks, bulldozers and dump trucks (for filling in bomb craters), starter trucks, tractors, engine heaters, fuel trailers, engine hoists, mobile workshops, etc. This is the sort of infrastructure you take out during an airstrike on an airfield in addition to aircraft, buildings and runways.

+10000000!!

Is going to be an airborne radar in 4.11?
Thanks and keep the good work!!

Mysticpuma 05-18-2011 10:37 PM

Quote:

Originally Posted by EJGr.Ost_Caspar (Post 285002)
My system already get onto its knees from the stock effects. Especially the dust from starting planes. And no! I cannot live without 8x Antialiasing. :D

Maybe an effects switch could be added though...enable or disable 3D smoke effects like those shown and gun-tracer?

Cheers, MP

IceFire 05-18-2011 11:51 PM

Quote:

Originally Posted by EJGr.Ost_Caspar (Post 285002)
My system already get onto its knees from the stock effects. Especially the dust from starting planes. And no! I cannot live without 8x Antialiasing. :D

Antialiasing and clouds/smoke effects in IL-2 do tend to bring a system to it's knees. Only my very latest graphics card purchase seems to be unphased by 8x antialiasing :)

Still... a switch to turn on or off a few extra visuals might be a nice addition. Replace some flat bitmaps with particle smoke for example. Just a thought :)

nearmiss 05-19-2011 02:45 AM

Quote:

Originally Posted by Mysticpuma (Post 285108)
Maybe an effects switch could be added though...enable or disable 3D smoke effects like those shown and gun-tracer?

Cheers, MP

On the tracers... like in the real world, gun tracers were set in the payloads. Night fighters didn't use tracer payloads, because they didn't want the enemy to know where they were.

As far as smoke effects... I always thought for the most part the smoking and fire were determined by the damage modeling.

I think it would work if we have smoke and fire as moveable objects.

Smoke and fire objects would be like vehicles with timeouts and such. That way you could arrange the fires and smoke to slowly move and heat up things in a pre-set pattern. It was just a way to make battlefield hot zones.

Also, when you left the action area where the smoke and fire moving objects had finished their little routes they wouldn't affect the FPS. I don't know, how to terminate them. It never was addressed so it didn't need a solution. LOL

This could still work, and be alot better than continous burning and smoking, which does affect FPS for many.

I do think fire and smoke that is created by bombing and strafing should clear itself after a certain amount of time. That might even be controlled by the type of weapon payloads used.

Azimech 05-19-2011 12:10 PM

Quote:

Originally Posted by daveballmh (Post 282123)
For me a good future development woud be Attack on the West 1940

If you mean the building of a 1940's map of Holland, I think that would be terrible. Already in those days Holland was very dense in the amount of cities, towns and villages, rivers and roads. And to do it even semi-accurately would cost years. And I live here, IMHO the ugliest country on the planet. Compare it with Slovakia, probably the best map in the game, Holland is almost totally flat, almost half of it beneath sea level (can the IL2 engine do that? don't think so) with a huge number of dykes and would have ten times the amount of communities, even if the Slovakian map is only a small part of the country. Essentially, it would be like flying over the northern part of Crimea but with a larger framerate drop because there are tens of thousands of houses everywhere you look.

Ernst 05-19-2011 10:03 PM

TD is plannig a review of in game balistics? Some aircraft, even for larger weapons, had less dispersion and gravity effect over the bullet trajectories. Anyone can comment about this?

Korn 05-20-2011 10:36 AM

I thought ballistics are based on the weapon used, not the plane.

TD is 6DoF our of limits? This is one of the best features of mods imo...

Asheshouse 05-20-2011 10:44 AM

Quote:

Originally Posted by Azimech (Post 285450)
If you mean the building of a 1940's map of Holland, I think that would be terrible. Already in those days Holland was very dense in the amount of cities, towns and villages, rivers and roads. And to do it even semi-accurately would cost years. And I live here, IMHO the ugliest country on the planet. Compare it with Slovakia, probably the best map in the game, Holland is almost totally flat, almost half of it beneath sea level (can the IL2 engine do that? don't think so) with a huge number of dykes and would have ten times the amount of communities, even if the Slovakian map is only a small part of the country. Essentially, it would be like flying over the northern part of Crimea but with a larger framerate drop because there are tens of thousands of houses everywhere you look.

Having lots of small settlements dotted about is not a problem in FPS terms. What matters is the number of objects appearing in your screen viewport at any one instant. Also adding the auto-generated trees to the settlements has minimal impact. What causes the problem is creating large cities, like Rotterdam, but these problems can be reduced by making new models where each city block is a single model instead of made up from lots of separate houses.

Holland may be pretty flat, though it does have a few gentle hills, around Arnhem for example, but the map can be made more interesting than the stock Crimea map by careful use of ground textures showing field patterns etc. Most of the earlier stock maps are pretty boring in ground texture terms and it has been shown that their appearance can be greatly enhanced by changing the textures and adding bump mapping.

Ashe

Wildnoob 05-20-2011 01:56 PM

The speed of the Ki-84 will be lowered to the Japanese best of 624km/h?

The George and the Jack also need corrections.


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