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

proton45 03-28-2008 05:03 PM

Quote:

Originally Posted by Feuerfalke (Post 38790)
I'm sorry you took it that way. I was just surprised about your statement, that you are willing to go through the lengths of collecting all available previously released information and salvage them in a compilation, while you were aparently not willing to look up what the status of the 4.09beta is, what bugs have to be solved and what content to be added.

I agree that my statement probably offended you. Please accept my apologies.

My question in the other thread was asking about what "you" thought was still going to be added to the patch, not what was said in past threads...I was responding to your statement: "missing out some maps and objects"....I was hoping that you would clarify your statement before I responded like a "know-it-all" and told you that their was to be no more new maps or objects (beyond what is already "new" in the beta)...I wanted to make sure I understood your comment before I chimed in.

I was actually thinking of just collecting Olegs answers in some sort of "feature list" (maybe also some of the stuff mentioned in the DVD)....

anyway...accepted and moving on.

proton45 03-28-2008 08:08 PM

I have a question for Oleg...

1) How complex will the "human damage model" be for "AI" (and player) pilots be ? How many internal biological systems will be modeled in the "human DM"?

Will the "human DM" be broken down into "basic" interlocking systems like vision, circulatory, right leg, left leg, and vitality? Or will it be modeled in more specific anatomical detail like modeling each finger on the right hand, the right wrist, right forearm, right upper arm, right shoulder, left eye, right eye, neck w/arteries, ect ?

2) Will the "one bullet, one hole" feature be applied to the "human damage model", and will it effect specific biological systems within the
"Human DM"?

3) Shrapnel damage in the left hand should effect the behavior of the "AI" in a different way then a bullet through the left leg. Can you explain how different kinds of "injuries" might effect individual "AI" pilots to behave in different ways?

Feuerfalke 04-01-2008 05:27 AM

Quote:

Originally Posted by proton45 (Post 38850)
I have a question for Oleg...

1) How complex will the "human damage model" be for "AI" (and player) pilots be ? How many internal biological systems will be modeled in the "human DM"?

Will the "human DM" be broken down into "basic" interlocking systems like vision, circulatory, right leg, left leg, and vitality? Or will it be modeled in more specific anatomical detail like modeling each finger on the right hand, the right wrist, right forearm, right upper arm, right shoulder, left eye, right eye, neck w/arteries, ect ?

2) Will the "one bullet, one hole" feature be applied to the "human damage model", and will it effect specific biological systems within the
"Human DM"?

3) Shrapnel damage in the left hand should effect the behavior of the "AI" in a different way then a bullet through the left leg. Can you explain how different kinds of "injuries" might effect individual "AI" pilots to behave in different ways?

Good questions!

There was no word lost on the human damage-model AFAIK, though this is a very important point of a simulation like this. IMHO a good and valid question for the next FAQ-round ;)

Tbag 04-01-2008 12:28 PM

May have been asked before:

Will we have a checklist for each plane that we can open in flight like the chart? At least a list with the most important information for each aircraft like landing speed with/without flaps, compressor switch altitudes, best rate of climb speed, never exceed speed and so on.

Feuerfalke 04-01-2008 01:02 PM

Quote:

Originally Posted by Tbag (Post 39017)
May have been asked before:

Will we have a checklist for each plane that we can open in flight like the chart? At least a list with the most important information for each aircraft like landing speed with/without flaps, compressor switch altitudes, best rate of climb speed, never exceed speed and so on.

Considering documentation of games released in the recent years, I doubt it. The times of Falcon and Janes are gone :(

41Sqn_Banks 04-01-2008 01:18 PM

Quote:

Originally Posted by Tbag (Post 39017)
May have been asked before:

Will we have a checklist for each plane that we can open in flight like the chart? At least a list with the most important information for each aircraft like landing speed with/without flaps, compressor switch altitudes, best rate of climb speed, never exceed speed and so on.

I think you are not allowed to take such important notes with you on a operational mission. Imagine the enemy finds that paper after a crash and from now on knows your full throttle height or your best rate of climb :o

Feuerfalke 04-01-2008 02:02 PM

Quote:

Originally Posted by 41Sqn_Banks (Post 39022)
I think you are not allowed to take such important notes with you on a operational mission. Imagine the enemy finds that paper after a crash and from now on knows your full throttle height or your best rate of climb :o

He could burn the manual when he's shot down online. :grin:

Tbag 04-01-2008 10:28 PM

Quote:

Originally Posted by 41Sqn_Banks (Post 39022)
I think you are not allowed to take such important notes with you on a operational mission. Imagine the enemy finds that paper after a crash and from now on knows your full throttle height or your best rate of climb :o

Granted! But in real live you would not fly 30 different planes in combat, the type of plane changing every day or mission. ;)

When there is a mission with planes I don't regularly fly I would be greatful for these handful of figures. If you have a speedbar you can as well have such a list. Furthermore it should be easy to implement.

hynkel 04-03-2008 10:13 AM

That new Spitfire Mk.I
 
-I tpersonally hink that it should be implemeted in patch 4.09,i can wait a little longer on the pach for that.

DK-nme 04-04-2008 06:39 PM

SoW progression - flyables
 
Greatings all.

I'm the greatest fan of Mr. Oleg and his team - U guys have made a [biiip] of a job. The entire il-2 sturmovik game block and all of its add-ons is still the best combat flight sim, ever (got them all, from original to 46)!
This game just made life more interesting...

But could someone plz tell/explain to me, which planes will be included in the Sow game and which will be flyable (plz the entire list)?
And will the SoW game cover the entire span of the WW2, just like the il-2 sturmovik game?

And plz include light and sun effects on planes (sunny reflexions on classy surfaces, like cockpit glass) which can be usefull when scouting for bandits in the horizont...


DK-nme


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