Quote:
Originally Posted by Tata
Thanks Oleg for news!
Nice pic's. I never saw how looks in combat damaged aircraft, but for me looks more like spit was flying under big drops of concentrated acid rain instead that got damages from bullets with huge kinetic energy. I don't know. Maybe damage from flak looks exactly like this. Anyway detail is wery high.
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Probably you'll never see such many big holes at once, like on these pics of Spitfire. And it isn't due to hits of bullets. It is due to flak and hits of shells.
From bullets we will "draw" actual(exact) places of hits. This you will see not so soon and already in the 3D engine together with other types of damage.
Main was to show missibg in flight aerodynamic panels of engine, etc.. It wasn't so rare in real aerial combat.
For us is a great task how to make a lot of details and at the same time to render a lot of aircraft in air simultaniosly.... So all things will be optimized for this...
Say it is possible to make even greater details of damage, aircraft itself , etc... but probably in case of hundreds aircraft in action around you you will need the PC that will be existed only say ten years after release

Hope you all understand what the tasks we have and what the technical problems are on our board...
The is no problem to make increadible amount of polygons in aircraft (or ground units), but then will follow problem of PC power, when in air isn't just one aircraft.... When the water is trasparent, when the clouds looks like real and moving, etc...
BoB will be again a "fight of compromises" in technologies and will offer the best compromises that wioll be usable for many years ahead, like it was with Il-2