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IL-2 Sturmovik The famous combat flight simulator.

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  #1  
Old 11-11-2009, 04:27 PM
igitur70 igitur70 is offline
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Quote:
Originally Posted by Oleg Maddox View Post
We plan to have Polish and some other countries fighting on British side. However the problem at the moment - I don't know if we will be able to record all speeches (especially for example mixed some bad English + Polish speech)

Anyway I will probably post later the request for community to record for us (better to say for users) some waves sounding in Polish, Czech, etc. Of course will need Italian...
Hello Oleg,

1) Regarding speech files and mission editor : will the creator of a mission/campaing be able to insert various user-made speech files following a particular campaign storyline ? This would add a lot to immersion.
2) If yes, could that feature be coupled with triggers on multiple stages (following an if...then structure) ?
3) If not, would you consider the idea ?


Thank you.
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  #2  
Old 11-11-2009, 04:51 PM
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Bloblast Bloblast is offline
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Hi Oleg,

Curious about AI behaviour:

-Will AI fly to home base when (slightly) damaged?
-Will AI see trees + other obstacles during emergency landing?
-Will AI switch from target when that other one is more favourable?
-Will AI fly home when out of ammo?
-Will AI try to fly home in a very disadvantageous situation?
-Will AI avoid places/airfields with lot of AAA?
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  #3  
Old 11-11-2009, 05:41 PM
Troll Troll is offline
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Hi Oleg,
First time for me in this forum.
I'm definitly surprised by the quality of your simulator. I'm in the real life a flight instructor and it's amazing to see how it's easy to teach to people who already plays on IL2. I also recomend this sim for all of my students.
If you need some help for the training program in SOW, tell me, it gonna be a great pleasure for me.
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  #4  
Old 11-11-2009, 05:58 PM
nearmiss nearmiss is offline
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Why clickable cockpits, there are awesome button command tools available that are a hundred times easier than trying to look around the virtual cockpit to click in a precise place on the screen to raise the flaps in increments, etc.

Clickable cockpits are archaic, haven't made sense in 10 years. We have all kinds of options with joysticks, throttles, controller panels and switch blocks now.

I have an MFP as per below. It has 25 keys that are highly programmable furnished with the basic unit. In addition it has two selectable modes, which allows an additional 25 key commands (which can be scripts as well). You can arrange the keys in any configuration with templates. You can make your own templates and print them out. This is so much more efficient than clickable cockpits.

Clickable cockpits might work for some in MSFT Flight simulator, because everything in flight simulation is procedural and not time critical for the most part. Air combat is on the fly, at speed under pressure. finding the flaps when you doing a high G turn to click just enough for combat flaps, and you've got an FW190 pouring rounds at your six. Then when you're just about done turning you have to find the virtual switch to raise the flaps. LOL --- this is not a best way to do anything.

http://www.chproducts.com/retail/mfp.html

It cost 199$ US.

You can also buy X-Keys with all kinds of interface options

http://www.xkeys.com/

If you are so set on clickable cockpits you might want to check out some fo the cockpits people have made for flight and air combat simulators. They all use controller tools. Some of the serious Falcon 4.0 enthusiats will blow your mind with what they do.
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  #5  
Old 11-11-2009, 08:49 PM
Ernst Ernst is offline
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Quote:
Originally Posted by nearmiss View Post
Why clickable cockpits, there are awesome button command tools available that are a hundred times easier than trying to look around the virtual cockpit to click in a precise place on the screen to raise the flaps in increments, etc.

Clickable cockpits are archaic, haven't made sense in 10 years. We have all kinds of options with joysticks, throttles, controller panels and switch blocks now.

I have an MFP as per below. It has 25 keys that are highly programmable furnished with the basic unit. In addition it has two selectable modes, which allows an additional 25 key commands (which can be scripts as well). You can arrange the keys in any configuration with templates. You can make your own templates and print them out. This is so much more efficient than clickable cockpits.

Clickable cockpits might work for some in MSFT Flight simulator, because everything in flight simulation is procedural and not time critical for the most part. Air combat is on the fly, at speed under pressure. finding the flaps when you doing a high G turn to click just enough for combat flaps, and you've got an FW190 pouring rounds at your six. Then when you're just about done turning you have to find the virtual switch to raise the flaps. LOL --- this is not a best way to do anything.

http://www.chproducts.com/retail/mfp.html

It cost 199$ US.

You can also buy X-Keys with all kinds of interface options

http://www.xkeys.com/

If you are so set on clickable cockpits you might want to check out some fo the cockpits people have made for flight and air combat simulators. They all use controller tools. Some of the serious Falcon 4.0 enthusiats will blow your mind with what they do.
I agree. However i would like to see both, clickable cockpit and buttons commands. It ll be amazing see switches moving when you press a button, and pilot hands on coms to hehe
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