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IL-2 Sturmovik The famous combat flight simulator.

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  #1  
Old 02-27-2010, 03:13 PM
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Urufu_Shinjiro Urufu_Shinjiro is offline
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Oleg, I know this may be a more technical question better suited for you programmers, can you say what sound API will be used, DirectSound3D, OpenAL or other? Windows Vista and Windows 7 no longer support sound card hardware acceleration for DirectSound3D but do support hardware acceleration with OpenAL.
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Old 02-27-2010, 03:23 PM
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Oleg, if you need any more info on the oxygen mask (RAF) then I am happy to help.

BTW, during the Battle of Britain, the RAF were using the type d-oxygen mask. This was made a wool, similiar to barethea, and the mask itself had no real self-sealing capability on the wearer's face (unlike the later rubber masks).

Now, if you are to model oxygen effects, then the next part becomes very important Because the mask had no real sealing capablilities, a lot of the oxygen espcaped at the sides of the mask. In the event of a fire, if the pilot never turned off his oxygen then the mask would become a human-blow-torch, and the effects of this really speak for themselves; this was the fate of many BoB RAF pilots.
My question to you is, could SoW model this feature? It wouldn't be pretty, but it would be extremely realistic.
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Old 02-27-2010, 03:56 PM
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Originally Posted by philip.ed View Post
Oleg, if you need any more info on the oxygen mask (RAF) then I am happy to help.

BTW, during the Battle of Britain, the RAF were using the type d-oxygen mask. This was made a wool, similiar to barethea, and the mask itself had no real self-sealing capability on the wearer's face (unlike the later rubber masks).

Now, if you are to model oxygen effects, then the next part becomes very important Because the mask had no real sealing capablilities, a lot of the oxygen espcaped at the sides of the mask. In the event of a fire, if the pilot never turned off his oxygen then the mask would become a human-blow-torch, and the effects of this really speak for themselves; this was the fate of many BoB RAF pilots.
My question to you is, could SoW model this feature? It wouldn't be pretty, but it would be extremely realistic.
How ghoulish!
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Old 02-27-2010, 04:41 PM
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How ghoulish!
It is rather isn't it? But then, so is war
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Old 02-27-2010, 06:33 PM
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It is rather isn't it? But then, so is war
I don't disagree with your statement. I just don't think it's necessary or desirable to depict such a gross image in a flight simulation. Pilots got burnt on any area of skin that was bare - we mostly know that. In Britain many seriously burnt pilots received pioneering skin-grafts and facial rebuilds from Dr Archibald MacIndoe - we mostly know that too. I just think that requiring to see the human torch effect of the oxygen mask is morbid and macabre. We're not asking for a snuff movie, we just want a flight sim.
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Old 02-27-2010, 09:07 PM
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Originally Posted by brando View Post
I don't disagree with your statement. I just don't think it's necessary or desirable to depict such a gross image in a flight simulation. Pilots got burnt on any area of skin that was bare - we mostly know that. In Britain many seriously burnt pilots received pioneering skin-grafts and facial rebuilds from Dr Archibald MacIndoe - we mostly know that too. I just think that requiring to see the human torch effect of the oxygen mask is morbid and macabre. We're not asking for a snuff movie, we just want a flight sim.
Firstly, sorry for the smiley in my last post as it makes me seem really morbid.

I am with you here on this, as I would not like to see the pilot being burnt in such a way. However, the effect I think should be modelled. War is hell, and I am for full realism. I don't neccesarily want to be in a bomber and see this happen to one of the crew close-up, but I think it should be modelled as an effect in front of your face when in cockpit view. A flick of a button, and the flames stop coming out; just like turning the gas off of a bunsen burner.
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Old 02-27-2010, 09:52 PM
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Good Greif philip what were you thinkin....now get out of MY forum.
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Old 02-27-2010, 06:42 PM
Oleg Maddox Oleg Maddox is offline
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Originally Posted by philip.ed View Post
My question to you is, could SoW model this feature? It wouldn't be pretty, but it would be extremely realistic.
Probably no.

However.... even the simplest russian oxigen mask of 1930th had two valves - in and out. On the oxigen balloon was the simple reduction of pressure (same as we may see on the British balloon). That is enough when you are not using it - oxigen isn't going.... hovewer possible oxigen seepage in case of bad valves and for this of course is the close cock on the balloon.
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Old 02-27-2010, 09:03 PM
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Originally Posted by Oleg Maddox View Post
Probably no.

However.... even the simplest russian oxigen mask of 1930th had two valves - in and out. On the oxigen balloon was the simple reduction of pressure (same as we may see on the British balloon). That is enough when you are not using it - oxigen isn't going.... hovewer possible oxigen seepage in case of bad valves and for this of course is the close cock on the balloon.

The design of the british mask was so simple it didn't have this feature. The pilot would have to turn the oxygen off in order to stop the 'blowtorch'. I mean, you could call it gruesome, but all it'd have to be is virtual flames in front of your face until you turn off the oxygen, with the message on the screen saying pilot wounded (or similar).
Anyway Oleg, you know my e-mail is open so you can ask me for more info at any time.

This brings me on to ask whether you will model flaming parachutes, Oleg; so if your rear fuselage sets alight and your parachute catches, could the pilot bail out and have his parachute fail?

thanks for answering our questions
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Old 02-27-2010, 07:01 PM
Oleg Maddox Oleg Maddox is offline
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Quote:
Originally Posted by Urufu_Shinjiro View Post
Oleg, I know this may be a more technical question better suited for you programmers, can you say what sound API will be used, DirectSound3D, OpenAL or other? Windows Vista and Windows 7 no longer support sound card hardware acceleration for DirectSound3D but do support hardware acceleration with OpenAL.
As told me Rudolf Heiter(our sound engineer) when I noticed him about such a problem, he said that all there will be fine. More precise I can ask him on Monday.
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