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IL-2 Sturmovik The famous combat flight simulator.

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  #1  
Old 09-24-2010, 08:10 PM
Balkenkruez JG27 Farber
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To: Oleg

Would it help (speed up) things if we pre-orderd BoB SoW, Im sure most of us would be more than happy to...

Keep up the good work.

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  #2  
Old 09-24-2010, 09:18 PM
Blackdog_kt Blackdog_kt is offline
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Quote:
Originally Posted by Balkenkruez JG27 Farber View Post
To: Oleg

Would it help (speed up) things if we pre-orderd BoB SoW, Im sure most of us would be more than happy to...

Keep up the good work.

+1

We want to give you our money early mr Maddox to make sure that we'll see not only SoW, but many more expansions after that
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  #3  
Old 09-25-2010, 03:44 PM
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choctaw111 choctaw111 is offline
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Simply incredible. How much more is there to do yet?
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  #4  
Old 09-25-2010, 04:14 PM
Trumper Trumper is offline
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I hope the terrain will be top notch after all i would like to start off in the Tigermoth learning the basics and navigating low and slow or in a 108 on the axis side.
Not all combat is at 300 mph and 20,000 feet.
You start on the ground,the combat can be very low level and you finish on the ground,so disregarding the terrain is a big mistake.
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  #5  
Old 09-25-2010, 05:00 PM
JVM JVM is offline
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Originally Posted by Trumper View Post
I hope the terrain will be top notch after all i would like to start off in the Tigermoth learning the basics and navigating low and slow or in a 108 on the axis side.
Not all combat is at 300 mph and 20,000 feet.
You start on the ground,the combat can be very low level and you finish on the ground,so disregarding the terrain is a big mistake.
The 108 was never a trainer....and it is not announced as flyable (so far)...The 108 was a courrier/liaison aircraft; it was too complex and quite close to the 109 in terms of difficulty of manipulation (except the 109 torque, obviously).
The A/C we wiss on the German side, those which were used in the same role as the Tiger Moth, are the Fw 44 and the Bü 131...
The aerobatics-minded crowd would kill for a well reproduced (especially FM-wise) Jungmann in SoW...

The good news is nothing will prevent a knowledgeable third party to make one if MG has no time/resources to do so before first release!

JVM
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  #6  
Old 09-25-2010, 04:17 PM
Blackdog_kt Blackdog_kt is offline
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Originally Posted by mark@1C View Post
A quick question,
When playing the two-seat aero types, does it mean that we shall have an experience just like that we could have at the flight school, a tutor and a student?
Thanks.
In multi-crewed aircraft, each player will be able to do what he's supposed to be doing according to the station he occupies: the pilot will fly, the gunners will shoot, the bomb-aimer will be dropping the bombs and so on, so i guess that in planes with two pilots both of them will be able to fly.

It's been talked about in the past that we will be able to share control in the Tiger Moth, so that one player can train another
What i don't know is if there will be a toggle switch to transfer control between players, or there will be some algorithm to simulate linked control inputs.

A control transfer toggle is the easiest to do. The second option is more difficult, for example what happens if the student moves the stick one way and the tutor moves it the other way, how does the game add the two inputs?

Maybe it could be as simple as adding all the inputs, so that if the student is pushing 10 degrees of left aileron and the tutor is applying 20 degrees of right aileron, the end result would be 10 degrees of right aileron. The problem with that would be when both pilots moved their stick to the end of its travel in opposite directions, this would result in a total of zero control deflection.

However, if the practical problems of dual control could be solved in a satisfactory manner, it would be a blast to fly with the controls of both positions unlocked at the same time. The student could be flying normally while the tutor could add control inputs to make it more difficult for him, fiddle with the engine controls to simulate battle damage and so on.

For example, as a tutor you could simulate engine failure on a twin-engined aircraft. You suddenly cut power to half, add a touch of down elevator and heavy left rudder and talk to your friend who's flying in the student cockpit: "your left engine just got shot to bits by flak, bring the aircraft back home for an emergency landing".

Maybe the instructor could have a toggle to switch between normal and double force/sensitivity of controls, so that he could overpower the student's input if and when it's needed? Just a thought
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  #7  
Old 09-25-2010, 06:21 PM
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Absolutely gorgeous shots, Oleg! I am really happy to hear you are nearing completion!
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  #8  
Old 09-26-2010, 06:14 AM
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Quote:
Originally Posted by Blackdog_kt View Post
In multi-crewed aircraft, each player will be able to do what he's supposed to be doing according to the station he occupies: the pilot will fly, the gunners will shoot, the bomb-aimer will be dropping the bombs and so on, so i guess that in planes with two pilots both of them will be able to fly.

It's been talked about in the past that we will be able to share control in the Tiger Moth, so that one player can train another
What i don't know is if there will be a toggle switch to transfer control between players, or there will be some algorithm to simulate linked control inputs.

A control transfer toggle is the easiest to do. The second option is more difficult, for example what happens if the student moves the stick one way and the tutor moves it the other way, how does the game add the two inputs?

Maybe it could be as simple as adding all the inputs, so that if the student is pushing 10 degrees of left aileron and the tutor is applying 20 degrees of right aileron, the end result would be 10 degrees of right aileron. The problem with that would be when both pilots moved their stick to the end of its travel in opposite directions, this would result in a total of zero control deflection.

However, if the practical problems of dual control could be solved in a satisfactory manner, it would be a blast to fly with the controls of both positions unlocked at the same time. The student could be flying normally while the tutor could add control inputs to make it more difficult for him, fiddle with the engine controls to simulate battle damage and so on.

For example, as a tutor you could simulate engine failure on a twin-engined aircraft. You suddenly cut power to half, add a touch of down elevator and heavy left rudder and talk to your friend who's flying in the student cockpit: "your left engine just got shot to bits by flak, bring the aircraft back home for an emergency landing".

Maybe the instructor could have a toggle to switch between normal and double force/sensitivity of controls, so that he could overpower the student's input if and when it's needed? Just a thought

Or just get in another plane and really shoot him.. it will be ok if the plane blows up or wrecks.. its a simulator
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  #9  
Old 09-26-2010, 12:40 AM
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bf-110 bf-110 is offline
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The amount of details that the ground vehicles have still impress me.They could easily fit into a modern FPS game.I wonder how large ships will be,like aircraft carriers and battleships.Guess those will need to wait till 2015,when might be computers that can support the new SoW updates.

Oh yes,BTW,what maps will be in SoW first release?Only Britain maps or will be one of France?

Last edited by bf-110; 09-26-2010 at 12:43 AM.
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  #10  
Old 09-26-2010, 12:48 AM
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major_setback major_setback is offline
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Wow. It's tiny!



Nice image:

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Last edited by major_setback; 09-26-2010 at 12:55 AM.
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