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IL-2 Sturmovik The famous combat flight simulator. |
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#1
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get it? Anyway ![]() |
#2
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LOL, the very idea that you can see moving clouds in the screenshots is ridiculous. Oleg never posts the same shot from the same angle unless he's trying to show different lighting patterns or something similar so go figure.
However, although Il-2 lacks moving clouds (unsurpisingly for a 10year old game!) the old SoW version developed from Il-2 had moving clouds that changed shape and size which is far beyond what the RoF team have done here; and this SoW version was made years ago. RoF has a lot of catching up to do ![]() |
#3
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S!
Well, at least RoF will have moving clouds that brings a ton of immersion to the game. SoW sure has too but now also in a WW1 sim ![]() |
#4
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#5
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This ROF video is very nice indeed and a good step toward better immersion. some aspects of the cloud shapes are not bad either (but we see only cumuli here).
There is however something entirely missing and wich will have to be the next step: the cloud shapes (especially cumuli like those) evolves relatively fast, along a growth/maturation/death pattern very obvious in accelerated time...this is due to the other missing factor that cumuli clouds appearance is ground related; a cumulus will appear more or less in the same place (as its birth is due to local temperature contrasts), will grow, change shape, and decrease a bit and disappear, all that being transported by the wind. Higher order phenomena can occur where the instability is such that the cumuli are growing very much and glue themselves together to form first a bigger cumulus or even a cumulonimbus...In the latter case, all smaller cumuli close to the CB tend to disappear. I agree this is a nice first step, but much is left to do to obtain something life-like...It would still need quite a lot of CPU power, and probably too much for today, but the way is paved! JVM |
#6
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And as phillip.ed also mentions: these details have been announced AND shown already. "Get it?" ![]() I don't know why you're so against that fact. This was the old SoW Alpha but as you can see all the things mentioned have been in there already! Now, I partially agreed and maybe they cut the extreme weather simulation (that's why I mentioned it'd be another topic) like sudden hail that forces you aboce cloud level or something but I am V E R Y sure that the athmospheric simulation will still be about m u c h more than just simple moving, but otherwise static, clouds. @JVM yeah, well, that's pretty much what SoW:BoB will probably bring. I'm just not sure to what degree. Since I agree, it could be very CPU consuming if done extreme. For example if clouds could be affected by planes propwash etc. But in total what you describe is what they were aiming for. So I'm sure it will be there to some degree. ![]() |
#7
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I had forgot about that video,
![]() Looking at the vid again, the landscape looks very good and the colours are spot on ![]() |
#8
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S!
Even the clouds are generic and do not change shape etc. in that RoF video it is the IMMERSION that matters. Imagine flying your sputtering stringbag there scanning the sky for other planes and the clouds glide below or around you casting the shadows..the tactical element they bring and so forth. Even small details add to the big picture improving the experience ![]() |
#9
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Those clouds have 2 important aspects:
1) Cloud shadows give more immersion. Without them it feels really weird. 2) Moving clouds are very important for bombers (whose are coming too). Cloud can obscure the target and then float away. With static clouds you can't have this random element in your bomb run. |
#10
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