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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games.

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Old 02-17-2012, 01:03 PM
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Originally Posted by RCAF_FB_Orville View Post
Thanks for the update chaps. Though I applaud innovation etc, I have to say I'm not massively enthused by the prospect of driving Jeeps/tanks around personally.....as I bought a flight simulation in CloD and would like to know if progress has been made in fixing the glaring and well documented (though of course sometimes controversial/debatable) performance data errors, service ceilings etc of many aircraft at present.

Blacksix informed us recently that these things were at least being looked at. Could you make any further comment on this Ilya please? Looking is fine, doing something about them even better.....and it would be nice to know of any inroads if any are being made. Would just like a little more info on 'also making other elements of the flight model more complete and precise' if possible.

Thanks kindly.
From this update, you can read:

"We are completely rewriting collision and landing gear, while also making other elements of the flight model more complete and precise. Control surface behavior and reaction has been significantly improved. Refined transverse velocity calculations in relation to aircraft performance. Made it possible to calculate different transverse velocity at different points along the wing. Improved pylon and loadout FM calculations. Added many new features to allow FM calculation needed in future sequels. Many of these changes have also entailed completely rewriting existing code."
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Old 02-17-2012, 01:11 PM
RCAF_FB_Orville RCAF_FB_Orville is offline
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Quote:
Originally Posted by Ailantd View Post
From this update, you can read:

"We are completely rewriting collision and landing gear, while also making other elements of the flight model more complete and precise. Control surface behavior and reaction has been significantly improved. Refined transverse velocity calculations in relation to aircraft performance. Made it possible to calculate different transverse velocity at different points along the wing. Improved pylon and loadout FM calculations. Added many new features to allow FM calculation needed in future sequels. Many of these changes have also entailed completely rewriting existing code."
Yes, but what is the bottom line.....IE in relation to the broken performance of aircraft in CoD specifically. If 'Refined transverse velocity calculations in relation to aircraft performance' means correct Clod aircraft performance then all well and good. Remains to be seen.
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Old 02-17-2012, 01:12 PM
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Originally Posted by RCAF_FB_Orville View Post
Yes, but what is the bottom line.....IE in relation to the broken performance of aircraft in CoD specifically. If 'Refined transverse velocity calculations in relation to aircraft performance' means correct Clod aircraft performance then all well and good. Remains to be seen.
Right on!
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Old 02-17-2012, 01:18 PM
LoBiSoMeM LoBiSoMeM is offline
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Best update ever.

Now it's really Storm Of War!
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Old 02-17-2012, 01:47 PM
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I think it is reasonable to keep ground units gameplay on arcade level because this is a flight sim in the 1st place, the devs' resources are limited and our PCs are not that strong for detailed tank simulation yet.

In the future SDK will allow enthusiasts to make more detailed cockpits and some 3rd-party company may licence the game engine to create a more detailed tank-simulator compatible with IL-2 series.

I do not think developers have time to make detailed tanks and cars cockpits and model all tank performance characteristics realistically.

Even arcade ground-war can bring new users to CloD but only if developers create an attractive gamemode for them. I hope this motivates the devs to pay more attention to online game-modes and create one attractive to both pilots and tankman, maybe similar to WWIIOL but with more concentrated action.

Regarding FM
Great news on more detailed roll-rate calculations. What I am worried about are relative speeds of Spit vs. Hurry vs. 109 because they have more influence on gameplay and tactics than roll-rate. Hope their relative speeds can be corrected soon as well.

Last edited by Ataros; 02-17-2012 at 01:51 PM.
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Old 02-17-2012, 01:51 PM
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JG52Krupi JG52Krupi is offline
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Quote:
Originally Posted by Ataros View Post
I think it is reasonable to keep ground units gameplay on arcade level because this is a flight sim in the 1st place, the devs' resources are limited and our PCs are not that strong for detailed tank simulation yet.

In the future SDK will allow enthusiasts to make more detailed cockpits and some 3rd-party company may licence the game engine to create a more detailed tank-simulator compatible with IL-2 series.

I do not think developers have time to make detailed tanks and cars cockpits and model all tank performance characteristics realistically.

Even arcade ground-war can bring new users to CloD but only if developers create an attractive gamemode for them. I hope this motivates the devs to pay more attention to online game-modes and create one attractive to both pilots and tankman, maybe similar to WWIIOL but with more concentrated action.
+1 make sense.
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Old 02-17-2012, 01:21 PM
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Friggin awesome!

So much more than I expected both that a lot of the FM is rewritten and that there are A BUNCH of driveable vehicles! With interiors! Newer would have dreamed about this!

To everyone concerned that they put effort into this I'm pretty sure this is what they wanted on day one but they where simply not done at that stage and focused on the base stuff that is the flight sim.

Like others say, this really opens up for adding infantry and then you have a complete war simulator to take on ARMA, but with real flight models for aircraft! In a few year their attention to detail will probably give us tanks that are of the same quality and they may sweep the floor with the competition as they have a map that is hundreds of times bigger than the competition from the likes of ARMA... And then just think of the people talking about the "huge" battlefields of BF3

And just think of the immense broadening of the customer base! All the tank simulator people, and maybe even the ground combat folks! If they just get the basic model working and don't overdo the models too much they can start pushing out more vehicles...

Awesome...
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Old 02-17-2012, 01:29 PM
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With the computer on the verge of a giant leap forward using memristor technology, all will be possible.
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Old 02-17-2012, 01:30 PM
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Its a huge step up from just being 'il2 the flight sim' now, its on a whole new level.
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Old 02-17-2012, 01:40 PM
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What's that sound? Is that whinning? Where's it coming from? Wait! It's coming from ....... ME! Really? I thought I had bought a World War 2 Flight Simulator. Now I find that all the resources of 1C have been directed towards the creation of manable AA guns and being able to drive vehicles around the countryside. Really?

This is what we get instead of MORE flyable aircraft? And everyone here is falling all over themselves patting 1C on their collective backs? Really?

I don't normally complain about what goes on here. Lord knows there are plenty of whinners to fill the void without my 1 Pence. But I find it sad given ALL the great work 1C has done on this WW2 Combat Simulator to see where it has gone. This sort of reminds me of my ancestors as the European traders offered us trinkets and beads for nothing really. Are these our trinkets and beads?
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