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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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#1
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Nobody is saying the game is finished. It will always be WIP just like the original IL2. This is just a good step towards sorting out the major issues that stopped many from getting acceptable performance and is still a beta. I am sure there is plenty more to come from the developers. |
#2
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#3
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I don't think AI behavior has been changed and it is something people have been asking for. There have been posts setting out how AI can be greatly improved by changing stock settings. But I remember when I first started playing Forgotten Battles how unnerving it was when the enemy icons on the map would all begin converging on me from every side.
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#4
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I really hope all the grafics engine recoding is finished by now and the devs get to work on the sim aspect of CloD. |
#5
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I think they have improved AI but it still has a ways to go to be as good as IL2 or ROF. It is better but AI still acts a little robotic at times and at times the plane's movement seems a bit jerkey that screams "Game." I can fly ROF and while it's far from perfect, I feel like I'm dogfighting with men, not a machine.
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#6
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Spit AI is pretty smooth now, 109 ai are just a touch jerky - but its worlds better compared to the current steam version CLoD. |
#7
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I really don't care about AI. Online is where it's at. Human competition is so much better in every way that once you have played online you would never go back to flying offline.
I don't play CLOD or ROF offline cause I just don't get that feeling you get when you are fighting a human opponent that you know is really good pilot. The fear of getting shot down and humiliated and the triumphant moment when you shoot a human pilot down and you know he is good pilot. And you know you were lucky to survive that fight. I just came back to CLOD after leaving disappointed. The lastest patch really impressed me. |
#8
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#9
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Excellent.
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#10
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Right, here we go so you can quit moaning about memory...
A simple quick mission with the ROTOL Hurricane at Tangmere, CEM off so I can get it rolling fast, view was swapped out to F8 and left at default level of zoom which enables a nice big cloud of dust to be kicked up and prove my point. Left hand set of arrows, GFX options set to 1680x1050, everything maxed apart from SSAO and Epilepsy Fliter, you can clearly see that memory useage is held just under my cards available memory, the big dip in fps is when the dust kicks up properly and you can also see there is no significant change in memory useage even though there is still memory available. Right hand set of arrows is the same senario, only I've dropped to lowest resolution available and turned everything to minimum apart from effects, again, no significant increase in memory useage even though I still have some 500mb+ free but a significant 50% drop in fps when the dust kicks up. It is clearly a render issue and not memory related. ![]() And even more compelling, fps up above 400 with vsync turned off with everything except effects set to lowest, you can clearly see the major impact the take off dust has to performance with no regard to memory useage. ![]() Obviously it could always be an issue with my drivers or driver setup but I cannot get onboard with it being a memory issue whatsoever.
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i5 2500k - Asus P8P67Pro - Crucial M4 64GB - 8GB DDR3 - Geforce Ti 560 1GB - Xonar DG - W7 X64 SP1 Last edited by Dano; 08-04-2012 at 11:47 PM. |
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