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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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As for people commenting on whether they would like us to mess with the code I say its modding, and modding is what kept the IL2 series afloat for all these years... I think if a team could be put together it could be interesting for sure...
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#2
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This should definitely be done, once the final patch for CloD hits Steam.
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#3
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S!
Steam Workshop as possible platform? Don't they use that for some games with "user created content".. |
#4
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For sure! I think that was the issue all along, just waiting for the "ok, we give up" from 1c.
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#5
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It sounds to me as though this could result in further divisions within the community. While it's true that modding greatly improved the old IL-2 game, it also effectively killed it in the end by splitting the community into far too many mod-based factions that typically lacked the critical mass needed to succeed.
If a 'community patch' means that the number of servers increase but player numbers on those servers goes down, then I'd be opposed to the idea. |
#6
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This has more for the benefit of offline players perhaps. I wouldn't go messing about with FM's online yet. Might not go over well with Steam. Other mods work fine though. Beta patches are a sort of mod after all.
For what its worth, here is the HurricaneMkI_RotolRMS-7_100oct.fmd Certainly makes for interesting reading. ; [Aircraft] ; Wingspan 40 ft Length 32 ft 3 inch ; [Systems] ; Propulsion Engine Rolls-Royce MerlinIII-RG-Hurricane-100-octane Propellor Rotol RMS-7 Pneumatics Source Engine0 Pressure 300 lbsqin PrimaryContainer 4 litre Starts Open, Full SecondaryContainer 4 litre Starts Closed, Empty Hydraulics Source Engine0 Pressure 40 bar Reservoir 8.5 pt Electrics Source Engine0 Voltage 12.0 V BatteryCapacity 54 Ah GeneratorOutput 650 sW at 2000 RPM LandingFlaps Hydraulic Extends 8.0 sec Undercarriage Retractable Hydraulic Extends 5.0 sec Folds Inwards OperatesThrough 200 knots EmergencySystem Nil SafetyLock Nil SpringsStiffness Main 2.5 Tail 0.9 MaxDragEquivalentS 0.7 m2 WheelBrakes Pneumatic Efficiency 1.0 Hatch0 Mechanical Motion Type Sliding Time 1.0 sec Jettison Type Detachable Time 0.5 sec PitotHeater Electrical ; [Controls] ; Aileron Slider Threshold 320 kmh Elevator Slider Threshold 320 kmh Rudder Slider Threshold 360 kmh AileronTrim Nil Default 0.040 ElevatorTrim Slider Range -0.5 to 0.5 Default -0.01 RudderTrim Slider Range -0.5 to 0.5 Default 0.07 EngineThrottle Slider EnginePitch Slider EngineMix Toggle EngineMagneto0 Toggle EngineMagneto1 Toggle EngineRadiator Slider EngineBoostCutOut Toggle EngineSlowRunningCutOut PushButton LandingFlaps Switch Up Neutral Down Undercarriage Switch Up Neutral Down WheelBrakes PushButton HydraulicsHandPump PushButton TankSelector0 CyclicSwitch Close Main Auxilary Parked 0 Cruise 1 Selection 1 Flow FuelTank 0 to Engine 0 Flow FuelTank 1 to Engine 0 Selection 2 Flow FuelTank 2 to Engine 0 Kraftstoff CyclicSwitch Left Centre Right AltimeterPinion Rocker Range 800 to 1045 Default 1000 mbar DirectionPinion Rocker CourseSetterPinion Rocker Puppet0PriPitLight Slider Puppet0SecPitLight Slider Puppet0SightLight Toggle AcemakerSight Distance Slider Range 150 to 600 Default 400 yd Side Slider Range 100 to 30 Default 30 ft Dimmer Toggle PitotHeater Toggle Puppet0Hatch Switch Close Open Selection 0 Closes Hatch 0 Selection 1 Opens Hatch 0 Puppet0Jettison ExpendableSwitch Off Off On Selection 2 Sheds Hatch 0 ; [Instruments] ; EngineFuelPress Mechanical Range 0 to 5 lbsqin EngineOilPress Hydraulic Range 0 to 150 lbsqin EngineOilTemp Hydraulic Range 0 to 100 C EngineWaterTemp Hydraulic Range 0 to 140 C EngineManifoldPress Mechanical Range -4.0 to +12.0 lbsqin EngineRPM Electrical Range 1600 to 4000 RPM Speedometer Mechanical Range 0 to 440 mph Pitot Pioneer Altimeter Mechanical Dimension feet Variometer Mechanical Range -4000 to 4000 feetperminute MagneticCompass Mechanical JamAngle 12.5 deg SlipIndicator Mechanical Amplitude 20.0 deg TurnIndicator Mechanical Source Primary NominalTurnTime 2 min ArtificialHorizon Mechanical Source Primary Pitch Range -60 to 60 deg Roll Range -181 to 181 deg DirectionIndicator Mechanical Source Primary FuelReserve Electrical Range 0 to 37 gal KraftstoffSwitching Selection 0 Shows FuelTank 0 Selection 1 Shows FuelTank 2 Selection 2 Shows FuelTank 1 GyroFeed Primary Pneumatic Secondary Nil ; [Mass] ; Empty 2495 kg TakeOff 3311 kg Fuel 427 litre FuelTanks Aluminum 150 litre Aluminum 150 litre Aluminum 127 litre FuelFillingOrder Tanks 0 1 Tank 2 ; [Squares] ; Wing 23.92 m2 Aileron 1.78 m2 Flap 2.38 m2 Stabilizer 2.80 m2 Elevator 1.60 m2 Keel 0.90 m2 Rudder 1.40 m2 ; [Arm] ; Aileron 4.56 m Flap 1.65 m Stabilizer 5.41 m Keel 5.64 m Elevator 6.12 m Rudder 6.18 m Wing_In 0.75 m Wing_Mid 2.31 m Wing_Out 4.69 m GCenter 0.00 m GCenterZ 0.00 m GC_AOA_Shift 0.50 m GC_Flaps_Shift 0.15 m GC_Gear_Shift -0.1 m Wing_V 3.0 ; [Params] ; SpinCxLoss 0.08 SpinCyLoss 0.03 Vmin 150.0 kmh Vmax 418.0 kmh VmaxAllowed 700.0 kmh VmaxH 527.0 kmh at 6100 m VminFLAPS 130.0 kmh VmaxFLAPS 250.0 kmh Vz_climb 15.0 ms V_climb 270.0 kmh T_turn 19.0 sec V_turn 290.0 kmh K_max 13.0 FlapsMult 1.1 FlapsAngSh 4.0 RangeAbility 850 km SensYaw 0.45 SensPitch 0.66 SensRoll 0.15 ; [Polares] ; lineCyCoeff 0.090 AOAMinCx_Shift 1.4760736 Cy0_0 0.14 AOACritH_0 15.5 AOACritL_0 -15.0 CyCritH_0 1.1746255 CyCritL_0 -0.91520053 CxMin_0 0.0238 parabCxCoeff_0 7.5E-4 Cy0_1 0.4086449 AOACritH_1 14.5 AOACritL_1 -19.0 CyCritH_1 1.5095204 CyCritL_1 -0.7 CxMin_1 0.06892961 parabCxCoeff_1 9.2E-4 parabAngle 8.0 Decline 0.005 maxDistAng 40.0 |
#7
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It would be interesting to see if a team could tackle one of the none flyable aircraft and make it flyable, complete with clickable cockpit, etc. I know that Luthier said it was too expensive to add new aircraft for free in his answers, but the modding community would be a great fit for that.
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#8
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It was possible to add new aircraft to the game at one point (and it may still be possible, I just haven't tried in ages) but there are problems. A .msh converter would solve a good number of these issues, but that creating a converter is beyond me. At one point I did try to alter the HDR and look of the sunrises and sunsets to match that of the earlier patches. But they changed quite a few things and I couldn't figure out how to get it to work with about a half hour of tinkering. Once we have a final patch I'll start messing with things again, but I see no point until then - too easy for a few things to be changed in a patch that will bork a bunch of work.
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http://www.youtube.com/watch?v=ccY25Cb3im0 |
#9
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#10
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Modding the standalone COD is an option, and it would be very interesting to compare COD as it improves with each new patch and Sequel from the devs, and improvements made by modders to the Standalone COD. The devs should certainly have the advantage early considering their organized development team, with assigned tasks, and not to mention the people modding the devs series work. I'm sure some of the work done by the standalone modders could also be used in the devs series, and vis versa.
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Intel core I7 950 @ 3.8 Asus PT6 Motherboard 6 gigs OCZ DDR3 1600 Asus GTX580 Direct CU II 60gigSSD with only Windows7 64bit, Hotas Peripherals, and COD running on it 500gig HD Dual Boot Samsung 32"LG 120hz MSFF2 Joystick Cougar Throttle Saitek Pro Rudder pedals Voice Activation Controls Track IR 5 ProClip |
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