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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  
Old 10-02-2012, 01:49 PM
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SiThSpAwN SiThSpAwN is offline
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Quote:
Originally Posted by MadBlaster View Post
What about steam? Won't it just over write any mod or stop it from working?
You should be able to prevent Steam from doing that automatically... I have the original IL2 in steam and its full of goodies that dont seem to be hurt by Steam.

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  
Old 10-02-2012, 01:52 PM
tintifaxl tintifaxl is offline
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This should definitely be done, once the final patch for CloD hits Steam.
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  #3  
Old 10-02-2012, 01:54 PM
Flanker35M Flanker35M is offline
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S!

Steam Workshop as possible platform? Don't they use that for some games with "user created content"..
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  #4  
Old 10-02-2012, 01:57 PM
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CWMV CWMV is offline
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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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Just fix the friggin thing you boof heads. It's getting boring now. Only 11 people on the whole thing. Yawn.
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  #5  
Old 10-02-2012, 02:20 PM
lonewulf lonewulf is offline
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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.
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  #6  
Old 10-02-2012, 02:32 PM
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Feathered_IV Feathered_IV is offline
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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
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  #7  
Old 10-02-2012, 02:38 PM
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SiThSpAwN SiThSpAwN is offline
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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  
Old 10-02-2012, 06:07 PM
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Liz Lemon Liz Lemon is offline
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Quote:
Originally Posted by SiThSpAwN View Post
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.
We need a working .msh converter for the cockpits to work.

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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  #9  
Old 10-02-2012, 09:53 PM
JtD JtD is offline
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Quote:
Originally Posted by Feathered_IV View Post
[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
Straight from Il-2 1946. Was bad then, still is today.
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  #10  
Old 10-02-2012, 10:55 PM
Chivas Chivas is offline
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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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