Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik: Cliffs of Dover

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

Reply
 
Thread Tools Display Modes
  #51  
Old 09-04-2011, 01:15 PM
ATAG_Snapper's Avatar
ATAG_Snapper ATAG_Snapper is offline
Approved Member
 
Join Date: Oct 2010
Location: Kitchener, Ontario, Canada
Posts: 1,286
Default

Quote:
Originally Posted by whoarmongar View Post
I dont want or need this bailout animation. "control e, whoosh" is good enough for me.
I play Arma2OA a lot and this game uses a lot of animation for performing tasks and its not good, whilst animation is running you cant stop it or kill the animated person/object until the anim has finished. Also climbing out onto the wing and jumping is not realistic, from what I have read pilots would just jump/ fall directly from the cockpit, Once you have decided to jump getting out as fast as possible was the objective, you certainly wouldnt go for a little wing walk on your burning falling aircraft before jumping.

However I would like to see animation used for getting into and out off your aircraft before and after missions, being able to run around in first person on the ground and get into and out of vehicles must be a long term goal for this sim.
You raise some good points I hadn't considered. If they made pilot bail out animations selectable (including server-selectable for online play) then obviously the choice could be made. Personally, I draw the line at paddling a one-man dinghy back to shore.......
__________________
Reply With Quote
  #52  
Old 09-04-2011, 02:25 PM
Zappatime Zappatime is offline
Approved Member
 
Join Date: Oct 2009
Location: Wakefield UK
Posts: 170
Default

The crew animations need to be run via Euphoria, which creates realistic movement without any motion capture/canned animation routines, such a clever bit of software, used to brilliant effect in GTA IV, makes human motion so lifelike, no idea how it could be incorporated but seems to have a relatively low demand on cpu, surprisingly.

http://www.naturalmotion.com/euphoria
__________________
__________________________________________________ ________________________________
W7 64Bit/Q9650 @ 3.7Ghz/8Gb Ram/Gigabyte SuperOverClocked GTX580/Creative X-Fi/Dell Ultrascan 24" @ 1920x1200
Reply With Quote
  #53  
Old 09-04-2011, 03:43 PM
ATAG_Snapper's Avatar
ATAG_Snapper ATAG_Snapper is offline
Approved Member
 
Join Date: Oct 2010
Location: Kitchener, Ontario, Canada
Posts: 1,286
Default

Wow, dunno how it works, but the motion generated is incredibly lifelike. I have no experience with FPS's or console games -- is this lifelike motion fairly prevalent in these sims/games?
__________________
Reply With Quote
  #54  
Old 09-04-2011, 04:01 PM
Zappatime Zappatime is offline
Approved Member
 
Join Date: Oct 2009
Location: Wakefield UK
Posts: 170
Default

Well its like ragdoll physics with intelligence is the best way I can describe it, I just think its bloody clever, it makes for very realistic movement on a body when affected by an external force or fall, it may be beyond what COD can incorporate - I dont know, but when it comes to giving a feel for real living people nothing does it better. If a pilot bailed out under Euphoria's physics system it would likely be different everytime being affected by the speed, angle and position of the aircraft at that very moment - exactly what people here have been wishing for. Same would apply to ground crew and vehicle crews, particularly during a raid for instance and the force of explosions.

Just imagine what a dose of realism that would give, just crew bailouts and parachute landings would be enough.......one day maybe
__________________
__________________________________________________ ________________________________
W7 64Bit/Q9650 @ 3.7Ghz/8Gb Ram/Gigabyte SuperOverClocked GTX580/Creative X-Fi/Dell Ultrascan 24" @ 1920x1200
Reply With Quote
  #55  
Old 09-04-2011, 04:22 PM
Cataplasma Cataplasma is offline
Approved Member
 
Join Date: Aug 2011
Posts: 149
Default

+1
Reply With Quote
  #56  
Old 09-04-2011, 04:34 PM
SUP_Trok SUP_Trok is offline
Approved Member
 
Join Date: Apr 2010
Posts: 35
Default

+ 1
Reply With Quote
  #57  
Old 09-04-2011, 10:00 PM
gflinch gflinch is offline
Approved Member
 
Join Date: Nov 2009
Posts: 45
Default

Have a look at this:

http://youtu.be/lW9Akjbl2QU?t=8m1s (sorry don't know how to embed)

its from Theater of War (Storm of War seems to close for coincidence, probably been discussed long ago) as you probably all know this was developed by Maddox games, and I think shares a lot of the same ground models. Never played it, but always admired the simple animations it had. The part that I am directing you to is the loading the cannon animation, as with bailing animation this could be applied elsewhere in the game re using the same animations from TOW.

Just my thoughts

Last edited by gflinch; 09-04-2011 at 10:03 PM.
Reply With Quote
  #58  
Old 09-04-2011, 10:05 PM
satchenko satchenko is offline
Approved Member
 
Join Date: Dec 2009
Posts: 112
Default

+1
Reply With Quote
  #59  
Old 09-05-2011, 12:00 AM
esmiol esmiol is offline
Approved Member
 
Join Date: Dec 2009
Posts: 208
Default

juste for infos. TOW was made with the engine of il2 sturmovik
Reply With Quote
  #60  
Old 09-05-2011, 12:50 AM
smink1701 smink1701 is offline
Approved Member
 
Join Date: Feb 2010
Location: Dallas, TX
Posts: 607
Default

one plus
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 10:31 AM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.