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| IL-2 Sturmovik The famous combat flight simulator. |
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Thread Tools | Display Modes |
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#1
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Mr. Maddox, I've posted these questions before, so I hope you only missed them.
- Is surround gaming (3 screens) being taken into account in development? Flexible FoV? Or will there be an option for users wit 3 screens, to render the view through 3 viewports, like it was done in the racing simulation rFactor? FOV 3 "viewports" - Will it be possible to use real DeviceLink cockpit dials in MP? As a way to avoid what could be considered cheating by others, the dials which are destroyed in the game, the real cockpit dials get deactivated through DeviceLink (data output = 0). - Will we see raindrops on the windscreen, like in the original IL2 demo? - Will we see rivets on the wing and would they be bump- or normal-mapped? Thank you. |
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#2
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Sorry to ask again...
Can Mr. Oleg tell me if BOB SOW will have the possibillity of adding on/of switches instead of having only the momentary switches like the ones on the keyboard? Or it will only be possible to do it by using a program to map keys? I know some games that have it, some RC games (radio controled sim.) Its very usefull to people who want to build pannels or simply to add a switch (e.g.) to easy remind gear position. I hope it includes that possibillity... I enjoy all your team work, and tank you for the updates. |
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#3
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The last terrain screenshot was by far the best I've ever seen in a combat flight sim. The river light reflection was spot on and the rivers banks even looked like they had some elevation. Bravo
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#4
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Oleg...is the landscape shot in DX10? , is DX11 still planned for the first release of SOW?
Thanks. PS Oleg...i remember the Birmingham flight sim show where you first told the world about SOW, i asked you the first question Last edited by furbs; 10-22-2010 at 11:32 PM. |
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#5
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1) Multi-Display gaming with adjustable Field-of-View 2) Ability to use DeviceLink and real dials (or other LCD display as dials) 3) And I'd like to know more about plans to introduce other player controlled units to the game (Combined Arms: Anti-Air Artillery, Infantry, Tanks, Ships, etc.) 4) Can SoW game engine to be used to build Massively-Multiplayer-Online game - like on a huge map thousands of player controlled friends or foes on land, sea or air. (Like Battleground Europe: World War II Online game) |
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#6
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Will radars be in game? And if so, can we bomb them and deny radar infomation on certain sector?
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#7
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#8
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#9
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Oleg...these beautiful cockpits and panels...nothing I can say that hasn't already been said. The artistry gives them a dimension that should fulfill my wishes for the best cockpit immersion possible with today's technology. If. as well, you have great engine and other device sound effects, then along with the flight modeling the flight experience will be amazing.
These cockpit panels remind me of the kind of work done by Sergey "Araks" Golovachev a few years ago, but these ones are yet even better. I wonder where he is now as I think that he started to work for a flight sim developer... I wonder if these are the result of one artist's work or have several people collaborated to create these? Very, very, very well done! |
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#10
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Two big very intriquing questions still remain - In the end of the day we need something to do with near perfect simulation of WW2 era airplanes that SoW will give us - What we can do with it and the questions 3) and 4) are more likely targeted to the successful future of the game, millions of SoW players wants to diversify and play 24/7 war in environment with player controlled tanks, at & aa guns, trucks, trains, ships, etc.. I know SoW: BoB will be state of the art of ww2 era aerial combat simulation compared to any simulation today in the market. Heck, SoW will be state of the art aerial combat simulation of any era and genre Last edited by Damixu; 10-27-2010 at 08:11 PM. |
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