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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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  #121  
Old 02-21-2011, 07:54 AM
Drum_tastic Drum_tastic is offline
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Originally Posted by Tree_UK View Post
In the pic the weathering option as been set to full, but other than the big black exhaust stain and some paint flake It still looks newly washed. I was hoping that the weathering would make the planes look combat dirty.
I think I will reserve judgement until I see what it looks like in the game, strikes me as funny that its almost like some people think that Oleg and the team don't know what they are doing or something.

Let's cut them a bit of slack.
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  #122  
Old 02-21-2011, 08:42 AM
Acid Acid is offline
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Originally Posted by Blackdog_kt View Post
Nevertheless, when the dynamic campaign is ready it would be a cool feature to be able to select the desired aircraft density.


If there is one, might not be for awhile, this game needs a dynamic campaign system along with a good pilot career mode, similar to what there adding to rise of flight.
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  #123  
Old 02-21-2011, 09:55 AM
Sutts Sutts is offline
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Originally Posted by Heliocon View Post
Totally understandable, scalibility is a must (until end of last year I was running a core 2 duo 5 year old comp). This is the problem: 1. You develope a game for a wide audience, and you develope it with a timeline in mind, this means you dont make the gave to the lowest common denominator say 25% of the market in 2010 when it will be released mid 2011 and be continously worked on for years. You target the mid range which is the quad market (now the majority holder for cores at over 35% I believe).
Now irrespective of that, we keep hearing about this "cpu cap", where is this coming from? Says who? Did the devs specifically say CPU power is the problem? Why does this game or IL2 have problems with CPU when much much more complex games (interms of cpu function) can do far more than this game does on the same CPU?
Over that all the stutering and problems we have seen are due to GPU/Ram over land and such, nothing ever to indicate it was "cpu based".

So due to this they should develope the campaign for the mid range market, because in a few months time/1 year the current mid will be the low...

Luthier did make it clear recently that CPU was the bottleneck, not GPU.
He said that in testing they even made each object appear as a single pixel and it made little difference. A flight sim has a heck of a lot of complex calculations to make compared to your normal shoot em up....flight model, engine management, air AI, ground AI, weather, line of sight calculations for radar and AI etc. etc.

I reckon just figuring out who can see who based on the position of clouds and hills could be a massive resource hog in itself...one of the reasons no sim has done this adequately to date.
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  #124  
Old 02-21-2011, 10:07 AM
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Feathered_IV Feathered_IV is offline
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Originally Posted by David603 View Post
Here you go.

Luthier put this picture up halfway through one of the update threads, which is probably why a lot of people haven't seen it.



I think the in-game weathering system looks very good, but I can understand why many skinners will wish to retain control of the weathering on their skins.
To my eye the above example of weathering looks quite poor. The random splotching with a photoshop brush and the childlike exhaust streak are at odds with the jet black/neon white national markings. Certainly not on a par with the best 3rd party skinners of Il-2.
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  #125  
Old 02-21-2011, 10:11 AM
vicinity vicinity is offline
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Originally Posted by Heliocon View Post
Actually I just realised, I am more irritated with peoples excuses of CPU bottlenecks then the actual 21 planes themselves... lol
I think you vastly underestimate the amount of CPU it takes to create decent physics in a combat flight sim type game such as COD. Think of all the forces that have to be calculated lift, thrust, drag, weight, torque etc. and this isn't one big simple calculation, it is many many calculations that have to be applied to many surfaces and objects continually and will change based on other things such as altitute or damage sustained. Then you have to take into account all the other things that are modelled such as ballistics and other ground based objects.

The difference with a RTS game is that your units will not have any physics at all to compute. Each unit is a list of numbers which go through a relatively basic calculation to determine which number is bigger i.e. who wins. The reason RTS games are CPU intensive is because of the large numbers of units possible. Path-finding is indeed CPU intensive but do you think that there is no path-finding in COD? Path-finding in 3d space is exponetially more CPU intensive than on a single plane.

The point being that yes, both types of games are CPU intensive but for very different reasons. As others have said larger formations will be possible but this is a product, and you sell a product to as many customers as possible - it doesn't mean the game has been coded badly or they are trying to dumb the game down to remove all your fun.

Besides, as others have said if your computer can handle it there'll be plenty of big formation missions built by the community. Goodluck shooting down 20+ bombers when they come along.
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  #126  
Old 02-21-2011, 10:16 AM
Tree_UK
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Originally Posted by Feathered_IV View Post
To my eye the above example of weathering looks quite poor. The random splotching with a photoshop brush and the childlike exhaust streak are at odds with the jet black/neon white national markings. Certainly not on a par with the best 3rd party skinners of Il-2.
+1, im hoping that the skinners can rectify the weathering so we dont have to use the built in one which to my eye appears poor. also that matt manager will work with COD.
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  #127  
Old 02-21-2011, 10:42 AM
Hecke
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An extra slider for the exhaust would be great.
The 109 could be more dirty but the exhaust is a bit overdone imho.
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  #128  
Old 02-21-2011, 12:15 PM
David603 David603 is offline
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Originally Posted by Feathered_IV View Post
To my eye the above example of weathering looks quite poor. The random splotching with a photoshop brush and the childlike exhaust streak are at odds with the jet black/neon white national markings. Certainly not on a par with the best 3rd party skinners of Il-2.



Here is the other picture Luthier put up to show the contrast between full weathering and no weathering. Comparing the exhaust stain to RL pics of heavily weathered Bf109s, the color is right but its too well defined and in RL the staining follows the top of the wing instead of the side of the fuselage.

Don't forget the weathering is a slider though, not an on/off switch, so the weathering doesn't have to be so pronounced.
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  #129  
Old 02-21-2011, 02:18 PM
speculum jockey
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If those models and skins that appear in the menu are the actual ones that are in the game proper (As it was in IL-2) then I'd have to say I'm a tad disappointed. Buuuuuuut! We don't know how old that pic is, and what has been changed since then.

As was mentioned by Feathered_IV, the contrast between the two aircraft is almost negligible, and the markings look to be factory fresh.

Still, "Pre-Release", hopefully this has been changed.

p.s. If Oleg or someone is reading this. Will skinners be able to create transparent portions to their skin so bare metal can show through? Maybe a specific colour that translates to transparent?
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  #130  
Old 02-21-2011, 02:57 PM
Sven Sven is offline
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Also the slider is al the way to the other side, which is rather exceptional I think, the ground crew would clean the plane once in a while, I think it comes pretty close when after a year of service and no ground crew cleaning/ maintaining.

Nothing wrong with it.
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