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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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Step #1: Create static objects like houses, barrels, equipment, etc. If satisfactory, go to step #2. Step #2: Create static/damaged vehicles and artillery. If satisfactory, go to step #3. Step #3: Create working vehicles (tanks, trucks, small vessels, etc.) If satisfactory, go to step #4. Step #4: Create large working vessels like destroyers, cruisers, battleships, carriers. Creating a package with the requirements (like poly size, articulation points, damage locations, list of needed items, etc. would help, as would including a few of the in-game models to use as references. There are lots of people out there with the skills who would love nothing better to make content for the game and all they'd ask in return is their name in the credits and maybe a letter of reference if they did something exceptional. A modding sub-forum could be created where models are voted on by the community and moderators, then the best of the best are presented to the MG Devs. This would require very little time and manpower, yet should (if all goes well) result in a wide variety of models to add content to the game, allowing the MG Devs more time to work on additional flyable and AI aircraft. Example: Forgotten Hope Mods for Battlefield I and II. HUNDREDS of models made by people in the community, all more detailed and accurate (damage locations, speeds, etc) than the ones included in the stock game. http://forgottenhope.warumdarum.de/f....php?country=1 (click on Germany->Ground Forces for an example of the sheer number of fan made vehicles) This is just an idea of mine that I think would allow more content, and the Devs more times to focus on creating aircraft for us to fly. Edit: Added emphasis for people who don't know how to read and comprehend English above a grade 3 level. Last edited by speculum jockey; 01-25-2012 at 05:26 PM. |
#2
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I think we should let the devs to concentrate on aircraft (at least cockpits) and SDK because no one can make aircraft better than them. If we have SDK those who need ships will model ships, those who need cars will model drivable cars, etc.
Many players who fly fighters do not care what type of ship is below. As to me there are already enough ships in the game taking into account that the more ships the devs make the less aircraft they can make. I would prefer to have 1 more flyable cockpit than 3 more ships because no one can make cockpits as good as the devs. Any ground unit can be modelled by enthusiasts who need them imho. This is a flightsim and the devs have to concentrate on something because the resources are very very very limited (economic crisis). Last edited by Ataros; 01-25-2012 at 07:54 AM. |
#3
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![]() I agree it's aircraft - environment (clouds/weather) - landscape - units... In my eyes, I would rather have them making perfect cockpits and so far they look amazing... I wonder if in a few years we will look at the CoD cockpits and say how bad they look compared to the latest ones, like we did with the original game ![]()
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#4
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#5
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Game objects, be they other aircraft, hedges, fields, clouds, trees, ships, trains, buildings, infrastructure, all conspire to create the illusion of the virtual world the developer is trying to create so he can call it a product and sell it. I'm all for more planes and cockpits, but I also want a believable, even convincing environment in which to fly those planes in. Of course there has to be a balance, and at the moment I think we're all in agreement that content has to take the back seat while the game is, er, optimised.
Even so, the Channel without a variety of shipping or England without hedges is like Holland without dykes, or Austria without the Alps, or France with soap, and it is not convincing, and it's a bit of a shame that it looks like that is how it's going to stay unless somebody else does it, but there we are. |
#6
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I want the Developers to create more aircraft and cockpits. I think they could do that if they didn't have to worry about the static objects and other models. I know there are talented people out there that can fill this role. It wouldn't take any real time or money to implement after the tools are released. |
#7
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![]() Last edited by Ataros; 01-26-2012 at 12:56 AM. |
#8
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Atoros, this isn't a flight sim, it's a flight combat sim. As such the behaviour of targets is or interest. Targets can be defined as every enemy object in the sim. Now, imagine. Operation Pedestal. For an Axis flier it's a dream. Carriers, cruisers, destroyers, fast merchantmen, oh my. Now, when you bend your Stuka over the OHIO don't you want it to go up as convincingly as a the Wellingtons and Blenheims do already in game? You nail that ship, Malta's last hope, and it goes without a bang but a whimper? I think not, you want to be able to see its fires burning from Sicily.
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#9
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World of Planes for instance will have all these ships and carriers but they can not go into so much detail in aircraft models as CloD. Also limited resources but different priorities = different game for a different target audience. |
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