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Sure, there are pretty nice mods out there (which I also use), but in no way does it mean that the modders work is "better" than the ones who created it. You need to consider that the IL-2 team had decisions to make within budget constraints about what goes in and what does not. Modders do it as a hobby, just for fun with no deadlines, and knowing the amount of work it takes, I would not be supprised if they were mostly single guys without much else to do in their spare time. I respect the efforts of anyone that works for a living, and then goes home to a well rounded lifestyle (hence my alias). Though overall, my hats off to all teams that have made IL-2 a better experience, and first and foremost its creators. I'm not worried that a mod I use 'sanctioned' or not, but I condemn the use of cheat mod, and I'm sure legal departments would quickly crush any illegal activities associated with the mods. |
#2
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Feuerfalke (page 2)::
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Feuerfalke:: Quote:
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#3
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2. The question is: How do you see who's a cheater and who is not? |
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Hang out with them for a while, if they don't seem like the type of jerks that would cheat, they very likely don't cheat.
I have yet to see a "cheat" mod, so for offline, it's not "cheating," it's "added content." tater |
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Chivas::
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Feuerfalke::
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tater:: Quote:
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#7
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How many people over the last years were accused of being cheaters in IL2, just because they were pure lucky, had a connection problem that saved their virtual butts or used the well-known print-screen thing. Would you ban them all? Who would still be allowed to play online? How do you think you can identify somebody who uses bright orange-skins for enemy-planes or (like the "mods" for Quake3) landscapes without textures, clouds, fog or icons on, while the server doesn't allow that. Just from the Kill-Death-Ratio? |
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No, mostly (all?) married guys, in at least one team around half with toddlers pulling on them as they try to work.
Having to do things with little guidance, so learn as you go. Appropriate sized, located PTO map, every single airfield unique (every single RL airfield there, too. And each field is based on the real shape on maps, BDA images, etc), and 6 different versions for different time periods—all built in 4-6 months. The 1st month or two not really making the map, just learning how. Note that each of the 6 maps is more complex (and 4X bigger) than the NG map (in no small part due to the fact that each important part is actually researched—ie: how many bunker oil tanks were there on a certain date at a certain place, exactly?). There is obviously time saving with 6X the same terrain with only minor changes. Call it 10xNG min boundary value, 24XNG as the max. That's a fair number of maps for 4 guys in 6 months. ![]() The next map will be faster, I'd wager, or maybe the same amount of calendar time, but less actual man-hours ![]() <S> tater |
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