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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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  #31  
Old 02-22-2012, 10:10 AM
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Feathered_IV Feathered_IV is offline
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Good lord, Il-2 fan fiction.
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  #32  
Old 02-22-2012, 12:58 PM
Feuerfalke Feuerfalke is offline
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Originally Posted by zapatista View Post
...in short, hadnt there been the forced release (with the regretful loss of oleg as visionary developer as a likely direct result), it would have taken them roughly another year to finish it and release the new sim in a playable state, allowing them to rapidly add all the more advanced and complex features (envisaged, developed and incorporated from the start) as the series evolved.
Interesting.

That means, after that needed 1 year development-phase will be finished in just about one week and of course with the reinforced team, CloD will be completed on March, 1st.

One of us will be surprised, then, I guess.
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  #33  
Old 02-22-2012, 01:48 PM
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Interesting.

That means, after that needed 1 year development-phase will be finished in just about one week and of course with the reinforced team, CloD will be completed on March, 1st.

One of us will be surprised, then, I guess.
re-read what i said, the meaning is a little different

we are about to receive a large patch that addresses the main gfx engine performance issue that has been the biggest problem since original release. iirc this patch has been about 4 months in the making so far, not 12.
- had there been no forced release 12 months ago, these problems could have been addressed earlier (ie a rewrite of the gfx engine would have been possible much earlier, rather then try and persevere under significant pressure to fix the older buggy one that had all the problems during the pre release year).
- other modular elements of the "grand vision" of the future of il2/SoW are already coded and developed (we have seen lots of information on this in the last 3 or 4 development years prior to release), which means many could be added in relatively quickly without having to be developed from scratch (as we just saw with flak control and some ground vehicles)

my hope is that if indeed this new patch corrects some of the major performance issues (as luthiers latest posts on this seems to indicate), that they can then focus in the following months/weeks on resolving some of the other unfinished or major buggy elements they didnt have time to address before release: like coop function, dynamic campaign engine, offline content, user ability to script missions and create semi automated AI routines (with a purpose made interface with the correct documentation, etc), or deal with elements they couldnt address because they were direct sub element of the current game/gfx engine that were being rewritten and recoded (like flight models or individual plane performance characteristics)

imo the main bottle neck is for the dreaded gfx engine performance problems to be solved

have a look at the Russian forum thread, seems the patch release is imminent, we'll know soon enough
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Last edited by zapatista; 02-22-2012 at 02:09 PM.
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  #34  
Old 02-22-2012, 02:10 PM
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I wonder why they didn't rewrite the engine straight after release. We might be further along that line now Zap.
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  #35  
Old 02-22-2012, 02:14 PM
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I wonder why they didn't rewrite the engine straight after release. We might be further along that line now Zap.
get over it, they didn't, so here we are, what is the point youre trying to make?
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  #36  
Old 02-22-2012, 02:15 PM
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I wonder why they didn't rewrite the engine straight after release. We might be further along that line now Zap.
Might have something to do with the fact that they had to do a workaround for the ANTI-EPILEPSY FILTER first.
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  #37  
Old 02-22-2012, 02:23 PM
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I wonder why they didn't rewrite the engine straight after release. We might be further along that line now Zap.

Maybe because it was so dire when first released they needed to just improve the playerbility as a priority? Once that that was done they had a bit of time to work on the real underlying issues and fix things properly.
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  #38  
Old 02-22-2012, 02:23 PM
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Might have something to do with the fact that they had to do a workaround for the ANTI-EPILEPSY FILTER first.
Maybe Carguy. Hadn't thought of that.
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  #39  
Old 02-22-2012, 02:37 PM
Feuerfalke Feuerfalke is offline
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re-read what i said, the meaning is a little different
You misunderstood me.

I'd be happy to be the surprised of the two of us.

But:
I won't defend a patch nor praise it nor start a "the world of CloD is safe"-thread, without ANY information at all, what is actually in this patch, when it will be released and if it will bring CloD no matter how much closer to where it should have been 1 year ago.

In other words: This discussion is based on thin air and personal perception on both sides.
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  #40  
Old 02-22-2012, 02:54 PM
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what i can defend is that i believe we have seen enough evidence over the years to support the fact that large elements of a very complex and sophisticated next gen flightsim have already been built into the SoW series during the latter years of development, which means they should be able to add them in rapidly one the performance issue is resolved (and we have just seen direct evidence of this with the AA gun control and added vehicles)

given i have very serious problems running CoD at all on my current mid level pc, you can call me an optimist, albeit a well informed one with a good memory of what we were shown and told over the many years of development
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