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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  
Old 02-22-2012, 06:06 PM
Chivas Chivas is offline
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A combat flight simulation developer that continues to support their products after release and strives for the most realistic experience possible.
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  #2  
Old 02-22-2012, 06:42 PM
ATAG_Doc ATAG_Doc is offline
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I look for contacts that are not flying on the same side as me.
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  #3  
Old 02-22-2012, 06:48 PM
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Ailantd Ailantd is offline
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Realism and inmersion.
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Old 02-22-2012, 07:27 PM
Jaws2002 Jaws2002 is offline
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All i want is a lot of noobs to shoot and bomb.
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Old 02-22-2012, 07:55 PM
ATAG_Doc ATAG_Doc is offline
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Quote:
Originally Posted by Jaws2002 View Post
All i want is a lot of noobs to shoot and bomb.
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Old 02-23-2012, 11:12 AM
Tchocky Tchocky is offline
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A well-built dynamic campaign. Scripted campaigns are for first-person-shooters.

Something that RB2 and TAW really got right.
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Old 02-25-2012, 09:08 AM
yellonet yellonet is offline
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Immersion.

Given that, there are many things that must be in place to create good immersion, realistic controls and behaviour of aircraft, good feeling flight model, radio traffic and more.

Two IMO very important factors that are often overlooked are briefings and debriefings.
To me a good briefing and debriefings system is very important to build up immersion for the mission at hand, and it should not just be a text to read but graphics too.
You should feel like you're sitting in the briefing room having a map and perhaps photos of the targets and being given important information, this builds up suspense and goes a long way to giving the mission more meaning.
The same with debriefing, it should be much more detailed and "alive" so that you really feel that you've contributed (or not if you failed) to the fighting.

Realistic sims are great, but realism is only half the package to immersion, realism needs to be complemented with things that builds atmosphere or the sim will be all to sterile.
What's the use of all that glorious realism if you don't get any incentive to go out there and fly missions?

Last edited by yellonet; 02-25-2012 at 09:18 AM.
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  #8  
Old 02-25-2012, 10:15 AM
6S.Manu 6S.Manu is offline
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Quote:
Originally Posted by yellonet View Post
Immersion.

Given that, there are many things that must be in place to create good immersion, realistic controls and behaviour of aircraft, good feeling flight model, radio traffic and more.

Two IMO very important factors that are often overlooked are briefings and debriefings.
To me a good briefing and debriefings system is very important to build up immersion for the mission at hand, and it should not just be a text to read but graphics too.
You should feel like you're sitting in the briefing room having a map and perhaps photos of the targets and being given important information, this builds up suspense and goes a long way to giving the mission more meaning.
The same with debriefing, it should be much more detailed and "alive" so that you really feel that you've contributed (or not if you failed) to the fighting.

Realistic sims are great, but realism is only half the package to immersion, realism needs to be complemented with things that builds atmosphere or the sim will be all to sterile.
What's the use of all that glorious realism if you don't get any incentive to go out there and fly missions?
Added some of this at the end of the list. Thanks!
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A whole generation of pilots learned to treasure the Spitfire for its delightful response to aerobatic manoeuvres and its handiness as a dogfighter. Iit is odd that they had continued to esteem these qualities over those of other fighters in spite of the fact that they were of only secondary importance tactically.Thus it is doubly ironic that the Spitfire’s reputation would habitually be established by reference to archaic, non-tactical criteria.
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Old 02-22-2012, 07:32 PM
Red Dragon-DK Red Dragon-DK is offline
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High priorities
- Flight model (it's a flight sim... every plane should fly almost like the real one)
- Virtual pilot simulation (fatigue management, visibility skill, G-forces, damage model)
- Damage models
- Weapon's historycal performance and calibration.
- Communications (between pilots and with ground control... think about calling the mechanic because of an issue during the engine startup, talking directly to the command for info, having the command that alert you of a plane seen by some civil observers on the coast)
- Sound engine
- Demanding management of the plane (not only engine management, but also belts, oxigen, gunsight's bulbs ect...)
- Atmospheric simulation (sun, clouds, haze.. maybe not visually perfect, but they must be there and must be VERY important for the pilot)
- Object 3D models
- 3D world graphics
- Visual effects
- Airbase life-service personel on ground refuel/rearm/small repair.
- AI
- Clickable cockpit
- Manual ammo belt management
- Interactive flak
- Dynamic weather
- Extreme weather like rain or storm
- City life (it's a war... why should bombed families turn on the light? Here in Italy if you turned on the light you were to be strafed)... no, cows are useless...
- and more I havent thought about yet



I dont mind at all for all the expantions as long nothing goes arcade. It bring more life to the sim, more people more money and expantions and addons.
Yes its a flightsim but think out of your usual box for a sek. I play Arma 1 & 2. Its the soldier its about and it very detailed, what you can do. But you are able to do so mutch, becarse you are able to drive, and fly as well. But not as in a car sim or in a flightsim. But it make the game very much alive and thats what its about. More people cut start on the ground do stuff and then when get interested in flying and start doing that. But nothing like Battlefield 1, 2 or 3 please.
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  #10  
Old 02-22-2012, 08:05 PM
Bounder! Bounder! is offline
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The reason I bought the original IL-2 series many years ago was that I'd heard through friends and games magazines that it was the most realistic ww2 flight simulator available. Ultimately that's what I want in a flight sim, the most realistic and historically accurate simulation of what it was like to fly and fight in and against the different kites of ww2.

So for me the highest priority is how well every plane is modeled and how close it represents flying the real one both in terms of performance and aircraft management. There's no point having an accurate Spitfire if the 109 model is messed up and vice versa. Combat modelling is also essential, ballistic modelling and detailed damage models, accurate deterioration of my planes flight model through engine mismanagement or as it's slowly turned to swiss cheese. Environmental modelling is good - turbulence, different weather conditions, the suns glare etc etc all help to build immersion.

Historical accuracy is everything to me in a ww2 flight sim and my belief that I'm playing the most advanced and accurate simulation is key to my enjoyment.

Last edited by Bounder!; 02-22-2012 at 08:15 PM.
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