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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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  #361  
Old 02-27-2012, 06:40 AM
Verhängnis Verhängnis is offline
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Quote:
Originally Posted by machoo View Post
You can edit the FM now for the aircraft , can't remember how but you unpack all the files then edit the FM ones for the specific plane. Change the numbers around ect.
I'm pretty sure those aren't the FM's, which are encrypted files.
  #362  
Old 02-27-2012, 07:16 AM
hiro hiro is offline
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I like the updates.


It's funny, people wanted updates, but the devs can't give updates that most want (patch info + wanted features being implemented), so they give us updates on other things they do have.

People can't fault them for using extras / features / special features, as those are in a show-able (but not releasable) state and to generate further interest in the game.

You know they can do so much with the ground stuff. Like if you have a favorite server, and then join it but a game is started, you can wait. But wait! While you're waiting you can control any assortment of ground vehicles to occupy you time.

I like what is going on. The devs have been moving further along the game and showing what it can be.


One of the things is also I noticed in the tank video was the field of view in the driver mode, some of them looked like it was close to no cockpit. But then again, some tanks allowed the driver to poke his head out, which gave him a great FOV.

Also I hope the tanks are modeled as accurate as possible and ballistics for tanks / artillery are modeled.

LQTM, I can see next update is a FPS / soldier's perspective.

Then all the requests for "Can I control my pilot and make my way back to safety after I bail out . . ." will ensue.

Thanks again for the update
  #363  
Old 02-27-2012, 07:59 AM
Chivas Chivas is offline
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Quote:
Originally Posted by Verhängnis View Post
I'm pretty sure those aren't the FM's, which are encrypted files.
You gotta think the FM files would be encrypted. I remember flying CFS2 we could spot cheaters by taking off with them. Their wheels would be off the ground in a few meters as they changed the weight of their Corsair to less than a japanese Zero. It took about thirty seconds to change the aircraft weight in the files with notepad.
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  #364  
Old 02-27-2012, 09:06 AM
5./JG27.Farber 5./JG27.Farber is offline
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Quote:
Originally Posted by hiro View Post
One of the things is also I noticed in the tank video was the field of view in the driver mode, some of them looked like it was close to no cockpit. But then again, some tanks allowed the driver to poke his head out, which gave him a great FOV.
Pretty sure this was the outside view to show how the vehicle moved accross terrain. I dont think you will be able to do that on closed pit servers. Also there seemed to be driver and gunner positions...
  #365  
Old 02-27-2012, 09:12 AM
senseispcc senseispcc is offline
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Is this the right direction?
  #366  
Old 02-27-2012, 10:18 AM
machoo
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Quote:
Originally Posted by Chivas View Post
You gotta think the FM files would be encrypted. I remember flying CFS2 we could spot cheaters by taking off with them. Their wheels would be off the ground in a few meters as they changed the weight of their Corsair to less than a japanese Zero. It took about thirty seconds to change the aircraft weight in the files with notepad.
I don't think they are. This is basically what I did . I changed my roll rate to fight fire with fire as the Ai can do stupid maneuvers so i'm going to too!
  #367  
Old 02-27-2012, 10:51 AM
csThor csThor is offline
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If you unpacked an SFS file then you're in shady waters. 1C doesn't want people fiddling with such things and - depending on whether VAC is on or not and if not when it'll go live - it may cost you your STEAM account (and all the games you've purchased there). The SFS files are not meant to be accessed.
  #368  
Old 02-27-2012, 10:59 AM
Ernst Ernst is offline
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Quote:
-How are you implementing the new FMs? Can you describe a case where the new FM would really make a difference in handling?

-How is the tank damage model? Is armor thickness and slope taken into account? What about different ammunition types and their armor penetration capability?

-Can you give us an example of the performance of the new graphics engine? For example, on such and such hardware, we get that amount of FPS flying over this part of the map.
Good questions. Once you had posted i would like to ask the same things. Are the developers reading the thread? Any info about?
  #369  
Old 02-27-2012, 11:32 AM
Verhängnis Verhängnis is offline
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Quote:
Originally Posted by csThor View Post
If you unpacked an SFS file then you're in shady waters. 1C doesn't want people fiddling with such things and - depending on whether VAC is on or not and if not when it'll go live - it may cost you your STEAM account (and all the games you've purchased there). The SFS files are not meant to be accessed.
If they weren't meant to be accessed then 1C probably would have encrypted them decently enough so that a programmer couldn't crack them on the release day.
  #370  
Old 02-27-2012, 11:36 AM
kendo65 kendo65 is offline
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Regarding the debate on controllable tanks, AA, etc, I came across a pdf file I'd saved with an interview with Oleg from Feb 2009. It's an English translation of an interview originally posted on a Russian site - spread-wings.ru (?). English translation is by Luthier

http://spread-wings.ru/content/view/154/1/

Although obviously out of date there is some interesting talk about the goals they had in mind back then about SOW/COD future development. I can't post the pdf as it's 2.66MB (don't know if the pdf is still available online?), but here are some interesting excerpts (my highlights in bold)

Q: You’ve stated many times in previous interviews that BoB will be drastically different from the
Il-2 series. What do you mean by that?

Oleg: Not a very easy question to answer, but I’ll try to respond the best I can without divulging some secret information.

1. The engine and the system we’re developing is built from the ground up to allow future expansions. Each new product can be stand-alone, or it can plug in with the others starting with BoB, following the success of Pacific Fighters which proved that this model can be viable.

2. We’re developing a system that is more than just a flight sim, but can be a sub sim, PT boat sim, tank sim, helicopter sim, etc. By the way, we just might have a flyable autogyro in BoB.

3. We’re also writing a completely new, drastically improved online code with multiple modes and features. It can even support a server-based MMO with a monthly fee. This of course won’t happen with BoB itself, but is possible on its engine, possibly made by other teams that further develop into this direction.

4. Quality level for ground and air objects is ages beyond what was one with Il-2. I don’t think that such a huge leap will be possible after BoB; the only changes that can happen is increase in polycount or texture size, or more detailed interior details. Even Il-2 was often used as a reference by other developers, and BoB will even have uses for movies.

5. We’re working on an add-on and expansion module that will not affect the online playing field. After BoB is released we plan to publish a set of tools that will allow end-users to:
* Create new planes;
* Create new vehicles, tanks, ships, etc;
* Create new static objects, such as building, bridges, equipment, etc;
* Create new maps, with limits on total size. We’ll leave large maps for ourselves, for our own new sims.


Q: And now Oleg, please go into more details on your thoughts of the future of Storm of War
compared to Il-2, given the potential you’ve built into the engine from the start.

Oleg: Considering what I’ve said already, and given an initial commercial success of BoB, here’s what I see:

1. Some number of developers internationally that worked with MSFS, and probably a large part of them too, will convert to our side. This is especially to be expected considering the recent closing of Aces studio. So these add-on developers might just start making add-ons for Storm of War. I think this might even include jets, including modern ones. At the very least I would expect someone to do Vietnam, not to mention WWI. This
should happen too. Generally WWI aircraft are easier to model and program, since they don’t have such complex aerodynamics, no retractable landing gear, propeller pitch, and other advanced devices. There’s also no radio, which means there’s no need to develop and record radio chatter.

2. Korea, in conjunction with RRG. Its development is now in background mode. Their
team is now working with us finishing up planes for BoB, and also modeling ships.

3. Africa, Malta, USSR. These are most appealing choices for us. Even though we know for sure that the Pacific is the most interesting subject matter for the international market, besides Battle of Britain that is. Generally the Eastern Front is a bit easier for us to do since we have loads more data on it, and there’s less variety of vehicles and aircraft to model than all the other fronts.

4. Continuing combat around the English Channel, which will largely be made via expansions since we’ll already have the main map.

5. Cooperation with other teams to create other games (perhaps by selling the engine). For example, an MMO with controllable soldiers and submarines etc. Or even a space sim around planet surfaces with somewhat realistic physics.

6. Console variants with simplified features.
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Last edited by kendo65; 02-27-2012 at 01:06 PM.
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