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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 10-27-2012, 08:40 AM
jermin jermin is offline
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He's right. You can find quite some bugs in Clod which have made their appearances in original IL2 ever since its release. The most compelling proof is the high altitude performance bug. Apparently Oleg had migrated some systems (and hence bugs with them) from IL2 to Clod.
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Old 10-27-2012, 11:26 AM
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zapatista zapatista is offline
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Quote:
Originally Posted by jermin View Post
He's right. You can find quite some bugs in Clod which have made their appearances in original IL2 ever since its release. The most compelling proof is the high altitude performance bug. Apparently Oleg had migrated some systems (and hence bugs with them) from IL2 to Clod.
nonsense !

what is true is that some of the aircraft flight physics parameters have been re-used from the late il2 series, and why wouldnt they ? they already had the data needed for a number of aircraft, do you really think they would tell their new people "burn all the old stuff and go out again to search for all that data from scratch" ?

what IS different in CoD is that there is a new gfx and game engine to represent/display/model that data (and new information available has allowed them to refine it further), hence it would behave much more realistically and true to life.

regarding the high altitude aircraft performance, luthier already stated there are reasons why in CoD this is not working correctly, and it will require a significant rewrite of some of the code to correctly implement (so not a "limitation" of the new game engine), and they havnt had the time to do this for the CoD rewrite so far, but hare intending to include it for BoM.
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Old 10-27-2012, 11:27 AM
Verhängnis Verhängnis is offline
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Of course though, why invent the wheel twice? It's cheaper, albeit somewhat slower to innovate (due to all the bugs and limitations) than if they had just wrote a new engine completely from scratch (because then they would really know what is going on inside and debugging probably wouldn't be so tedious).
This thread actually makes it seem like they really did just take portions of the old engine, updated a few things and then split it into modules.
A bit like Apple really; no inventions, just cramming the best together and adding an "i" to the name and slapping on an outrageous price and calling it revolutionary.

Although I am very optimistic for BoM because many patches back, I had decent performance after finally figuring out the best settings for my rig

My advice to everybody on here:

"Be a pessimist, and expect the worst because then life can only get better."
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Old 10-27-2012, 11:30 AM
Dano Dano is offline
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Same coders = same techniques = same bugs and same limitations, does not mean that stuff was not re-written.
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Old 10-28-2012, 02:40 AM
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There is simply no time, or even more importantly money, to build a new game engine.

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Old 10-28-2012, 03:52 AM
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Quote:
Originally Posted by Gle55nn View Post
There is simply no time, or even more importantly money, to build a new game engine.

Hand over the AI module to users

time to fix : Quick
Cost to 1C : nothing!
Beneficiaries : ALL!

win-win

As to graphics engine, current is ok. sound quality could improve (like the original).

.
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Old 10-30-2012, 12:45 PM
Ma233e
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There is simply no time, or even more importantly money, to build a new game engine.
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Old 10-30-2012, 01:04 PM
LoBiSoMeM LoBiSoMeM is offline
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Originally Posted by Ma233e View Post
There is simply no time, or even more importantly money, to build a new game engine.
And the game engine now is good. Regards "drawning buble" we maybe need some tweaks in view distance of some important objects, just that. Wll be good for navigation and level bombing runs.
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Old 10-30-2012, 01:06 PM
Stublerone Stublerone is offline
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Originally Posted by Ma233e View Post
There is simply no time, or even more importantly money, to build a new game engine.
There is no need to rewrite engine as they already did. And it is a problem of the of the technique together with the high viewing rang. Noone on this earth could make it sufficient with this method and the given parameters.

We are talking about an open world, large maps, big texture and clear and ultra long viewing range. Noone ever get this work as you all intend. Simply not possible with our "slow" machines to compute all the workload needed to get a really good result you are looking for. Impossible with all the slow interfaces between the components. Not to speak of a completely revolution in using multicore cpu and multicore graphics (sli has to function totally different with a much more effective interface between the cards). Also fasterssd, fast as ddr3 at least and change ddr3 ram to ddr5 vram speed and get the right and fast buses between them. If the pc is working like this, you could PERHAPS be able to generate a sufficiently working stream engine game with some free capacities for graphics evolutions.

So: really difficult technically!
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Old 10-30-2012, 02:06 PM
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zapatista zapatista is offline
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Originally Posted by Stublerone View Post
There is no need to rewrite engine as they already did. And it is a problem of the of the technique together with the high viewing rang. Noone on this earth could make it sufficient with this method and the given parameters.

We are talking about an open world, large maps, big texture and clear and ultra long viewing range. Noone ever get this work as you all intend. Simply not possible with our "slow" machines to compute all the workload needed to get a really good result you are looking for. Impossible with all the slow interfaces between the components. Not to speak of a completely revolution in using multicore cpu and multicore graphics (sli has to function totally different with a much more effective interface between the cards). Also fasterssd, fast as ddr3 at least and change ddr3 ram to ddr5 vram speed and get the right and fast buses between them. If the pc is working like this, you could PERHAPS be able to generate a sufficiently working stream engine game with some free capacities for graphics evolutions.

So: really difficult technically!
one further possible avenue of increased performance for game programers is to directly access/write-to GPU functions (instead of using intermediary languages as they do now, which need 1 or several steps between the hardware function and the game code written), but i am not aware of any current game that does so yet. from what i read, this will allow a significant further step forward in performance nd some upcoming FPS are sarting to use these methods afaik. future more efficient game code writing for flightsims is also possible even using current harrdware, but i agree that right now given the current method of writing these games, performance for flightsims is very much strangled by what the current hardware can perform, and it is a game genre that is pushing the boundaries of what is possible.
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Last edited by zapatista; 10-30-2012 at 02:10 PM.
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