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IL-2 Sturmovik The famous combat flight simulator.

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  #1  
Old 09-12-2008, 01:42 PM
Oleg Maddox Oleg Maddox is offline
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Originally Posted by T.}{.O.R. View Post
Can you be a bit more specific please?



- - - - - - - - - - - - - - - - - - - - - - - - - - - -

I got four more questions if I may:

1) Will features like 'F6' be server controlable now? Meaning that we can have servers with externals on but no external padlock?

2) Will gunners now feel the effect of G-forces? IMHO, in IL2 the most unrealistic thing related to how gunners work is their resistance to G-forces. And this goes specificaly for tail gunners which can accuratly aim at you even if their plane is pulling extreme G's.

3) How will gun positions and bomber stations work in SoW? If the bombardier is on the bomb run - will he also be able to man the nose gun or will nose gun remain silent if you attack a bomber who is close to releasing his bombs? Another example are waist gunners - in He-111 to my knowledge only one person operated both waist gunners. If bomber is being attacked from 3 and 9 o'clock will only one gun fire?

4) Will gunners scan the horizon for enemy planes or will guns and turrets be in their default position at all times when no enemies are nearby?

Edit:

I thought of one more.

5) Will control surface movements be visible on other planes than just player's in online DF servers and tracks?

Edit 2:

Just thought of three more questions about ship modeling:

6) How will ships behave when heavily damaged / sinking? Will it be different from IL2 when they sink in a matter of seconds after being destroyed or will they sink by flooding or heavy damage (especialy if in stormy weather)? What about small (example: landing crafts or RAF rescue speedboats...) - will strafing be accompanied by an explosion to tell us that they are destroyed or will it be possible to model them like I asked above (just strafe them and they sink slowly, so we don't allways get that explosion which tells us that they are destroyed)?

7) In relation to the above questions, will ships have weak points - for example if hit in ammo magazine to cause fatal damage and if hit in other not vital areas to make them withstand more damage/hits?

9) Any chance for lifeboats / survivors in the sea after large ships sink? (I know it's maybe a long shot but...)
1. Will ask my guys to do not forget it
2. Will
3. question is done too early (as many others from other guys)
4. These turrerts that has two positions for fire and the speedy flight will work as it should. It is done with actual time animations.
5. will but on close distances.
6. Way more complex than in Il-2. As for the rescue.. we plan special aircraft for that in missions. Boats - maybe, maybe not. To wait boat will be too hard so great time... Not too interesting for the gameplay.
7. Weak points will be. But not the ammo belts of MGs of ships
9. I think no. Becasue at first we are doing flight sim, then we are thinking what is most important to develope for ther other things that have their own sequence of importance.
  #2  
Old 09-12-2008, 02:29 PM
JVM JVM is offline
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Smile Craters and other burning stuff

Hello Oleg!

1) I understand the team is working on 3D craters and this is wonderful! I suppose the crater holes will be commensurate with the bomb power...
My question is will you attempt to color the crater object in function of the type of soil? A crater in limestone country has a very different appearance from a crater in rock or swamp country (OK there are holes, but in some case they will be almost pure white, others will be brownish, sandish or blackish or simply waterfilled after a short while)?...
I think this would be part of the immersion feeling!
Can we also expect to see them last during a campaign for instance, and to have the ones which have been repaired (on runways or taxiways, for instance) still showing? This may be close in concept to the dynamic wearing on the aircraft themselves...

2) When looking at very recent FPS shooters like Crysis, Far Cry 2 or even Il2 BoP one can see that large strides have been made toward better representation of flames, fumes/smoke and explosions...I am almost sure you said it before but was unable to find it again: will SoW also show this kind of progress, about ground explosions (burning/exploding fuel, bombs, buildings or vehicles behave very differently, and sometimes mix several types of features, together or sequentially) and air combat damage (fuel, oil, ammo and glycol)?

3) you may have guessed that this a subject I cherish particularly: will SoW show the german/french/belgian bases, airfields and forward fields with the same attention to detail as for the english side of things? I ask this because the variety of the locations, building types and geographical implementations is very high (much higher than on english side), and it is sometimes very difficult to find info about them (except if you have proper access to many target photos of the times, but even this is not always sufficient)...

Thanks a lot for all the dreams I have because of your team's and your work!

JV
  #3  
Old 09-12-2008, 02:44 PM
HFC_Dolphin HFC_Dolphin is offline
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Besides the rescue mission and the birds, that I asked before a few pages, I have one more question:

Will there be some way to secure offline missions'/campaigns' results, so as to make them comparable? What I mean is: I play x-campaign and someone else plays same campaign:
Is there some way to get authentic results/stats so that we are able to compare them?

Such feature would give a boost to the offline gaming imo.
  #4  
Old 09-12-2008, 03:25 PM
yogy yogy is offline
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What you wrote in "Oleg's Ready Room":
Quote:
Weathering of the aircraft in time. When you entering a career you’ll get the new aircraft (or partially used). Then with each flight your aircraft will be in constant changes of conditions… you will see in a sequence of missions. It isn’t only about how it looks, but also about performance of aircraft (new and used – are different).
Cool! Maybe you can/will also model
- wear of engine due to excessive use of 100% or even higher throttle and
- a higher probability of fault inflight due to such behaviour of pilot?

Online, I keep on wondering that nearly everybody flies 90% or higher throttle all the time, which I think is highly unrealistic.

Also, parameters like airframe stability which can be weakened due to excessive flight speeds i.e. in dives, hard landings etc pp

PS: Similar could be done inflight for guns: Jamming due to
- too long bursts
- firing at too high G
  #5  
Old 09-12-2008, 05:19 PM
ECV56_LeChuck ECV56_LeChuck is offline
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Good question Yogi, I want to know that too...
  #6  
Old 09-12-2008, 05:54 PM
Chivas Chivas is offline
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Hello Oleg

If you decide to make the campaigns short individual missions, could you make it possible for the user to make one continuous mission covering a full day of the Battle of Britain. Where the user or program enters the, times of raids, number, type of aircraft, and target in a historical or otherwise format. Then let the RAF AI determine response to these raids from Radar and other sources. This could make full use of the rearm and refuel option.

~Salute~
Chivas
  #7  
Old 09-12-2008, 06:12 PM
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proton45 proton45 is offline
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Quote:
Originally Posted by Chivas View Post
Hello Oleg

If you decide to make the campaigns short individual missions, could you make it possible for the user to make one continuous mission covering a full day of the Battle of Britain. Where the user or program enters the, times of raids, number, type of aircraft, and target in a historical or otherwise format. Then let the RAF AI determine response to these raids from Radar and other sources. This could make full use of the rearm and refuel option.

~Salute~
Chivas

+1

I like this idea.
  #8  
Old 09-13-2008, 04:26 PM
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T}{OR T}{OR is offline
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Quote:
Originally Posted by Oleg Maddox View Post
1. Will ask my guys to do not forget it
2. Will
3. question is done too early (as many others from other guys)
4. These turrerts that has two positions for fire and the speedy flight will work as it should. It is done with actual time animations.
5. will but on close distances.
6. Way more complex than in Il-2. As for the rescue.. we plan special aircraft for that in missions. Boats - maybe, maybe not. To wait boat will be too hard so great time... Not too interesting for the gameplay.
7. Weak points will be. But not the ammo belts of MGs of ships
9. I think no. Becasue at first we are doing flight sim, then we are thinking what is most important to develope for ther other things that have their own sequence of importance.
A couple more questions if I may.

1) Refering to your answer on my question no. 7. I guess we won't be able to sink ships with a lucky shot like Japanese sunk Arizona, but - will armour piercing bombs have a different impact of ships than normal high explosive ones?

2) After seeing that spitfire new and weared screenshots. Together with fuel and rearm / repair options - will we see patched bullet holles as well?

3) During online play, on dogfight servers - will server be able to filter (limit) markings which you can put on your aircraft, depending on the team you're flying? So we don't see luftwaffe or italian markings on Spitfires and RAF markings on Heinkels, 109s and so on...

4) Since paying attention to so many details like weathering and effects on the plane - will it be possible to put confirmed kill markings on your plane during campaign (something like player controled option - if you want it you can have it painted on your plane, if not then you can choose not to)? Or even kills during online play, which will show up after every 'refly'?

Thank you for your answers so far.
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LEVEL BOMBING MANUAL v2.0 | Dedicated Bomber Squadron
'MUSTANG' - compilation of online air victories

Last edited by T}{OR; 09-14-2008 at 01:47 PM.
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