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  #231  
Old 01-03-2011, 11:44 AM
rollnloop rollnloop is offline
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Quote:
Originally Posted by LukeFF View Post
It's not just a matter of faces not being textured, it's a matter of them not being there at all. Big open gaps that IMO look very ugly. (I modeled the He 162 pit, so I know ).
Most, if not all, gaps are no more (they've been fixed), simply not (yet?) in DT's IL2. 6DOF is not only (to a small extent IMO) more efficient, it's much more immersive.
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  #232  
Old 01-03-2011, 01:52 PM
Brain32 Brain32 is offline
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Originally Posted by ElAurens View Post
Personally I don't see 6dof as a deal breaker, and if you are honest about it, it does let you look around in ways that a real human could never do, unless you had a meter long neck made of rubber.

This is very true, no way 6DOF actually adds to realism, strapped in his seat the pilot most certainly couldn't look around like that.
I see how it's more fun and immersive as it gives you higher 3D impression so to say so one may have that "in the game" feeling, but strictly realism-wise with current implementation gives you more "I'm sitting in a plane in the museum" kind of realism instead of "I'm flying in combat"...
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  #233  
Old 01-03-2011, 02:00 PM
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robtek robtek is offline
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I am pretty shure those pilots tightened their straps when it became necessary!!
To have situational awareness (being able to look around, especially at the 6 o'clock position) adds very much more safety in a combat flight as being securely strapped to a plane.
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  #234  
Old 01-03-2011, 02:23 PM
W32Blaster W32Blaster is offline
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there is evidence in Julius Meimberg´s Biographie 'Feindberührung' where he forgot to strap shoulder belts back on prior a belly landing.

Had alot of headache after ramming into his revi.

He statet that weeks before he didn´t strap on shoulder belts because they limited his ability to look around in his systematic manner.

So: 6DOF adds alot of immersion. Even without historical proof it would provide a more realistic trace of objects in the game. Better when taxiing, for open formations, for sa, what else does one need to be convinced?

Plus: it´s already there!!!

Tradeoff is so minor that I really would enjoy seeing 6DOF in a official release. Especially because modded servers with 6DOF would provide a more realistic and more immersive gameplay. I think the absence of 6DOF in official patch will be a showstopper for non-modded servers in the long run.

Last edited by W32Blaster; 01-03-2011 at 03:30 PM.
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  #235  
Old 01-03-2011, 07:59 PM
rollnloop rollnloop is offline
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If any further demo of why 6DOF is necessary for realism, it's due to the inability of dev, to date, to give a sense of steroscopic view in games.

Try this experiment: put your hand vertically (as a shark fin) in front of your eyes, between you and something small (that is a few meters in front).

Focus on your hand---->you don't see that small thing behind your hand, your hand looks solid.

Focus on infinite---->your hand looks half transparent, you see that small thing behind it.

It's exactly the same with cockpit bars, when you focus on them you should see them, when you focus on infinite you should see the sky behind those bars.

Since this effect of stereoscopy is missing in every simulator, 6DOF is the "easy" solution to overcome this omission, you lean to see behind the bars. Same can be done on some aircraft with shift+F1 even in 2DOF, but not in every aircraft (shift+F1 leaving one or more bar in the same blindspot direction), plus the abrupt transition is (imho) much less immersive.
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  #236  
Old 01-04-2011, 12:18 AM
JAMF JAMF is offline
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Quote:
Originally Posted by Brain32 View Post
Quote:
Originally Posted by ElAurens View Post
Personally I don't see 6dof as a deal breaker, and if you are honest about it, it does let you look around in ways that a real human could never do, unless you had a meter long neck made of rubber.

This is very true, no way 6DOF actually adds to realism, strapped in his seat the pilot most certainly couldn't look around like that.
I see how it's more fun and immersive as it gives you higher 3D impression so to say so one may have that "in the game" feeling, but strictly realism-wise with current implementation gives you more "I'm sitting in a plane in the museum" kind of realism instead of "I'm flying in combat"...
I wonder how much of that reasoning is based on the view angle being the field of view and the head position... without taking into acount the amount the eyes can turn . Try looking behind you with shoulders locked to the back of a chair, like being strapped into an aircraft seat. Your real FoV will see 360 degrees.
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  #237  
Old 01-04-2011, 11:11 AM
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Barnowl Barnowl is offline
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Have the rockets been changed? Every time I fire them now they hit below the sight line, what ever covergence I set.
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  #238  
Old 01-04-2011, 11:34 AM
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Thanks TD!!
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  #239  
Old 01-04-2011, 12:46 PM
JHartikka JHartikka is offline
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Exclamation Bomber Pilot About The New 4.10m Patch

I really appreciate your voluntary team work team for developing this extraordinary IL-2 flight simulator and game! You are working with correct spirit of realistic touch to history and flying! Here are my first impressions as a bomber pilot about the new 4.10m patch.


Good new things in 4.10m:

- Fine new planes, these are always welcome, thank you!
- More selection of difficulty settings for added realism.
- Possibility to set channels to navigate by radio station direction finding.


The Bomber Faults in 4.10m:

- New safety fuse (bombs that require some time to cock) prevents low precision bombing.
- Most bombs are still launched as pairs, not one by one.


Suggested improvement to fix safety fuse low bombing fault:

The new 4.10 m bombs safety feature that require some time to cock bombs prevents the way of low precision bombing like 'slide bombing', 'bounce bombing', 'skip bombing' and in general all low delay precision bombing modes. Bombs just won't any more explode when hitting targets low..! This safety fuse alone makes 4.10m for an advanced bomber pilot unusable. I still have to keep to 4.09m to practise bombing...

In reality, bombs were fused with suitable delays for each mission. For example, Finns sometimes precision bombed bridges low with a group of Blenheims carrying bombs delayed for 30 secs with no initial safety delay. This allowed the bomber group to drop bombs quickly and accurately low and the whole group would we away before the bombs exploded 30 secs later. A 4.10m style forced safety fuse would have prevented bombs from exploding.

To preserve low precision bombing methods in IL-2, I suggest to either remove the new 4.10m bomb safety fuse, or better still, to let pilot set the safety fuse on or off.


Bomb SALVO Fix to Consider for the Next Patch?

The otherways very realistic IL-2 has got from its beginning one great bomber reality flaw: The bombs are always dropped as pairs only. There is no chance to set bomb SALVO for bombing drops individually, one by one, as in reality.

It may seem a laborious job to set all bombers for one by one bomb SALVO. However, there are good news: It already has been done!

There already is a 'Weapon Control Mod' to fix IL-2 bomb SALVO built by ZloyPetrushkO that has proved to work well. I have test flown with it for months and have only good to say about it. The Weapon Controller lets pilot set into IL-2 conf.ini file the SALVO to drop any number of bombs individually or in pairs or at desired intervals! Now this is like it was done by the bomber crews!


Bomber Pilot's Wish Nr.1

Maybe you could consider to add this 'Weapon Controller' bomb SALVO fix to next IL-2 patch..? If not yet to 4.10m, maybe the one after it?

This is a shy bomber pilot's wish who would like this flight sim keep and improve its fine feeling of reality!

More about the 'Weapon Controller' to fix the IL-2 flight sim bomb SALVO on another thread.



Best Regards for Fine Work!

- J. Hartikka -

IL-2 Virtual Bomber Pilot

Finland

Last edited by JHartikka; 01-04-2011 at 08:32 PM. Reason: 'I still have to keep to 4.09m to practise bombing' - not 408m as I incorrectly wrote earlier...
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  #240  
Old 01-04-2011, 01:02 PM
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Furio Furio is offline
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Quote:
Originally Posted by rollnloop View Post
If any further demo of why 6DOF is necessary for realism, it's due to the inability of dev, to date, to give a sense of steroscopic view in games.

Try this experiment: put your hand vertically (as a shark fin) in front of your eyes, between you and something small (that is a few meters in front).

Focus on your hand---->you don't see that small thing behind your hand, your hand looks solid.

Focus on infinite---->your hand looks half transparent, you see that small thing behind it.

It's exactly the same with cockpit bars, when you focus on them you should see them, when you focus on infinite you should see the sky behind those bars.

Since this effect of stereoscopy is missing in every simulator, 6DOF is the "easy" solution to overcome this omission, you lean to see behind the bars. Same can be done on some aircraft with shift+F1 even in 2DOF, but not in every aircraft (shift+F1 leaving one or more bar in the same blindspot direction), plus the abrupt transition is (imho) much less immersive.
Agreed with that. There’s another example of an unrealistic effect we take for granted: the zoom forward.
Our real life eyes are obviously unable to perform such feat, but they see much better details such as instrument dials, and they are able to focus o a restricted area, such as when you look in the gun-sight.
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