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II/JG17_HerrMurf

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Everything posted by II/JG17_HerrMurf

  1. Dream bubble, alternate universe, next..........world domination.
  2. I, of course, am playing both the dreamer and devil's advocate here. One of the first premises, however, is that staying in any one theatre for too long will stagnate sales. That is ill advised to say the least in our niche market. Let's say each new release is on an accelerated time table and they get each done in 12 months. Some of you are staying in the east for four or five years. Mustang driver's aren't gonna wait around that long, BoB enthusiasts ain't gonna wait that long either. This list has already grown to 12+ years of development. To stay completely linear, mid-war aircraft won't even make it into the series for ten or more years. Mustangs and Dora's in fifteen? I would expect a new engine and Il2 series 3 by then. A new crowd is being courted; testosterone filled 20 somethings who will end up playing Battlefield or NCAA 14,15, 16, etc. if they lose interest. I totally welcome the potential new guys. A new generation to learn about this great history, get their feathers waxed a few times and likely develop some outstanding sim pilots to kick my @ down the road, later. The trailer was clearly aimed at drawing in a new crowd while wow'ing the rest of us. The new progression: Stalingrad Kuban North Africa Battle of Britain War on the Periphery - AVG/Malta/Finland/Crete and maybe BoF or Spanish Civil War. Mediterranean Early Pacific - Pearl Harbor/Wake Island/Midway Bomber Offensive '42-43 - including night ops. I need me some Lancasters and night fighters. Kursk* (352nd Oscar) Pacific Push for the Home Islands - New Guinea to the Atomic Age (Maybe break this up into 2?) End of the Reich '44-45 Secret Weapons of the (wait that's trademarked) Korea My list tries to balance interests and profitability for the best of both worlds. It is semi-linear, the only real aside is War on the Periphery - which can include Crete for you Hood. (coldViPer - Finland is already in there.) There is a fork to get the Pacific Theatre rolling too but even that is semi-linear and comes back together as the series advances. theOden has it right, until the pacific fork aircraft from earlier series move forward - Lend Lease get moved to primary spots (North Africa/Periphery/BOB) and makes room for additional aircraft development in future titles. For instance, Kursk gets an Hs129 instead of just dropping gun pods on the Ju87's, etc. Models take skill and time to produce. Moving established models forward opens doors for additional content. I'm sure Jason and company already have both tactical and strategic plans for this series but they are also pretty good about reading the forums. Remember, this is just a discussion and I'm still curious to see where you would go if you were in the driver's seat. But read the original premise and look for a balance. I already incorporated two new ideas into my alternate world 1C-777. **I realize 5,12 and 13 are most likely pipe dreams but it is a dream list after all.
  3. Don't know how! There are other polls already. I just fiddled with what I read and tweaked it like how I'd do it for the reasons stated above. Wondered what others think, if they were on the ground floor.
  4. I think, if Kursk is to be it's own release, it'd be more like number nine for a number of reasons. Firstly, I was trying to keep the theaters fresh. Not repeating east/west/pacific for more than two releases in a row. And lastly the number of aircraft to introduce. I think you lose some interest if you stay in any one arena for too long. Reading other posts, people really want North Africa, Med and New Guinea. The way I approached it was each release either 1. introduces aircraft which can be used in the next release or 2. introduces aircraft which start a new fork. Kursk violates a couple of those rules. So, 9. Kursk and move the rest down a release? I'm good with the suggestion if you can live with the position.
  5. So, now that the series is being seen in a very positive light, I was wondering where it should go. It seems the next likely theater will be Kuban. I like it. The theater will open up some of the better equipment for both sides and also the probability of some Lend Lease aircraft as well. But whence shall we go from there? I thought I'd take a stab at it while trying to keep the theaters fresh, appealing to both the east and west camps, adding interesting aircraft at (nearly) every turn and making 1C-777 some money along the way. These are the campaigns as I see them without any mini-packs or simple aircraft packs: Stalingrad Kuban North Africa Battle of Britain War on the Periphery - AVG/Malta/Finland and maybe BoF or Spanish Civil War. Mediterranean Early Pacific - Pearl Harbor/Wake Island/Midway Bomber Offensive '42-43 - including night ops. I need me some Lancasters and night fighters. Pacific Push for the Home Islands - New Guinea to the Atomic Age (Maybe break this up into 2?) End of the Reich '44-45 Secret Weapons of the (wait that's trademarked) Korea That's the way I'd do it. How would you?
  6. I have no problem with adding some of the early war (as opposed to "crap") models as well. So, let's add the I16 to the premium Kuban release. I was thinking: a: expansion capabilities b: the next likely theater c: aircraft not previously available d: commercially viable - *important e: not adding the spit until North Africa. Keeping it in reserve for the, '"wow," factor for a future release. f: plane packs
  7. Agreed, I don't expect to see the I-16 for a while. Also, the only one to give up (while keeping in mind the room for expansion into a North African campaign) to make room would be the P39. And no Russian would ever find that to be acceptable! The P39 only served for a few weeks in North Africa in 1944 according to Wikipedia. The list moves in some western aircraft while keeping the theater in Russia. The set includes the Yak-9 and overall gets the VVS on par with their German counterparts. It maintains fidelity but opens the door to using some of the same aircraft for North Africa and the next eight plane set that would entail - including; improved Huricanes, new Spits, Blenheims, B-25s and some Italian stuff. See, I'm visionary
  8. My vote is.......... I suspect several lend lease aircraft will be in the first add on, Hurri, P39, P40 and Spit? Plus they can start adding some more German equipment. I think 8 plane sets are worth the full price of add ons. They would form a natural bridge to a North Africa Campaign - plane set wise. North Africa would also be good because it is vast (big maps/happy bomber boys) and the ground detail wont eat up a lot of resources similar to BoS. Good planes, interesting skins and smooth gameplay makes for happy simmers. Another campaign in Russia with western aircraft would probably keep both the east and west camps happy. North Africa to Med would keep it rolling and please the western buyers of the game. No inside knowledge - just an opinion. So, I'd say Kuban for theater and an 8 plane dream set could be: 1. P39 2. P40 3. Hurricane 4. A20 5. Yak 9 6. Bf 110 7. Ju 88 8. Fw 190 A4 Good mix for both sides, lend lease, and an excellent Russian fighter. Could be good.....................
  9. I did some minor research on the internets and am changing my eight plane dream set. I'd say Kuban for theater and the planes could be: 1. P39 2. P40 3. Hurricane 4. A20 5. Yak 9 6. Bf 110 7. Ju 88 8. Fw 190 A4 Good mix for both sides, lend lease, and an excellent Russian fighter. Could be good......................so, I'm gonna repost this on another theater thread as well
  10. I suspect several lend lease aircraft will be in the first add on, Hurri, P39, P40 and Spit? Plus they can start adding some more German equipmnet. I think 8 plane sets are worth the full price of add ons. They would form a natural bridge to a North Africa Campaign - plane set wise. North Africa would also be good because it is vast (big maps/happy bomber boys) and the ground detail wont eat up a lot of resources similar to BoS. Good planes, interesting skins and smooth gameplay makes for happy simmers. Another campaign in Russia with western aircraft would probably keep both the east and west camps happy. North Africa to Med would keep it rolling and please the western buyers of the game. No inside knowledge - just an opinion.
  11. Nice review(s). I think, between the four or five of us, we have this thing just about covered. Meant to introduce myself at the event but didn't want to talk over your recording. It was a good time for all.
  12. Good write up Req. You address several topic, here, people on my write up have been asking. I have directed them to your write up for things I don't have answers to. Mostly ground/vehicle detail and LOD type questions. Jason directed me over to you for at the event but you were very busy being the IP for that blonde so I stayed away . I want to start a training server when this thing launches. Jason was interested and said you might be as well.
  13. The level of detail is excellent and the aircraft don't suddenly snap in. The LOD develops very naturally. I only had fifteen minutes or so of flight and I didn't let anyone I was engaging get more than 6-7k away. 40k is a very long ways off. As a real world pilot I find it very difficult to locate light aircraft at more than 5-7 miles in real life if they are co-alt or lower against ground clutter. You can spot a heavy at greater distances but even a 737 at 15 miles on final would take a bit of skill as it's only a few "pixels" in a daytime sky. Without the landing lights it would be a challenge if you were anything other than straight and level. Most of the time when the tower calls one out on a 12 mile final I don't scan very hard for it anyway. I don't stay in the flight path long enough for it to be a concern. As to the amount of ground objects I only watched someone else moving mud. There were six, or so, katyushas and I'd guess he started his attack run at about 2500'. It was very easy to see the mottled gray vehicles against the mottled white background. Not un-naturally mind you. If you weren't looking for them you could overfly them with ease. Requiem's post states he observed a number of vehicles including tanks and katyushas. Might want to ask him some of these Q's as well. And I always had in the back of my mind, this is very early in the development. So, I wasn't concerned with numbers, just quality. Thus far I think it's in good shape.
  14. I knew I forgot something. The UI is VERY RoF on the face of it but was only a couple of screens deep - aircraft and mission I believe. I honestly don't recall tracers or effects much as I previously mentioned watching someone else on a straffing run. A second omit was the level of detail in Stalingrad itself. The number of individual landmarks and structures looked very good in the press demo. The overall map is huge too. The level bomber boys have some extensive terrain to bore themselves to death with. Happy navigating
  15. ~S All, Here are some of my observations from the release party last night. I was an invitee without any ties to the game other than Jason graciously extended an offer through the forum when he learned I lived in the area. A big thanks to him. I was just a lottery winner in this one. Firstly there should be a few caveats. I have to admit I haven’t flown online in a few months since a job change. I’ve just been too busy. Secondly, the setup at the event was very different from what I have at home as there was no TrakiR or rudder pedals. The rudder was slaved to the joystick to assist all of the press, who may not have been avid flight simmers, and also to assist the lovely assistants you may have seen in some of the release photos. I spoke to Jason at length before attempting any flying. He is very personable and answered a number of questions. Two of which were primary in my mind, because I fly almost exclusively online, I needed to know; how many aircraft can be in the air at one time online and how many ground objects could we expect. His answers were pretty straight forward. In testing so far he expects to have at least as many aircraft in the air as in RoF and probably in excess of a hundred or so without negatively affecting frame rates. There are many factors but he said no less than RoF - even with the more complicated models. For you mud movers he is acutely aware of the need for massive amounts of ground objects and has faith you will be pleased with the outcome but did not commit to any numbers. He did say they have gotten better at the modeling without sacrificing frame rates and there would be significantly more objects than RoF. He also stressed a couple of times the sim is in an early alpha stage so he couldn’t give any hard numbers yet, just what they have been able to accomplish in testing. As far as the trailer is concerned, it is the sim models CGI’d for film. It is 'wowed up' a bit to get the casual viewer excited. I’m more than a casual viewer and on the big(er) screen it takes your breath away. I think even the rear gunner was just a dolled up model from the sim but I could be wrong. The terrain detail was also bumped up a bit. What I saw in game was a little closer to RoF but still very good. I crashed into some trees on purpose to see how my ride broke up. into lots of pieces after hitting a single tree and spinning into the ground is the answer. I swear I did it on purpose. One of the questions on the forum was, “Is the animation done by the people who did Red Tails?” I can tell you, one of the Dev’s explained it was done by a team in the Ukraine for 1C-777. I think this level of attention to a simple trailer bodes well for the overall development and attention to detail by this team. As to the game: I flew only the Bf 109F4 in a couple of scenarios. For those who lamented the cockpits aren’t as good as CloD let me put those to rest. The cockpits are spectacular. The level of detail is excellent and the sense of movement within the cockpit is excellent as well. Shadows, lighting, movement of the dials and even fine scratches on the glass are affected by movement and external lighting very well. The immersion is as good as that other title. It is the heir apparent to the original IL2 which I have played for over a decade. And make no mistake I liked CloD. I have a decent system and had no real problems running it even at the outset. I think graphically this one it stands it’s ground well. I’m probably not the best one to talk about the physics but I’ll give it a shot. I am a private pilot transitioning to rotorcraft. The sense of flight is there even on a 16" monitor. The F4 felt nice on the controls. She accelerates well and handles well. Immelmanns, aileron rolls, split S, (dammit I forgot to do some snaprolls and I specifically meant to try them going into the event) and loops all felt very good.The lack of inputs was kind of a drag. I normally program my stick for all kinds of functions but there was no trim or rudder available. Remember this is early alpha and dumbed down for the event. So in a dive, as the speed built up, the nose came up (nicely?) and you had to hold her down a bit for straight and level. In other combat sims you have to constantly fiddle with the trim. It is pretty obvious you will have to keep these beasts trimmed to maximize performace. Again, this seems to bode well for IL2 BoS. Damage: I saddled up behind a flight of Lagg’s and gave a short burst to the left wingman. I saw parts break off as he pulled out of the formation. That was to be expected. What caught me by surprise was I could see which parts were coming off the aircraft – specifically a trim tab separating from the aileron which went under my wing. Secondly, there was an obvious difference between the glycol stream and the smoke trail from the stricken aircraft. Each time I engaged an aircraft the result was satisfyingly different. The difference between types of smoke and fluid trails, however, is what really stood out to me. I watched someone else attack ground objects. The level of detail at altitude was excellent. Even without the icons I could see he was shooting at several katyusha lorries. His ground strikes were obvious and so were his impacts. I’m not much of a mud mover so I’m sorry, I don’t recall the damage or effects as he hit them. Did I mention the rum drinks were free? This is what stood out to me as a first impression. I’m sure I’m missing something but overall the game gave a very good account of itself. It is not finished yet but has certainly captured my fancy and it's potential is obvious. Bonus: On a side note, I brought the wife as well. She is a techie/engineer in silicon valley but not a simmer. She and Jason had an extended conversation on the technical aspects of online play and she didn’t get bored while my eyes, on the other hand, nearly glazed over. Most importantly the event, and probably that trailer got me over the hump, and I will be the proud new owner of a TM Warthog when this thing releases. Thanks honey My pre-order of IL2 Battle of Stalingrad Premium was completed today without any hesitation for obvious reasons. Horrido! HerrMurf
  16. Pre-orders have always been crowd sourcing. It just has a fancy new industry catch phrase. I'm not sure what the hubbub is all about. They will have my money by the end of tonight. The Fw190 is indeed a nice addition. I played BOS for fifteen minutes at the release last night. It looks very good even in the pre-alpha stage. The interface is very Rise of Flight. Shadows inside and scratches on the glass were excellent. I think this is the sim we have been waiting for from a graphics standpoint alone.
  17. NorCal - I have ROF but don't fly much at the moment. I'm off Mondays and Tuesdays. Do you use comms or pure historical flying?
  18. Ai yi yi, it's a sim, not life or death. Like it or don't like it. If you hate a game which hasn't been released yet why bother to post. It has even been said by some that their own comments have no effect on the dev team?! So, it seems it's more about stirring people up than contributing - and mission accomplished. It's time for a mod to take control here before we spiral down the banana path like the days of old.
  19. They weren't working for the most part. Holidays and visiting battlegrounds. They've said right from the begining they will only do updates when they have things to report. Only a little progress, so, only a little report. And I like the static Friedrich. Can't wait for in game shots and a chance to saddle it up next year. ~S
  20. The plan, for me anyway, is for BFM and CEM for newbies at first. It doesn't have to be a full blown academy to start. I am fairly new to ACM/ACT myself. I am looking for a place to teach what I know and recruit a few instructors for ACM/ACT. I have much to learn and a desire to do so. That's why I think two days of each discipline (BFM/ACM) would be good. Each week could be the same concepts on say a Monday and Wednesday. If you cant make one you could make the other. JO was very inflexible in that regard. Also the drop-in day would be for 1v1 training. If a student missed a training or needed to brush up on a learned concept he could find an instructor on the server or PM an instructor to meet on the server that day. I have to start small due to budget and time anyway. Build it and they will come?! You GIAP boys are very helpful by the way. ~S
  21. RedCloud, I finally got over to your site. It looks fantastic and very similar to my ideas. And here I thought I was being somewhat novel. Best of luck. If you do a BOS I may shelve this and just come over as an IP
  22. The best of both worlds might include a night or two of co-ops/scenarios. Mostly, though, I think the training format would be more open ended and flexible. "Meet at grid AA6 numpad 3 at 2500 feet. Fw's v Spits. Red is practicing formations and defensive flight for. Blue has the bounce. Offense and defense switch every fifteen minutes. Damage is "off" for training this hour." Damage is "off" is the key. Rookies dont have to worry about getting splashed ten seconds into the bounce. And to set it up again everyone just exits the grid. Everyone gets to practice comms, formations and the aggressors get to practice gunnery without having to wait for an out of grid start or a server restart. After that hour, damage is back on and you can practice it live. Two BFM days, Two ACM days, an open IP day where instructors can teach just one on one (drop in or scheduled or both?), and two days of novice furball like the old AAA servers - but with CEM and restricted period planesets ('40-41) ('42-43) ('44-45). Seems about right. Have specific days for training but the flexibility to drop in or out when it is convenient for the individual. The ONLY thing I didn't like about Joint Ops, and what kept me out of the program, was the super rigid scedule which conflicted with a little thing called work. If I had the time I'd still love to take their courses. I still recommend them, based upon several teammates' reviews, if you can work with their schedule.
  23. You sir, are a stud! This is what I've been pondering and talking about. You see things in a similar light to me but know more of the technical aspects. Fortunately my wife is the technical one and this answers many of her tech and cost questions. In squadron training, back when I was flying regularly, we trained pretty comfortably with up to eight planes. I think ten in the air would not push it too much. The main thing is to have very structured nights (ala Joint Ops) but other nights where it is very flexible. The structured nights would be with all of the instructors on board and a specific training objective. The other nights would be more of an open server with one on one (Instructor/Student) working on individual teaching plans. If there is not enough demand for training seven days a week then open the server up as a rookie dogfight server.
  24. Fading/warning works in the Battlefield series just fine. I think I like this solution the best so far.
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