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Developer Diary, Part 105 - Discussion


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Posted

I'd enjoy if for no other reason than to explore the landscape. Seeing it all from ground level would be a blast.

Agreed It would be good to see first hand all the vehicles, bases, towns etc. up close so we could appreciate all these parts of the sim that are not fully appreciated from 'up on high'

Posted

driveable tanks?

I guess not, as this is not a purely MP feature. Surely if tanks were made drivable, they would be also be made available in SP, right?

My own guess was about coop mode, or some other mode (capture the flag?). But then, why the secrecy? These modes were available in ROF, and then I would have expected devs to simply say they are adding more modes from ROF.

 

It has to be something different. Maybe by "mode" Zak meant normal vs expert? But then, these are difficulty levels, they also affect SP.

 

What about different presets? Currently most servers have to run with custom settings, which gives everyone 0 points regardless of what they achieve in flight. One of the reasons most servers run with custom is that the fixed 60min match length in the presets isn't even fit for pure dogfights. I have lost count of the number of times an interesting fight/flight was interrupted because of this arbitrary fixed round length.

 

Open for speculation...

Posted

It would be awesome if you could make the Tanks driveable ^^

 

This one, please :biggrin:

 

 

 

xf25en9xb84.jpg

 

 

  • Upvote 1
A-E-Hartmann
Posted

new very good, thank you devs.

CheeseGromit
Posted

Co-op would be great (in-theory). It's about the only thing that would get me out of the comforts of single player.

 

I still dream of a dynamic PvE sandbox battlefield, with planes and tanks. Though that may be outside the scope of this game. Caryatid23's project has potential although that's PvP.

Posted

Thanks for the update.

Posted

 

My own guess was about coop mode, or some other mode (capture the flag?). But then, why the secrecy? These modes were available in ROF, and then I would have expected devs to simply say they are adding more modes from ROF.

 

 

 

Open for speculation...

 

 The secrecy?  Hmmm.....from past experience the team only make promises when they know they can deliver but they also know they've got to give the dog a bone so.......here's hoping for a coop mode at least.  Capture the flag?  Another form of dogfight server torture imo.

 We have the mission builder and it's evident several people are competent with it.  A coop mode would be a very welcome addition to the multiplayer experience and certainly give fresh stimulation to mission builders.  

 

 I'm a member of a squad of twenty or so active flyers.  Perhaps ten of them have BoS and perhaps three of them actually have it installed at the moment. :unsure:  I'm the only member who has bought into BoM early access at the moment.  Our regular go to sim for two nights a week is still IL2 1946 for squad coops.  We also have our own CoD server running which we use weekly.  When I bring up the subject of BoS with the guys the general concensus is that whatever we'd gain in eye candy would not be worth the loss of game play.

 

 They've got a point and I'm absolutely sure this is not a unique attitude amongst other squads either.  A coop mode would seem a fairly realistic thing to add to the game given that the coding already exists in RoF.  I understand there will be calls for a hyperlobby style GUI to go with this which would be a good idea but I imagine a GUI rebuild would entail something rather more substantial in the coding department than introducing a mode which the DN engine already supports.

 

Here's hoping...... :salute:  

  • Upvote 2
Feathered_IV
Posted

Will be interesting to see what the six scripted missions will be like in the new campaign.  I really hope the experiment brings some interest to the SP experience.

Hopefully the briefings are not: "Dear Diary, Today I flew to the Action Point with three guys I don't know..."

TG-55Panthercules
Posted

Hopefully the briefings are not: "Dear Diary, Today I flew to the Action Point with three guys I don't know..."

 

LOL - amen to that.

 

And I also hope that somehow they figure out a way to deal with the "bubble of blur" problem, because with that still present I won't be able to spend any time down low admiring the new maps or trying to find any of those great-looking new vehicles/targets.

 

Very good update though - it's great to see the continued improvements on tap, and I'm still holding out hope that this will eventually get to the point that I can enjoy flying it and can put my skins to some use.

Posted

Coop mode could provide the quality jump of this Sim, about my squad around 8 people, they don't have time to play dogfights server so many time.At moment only 2 have Bom. So the possibility to play a tournament with stats and dinamic front, could be an interesting apointment during the week in organized day to spend time together....

I think for many groups this is the same situation.

Best regards

  • Upvote 1
Posted

I'd rather have an accurate Vietnam theater than drivable tanks in a flight sim.

Posted

I'm curious about the new multiplayer modes if it will bring anything new. The game needs some kind of a progression system for planes and player profile that could work in MP. Just a little thing that tracks my victories, successful flights, ground targets and gives a reward like a new skin for my time spent ingame.

Posted

It would be awesome if you could make the Tanks driveable ^^

 

Yep, saw them and thought the exact same thing! :)

150GCT_Veltro
Posted

Better and better, it looks stunning.

Posted

Exciting times :)

Thank you for the update  :salute:

​It's looking fantastic! ​

6./ZG26_McKvack
Posted

I was thinking more of a true coop mode - like RoF has.

I dont remember any coop in RoF :o

Posted

I dont remember any coop in RoF :o

Because as soon the dogfight mod appeared, most of us use it instead of the coop mod.

 

Many people complain about the coop mod, but you don't have to have it to build coop. We did it since RoF, and since we have dserver.

 

The coop mod has one advantage on the dogfight mod, you can set players planes where you want, instead of a general spawn point.

6./ZG26_Emil
Posted

New multiplayer modes sound very interesting.

 

Also I didn't get a chance to do any flying for the last few weeks but they fixed the terrain issue which was the biggest thing for me and for that I am truly grateful, some people think it looks even better than before so I'm looking forward to getting back in the air in September :)

Gitano_Fraile
Posted
Tienen razón en decir que el modo cooperativo, puede ser fácilmente reemplazado por el modo multiplayer. La única diferencia entre ambos, por lo menos lo que yo he investigado, es que el log del modo cooperativo es igual al del single player, por lo tanto supongo que nos será más fácil tomar esos datos y hacer estadísticas.

Lo que si me gustaría pedir, es si se puede hacer alguna forma de guardar la misión externa al editor de misiones, para que se nos genere el archivo msbin y el list.

En estos momentos estamos tratando de armar una campaña dinámica cooperativa force on force , y ante la dificultad de falta de log, las etapas de la campaña son estáticas, creando templates de cómo avanza el teatro de operación si gana uno u otro bando. También  nos encontramos con que el host debe descargar la misión, abrirla y guardarla para que se generen los archivos correctos para que los demás participantes puedan descargar correctamente la misión. Si tuviéramos una herramienta externa, o el propio DServer tomara el archivo mission y compilara al msbin sin necesidad de abrir el editor, seria genial además que quitaría toda duda de la honestidad de quien hostea.

Dicho esto puedo decir que si es cuestión de pedir siempre quiero más, pero lo que hay hasta ahora a 3 años de la salida del proyecto, a 1 de liberación del BOS y a uno del lanzamiento final del BOM cumple con mis expectativas.

 Gracias por el trabajo. 

 
GOOGEL TRANSLATOR, disculpen pero me cuesta mucho otros idiomas
 
They are right to say that the co-op can be easily replaced by the multiplayer mode. The only difference between the two, at least what I have researched, is that the log of the co-op is equal to the single player, so I guess it will be easier to take that data and statistics.
What if I would ask, it is if you can do some form of external mission to save the mission editor, so that we generate the file and the list msbin.
Right now we are trying to build a dynamic campaign cooperative force on force, and the difficulty of lack of log, the stages of the campaign are static, creating templates of how the theater of operation proceeds if either side wins. We also find that the host must download the mission, open it and save it so that the correct files are generated so that other participants can download the mission properly. If we had an external tool, or take the mission dServer own file and compile the msbin without opening the editor, be great addition that would remove all doubt about the honesty of who hostëa.
I can say that this is a matter of asking if I always want more, but what is up to now three years of the project's output, 1 BOS release and final release of each BOM meets my expectations.
 Thanks for the work.
Posted

If you are a mission builder, try to open any mission provide by anyone. Even if you are confident with mission editor, you'll take a few hour to understand the mission in the editor. I'm pretty sur that if i give you one of my mission and ask you to explain me the mission without playing it, it will take you many hours.

 

I don't think that people who provide server have time, and want to take time to open mission to uderstand it.

 

The host have to donwload the mission, or you have to upload it, but if the mission is good, he doesn't have to open it with editor. I never open the mission if it load well. I only check that the mission can load, because i can't have more than 40 players waiting to play, and discover that the mission has a problem.

Posted

I dont remember any coop in RoF :o

 

I suppose you could say it's hidden away but fire up RoF, go into multiplayer and click down the bottom left "create server" and you will get an options screen with a couple of tabs for dogfight or coop.  Click coop and there it is - even with a few pre-loaded missions.

 

2012_6_27__21_57_59.jpg

 

Not quite as flexible as classic IL2 1946 mode - for instance you need two players on the server to launch, so you can't use it offline - but nevertheless perfectly serviceable for a group of flyers on t/s.

Posted

Great Update,Thank You.

Gitano_Fraile
Posted

La única forma que nosotros hemos encontrado de transferir misiones desde la persona que hace de host hasta los clientes sin que nos de ningún error, es que una vez localizada la misión en la carpeta dogfigth quien hace de host habrá el editor, abra la misión e inmediatamente la guarde, esto hace que se genere nuevamente el archivo *.list donde se encuentran las ruta de enlace de los otros archivos además de generar el *.msbin que es la única forma de generarlo que nosotros sabemos.

 

*-*-*-*google translate---- denuevo

The only way we have found to transfer tasks from the host person makes to customers without us of any mistakes, is that once the mission located in the folder dogfigth host who plays the editor will open the mission and immediately save, this makes the * .list where the connection path of the other files and generate the * .msbin that is the only way to generate that we know are again generated.

Posted

La única forma que nosotros hemos encontrado de transferir misiones desde la persona que hace de host hasta los clientes sin que nos de ningún error, es que una vez localizada la misión en la carpeta dogfigth quien hace de host habrá el editor, abra la misión e inmediatamente la guarde, esto hace que se genere nuevamente el archivo *.list donde se encuentran las ruta de enlace de los otros archivos además de generar el *.msbin que es la única forma de generarlo que nosotros sabemos.

 

*-*-*-*google translate---- denuevo

The only way we have found to transfer tasks from the host person makes to customers without us of any mistakes, is that once the mission located in the folder dogfigth host who plays the editor will open the mission and immediately save, this makes the * .list where the connection path of the other files and generate the * .msbin that is the only way to generate that we know are again generated.

It's because the man who build the mission use a subfolder in the dogfight directory. as the host doesn't have it, it will give you a problem for the player.

 

For exemple :

 

I work on my mission in the following path : H:\IL-2 Sturmovik Battle of Stalingrad\data\Multiplayer\Dogfight\WIP

 

So the list file will be wrong if i use the mission like that. So as soon i have the final version ready, i do a Save as file and use the default directory which is : H:\IL-2 Sturmovik Battle of Stalingrad\data\Multiplayer\Dogfight\

 

And you will not having trouble.

Posted

If you are a mission builder, try to open any mission provide by anyone. Even if you are confident with mission editor, you'll take a few hour to understand the mission in the editor. I'm pretty sur that if i give you one of my mission and ask you to explain me the mission without playing it, it will take you many hours.

 

I don't think that people who provide server have time, and want to take time to open mission to uderstand it.

 

 

Totally agree...it's not intuitive to understand other author's missions...so you have to reinvent the wheel from scratch

Posted

Totally agree...it's not intuitive to understand other author's missions...so you have to reinvent the wheel from scratch

It's not a matter of intuitivity. It depends how the mission builder build his mission, but even with a clear group, we have our own building logic. The logic from someone is not the one of another one. That's which do it's easy or not to understand the mission. The groups are very usefull and help a lot.

Posted

Give me drivable Kliment Voroshilov and you can keep your fancy planes  :P ...well...leave one MiG for me (for those situations when my transmittion box will collapse  :biggrin: )

Posted

I dunno...

 

I've heard, that the view from the commanders seat in a KV-1 was even worse than the cockpit view in the MC. 202 ;)

Posted

I'll be driving it with CEM! I don't care about commander  :P

Posted

Nice Update, but i dont like the new 109 sound........to monotonous!!

-TBC-AeroAce
Posted

Nice Update, but i dont like the new 109 sound........to monotonous!!

+111

Posted

The Alpha sound that was part of an early update was MUCH better.  IMHO

Posted

The Macchi is excellent in all respects, my favorite bird by far to fly. Thank you for such a good model of an obscure but excellent aircraft. I even noticed you tweaked the prop management compared to the 109, and included ram-effect boost increases from advancing airspeed. You even have the cooling effects appropriate for a bird equipped to fly in the desert, which is flying in the Russian winter! Often the best improvements are the ones most subtle. Continue on this path! 

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