Beazil Posted August 11, 2017 Posted August 11, 2017 I think I'm looking most forward to flying over the beaches and watching those waves roll in. That was the part I noticed most. That ocean looks so good. 3
616Sqn_Johnny-Red Posted August 11, 2017 Posted August 11, 2017 (edited) Looking absolutely stunning. I particularly enjoyed the the way that the hill tops are revealed in the cloud. Having the landscape pierce the cloud base adds another massive chunk of realism. Really can't wait to go thundering up one of those valleys from the bottom end, and having the cloud close in on me until I'm forced to choose between pushing my luck and breaking cover... Time for a whole new kind of low-level thrill! As for career mode, the game is crying out for this. Getting back to the business of getting my boys there and back alive rather than using them as a meat shield and focussing on binary outcomes and "getting paid"; and a return (for RoF veterans) to having an input in mission planning... ...that's something I could really cheer for. "Battles are won by slaughter and maneuver. The greater the general, the more he contributes in maneuver, the less he demands in slaughter." The man with the big cigar said that. I wouldn't believe everything he said, as he was a politician, a historian and an aristrocrat obsessed with his legacy; but on the subject of avoiding slaughter he was right on the money. That job starts in a room with a big map in it, not at the point where you get ambushed again... Edited August 11, 2017 by Johnny-Red 1
IckyATLAS Posted August 11, 2017 Posted August 11, 2017 Gorgeous, excellent, superb. It will be a pleasure to fly on this map. But my comment here is valid for all maps. They are not much alive. Empty villages and empty cities. Where is human life? When we fly low level it would be really nice to have some humans, and some horse driven carts moving here and there in the villages, or some humans, some horses, oxen or so in the country side. I hope that on the ships, like destroyers or gunships there will be some humans behind the AAA guns. 2
RainMan Posted August 11, 2017 Posted August 11, 2017 That would be swell! Bit surprised to hear, that the Hs 129 is nearly finished. Does that mean, that you plan an early release for it before the original (unofficial) November date?
II/JG17_HerrMurf Posted August 11, 2017 Posted August 11, 2017 Looking absolutely stunning. I particularly enjoyed the the way that the hill tops are revealed in the cloud. Having the landscape pierce the cloud base adds another massive chunk of realism. Really can't wait to go thundering up one of those valleys from the bottom end, and having the cloud close in on me until I'm forced to choose between pushing my luck and breaking cover... Time for a whole new kind of low-level thrill! As for career mode, the game is crying out for this. Getting back to the business of getting my boys there and back alive rather than using them as a meat shield and focussing on binary outcomes and "getting paid"; and a return (for RoF veterans) to having an input in mission planning... ...that's something I could really cheer for. "Battles are won by slaughter and maneuver. The greater the general, the more he contributes in maneuver, the less he demands in slaughter." The man with the big cigar said that. I wouldn't believe everything he said, as he was a politician, a historian and an aristrocrat obsessed with his legacy; but on the subject of avoiding slaughter he was right on the money. That job starts in a room with a big map in it, not at the point where you get ambushed again... Should probably be cautious about placing too much emphasis on the slaughter and maneuver quote when you research who the architect of Gallipoli was..... 2
MadisonV44 Posted August 11, 2017 Posted August 11, 2017 (edited) Flickering shadows of ground objects seems to have disappeared at high altitude ... This would be a great improvement if confirmed Gorgeous map by the way Edited August 11, 2017 by MadisonV44 2
Tag777 Posted August 11, 2017 Posted August 11, 2017 Excellent!!! The only thing I expect for to complete the picture is a P-39 flying over those valleys and hills
Gambit21 Posted August 11, 2017 Posted August 11, 2017 (edited) Am I the only one who caught the airplane casting it's own shadow on the ground? 1:17 to 1:20 Edited August 11, 2017 by Gambit21
Toxin1 Posted August 11, 2017 Posted August 11, 2017 Am I the only one who caught the airplane casting it's own shadow on the ground? 1:17 to 1:20 Wow - nice!! Good catch Gambit
LLv24_Zami Posted August 11, 2017 Posted August 11, 2017 Am I the only one who caught the airplane casting it's own shadow on the ground? 1:17 to 1:20 Nope. It`s pretty cool to see the shadows flying by when you`re on the deck
Freycinet Posted August 11, 2017 Posted August 11, 2017 Wonderful three-dimensionality of the landscape and superb voluminous clouds. Loved how the cloud base looked grey and heavy with rain when the Spit dove down below it.
LLv24_Zami Posted August 11, 2017 Posted August 11, 2017 OK - testers don't count! Are you planning new campaign btw? That Ju-52 stuff was pretty great!
Gambit21 Posted August 11, 2017 Posted August 11, 2017 (edited) Are you planning new campaign btw? That Ju-52 stuff was pretty great! Thanks! Yep - a 20 mission A-20 campaign focusing on interdiction and anti-shipping...just waiting for the Kuban map. Then I have a plan for afterword, but that will depend on a few factors. I'd love to be able to get started, but time is ticking so have had to satisfy myself with building some new mission groups using the Moscow map and storing them away for later use for the Kuban campaign. Edited August 11, 2017 by Gambit21
LLv24_Zami Posted August 12, 2017 Posted August 12, 2017 Thanks! Yep - a 20 mission A-20 campaign focusing on interdiction and anti-shipping...just waiting for the Kuban map. Then I have a plan for afterword, but that will depend on a few factors. I'd love to be able to get started, but time is ticking so have had to satisfy myself with building some new mission groups using the Moscow map and storing them away for later use for the Kuban campaign. Sounds pretty sweet
Uufflakke Posted August 12, 2017 Posted August 12, 2017 The Cliffs of Dover Kuban are very close to the real thing and also the colour of water is. One thingy though, in last DD's video south of Gelendzhik is at sea level but actually there are 15 meters high cliffs. 2
pilotpierre Posted August 12, 2017 Posted August 12, 2017 You definitely de man Gambit. Methinks the A20 and P39 will be the my main menu course when they be released.
JG4_Sputnik Posted August 12, 2017 Posted August 12, 2017 One thingy though, in last DD's video south of Gelendzhik is at sea level but actually there are 15 meters high cliffs. Don't you dare...
Livai Posted August 12, 2017 Posted August 12, 2017 (edited) What, the height thing? Yeah, the height thing. Yeah, it happens. Can the Devs do something about it? Like what, add 15m to the south of Gelendzhik high cliffs? This is not happening........ ........ Edited August 12, 2017 by Livai 1
Yakdriver Posted August 12, 2017 Posted August 12, 2017 (edited) That landscape.have you seen that.too beautiful to play war games in.Thoughts of a peaceful Air meeting with planes from 1930-1945 pop up in my head.Like Ferté alais, but on the Kuban map.Anything from Stringbag to meteor, Chaika to Mig-9, P-26 to A-26, He-51 to Me309. need 200 more planes to play the shit out of this map please.KThanks.*double thumbs up*... holy shit... Edited August 12, 2017 by Yakdriver 3
Uufflakke Posted August 12, 2017 Posted August 12, 2017 What, the height thing? Yeah, the height thing. Yeah, it happens. Can the Devs do something about it? Like what, add 15m to the south of Gelendzhik high cliffs? This is not happening........ ........ I expected comments like above indeed. In the DD video a substantial part is Gelendhzik and its cliffs. But where in reality high cliffs are south of Gelendhzik there are no cliffs in game? By the way, anyone noticed the texture/LOD change (or whatever it is...) of cliffs at 00:53 - 00:54 seconds?
Livai Posted August 12, 2017 Posted August 12, 2017 (edited) I expected comments like above indeed. In the DD video a substantial part is Gelendhzik and its cliffs. But where in reality high cliffs are south of Gelendhzik there are no cliffs in game? By the way, anyone noticed the texture/LOD change (or whatever it is...) of cliffs at 00:53 - 00:54 seconds? Thanks, had a lot of fun to write it. Yes, I did notice the texture/LoD changes ( 00:53 - 00:54 ). Something similar you can see on Stalingrad Cliffs. ( Take a closer look to my Screenshots below ) Nothing new on river + cliffs but pop-in from nowhere whole mountains ( 02:05 - 02:08 ) is new for me. I remember the good times where we removed the texture/LoD changes ( 00:53 - 00:54 ) and on Stalingrad cliffs ( Screenshots below ) tweaking the terrain.ini Edited August 12, 2017 by Livai
Beazil Posted August 12, 2017 Posted August 12, 2017 That landscape. have you seen that. too beautiful to play war games in.... ... need 200 more planes to play the shit out of this map please. K Thanks. *double thumbs up* ... holy shit... Lol! So upvoted!
Medicated Posted August 13, 2017 Posted August 13, 2017 (edited) Seeing the water with low level clouds as the spitfire dove down made me imagine how awesome it will be to dive bomb ships in the Pacific theater with machine gun fire and AAA explosions all around you... it will be epic! This map is looking great and can't wait to start flying missions over this! It will easily be my favorite map of the game thus far. Edited August 13, 2017 by Medicated
MadisonV44 Posted August 13, 2017 Posted August 13, 2017 Speaking of water and shadows, does someone know if the undefined/flickering shadows over water will be fixed ?
HagarTheHorrible Posted August 14, 2017 Posted August 14, 2017 I don't know what weather conditions were like, or typically like, for the region but is there the likelihood of sea mist rolling in along the coast ? Where I live, depending on the time of year and weather conditions we often tend to get a see fog appearing during the mornings, gradually creeping inland and, as the sun comes up retreating back out to sea before advancing once again in the late afternoon, as the sun loses it's strength. Low cloud and sea fog would certainly combine to make navigation and bombing along the coastal peninsular a challenge.
sport02 Posted August 14, 2017 Posted August 14, 2017 (edited) at video at 1.07 minute to much oil sea , but good sea for others views , I like details on beachs , for the moment a sort of high point of the project for this amazing map . Edited August 14, 2017 by sport02
Nibbio Posted August 15, 2017 Posted August 15, 2017 (edited) @ Han. Who is the Pilot of the Spitfire in the video ?...His Rudder control was Superb ! I watched the video a few times and I couldn't see the rudder needle move once. Great Flying ! I wish I could fly the Spit like that ! ~S~ Good catch. IMO some kind of auto-rudder function, probably related to the reworking of the rudder inputs in the FM. Or maybe just disabled slip indicator. Edited August 15, 2017 by Nibbio
216th_Jordan Posted August 15, 2017 Posted August 15, 2017 Good catch. IMO some kind of auto-rudder function, probably related to the reworking of the rudder inputs in the FM. Or maybe just disabled slip indicator. Just Han's incredible flying
Marcio Posted August 18, 2017 Posted August 18, 2017 New improved flight models Greetings I really like the flight models for aircraft that already exist. Note, for example, that the physical responses between flight models; even among similar aircraft such as the Me 109 F and G models, are considerably different. The same is true of all other aircraft. You say that flight models can be further improved, with the physics of the control surfaces (ailerons, depths and rudder) closer to reality. The response of the control surfaces at higher speeds would be more difficult. In fact I notice that this already happens in the simulator today: at very high speeds, the control surfaces are blocked and respond very little or nothing to the commands. Based on these impressions I ask: ♦ Would the commands not be overly blocked at higher speeds? ♠ These implementations will take into account particularities of each aircraft such as: shape, weight, mass center, depth position (higher or lower relative to aircraft wing), shape and position of control surfaces, surface actuator force of control and wing shape (elliptical or square tip, presence of "skirt" or not at the junction of the wing with the uselage and other details)? ♥ Will the differences in the feasibility of the pitch, roll and yaw movements for each speed suitably change gradually, not abruptly and respect the particularity of each aircraft? For example, it is known that the structure, shape of the ailerons as well as the strength of their actuators, square wing tips and other features allows the FW 190 to conduct rollings scissors at speeds much higher than other aircraft. For the same reason you can exercise scrolling in the FW 190s at speeds much higher than in other aircraft contemporary to it. ♣ Will the mechanical resistance of the aircraft be taken into account in this new flight model? It is known, for example, that a FW 190 can maneuver at speeds much higher than an I 16 without damage to the structure of the aircraft. Thanks for the space you open for comments and hope to be contributing to add value to the air simulator!
6./ZG26_5tuka Posted August 18, 2017 Posted August 18, 2017 (edited) Surely I'm not a dev but as you seem to be new I'd like to help out. The points you mentioned are already accounted for in some way. That is to say that the devs do conduct ressearch on that level to implement realistic characteristics for each aircraft individually (no 'copy and paste'). However, since we don't have a fully fleshed out fluid simulation ingame (you'd need NASA computers for that) FMs consist out of precalculated, measured or ressearched parameters that in corelation to the players actions translates into the aircraft's behaviour ingame. Take the roll rate for example which would be provided by a combination of inertia numbers and lets call it a roll rate factor uniting all elements of aileroun shape, mechanical properties and controll forces of the aircraft. This however would have to be carefully determined in extensive ressearch including evaluation of pilot test reports and aerodynamical studies of the respective aircraft. Also it's worth to keep in mind that the devs usually work on a tight schedule (~ 1 aircraft per month) which means that some aircraft can only be as detailed as the limited development timeframe allows. With that in mind it's not so much the goal to shoot for the 100% mark but rather aim for a very close to authentic solution. If you notice any significant inaccurancies in aircraft performence ingame you can always report it in the forum or to a tester provided you also have sufficient proof (time period documents, technical reports, expirience with modern flying examples) to back it up. Edited August 18, 2017 by 6./ZG26_5tuka 3
Marcio Posted August 26, 2017 Posted August 26, 2017 Surely I'm not a dev but as you seem to be new I'd like to help out. The points you mentioned are already accounted for in some way. That is to say that the devs do conduct ressearch on that level to implement realistic characteristics for each aircraft individually (no 'copy and paste'). However, since we don't have a fully fleshed out fluid simulation ingame (you'd need NASA computers for that) FMs consist out of precalculated, measured or ressearched parameters that in corelation to the players actions translates into the aircraft's behaviour ingame. Take the roll rate for example which would be provided by a combination of inertia numbers and lets call it a roll rate factor uniting all elements of aileroun shape, mechanical properties and controll forces of the aircraft. This however would have to be carefully determined in extensive ressearch including evaluation of pilot test reports and aerodynamical studies of the respective aircraft. Also it's worth to keep in mind that the devs usually work on a tight schedule (~ 1 aircraft per month) which means that some aircraft can only be as detailed as the limited development timeframe allows. With that in mind it's not so much the goal to shoot for the 100% mark but rather aim for a very close to authentic solution. If you notice any significant inaccurancies in aircraft performence ingame you can always report it in the forum or to a tester provided you also have sufficient proof (time period documents, technical reports, expirience with modern flying examples) to back it up. Of course! Improvements do not have to be done quickly and not even once! The physical behavior of each aircraft can be stoned over time ... We will always continue to suggest implementations to add more value to this already great simulator !!!
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