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BlackSix

Developer Diary, Part III

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Good afternoon. We congratulate you on holidays and the main holiday for us, happy to return to work. The process is going well, all conceived slowly begins to take on the features of the project. Moving work on the aircraft, the physics and graphics. Prototype of fighter LaGG-3 is already flying in tests of AI, I made only a couple of laps, but very happy with what happens. We have a good mood and we are ready for the long race to the result this year. Let's go back to communication and to answer your questions in the new year.

 

Full news

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Good to read that a disc solution, is being viewed as possible!

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Many thanks for the update.

 

Focus on offline and obligatory offline for onliners sounds very warring though. Do not look back to the last century please, it is gone. Sales are mostly done through social networking online now and one does not need social networking to fly offline. Just my personal opinion though.

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Thanks for the news! One thing I have never seen before in a combat flight sim that I think could be revolutionary is the creating of "squads" on the server like modern First Person Shooters such as Battlefield 3 or planetside 2 do.

 

I think the "pre-flight briefing" room with homebase, aircraft and loadout selections should have a "new mission" button, where a player gets to form a new sortie. The player becomes squad leader, and can select what type of mission, how many and which planes and set a target/objective. In example, this could be a precision strike on a bridge, where 2x light bombers escorted by 4x fighters are to bomb a bridge. The creator of the sortie can also add a description with instructions and set a takeoff/start time for the mission.

 

Now the creator can press "submit mission", and it will appear in the "pre-flight briefing" room for your teammates. This will allow them to click the mission, read about it and join the available planes on that mission. Maybe someone is looking for a bombing run, and jumps in a bomber, and other players want to join the fray as fighter escort. Whenever all slots are full/ready the mission leader can initiate the mission and override the takeoff time. A scramble feature may also be added, to launch the mission regardless if the squad is filled completely. All planes will now spawn at the same time, with a squad chat/voice chat setup already for the specific squad. If aircraft labels are on, these labels will be color-coded to show who is in your squad. This will help gather players looking for teamwork, to jump right into a user-defined mission. The players will have forced markings to make them distinguishable, and make for logic communication callouts. In addition, a squad member list could be displayer in a corner, to show what player has which plane.

 

If a player dies, he cannot spawn in mid-flight, or participate in that squad any more, he is returned to homebase briefing room, and can choose a new mission, or hit "fly" (lone wolf dogfight mode).

 

I also would like the use of a quick-callout feature. Like in planetside 2, if you press and hold a specific key, you get a interaction menu with the player you are looking at. This could easily be added to BoS and add a LOT to the experience. If you see a squadmate being chased by an enemy, you can look at him and hit the callout button. This will give you a list of options, linked to either mouse-click or numeric button press. Some of the options could be radio callouts automatically chosen by the game, i.e "Check six, break left, break right, you are on fire, bail out etc.". If he is number 3 in your flight, and you are number 1 and you see him being chased, you can look at him with trackIR or point your nose at him and hit the callout button, OR alternatively select him from a radio menu. Now click "check six", the game will generate the appropriate callout and you will hear on the radio: "3, check your six!!". For players without voice comms, this is a golden opportunity to contribute to the battle in a tactical way. Another use could be for target spotting. When you see a dot at 10 o'clock, you can look at it and click the callout button. Now you will have the option to select between bogey, enemy or friendly. If you're not sure, you can select bogey and the game will generate the appropriate callout for you, taking in consideration the relative clock position to your nose: "1, this is 3. Bogey spotted at 10 o'clock".

 

Also, it can be used for giving attack orders: Lets say you pass an armored column. You look at the tank column and hit the callout button; options are "spot, attack, artillery etc". You select attack, and then go to the next menu where you selects who should attack i.e ; Flight, 1 element, 2 element, wingman. If you select 2 element, the callout reads "2nd element, this is flight lead. Attack armored column at 3 o'clock. The player who receives the radio message, gets a pop-up menu with "Accept, decline". This will give the flight lead feedback. Depending on difficulty mode, the message could be coupled with a visible target waypoint and a sub-objective list displaying in the corner i.e "Destroy armored column 0/4", showing 0 of 4 tanks have been destroyed. If the 2nd element succeeds in destroying the 4 tanks, the game can automatically generate a radio message and reward the players with a objective completed confirmation, i.e "Flight lead, this is 2nd element leader. Target destroyed."

 

Again, aircraft can use this to callout artillery map grid references. Stare at the ground, select "call artillery" and get linked with AI artillery batteries. These will fire, report splash and after impact the player will be prompted with a correction menu "Fire for effect, adjust N/W/E/S->distance, cancel mission etc...".

 

The possibilities of this kind of one-button communication/interaction menu system, if executed properly, can add so much to the game. Instead of joining a furball dogfight server, you actually have tools to create missions within the server, team up and act as a team. Even if you do not have Teamspeak or a working mic, you can still communicate without having to chat/type. The conventional radio menu we know from 1946 can be used in calm conditions, and the quick-callout button will give you options for exactly what you are looking at, removing the need to focus on a long list of radio menu options.

 

 

 

I will be posting this in the suggestions forum too, this post was inteded as small, but got way out of hand :)

Edited by StrIke

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12) Is it possible to introduce and exchange information with the developers of on-line wars behind closed doors at the design stage? In order to jointly search for the best solutions to meet the wishes of the players?

 

Yes it is possible, but at a later stage.

 

Hell yea! If that means that we will be able to see online wars such as Bellum, IL-2 War and AFW in BoS then its going to be seriously awesome!

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Very interesting. As an offliner myself, I am hugely interested in the details of the proposed campaign system. It sounds intriguing and very ambitious.

 

"All ahead, full, and damn the torpedoes!!!

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Many thanks for the update.

 

Focus on offline and obligatory offline for onliners sounds very warring though. Do not look back to the last century please, it is gone. Sales are mostly done through social networking online now and one does not need social networking to fly offline. Just my personal opinion though.

 

As an offline IL2 flyer I will have to disagree. Social networking is equally important to stimulate sales to offliners as it is to onliners. After all, you don't go for a game just because you "happen" across one of the servers (it wouldn't help you anyway, if you don't have the game installed in the first place). Offliners do have a social life too, even online.

  • Upvote 1

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Thanks for the update.

 

Quote 6SManu

"adding fatigue loads." -> :wub:

 

There will be a pre order? :rolleyes:

Edited by 4SNero

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Thk for the Update.

 

"adding fatigue loads." -> :wub:

Hehe :) I remember writing about this a long time ago in the Ubi forum. This is an important feature which would increase realistic fighting. No more half an hour turnfights at 6 g

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Thanks for the update!

 

I really like the CTF mode in RoF so it really makes me sad to hear that you are not going to have it in Stalingrad! I hope that the "massive" mode you talk about will make my tears go away...

 

CTF is really great for some small silly online dogfights that don't just end up in a "deathmatch" in the middle of the map IMO...

 

As I like cheesy modes (but with full real flight models etc) - I previously proposed these as "evolutions" of the RoF CTF - it would be nice to hear some of your ideas as soon as possible to wet our appetite! ;)

 

 

* One "variant" of the CTF that would be a lot of fun (and a "bit" more realistic than circling a flag) is to steal the good ole Warbirds multiplayer mode where you can capture territory by first taking out the AAA and then drop some paratroopers to capture an airbase... Would not be to hard to implement I guess? A JU-52 for the germans to drop paras - but what did the Soviets use for that? TB-3:s?

 

* One similar mode not focusing on airbases that are rather rare and spread out would be to destroy different "victory objectives" with bombs in parts of the Stalingrad area to capture a "zone". After you have bombed a railway station or factory you get the "zone" and then the enemy can recapture it by bombing some other building nearby etc (or maybe it gets magically rebuilt after you have bombed it as a target for the enemy). A fun addition would be that all zones connected to your front could get friendly AAA around the objective as it is "in supply" but zones in the enemy rear will not get that so they will be easier for the enemy to re-capture... This idea should really not be that hard to do either I guess? It would also require good co-operation between fighters and bombers. Maybe a tweak would be to capture a "zone" behind the front lines by bombing some objective, taking out all AAA in the zone and then drop paras as the zone is NOT connected to the friendly supply? If you take out the objective in an enemy zone adjacent to a friendly one there could be friendly tanks rolling in to take it so it would not need paras (tanks rolling in not needed naturally but a nice addition  ;)).

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Thanks,

 

it would be very nice if you would post a list of planes intended to be launched with the game.

I am sure the decision has to be made very soon (if it hasn't been made already, which I suppose).

This would keep us occupied for som time while waiting - you know - studying the planes, looking for info and so on...

 

Wish you (and us) success!

Edited by Rinzai

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Sounds like all is going to plan. Simplify as much as possible, streamline and supply the most basic functions. Therefor this might turnout to be a very solid basis that they will need to heavily enrich with content and features in the months following the release. Could be a succesful endeavour.

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Definitely a good start. All the best wishes for a successful year to come.

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I would like to thank you sincerely for the whole pack of news. But let me pinpoint one of them: the FFB support.

 

I encourage you to take FFB to higher grounds, as you state, to a new level out of the paleolithic in which FFB has been since the negative no-no to support it from Oleg Maddox at the very beginning of the Il-2 saga.

 

As a MS Sidewinder FFB2 addict I welcome your decision.

 

Again, a heartfelt thank you.

 

AA_Engadin

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I would like to thank you sincerely for the whole pack of news. But let me pinpoint one of them: the FFB support.

 

I encourage you to take FFB to higher grounds, as you state, to a new level out of the paleolithic in which FFB has been since the negative no-no to support it from Oleg Maddox at the very beginning of the Il-2 saga.

 

As a MS Sidewinder FFB2 addict I welcome your decision.

 

Again, a heartfelt thank you.

 

AA_Engadin

I am with you there... I don't use FFB because when you Alt+TAB out you loose it.. but FFB does what no spring can do..

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 fantastic ,  couldn't stop smiling while reading answers :)

 

thank you

 

reg

Z

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I dig these updates!   Great to see things are progressing along the set pace.  It gives many of us great hope that the set golas will be met and we will have a great sim to sink our teeth into come 2014!

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Great feedback, thank you for the concise answers.

I am waiting to give you my money. ;)

Me too

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All pretty good answers... im still disappointed at the no advanced vehicle physics tho.. hopefully something they can add later. S! Thanks for the Q&A session. Such a breath of fresh air.

  • Upvote 1

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Thanks for the update. You said that you can make your own models etc. It will be very nice if you make a SDK that you can use with 3DS Max 2010 or later! :)

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Thanks for the update. You said that you can make your own models etc. It will be very nice if you make a SDK that you can use with 3DS Max 2010 or later! :)

+1

 

The tools supplied for ROF are for version 8. Caused all sorts of problems when I tried  it on my 2013 version of 3D. Version 8 was released in 2009 and getting a bit long in the tooth. 

Edited by Skoshi_Tiger

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Hmm, Vander was able to make horse-drawn vehicles.

Also DiFis made a new map.

There is the knowledge.

Edited by paf

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Great feedback, thank you for the concise answers.

I am waiting to give you my money. ;)

+1 B)

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I would like to thank you sincerely for the whole pack of news. But let me pinpoint one of them: the FFB support.

 

I encourage you to take FFB to higher grounds, as you state, to a new level out of the paleolithic in which FFB has been since the negative no-no to support it from Oleg Maddox at the very beginning of the Il-2 saga.

 

If RoF is any guide, FFB won't be an issue.  Works very well there.

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