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Developer Diary, Part XIII


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79_vRAF_Friendly_flyer
Posted

I've tried the Oculus Rift at GDC. I will have my full review of what I experienced this weekend.

 

Jason

 

Looking forward to that!

  • 1CGS
Posted

Two minor comments on the Panzer III texture (sorry, the scale modeller in me demands accuracy :ph34r:).

 

The front plate texture of your Panzer III isn't quite correct. Starting with Ausf. L a 20mm "Vorpanzer" (essentially - spaced armor) was added to the armor plate with the driver's visor and the bow MG. As you can see in the pic above both the driver's visor and the MG ball mount are not part of the added armor plate - instead there are holes cut into said plate. Add a bit of shadow to the respective areas of the texture and it should be fine. (PS: The same is true for the armor plate added to the gun mantle - which is missing on the tank photographed above. It was quite common for early production Ausf. L's not to have that particular plate as there was a shortage of steel at that time in Germany.)

 

Secondly it looks as if the texture of the return rollers (the three small "wheels" above the real wheels) shows a rubber ring that is too thin, but that may be a trick of the light in your screens.

 

Thanks, I'll show this to our lead modeler tomorrow.

 

Thanks for the update - and the answers given in this topic! Another good looking tank, and nice to know about the damage model for shot off parts.

 

"Will the bomb blast be modelled physically and historically correct?" - "Yes." - I find that a very bold statement. Would you mind sharing some details, any details? I'm really curious, as I think that's quite a complex thing to do, and I'm convinced it's necessary to cut some corners to make it work in a flight simulation game. How physically and historically correct will the bomb blast be?

 

Please ask this here: Questions for Developers

 

Personally I never really bothered about the auto level feature, but I don't get why it would be so hard to make optional. Wouldn't that be just another boolean to read in and check? If it's possible to chat about the programming behind the options a bit, I'd love to hear a technical explanation. Or do you focus so hard on keeping the deadline that at this point it is simply inadvisable to change code that is already working?

 

It not hard to make optional but part of the reason consists in this:

 

6) Will the options of control the aircraft in a single game make ???

JG4_Continuo
Posted

Black Six, congrats again on your progress in writing english!

  • Upvote 1
Posted

Thanks for the reply, BlackSix. I didn't post my questions in the questions section because it's more technical small talk I'm after, no big question - answer thing. That will come on its own when you can share a bit more about damage modelling and such things, I'm sure.

I take it the auto level feature is just a design decision then...not sure this is the best decision, though. From my experience with Il-2, making features optional is almost always a good return on investment. Good thing is it will make aircraft level speed testing very comfortable.

SR-F_Winger
Posted

After suggesting to implement the oculus moths ago i am happy to hear that it is to be considered. A collegaue of mine ordered the devkit and will receive it within next month. Depending on the experience i will make with the devkit i will most likey buy one myself. Each and every single opinion i up until today heard or saw in videos are totally awesome.

And as flightsims are the perfect software for this kind of device i am sure IL2 will be even more immersive with the oculus than it would be with just the use of Track IR. (imagine to actually sit INSIDE the plane, not just look into it from a 24" or the like big window *YAY*) And considering the endconsumerversion f the rift willl have full 6DOFi get even more eager to get into the VR:)

  • 1CGS
Posted

Yep, that was cool! Team guys, who have participated in this - are realy lucky. Taking a part in real training air combat - it is an opportunity which happens once in life, and not for all...

=IRFC=Jorri
Posted (edited)

Well, back in the early days of il2 you could dive straight down and then hit your level stab button just before impact, and you would retain all your speed but suddenly find yourself in level flight. I'm sure Oleg didn't foresee that particular usage of that feature, just as I'm sure that the auto-stabilizer being contemplated here will have uses that the developers do not anticipate.

 

I just have little confidence in this community: Someone out there is going to find a way to exploit it.

 

The way it works currently in Rise of Flight, is that you have two modes of autopilot:

 

- level autopilot, which is available to everyone all the time, and lets the plane fly straight and level (and only that)

- autopilot, which lets the AI take over full control of your plane. In SP this is only available if you yourself enable it as an option, and in MP this is a server setting.

 

As for the autolevel option, which I believe is what is discussed here, in Rise of Flight I believe you can only enable it if you are already flying very close to straight and level. Only then will it take over control from you. In other words, if you're banking or pitching too much, it won't work.

 

Of course I don't know if it will be the same in BoS, but I don't see why not.

Edited by hq_Jorri
Posted

Many thanks for the update! Great work.

But..

 

 

"7) Will the exploding wing ammunition magazines part of the damage model?
 
Yes."

 

 

Only in wings ?

 

Many planes have ammunition close to the engine and cockpit.

 

I dont want the Spitfire with exploding wing ammunition .

I dont want the P40 with exploding wing ammunition.

I dont want the P39 with exploding wing ammunition.

I dont want the Hurricane with exploding wing ammunition.

I dont want the IL2 with exploding wing ammunition .

 

 

I dont want exploding wing ammunition

 

<_<

Posted

I dont want exploding wing ammunition

 

Don't let people shoot at you then.  ;)

Posted (edited)

Don't let people shoot at you then.  ;)

 

 

I will be Ready :joy:

 

 

:biggrin:

Edited by Mustang
  • 1CGS
Posted

Black Six, congrats again on your progress in writing english!

Thanks!

 

Thanks for the reply, BlackSix. I didn't post my questions in the questions section because it's more technical small talk I'm after, no big question - answer thing. That will come on its own when you can share a bit more about damage modelling and such things, I'm sure.

Ok)

 

Many thanks for the update! Great work. But..

"7) Will the exploding wing ammunition magazines part of the damage model?

Yes."

Only in wings ?

We'll try to make good and full-fledged DM.

  • 1CGS
Posted

Some photos from Friday dogfight:

 

Before the fight:

IMG_7975.jpg

 

Winter landscape near airfield:

5.jpg

 

It's very good that the planes are painted orange:

2.jpg

 

Because it was very difficult to find and watch them at a distance of approximately 800 meters:

4.jpg

 

In the cockpit:

6.jpg

 

It was very dangerous:

3.jpg

 

Loft and Yak -52:

IMG_7937.jpg

Posted (edited)

I hope that when you say "it was very dangerous" you in fact mean it was very exiting and lots of fun. It definitely looks like it. :) Adrenaline, endorphins - that's good, but don't get yourself killed in order to develop a flight simulation game. :o

Edited by JtD
  • 1CGS
Posted

I hope that when you say "it was very dangerous" you in fact mean it was very exiting and lots of fun. It definitely looks like it. :) Adrenaline, endorphins - that's good, but don't get yourself killed in order to develop a flight simulation game. :o

 

Our cameraman says that he and the pilot of the helicopter was really scary to look at this dogfight from the outside. Pilots of Yak-52 did something incredible. This is the price for a good game in the future.

 

This picture show the part of the helicopter's cockpit :

2.jpg

JG13_opcode
Posted

BRB, moving to Russia for RL dogfights.

FlatSpinMan
Posted

That looks like a hell of a good time, and is such a good idea for understanding how the thing should look and feel.

Posted

That looks like a total blast!! It is great to see this level of involvement in trying to et it right..

Posted

Yes, I'm impressed as well: I am sure that the developers came back with a whole new understanding of what a dogfight feels like. Must be a world of difference from sitting behind a monitor. Sensory overload for sure.

Posted (edited)

BlackSix  Nice photos !!

 

Developers ...Taking a part in real training air combat

 

OMG !   :o

 

 

I Never has seen anything like this before

 

I want to be a developer in Russia !!   :biggrin:  

Edited by Mustang
  • 1CGS
Posted

I want to be a developer in Russia !!   :biggrin:  

Realy? 5-moths winter, -25?

FlatSpinMan
Posted

Realy? 5-moths winter, -25?

Posted (edited)

Realy? 5-moths winter, -25?

Edited by Mustang

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