Cali Posted June 7, 2014 Posted June 7, 2014 I'd like to warm up as well. I'm starting to see "white" in my dreams & wakin up cold! When is the next release?
UberDemon Posted June 8, 2014 Posted June 8, 2014 How much of the code for BoS will be available for third party folks? Back in the day in IL2 there were several 3rd party utilities that came out from Sturmolog to the DCG and the UQMG etc... Will it be possible to do something like this in BoS? You don’t need code for it. All the tools are in the game as well as full logs and mission editor algorithms. As of yet I’m skeptical about it because people would rather talk then do anything. But if somebody from the community actually did something worthy we’d help them personally as we have at times done with the ROF community. And please don’t compare the game to IL-2 1946. The original IL-2 game lived several years before such creativity came out to the light; we’re only 16 month old. Since I wrote UGMG, I'd like to provide just a small clarification. I started writing UQMG when I was still Beta testing the original IL-2, as well as doing some other things on the side for Oleg at his request. He encouraged third party developers. I released the original UQMG not too long after the release of IL-2, and then it was a matter of updating it as IL-2 updates came, with major overhauls when Forgotten Battles, Ace Expansion Pack, Pacific, and eventually 1946 came out, but it typically followed the major releases without too much delay, so it was not exactly years, it was a part of the series pretty much from the get go. The same was true of Starshoy and Lowengrin's work... they came fairly soon after the original IL-2 release. I got some peer help from Starshoy who provided me my initial list of mission object codes (particularly regiments) he had obtained from Oleg's team, and his engine was eventually incorporated into the sim. I can't remember exactly when Lowengrin released the first version of DCG for IL-2, but it was not that long either. As far as QMT, I did some brief work with Shift_E to do some integration between UQMG and QMT and that came a little later. MissionMate also came a little later. I am not trying to compare BOS to IL-2 1946 to be clear, just saying that hobby/independent developers, given the time, resources and information can turn supporting applications pretty fast, adding to the appeal of stock applications. I realize that as I get older and life gets more demanding, I have less time, and I am an awful example of expediency anymore since it has been a while since I updated UQMG... but there is a new generation of coders out there who could come up with some awesome applications. BOS is really looking good BTW. It is taking a little getting used to but it is impressive. Still asking forgiveness from the wife for spending money for the premium license... 5
FlatSpinMan Posted June 8, 2014 Posted June 8, 2014 UberDemon - great to see you here. Hope you'll be sticking around.
II/JG17KaC_Wolfe Posted June 8, 2014 Posted June 8, 2014 Hi Guys Does anyone know what the first symbol on the missions results means...it looks a little like a medal ?
II/JG17_HerrMurf Posted June 8, 2014 Posted June 8, 2014 Nope but I'm guessing it might be points towards unlocks and medals.
Tab Posted June 8, 2014 Posted June 8, 2014 Hi Guys Does anyone know what the first symbol on the missions results means...it looks a little like a medal ? these are the points you got in the current round. You get 3 points per air kill (don't know how many for ground targets), but only if you successfully land on your airfield. If you are shot down, you will lose everything. If your flight ended with ejection over friendly territory you get 50% of points gained in this flight.
II/JG17KaC_Wolfe Posted June 8, 2014 Posted June 8, 2014 these are the points you got in the current round. You get 3 points per air kill (don't know how many for ground targets), but only if you successfully land on your airfield. If you are shot down, you will lose everything. If your flight ended with ejection over friendly territory you get 50% of points gained in this flight. Thanks for the info...this explains why I get nil points !
Shibbyland Posted June 8, 2014 Posted June 8, 2014 What does the points system do? Is it already being fully implemented in the beta access? Sounds pretty cool
UberDemon Posted June 9, 2014 Posted June 9, 2014 UberDemon - great to see you here. Hope you'll be sticking around. Thank you. That is the plan, albeit with a quieter voice these days.
Shibbyland Posted June 9, 2014 Posted June 9, 2014 Well I caved (as I knew I would) and bought the standard edition. Really quite impressed by it all. I did have one main question though. I bought the standard edition and ended up with the La-5 instead of the HE111. Is this normal?
JtD Posted June 9, 2014 Posted June 9, 2014 Yes, it is. We still are in the early access phase. The He 111 is not complete, yet, and therefore not available. The La-5 is, and so also the standard edition gets to use it for a while.
Tab Posted June 9, 2014 Posted June 9, 2014 What does the points system do? Is it already being fully implemented in the beta access? Sounds pretty cool it's just points for performance measurement in online battles at the moment. I correct myself, on the expert server you get 24 points for 1 air kill and landing (you have to land and click Esc - Finish Flight to get the points)
AndyHill Posted June 9, 2014 Posted June 9, 2014 I realize that as I get older and life gets more demanding, I have less time, and I am an awful example of expediency anymore since it has been a while since I updated UQMG... but there is a new generation of coders out there who could come up with some awesome applications. I don't dare to count how many hours I and my friends have spent in Il-2 playing missions from the community-based mission and campaign generators, so thanks to all of you for that. It's completely understandable and perhaps even unavoidable that the development slows down and possibly halts at some point when things are dependent on one person's free time. That's why I think it might be useful to open source the code at some point, so that there's a chance someone else can take over. Do you know if any of the projects have been open sourced? I really like the work you people do, but I'm afraid it's too much to ask from just one guy to create a complete mission/campaign and maintain it throughout the years. Also if designed suitably, some components might be reusable for different projects for different simulators.
IckyATLAS Posted June 12, 2014 Posted June 12, 2014 I was wondering why is the cockpit always empty when we are flying the aircraft. From external view we see a well designed pilot. When we are Inside the cockpit view we should have our body there. I mean as a pilot when I move my head I should see part of my body, hands legs etc. and my head rotation should be limited to what is physically possible. It is an important element for the immersion to be really there. When you turn your head and see an empty cockpit it is like a phantom piloting the plane. And when we get hit by a bullet and not dead we could have some blood over the body etc.. After all the efforts you made to model the pilot and the plane, please just put the pilot in the cockpit to control the plane.
Tab Posted June 12, 2014 Posted June 12, 2014 I was wondering why is the cockpit always empty when we are flying the aircraft. From external view we see a well designed pilot. When we are Inside the cockpit view we should have our body there. I mean as a pilot when I move my head I should see part of my body, hands legs etc. and my head rotation should be limited to what is physically possible. It is an important element for the immersion to be really there. When you turn your head and see an empty cockpit it is like a phantom piloting the plane. And when we get hit by a bullet and not dead we could have some blood over the body etc.. After all the efforts you made to model the pilot and the plane, please just put the pilot in the cockpit to control the plane. because it would obscure some gauges and you cannot just raise your virtual elbow a bit to look at that gauge. Also what is so immersive about seeing your hands on your joystick and throttle all the time while radiator/pitch wheels are rotated by some ghost? It's pretty impossible to make it work properly. 3
1CGS LukeFF Posted June 12, 2014 1CGS Posted June 12, 2014 I was wondering why is the cockpit always empty when we are flying the aircraft. From external view we see a well designed pilot. When we are Inside the cockpit view we should have our body there. I mean as a pilot when I move my head I should see part of my body, hands legs etc. and my head rotation should be limited to what is physically possible. It is an important element for the immersion to be really there. When you turn your head and see an empty cockpit it is like a phantom piloting the plane. And when we get hit by a bullet and not dead we could have some blood over the body etc.. After all the efforts you made to model the pilot and the plane, please just put the pilot in the cockpit to control the plane. Not gonna happen. 1
arjisme Posted June 12, 2014 Posted June 12, 2014 because it would obscure some gauges and you cannot just raise your virtual elbow a bit to look at that gauge. Also what is so immersive about seeing your hands on your joystick and throttle all the time while radiator/pitch wheels are rotated by some ghost? It's pretty impossible to make it work properly.Additionally, when I look down I see my own real hands and arms on my real throttle an joystick and my own real legs and feet on my rudder pedals. I would find it more immersion killing to see those things repeated in the game. It's not all perfect but it's the best choice not having a virtual body in cockpit, IMO.
Trident_109 Posted June 13, 2014 Posted June 13, 2014 I was wondering why is the cockpit always empty when we are flying the aircraft. From external view we see a well designed pilot. When we are Inside the cockpit view we should have our body there. I mean as a pilot when I move my head I should see part of my body, hands legs etc. and my head rotation should be limited to what is physically possible. It is an important element for the immersion to be really there. When you turn your head and see an empty cockpit it is like a phantom piloting the plane. And when we get hit by a bullet and not dead we could have some blood over the body etc.. After all the efforts you made to model the pilot and the plane, please just put the pilot in the cockpit to control the plane. Isn't the idea supposed to be that YOU are the pilot and not some animated character? Grand Touring Racing (GTR) used to have an option to remove the animated steering wheel and because your own steering peripheral was so close to the monitor it placed you inside the automobile. That would be hard to do in a flight sim, given the distances and angle of joysticks and our desk top peripherals, but it worked well in GTR. You can't not have a cockpit with moving sticks, throttles, trim wheels et al, so in order to feel realistic one needs to make the jump in reality that you are the virtual pilot. It makes more sense to me than to see an animated pilot where I'd have to have commands to see switches, knobs, and dials. Without an animated pilot I can see all the gauges I need and still make the jump that I am the pilot. It's a happy medium to me. There is no ideal solution where a perfect experience could be obtained with either option.
II/JG17_HerrMurf Posted June 13, 2014 Posted June 13, 2014 Animated pilots are a dead issue, it's a non-starter and will not be implemented. Move along people, nothing to see here. 1
Gambit21 Posted June 13, 2014 Posted June 13, 2014 (edited) And when we get hit by a bullet and not dead we could have some blood over the body etc.. No thanks. Why don't you just keep an open can of tomato sauce or ketchup on your desk, and when you get shot and you're not dead you can just throw the can at your monitor. Genius right? Edited June 13, 2014 by Gambit21
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