Jason_Williams Posted June 21, 2013 Posted June 21, 2013 ISIDA (Community manager) : "Beta test is coming soon" Jason Williams (Administrator): "There is no beta sign up at the moment." Which means there is a beta test. And no sign up for members. Or no beta test at all? Confusion from my side.... The Beta period is approaching, but we're not taking signups from the public at large at the moment and we are not prepared at this moment to discuss Beta testing with the public other than to say that phase is approaching. Jason
AX2 Posted June 22, 2013 Posted June 22, 2013 Very nice video! I am waiting in anticipation to see test of the guns! Keep up the hard work! +1 Guns! Guns!! GUNS !!!
Peshka Posted June 22, 2013 Posted June 22, 2013 Thank you for the information of the way the game will be played.I like the ideas for the campaigns.For me I want the game to make me believe I am a pilot in the battle. I have my mission orders and I do my duty to success. What you have said makes me believe it will be like this.Some want to have the game make them the hero. To make them the centre of all the story .. may be like Chuck Norris in IL-2 ! For the developer team it is very hard to make every player happy. I think we need to trust them to make the best game they can.I join the line to buy the game
JtD Posted June 22, 2013 Posted June 22, 2013 (edited) How did you reach that conclusion? Are you assuming that pilots can be forced to transfer from bombers to fighters (or vice versa)?It's not my conclusion, nothing conclusive has been presented, yet. It is my perception and the hypothesis you replied to, hence the capital reiteration. It looks as if I won't be able to finish the campaign without some odd transfer, unless I pick a particular unit that stayed around, active, for the entire time - which is uncertain to exist. But, for a third time, I'd like to test it - and if it turns out my perception is completely wrong, I'll certainly be happy. Chin up. There's no reason that someone can't use the FMB to build an oldschool campaign...Yes, that's likely to happen and I am looking forward to it. I honestly have been loving the great interaction the devs have been putting on, specially on this thread.I agree, a lot better than it was a month ago. Very nice! Edited June 22, 2013 by JtD
I/JG27_Zimmi Posted June 22, 2013 Posted June 22, 2013 Thanks for this friday update, especielly that video. I'm really looking forward spending my money on BoS.
BraveSirRobin Posted June 22, 2013 Posted June 22, 2013 Wow, drama! Let's all feel insulted! It's not my conclusion, nothing conclusive has been presented, yet. It is my perception and the hypothesis you replied to, hence the capital reiteration. It looks as if I won't be able to finish the campaign without some odd transfer, unless I pick a particular unit that stayed around, active, for the entire time - which is uncertain to exist. But, for a third time, I'd like to test it - and if it turns out my perception is completely wrong, I'll certainly be happy. OK, I was just wondering why you made that post. My perception of how it will work was definitely different from yours.
whatnot Posted June 22, 2013 Posted June 22, 2013 Excellent update, thanks! Video looked really good! Next some guns and in-cockpit stuff! Just want to emphasize from my side too what has been said a few times: I don't like the idea that you'd have to pass a mission. As I see it the only thing you should have to pass is getting back home alive and that's it. War goes on whether you manage to hit the 85% of the convoy or not. It's just a great frustration for me if I'd have to re-fly n times to pass a mission. 1
csThor Posted June 22, 2013 Posted June 22, 2013 (edited) I guess what JtD is worried about is something that makes me wonder as well. Let's look at history for a prime example for the problem JtD outlined. As Loft said there'll be six phases of the battle and the first-time player can only access the first (which, judging by the history books, would begin a bit before or on November 19 1943). If the player chooses the Stuka arm and II./StG 1 then - if we were talking about a historical "career" with this unit - it would end abruptly on November 21 when soviet tanks attacked the airdrome of Karpovka-West and dispersed the units based there. II./StG 1 lost over 2/3rds of its technical and administrative staff there and spent weeks recuperating far in the back until replacements for the staff losses arrived and aircrew and machines were brought back to strength (contrary to what www.ww2.dk lists). And then it got involved in the battles south of and for Kharkov in early 1943. Strictly speaking a "career" with II./StG 1 in the Stalingrad theme would end on November 21 1942 ... a bit early given the stated timeframe for the game. In my opinion the most sensible solution to avoid irritations arising from these historical developments would be to a) concentrate the campaigns on units which were active for long periods without interruptions as outlined above (specific for the branch of the respective air forces) or b) utilize such units (although maybe not II./StG 1 - it's a bit too drastic) to provide purposely short campaign timeframes, maybe concentrating on specifics of this particular unit Just my 0,02 ?????? Edited June 22, 2013 by csThor 3
Picchio Posted June 22, 2013 Posted June 22, 2013 Awesome, awesome, awesome. What about an in-cockpit version of the same video? 1
71st_AH_Hooves Posted June 22, 2013 Posted June 22, 2013 I disagree, for me its like a path through history and I get to be apart of different squadrons that took part in the fight, while learning about each squadron as I go along. Its not like hoping around to different soldiers bodies like in Call of Duty. Bit being transfered to help the fight, I rather like the whole idea as its been explained.
SYN_Jedders Posted June 22, 2013 Posted June 22, 2013 Did you all notice aerial wire in the vids?....no jaggies
falstaff Posted June 22, 2013 Posted June 22, 2013 Hooves said: I disagree, for me its like a path through history and I get to be apart of different squadrons that took part in the fight, while learning about each squadron as I go along. Its not like hoping around to different soldiers bodies like in Call of Duty. Bit being transfered to help the fight, I rather like the whole idea as its been explained. I do too.
smink1701 Posted June 22, 2013 Posted June 22, 2013 just curious...in the vid why is the lead plane's propeller strobing and the second is not. Is there a realistic reason for this. Don't think it's a glitch.
royraiden Posted June 22, 2013 Posted June 22, 2013 just curious...in the vid why is the lead plane's propeller strobing and the second is not. Is there a realistic reason for this. Don't think it's a glitch. I was wondering the same thing.Maybe a visual effect represented in the sim.
SvAF/F19_Klunk Posted June 22, 2013 Posted June 22, 2013 there is strobing.. and then there is strobing
MACADEMIC Posted June 22, 2013 Posted June 22, 2013 Nice video! Would just like to suggest that the propeller stroboscopic effect should not be there. You would only see something like this in real life at very low RPM, such as engine start or shut down. Otherwise you see a transparent disc in the colour of the prop, as if you'd be looking through a coloured filter, opacity decreasing with higher RPM. Prop tips are often painted in a more visible colour to prevent ground accidents, i.e. you see the disc better. In the cockpit, you typically don't see the prop, except when the sun is behind you, then you get light reflection from, again the 'filter disc'. MAC 1
EAF_Paf Posted June 22, 2013 Posted June 22, 2013 I believe the external view simulates a camera, you also have the shaking effect. So it should be off from cockpitview.
1CGS LukeFF Posted June 22, 2013 1CGS Posted June 22, 2013 Just a question: will ground looping and (similar effects) be modelled? Could be nice to see how the 109 reacts to those on an icy/snowy runaway. Making take off and landing phases more challenging than with the old IL2 would be really nice. That's already modeled in ROF.
rOEN911 Posted June 22, 2013 Posted June 22, 2013 (edited) Hi Roen, nice to see you around here, waiting for your "painting" using BoS. About the update, sound great and looks awsome. You bet i will,Plus few dozen movies.Btw i dont know what i did wrong with my account but i wrote my nick name wrong lol Ps i hope you all saw that also ah? Naughty Naughty Jason Edited June 23, 2013 by JasonWilliams
J4SCrisZeri Posted June 22, 2013 Posted June 22, 2013 (edited) bravi!!!!!! so beautiful can't wait for some guns/ballistics/damage model demom now... Edited June 22, 2013 by J4Scriszeri
Heywooood Posted June 23, 2013 Posted June 23, 2013 mmmm..beta test phase begins soon..... best news I've had in weeks keep up the good work boys - everything I have seen and heard from the team has been better than expected, and being a fan of RoF and original Il2 1C I was expecting a lot - you guys are ahead of the curve from what I have seen. like I said in the beginning when I first heard about this project - we're in good hands people - probably the best for what we are looking for in a WWII air combat simulator
=BKHZ=Tree_UK Posted June 23, 2013 Posted June 23, 2013 I've not been on for a while, completely lost interest in flying after CLOD disaster, but this update has got me all excited again, it looks and sounds amazing, thank you for the update and keep up the good work. S! Tree
hiro Posted June 23, 2013 Posted June 23, 2013 an awesome update!! I felt this rush that I got when the sequel was announced when oleg was in the mix a long time ago . . . 1. get down with strobing made me laugh 2. daimler benz riders are all warm and fuzzy 3. Tree is posting something positive . . . getting freezer burn instead of roasting burn in the diablo 3 domain on a serious note . . . that's for the videos and explanations. I figured it wouldn't be historically accurate the switching around . . . as others have spoken, and I've read that VVS could change up if the right higher up wanted it, or if that pilot has a pull (like hero status) and the Luftwaffe was as CSThor said. However if the devs did mention covering specific phases, and the game itself may be covering a short period of time, but since its a game . . . they can control the frame time. Say the game covers a month snapshot. But we all know that even in several hours, enough things can happen across the whole front. And that can be plenty of missions . . . Its kind of like that show 24. Its one day but it takes 24 episodes to explain all what happens in 24 hours. Or in movies, that sum up months of action in 2 hours or so. So the devs have the liberty to change the time. But at the same rate, they can't change things like for the time period the game is covering, have units that historically at that time frame, weren't in the theater or that type wasn't there (like putting Zero's in the mix in Stalingrad for official missions, but I could see some future server hosting stalingrad map with zeros, once they roll out with pacific to release them for some aerial FPS j/k ) Its turning out well. also thanks for zak for filling in what he could
LLv34_Flanker Posted June 23, 2013 Posted June 23, 2013 S! Those Bf109F's looked simply awesome despite the slight propellor glitch, but again this is ALPHA, far from ready. I am with csThor on this regarding transfers and units chosen to each stage. Play Stuka for one mission and KIA/MIA? Not fun in my books. I am curious about the AI. None of them has really impressed me over the years as they always fall into a certain pattern when you study them. Gunners are either superhumans with impeccable ability to hit from any angle and speed or they spray helplessly into empty sky or simply do nothing even if you fly formation with them. Pilot AI is usually like this: Novice = Barely keeps plane airborne and makes idiotic moves, even a trained pilot assigned to a unit has passed some degree of pilot and gunnery training. Regular = a bit better but nothing stellar yet. Same moves with some variations. Ace = Defies the laws of physics and hits with guns every time from any angle. So let's see how BoS handles this Online is different, there are real people and skill can not be modelled :D Anyways. Very nice update and hearing Beta is coming closer really sparked my interest in flying again. It was pretty much lost after Cliffs Of Dover came out. Even with community working on it very well, still it remains as a heap of bugs and no content. BoS has shown great promise already and the approach taken in developing it really has awakened the old piloting urge in me :D Have a nice weekend all!
TheBlackPenguin Posted June 23, 2013 Posted June 23, 2013 Cannot stop throwing money at the screen with each update! I do hope co-op someday gets added, I believe Star Citizen will have this feature where you can invite friends to fly on your mission with you as part of the same flight/squadron (you could have it so they simply take place of an AI pilot in another aircraft).
csThor Posted June 23, 2013 Posted June 23, 2013 I am with csThor on this regarding transfers and units chosen to each stage. Play Stuka for one mission and KIA/MIA? Not fun in my books. Just to make something clear here: I was not talking about transferring from one unit to another for each phase. Instead I was talking about making sensible choices for unit selection to allow for unimpeded gameplay through all the phases with one unit (which would be the historical norm - transfers weren't that numerous!) or at least for a longer term gameplay (i.e. if a unit came late for phases 1 so the player could start with it and play through to phase 6 or - if the unit is interesting enough - playing it for as long as it was present but making this clear before starting the campaign). I'm no fan of the player being reduced to a ball in a flipper bouncing from unit to unit just to include all of the historical phases. IMHO campaigns need to be centered on individual units, not locations or timeframes. OOBs were never static, weren't they? 2
senseispcc Posted June 23, 2013 Posted June 23, 2013 Hello, very nice video, and also a very nice update. Now I understand at last the online offline principle of this game at first it seems a little confusing. I hope that the map is the same size than in Cliff of Dover or Rise of Flight this only because WWII planes are faster planes. And tactical or strategically manoeuvring is very important in aerial war. I like to take off, fly to the objective, combat, fly back home and land if possible. Are there other how want this also?!
Zak Posted June 23, 2013 Posted June 23, 2013 Just to make something clear here: I was not talking about transferring from one unit to another for each phase. Instead I was talking about making sensible choices for unit selection to allow for unimpeded gameplay through all the phases with one unit (which would be the historical norm - transfers weren't that numerous!) or at least for a longer term gameplay (i.e. if a unit came late for phases 1 so the player could start with it and play through to phase 6 or - if the unit is interesting enough - playing it for as long as it was present but making this clear before starting the campaign). I'm no fan of the player being reduced to a ball in a flipper bouncing from unit to unit just to include all of the historical phases. IMHO campaigns need to be centered on individual units, not locations or timeframes. OOBs were never static, weren't they? You'll be able to stay in the same regiment. As well as it will be allowed (completely optional) to choose another one.
Rjel Posted June 23, 2013 Posted June 23, 2013 Perhaps there could be an option of turning the prop effect off or on to suit one's preference? I like what I see and really don't feel I'm in a prop plane without it. Without any real sense of movement in a sim any visual cues like that are a plus to me.
SvAF/F19_Klunk Posted June 24, 2013 Posted June 24, 2013 Any chance we could have a peek at the map? I don't know if this is speculation or confirmed by the developers... but: http://forum.il2sturmovik.net/topic/271-developer-diary-part-ii/?p=4763
SvAF/F19_Klunk Posted June 24, 2013 Posted June 24, 2013 (edited) Just to make something clear here: I was not talking about transferring from one unit to another for each phase. Instead I was talking about making sensible choices for unit selection to allow for unimpeded gameplay through all the phases with one unit (which would be the historical norm - transfers weren't that numerous!) or at least for a longer term gameplay (i.e. if a unit came late for phases 1 so the player could start with it and play through to phase 6 or - if the unit is interesting enough - playing it for as long as it was present but making this clear before starting the campaign). I'm no fan of the player being reduced to a ball in a flipper bouncing from unit to unit just to include all of the historical phases. IMHO campaigns need to be centered on individual units, not locations or timeframes. OOBs were never static, weren't they? You'll be able to stay in the same regiment. As well as it will be allowed (completely optional) to choose another one. Options are a good thing in my book anyway. If you want to roleplay as close to history as possible - remaining in one regiment - then there is an option for ya. If you want to experience the conflict from different angles.. including different regiments... well then... there is an option for ya. One cannot tell another person how a game Should be played; we have all different ideas what is fun (beeing a "fan of") and different things motivates us to "play" a game... Sure, I am pretty sure how I want to play the Campaign; I would guess pretty much the same way as you csThor; "Full switch and remaning in one squad until dead (dead is dead).... but I am also quite sure that that is not how many others want to play it; again - options are a good thing. As DayZ developer Rocket has said many times; total realism can be a gamebreaker but also almost an impossible goal to achieve; What we can - and should strive for is autheticity. For me that makes toal sense. Edited June 24, 2013 by F19_Klunk
MACADEMIC Posted June 24, 2013 Posted June 24, 2013 Perhaps there could be an option of turning the prop effect off or on to suit one's preference? I like what I see and really don't feel I'm in a prop plane without it. Without any real sense of movement in a sim any visual cues like that are a plus to me. Good suggestion. Most people's experience with props is from visual media so there's an expectation to see what you are used to. Some sim flyers however also fly in the real world so for them it could be counter-immersive to see film effects. Would be nice to have such an option. MAC
1CGS BlackSix Posted June 24, 2013 Author 1CGS Posted June 24, 2013 Wallpapers from the last video: 5
1CGS BlackSix Posted June 24, 2013 Author 1CGS Posted June 24, 2013 Any chance we could have a peek at the map? I don't know if this is speculation or confirmed by the developers... but: http://forum.il2sturmovik.net/topic/271-developer-diary-part-ii/?p=4763 We're preparing a map from east to west length of 360 km (Tatsinskaya - Stupino / Kapustin Yar) and north-south 230 km (Kletskaya - Kotelnikovo). You'll see a map later, please wait.
royraiden Posted June 24, 2013 Posted June 24, 2013 Wallpapers from the last video: A.jpg B.jpg C.jpg Great pictures and nice initiative.
MACADEMIC Posted June 24, 2013 Posted June 24, 2013 Wallpapers from the last video: A.jpg B.jpg C.jpg Wallpapered, the middle one MAC
TJT Posted June 24, 2013 Posted June 24, 2013 Thanks BlackSix, B went up as my FB cover and all of them into my desktop background theme rotation.
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