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Korea. IL-2 Series Dev Blog #11: Explosion Craters


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Posted
3 hours ago, 86Cheese said:

I don't believe it has. Do you have a video or anything? This is a long requested feature in their forums as well. Explosions do the same thing there, its just a terrain decal. They still dont even splash damage or functional fusing. Airfield denial in all current sims, as far as I'm aware, is still limited to hitting planes on the runway or draining supplies on a mp campaign map. 

 

4 year old video

 

And as mentioned, even as single bomb to the runway or taxiway will force the AI to stop.

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  • 1CGS
Posted

Guys, this topic is about IL2, not DCS or CloD.

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Posted
3 hours ago, Gunfreak said:

And as mentioned, even as single bomb to the runway or taxiway will force the AI to stop.

 

It looks faked to me. I see no actual hole, or interaction with a hole. It looks like they have placed an object on the ground that damages planes. So Korea would be quite a bit ahead of that.

Posted (edited)
7 hours ago, Aapje said:

 

It looks faked to me. I see no actual hole, or interaction with a hole. It looks like they have placed an object on the ground that damages planes. 

 

That's true, but Cheese's question was simply about stopping the planes from using taxiway or runway at all, not about detailed form of interaction. And stopping, albeit in very primitive form, has been happening in some flight sims for a while.

 

As for the Korea video shown, I can't help thinking that guys who hope for rather silly physics detail level (from flight sim perspective) will be the same guys complaining about stutters or fps drops once the target area has too many bombs going off close to each other, or when there are too many craters in FoV. The former happens in DCS already especially when cluster munitions are deployed.

 

We really don't NEED that amount of physics fidelity unless one spends more time making videos rather than flying, or unless a tank-crew-style expansion is being planned for Korea as well.

 

The visual smoke & debris effects though - OK, I can agree they do need some aforementioned further tweaking & tuning to be at least on par with current competition offerings (or surpass them, hopefully).

Edited by Art-J
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Posted
16 hours ago, LukeFF said:

Guys, this topic is about IL2, not DCS or CloD.

Agree, but if another sim has reference material that would be useful to the discussion, surely we can post examples for the devs to understand what their consumers would like?

5 hours ago, Art-J said:

 

That's true, but Cheese's question was simply about stopping the planes from using taxiway or runway at all, not about detailed form of interaction. And stopping, albeit in very primitive form, has been happening in some flight sims for a while.

 

As for the Korea video shown, I can't help thinking that guys who hope for rather silly physics detail level (from flight sim perspective) will be the same guys complaining about stutters or fps drops once the target area has too many bombs going off close to each other, or when there are too many craters in FoV. The former happens in DCS already especially when cluster munitions are deployed.

 

We really don't NEED that amount of physics fidelity unless one spends more time making videos rather than flying, or unless a tank-crew-style expansion is being planned for Korea as well.

 

The visual smoke & debris effects though - OK, I can agree they do need some aforementioned further tweaking & tuning to be at least on par with current competition offerings (or surpass them, hopefully).

This is a new generation of game engine, so hopefully they push for the future rather than get bogged down in the legacy?

Posted
2 minutes ago, Mysticpuma said:

Agree, but if another sim has reference material that would be useful to the discussion, surely we can post examples for the devs to understand what their consumers would like?

One thing is a reference and another thing is what a consumer wants. Sometimes they can match! 😃

Just try to keep on topic, MP. I'm sure you understand.

Kind regards,

Posted
On 9/28/2024 at 1:52 PM, Gunfreak said:

 

4 year old video

 

And as mentioned, even as single bomb to the runway or taxiway will force the AI to stop.

Yeesh, that's honestly almost worse than nothing at all. Having physical craters that are nearly invisible from the runway. I saw others saying this vid seems off and if have to agree, those explosion decals don't look like the normal ones. Also if that is a thing, ground vehicles just ignore it entirely. I see them drive through the explosion decals all the time.

 

What they're showing here in Korea is still so far ahead of any other sim I'd say it's fair to call it a technological leap. Congrats guys, I'm stoked

Posted
5 hours ago, 86Cheese said:

Yeesh, that's honestly almost worse than nothing at all. Having physical craters that are nearly invisible from the runway. I saw others saying this vid seems off and if have to agree, those explosion decals don't look like the normal ones. Also if that is a thing, ground vehicles just ignore it entirely. I see them drive through the explosion decals all the time.

 

What they're showing here in Korea is still so far ahead of any other sim I'd say it's fair to call it a technological leap. Congrats guys, I'm stoked

 

The look doesn't effect gameplay.

The original claim was the Korea had something new. Which it doesn't. DCS has had bomb craters affects gameplay. For years. You can disable the airbase both in singleplayer and multilayer that effects gameplay. So very far worse then having nothing at all 

You can say Korea seems to do it better. But it's an improvement. Not something completely new.

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actionhank1786
Posted
On 9/27/2024 at 6:50 PM, GOA_Bf109Pilot_VR said:

The way that the mustang goes to the crater and the trains climb and explodes remember me the physics of IL-2 1946 mixed with some Grand Thief Auto 3.

 

I wish that this is not even the final stage of the product.

 

Regards.

Safe to say it's not with it being a WIP teaser video. 

Posted (edited)
On 9/30/2024 at 4:02 AM, Gunfreak said:

 

The look doesn't effect gameplay.

The original claim was the Korea had something new. Which it doesn't. DCS has had bomb craters affects gameplay. For years. You can disable the airbase both in singleplayer and multilayer that effects gameplay. So very far worse then having nothing at all 

You can say Korea seems to do it better. But it's an improvement. Not something completely new.

The look absolutely effects gameplay. If you cant see a runway is damaged I'd call that gamebreaking in MP. Il2 is doing something new. Visible, physically rendered craters. DCS does not have that. Invisible craters on the runway are just straight up bad and frankly shouldn't even be in the game if this video is even legit. This is the only video of this that I can find. I've found a number of other videos of people taking off through explosions or immediately after them and there was no effect on the runway surface.  Something about this video is off and knowing GR, they might be doing something funky. Either way, the point stands, Il 2 is doing something new, its impressive, and its a going to have a major impact on gameplay. 

 

Edit: I did test this with a number of variables yesterday. The only way I could enough damage to impact a TO/L was dropped 1000lbers on a grass strip. Anything on pavement you roll right over. The craters do look better from the air now but are still mostly flat and invisible from the tarmac.

Edited by 86Cheese
Posted

There's also the satisfaction of leaving a nice hole in the ground. And it indeed also matters to gameplay, when you can see the limits of the damage and try to take off next to the craters.

Posted

I would welcome and appreciate this type crater stunt work in IL2 GB very much. those awful blobs and (fly) zippers must go ...

  • 1CGS
Posted

That video was about craters guys, it shows that both aorplanes and ground vehicles will interact both - crater ridge and its bottom. And that crater blocks runways and roads due to that. Train or anyAI vehicle have its physics turning on only in case when its collided with obstacle or hit by explosion or fall from somewhere. Train jerky artefacts caused not by physics itself but because physics turned on too late. This will be adjusted more offcourse. Its WIP video, you know ))

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Posted

I wonder if the angle of deflection from the crater edge should be a little bit less? A locomotive would likely displace some of the loose soil (all actions have opposite reactions, and the locomotive has a lot more mass) - so it would plough or dig into the crater to some extent...

 

It might derail and tip over eventually - but it won't be steered up that much by just loose soil. Just a thought.

Posted
On 9/27/2024 at 4:29 PM, Jade_Monkey said:

Really nice improvements, love the new features where it's not just a game object, but actuallt tesellates into the ground.

 

 

May I suggest an improvement to the explosion sound FX?

Any chance we can add a delayed sound of debris falling from the air, similar to the video below: 

 


I agree with this sound improvement suggestion

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