Sonko Posted November 22, 2024 Posted November 22, 2024 Hello everyone, I just spent the afternoon flying around Paris in some of the newly modified aircraft and I really enjoyed it. There is just so much ground detail (especially for a flight sim): lamp posts in the side streets, fountains, market carts, it really looks amazing! Thank you very much for that! Paris: Now I was thinking: We have the Normandy map, in the south eastern corner there is a large airfield and the river Seine and the inaccessible spot where Paris is located. I wonder if it might be possible to populate that patch of land by 'copy and paste' from one Data set to another so Paris can be seen from a distance. No Paris: Greetings Sonko 1
=gRiJ=Roman- Posted November 22, 2024 Posted November 22, 2024 (edited) Will we have Moscow too? I loved flying over Paris ... Edited November 26, 2024 by =gRiJ=Roman- 1
Sonko Posted November 27, 2024 Author Posted November 27, 2024 The interest in this topic seems to be slightly limited. Maybe I should have put it in the "suggestions" sections of this forum, who knows.
jollyjack Posted November 27, 2024 Posted November 27, 2024 (edited) Paris is a nice add-on, but its more primitive than i expected with small and often sandy roads etc. The DCS version is IMO a quantum leap better, also done by Ugramedia. Edited November 27, 2024 by jollyjack
Jaegermeister Posted November 27, 2024 Posted November 27, 2024 (edited) 3 hours ago, Sonko said: The interest in this topic seems to be slightly limited. Maybe I should have put it in the "suggestions" sections of this forum, who knows. Maybe it could happen, who knows? I don't know if scenery off the populated map is visible since I have never been able to go there. I guess it would depend on your rendering distance settings in game. 14 minutes ago, jollyjack said: Paris is a nice add-on, but its more primitive than i expected with small and often sandy roads etc. The DCS version is IMO a quantum leap better, also done by Ugramedia. The ground textures probably need to match the city road textures in other areas of the map. Edited November 27, 2024 by Jaegermeister 1
Avimimus Posted November 28, 2024 Posted November 28, 2024 Some observations: - If one listens to the new Korea: Il-2 dev updates/interviews there are indeed limitations with the current road texture system which will be overcome in new projects moving forward. - Efforts are focussed on the new terrain system for future products, which means only limited improvements will be created for existing titles. There are currently mods which allow flying over Moscow - it is there, but lower detail. Moscow was created 10 years ago when computers were slower, and the Great Battles developers have been much more conscious of the limited performance of many people's computers than some competitors (i.e. they don't assume users can afford a new computer). - It is technically possible for mission creators and dynamic campaign creators to use templates and objects from Flying Circus to create a WWII version of Paris for Battle of Normandy.
IckyATLAS Posted November 28, 2024 Posted November 28, 2024 12 hours ago, Avimimus said: it is there, but lower detail. Moscow was created 10 years ago when computers were slower, and the Great Battles developers have been much more conscious of the limited performance of many people's computers than some competitors (i.e. they don't assume users can afford a new computer). Agreed but - If you want your game to last you must develop it for the most powerful machine you can have and even for the next one to come. Then you give the possibility to lower the details, resolution, number of actions etc. etc. etc. so as to match the mid or the lower CPU/GPU end machines. In this way you cover all your market from top to bottom, and as people move to newer more powerful machines they can enjoy by increasing the game parameters, and you are still be relevant with the new top machines.
Avimimus Posted November 28, 2024 Posted November 28, 2024 20 minutes ago, IckyATLAS said: Agreed but - If you want your game to last you must develop it for the most powerful machine you can have and even for the next one to come. Then you give the possibility to lower the details, resolution, number of actions etc. etc. etc. so as to match the mid or the lower CPU/GPU end machines. In this way you cover all your market from top to bottom, and as people move to newer more powerful machines they can enjoy by increasing the game parameters, and you are still be relevant with the new top machines. Yes, which is why one could run the game on even weaker hardware in 2012... which is really good for people in some countries where it is harder to afford cutting edge hardware (e.g. poor exchange rates, low GDP per capita... but still competing to import the same silicon).
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