1CGS LukeFF Posted September 26 1CGS Posted September 26 Hey everyone! Today, we want to show you how we create animations for our pilots and soldiers for Korea. IL2 Series. Enjoy! https://il2-korea.com/news/dd_48 13 1 4
IRRE_Axurit Posted September 26 Posted September 26 It looks beautiful!! What I hope is to be able to see the rotation of the head synchronized with the VR or the IR track and its reflection in the mirror.
1PL-Husar-1Esk Posted September 27 Posted September 27 What about hit animation, no blood just force throwing humans around?
Avimimus Posted September 27 Posted September 27 The video reference, the choice of music, makes this seem really epic. Good editing decisions. Also, it is quite impressive for the actor (and team) to reproduce those motions so well for different aircraft with just the adjustable rig to climb and the video footage. I can't imagine being so precise as a mocap actor is. Looks brilliant. 1 1
LuftManu Posted September 27 Posted September 27 4 hours ago, 1PL-Husar-1Esk said: What about hit animation, no blood just force throwing humans around? IMO no need to add blood. Being able to see soldiers being hit and fly is more than enough of an indicator of a good hit! 1
1PL-Husar-1Esk Posted September 27 Posted September 27 6 hours ago, LuftManu said: IMO no need to add blood. Being able to see soldiers being hit and fly is more than enough of an indicator of a good hit! Yes no need for blood just nice Newton physics. 1
BlitzPig_EL Posted September 27 Posted September 27 I guess after seeing this, my question is, will it take a super computer to run it? I want a flight sim, not a first person shooter. Super accurate animations of people getting into or out of aircraft won't make the air combat any better. What is the cost to the core elements of the sim for these frivolous animations? 4
ST_Catchov Posted September 27 Posted September 27 3 hours ago, BlitzPig_EL said: will it take a super computer to run it? I've thought about that too and I'm not going there. GB runs perfectly fine on a modest rig. I just wanna have a bit of fun without taking a second mortgage out on the house. You all might be rich retirees but I'm not. 1 1
Airborne2001 Posted September 28 Posted September 28 The accuracy and attention to detail so far in the sim is incredible. I am truly blown away by a lot of it. 1 1
Jackfraser24 Posted September 28 Posted September 28 Very good. I am amazed to see how far they go to give us such an in-game experience 1
Avimimus Posted September 28 Posted September 28 16 hours ago, BlitzPig_EL said: I guess after seeing this, my question is, will it take a super computer to run it? I want a flight sim, not a first person shooter. Super accurate animations of people getting into or out of aircraft won't make the air combat any better. What is the cost to the core elements of the sim for these frivolous animations? For exiting and entering the aircraft, the animations shouldn't require much power. We're talking about two or three non-procedural animations being played (e.g. assuming animation blending or a couple of pilots getting into aircraft next to each other on the runway). The bigger performance hit might come from having civilians on the ground (mentioned as a possible future feature). However, even there they don't need to be fully fledge entities with AI or physics. The only response they might need is running and hitting the deck (if that). They could just follow a simple script playing animations and moving between set waypoints. So, imagine something more like turning on 'civilian road traffic' in other flight simulators (e.g. X-Plane, MSFS, or DCS). They'll also only be visible at close ranges - so a lot comes down to how optimised the process is for loading them in and out of the game world (i.e. spawning and culling). It is also an easy feature to turn off in the graphics settings menu (as it doesn't effect gameplay except perhaps to add some realism regarding collateral damage). So I wouldn't worry.
1CGS LukeFF Posted September 28 Author 1CGS Posted September 28 In terms of specs, we've mentioned previously that a card no more than two generations old will be needed to run the game at medium level of detail, so for example a 30-series Nvidia card or later. In fact, most of our developers use a 30-series card in the studio. So that should give you a baseline about what will be needed to run the game properly. 1 1
Koziolek Posted September 28 Posted September 28 25 minutes ago, LukeFF said: In terms of specs, we've mentioned previously that a card no more than two generations old will be needed to run the game at medium level of detail, so for example a 30-series Nvidia card or later. In fact, most of our developers use a 30-series card in the studio. So that should give you a baseline about what will be needed to run the game properly. Is this for VR? Because 3090Ti for medium details in 2D is not a good news 1
1CGS LukeFF Posted September 28 Author 1CGS Posted September 28 Not sure, sorry. That's for Daniel to answer.
[CPT]Crunch Posted September 28 Posted September 28 Not like it matters when it's only ever happening on the ground and locally on your machine, not necessary for it to be sent server side. It's like those walkers all over the airfields, no two players ever see them the same.
Mysticpuma Posted September 30 Posted September 30 It does look great. Can I just request that if there is more than one aircraft on the deck, that the animation cycles are randomised so that we don't get a similar situation to BoX, where every pilot is copying each other? 2 4
Avimimus Posted October 2 Posted October 2 On 9/30/2025 at 9:49 AM, Mysticpuma said: It does look great. Can I just request that if there is more than one aircraft on the deck, that the animation cycles are randomised so that we don't get a similar situation to BoX, where every pilot is copying each other? Yes, I was thinking about that myself - starting at slightly different times or some animation blending might be a good idea for exactly that kind of situation. 1
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