Loft
Hello dear friends. The guys in the office already know that if I sit and smile then the screen has a lot of text and tomorrow will be Friday and I read your questions. A smile is an integral part of these diaries.
February begins, so one month of development of BoS is over. Of course, this is a very short period to draw conclusions, but I think that we have everything that we need to make a very good product. We are moving purposefully and steadfastly towards our goal. Amongst the team there is a mutual understanding, the atmosphere is working and it is safe to say that the team that was formed at 1C Game Studios is off to a very good start.
In this diary we publish the third part of the test pilot interview, which will be dedicated to the I-16 aircraft. Once again there is some interesting information and unique shots.
http://www.youtube.com/watch?feature=pl ... Ah8PtBnHO8
And I put in this post the screenshot of Bf-109.
This is the first import to the engine, we still have a lot to do with it. As you can see it is already visible in our simulated natural world.
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1) What is planned for the sound? Will it be some kind of "average sound" as in "IL-2" or something very similar to the sounds of real prototypes of aircraft?
I already answered similar questions. We make sound serious as it was in our previous projects. The sound is very good and informative.
2) Which layout is planned by developers for different modules: "button or axis" or "button and axis"? This refers, for example, for the flap will only be a button or axis, or both? If you can, please give at least a rough layout (radiators, brakes, superchargers, etc.) to know how many buttons, switches and axis I need.
Now we make a button and the axis. It's too early to talk about the final layout. We still have a verbal battle for it to provide only the necessary options for the average pilot, but professional pilot could adjust to a maximum of possible options. This refers to a decision to create a main interface.
3) Would it be possible to shoot a parachutist? Would it be possible to break the aircraft in a collision with him or roll the parachute on the plane? Or they will be made as ghosts in CloD?
If we ignore the brutality of this question, technically it can be done. I.e. they will not be "transparent" for collisions.
4) Will implemented the change in the psychological state of the pilot (fear, panic, stun, shock) when hit or close the passage of bullets, or at near tears flak, or the death of a comrade in his eyes as in RO2?
This is an interesting topic, but we have no plans to address this issue very seriously. Overload and injury, of course, will be visually displayed and it will have an impact on the gameplay. But we don't want to create complex logical system because it's not very obvious. It's all such features "at once", ie causes a wow effect, and then begins to irritate.
5) Will there be an option as the airdrop of paratroopers? If so, what extent it will be implemented.
No.
6) Another question is about gunners accuracy: in CloD use the gunner position was a lost of time, in RoF we have a free movement of the gun (although moving the mouse seems to me a little uncoordinated). As I enjoy very much to play as a gunner I would see again something near the IL2 approach in this issue. What is planned for BoS?
We don't know yet. We'll consider the mistakes that we made in the ROF and the experience that we got, but of course, it will be make more interesting than it was in the original "IL-2". I would be very grateful if community to share your thoughts about this question in a separate thread. Try to answer the question: "What really made the game interesting in the role of the gunners."
7) Will ram attacks be possible? In the original IL2 series it was possible to chew the tail off an aircraft with your propeller.
This was stopped with a patch after complaints from the Dogfight servers regarding deliberate collision once someone was out of ammo. It would be good to see this modeled once again for historical reasons in BoS.
Yes, we work with physics and it will allow you to perform ram attacks more accurately and damage system will react to midair collision more adequately.
If possible, please describe what progress has been made in the optimization of the engine DN, in which direction, whereby, etc.? In general terms, please.
This is the big question. Quite a lot of parts affected. Physics, graphics and system of interfaces. Wherever we can, we use our experience to improve. Speaking of technology, it's very difficult to be specific. We need some completely new technology and parachutes and damage in the cockpit. For the map, we would like to apply some new techniques to make the landscape more plausible. Give specific examples too early, because they need to illustrate. There are global issues that we are discussing, such as moving to 64-bit systems and not support 32-bit systems.
9) Whether additional configuration is implemented for the course weapons (in addition to the existing in the "IL-2", RoF)?
We think about it, but it is certainly not a priority.
10) Will there be open hangar or museum in the game menu as in the release version of RoF (and not a museum as it is now)?
This question applies only to graphics. I.e. that we draw in a hangar it will be. These items will be in production much later. But share ideas, what would you like to see, we'll read. Snowy airfield? Parking? Hangar?
11) Tell me how will be implemented view through the gun sight and how will be made an option "cling to the gun sight"? This will be done as in "IL-2" or as in CloD: unfasten straps/fasten straps?
I already answered about the field of view changing, the head moves freely, and you can customize it as you see fit. There will be no actions with straps. The pilot will be fixed in the optimum position.
12) Will there be an adequate fuel system? Pumping, feed tanks, fire hydrants.
Fuel management system will be make correctly and optimally for each aircraft. But the players don't need to manage this system, everything will happen automatically. Of course, the damage will be to make amendments.
13) Will realized oxygen equipment and the need to use it in BoS?
Only if in the form of a graphical features. We'll not let you die if you forgot to press the button. Maybe fatigue loads at high altitudes made stronger.
14) Will realized the "real" time to work systems? For example, the flaps on the Bf-109 can be extend in 30 seconds, while at this time (for example) can not work with the throttle (for example) or you can work with the throttle, but the extend of the flap stop. Will this implementation?
I still will not talk about the exact rules, but in general, yes. The player starts the procedure for some, for example flaps and all systems begin to operate as a working reality, moving some animated knobs, etc. The process itself will take as much time as would occupy in reality. Let's try to be accurate, wherever we can.
15) Will detailed ground equipment (better than the level in BoS) and ships?
Ground equipment will be made well enough for flight simulator. Later I'll show you pictures. But the ships have not got in the Volga due to its size. Carriers don't fit the width, battleships don't fit on the length and the December ice serious obstacle to conduct operations for submarines. But the subs in the ice of the Volga definitely not lower quality than in CloD.