#3773487 - 04/26/13 10:31 AM
Re: Review: The Team Fusion Mod for IL-2 Sturmovik: Cliffs of Dover
[Re: citizen guod]
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Joined: May 2006
Posts: 3,744
HeinKill
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#3774813 - 04/29/13 10:13 AM
Re: Review: The Team Fusion Mod for IL-2 Sturmovik: Cliffs of Dover
[Re: Avimimus]
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Joined: Jul 2010
Posts: 638
ATAG_Bliss
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Next time around it'd be interesting to contact Team Fusion and see if they've made any attempts to contact 1C Game Studios... One of the BoS Q&A's suggested that they hadn't but that such a conversation ought to happen - so I'd be interested in hearing an update.
It would also be interesting to find out if a loadout screen fix will be possible.
We have, but they have ignored us. Ironic considering they seemed upset about it in one of their developer diaries. Maybe you should ask them if they are ever going to respond to us
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#3775119 - 04/29/13 10:50 PM
Re: Review: The Team Fusion Mod for IL-2 Sturmovik: Cliffs of Dover
[Re: citizen guod]
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Joined: Sep 2000
Posts: 22,095
citizen guod
Lifer
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Lifer
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Guys, cool it in here.
If you want to discuss, please do. But don't start tossing stuff back and forth in the SimHQ forums.
Wisdom is knowing what's enough
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#3775298 - 04/30/13 11:36 AM
Re: Review: The Team Fusion Mod for IL-2 Sturmovik: Cliffs of Dover
[Re: citizen guod]
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Joined: Dec 2000
Posts: 831
rootango
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HeinKill, excellent review, and a well balanced overview of the new ATAG patch with the "unrealistic joystick control" issue causing some of these larger planes to disintegrate when flying at high speed, i think the reply from the TF mod advisor is pretty accurate, our joysticks allow us way to much power/strength in controller input, compared to what a real pilot could do under similar speeds/compression in real life. the answer perhaps lies in the comments of one of the real ww2 fighter pilots who tried an earlier version of il2 a few years ago (posted at ubi ). the pilot commented he really liked many aspects of the "simulator game" and he thought overall the virtual aircraft behavior was pretty good, but he said the joystick control during flight felt very unrealistic because in the game any small movement had an immediate and major effect on control of the aircraft (and hence the aircraft responded with immediate major movements, even if the pilot would not in real life have had the physican strength to do it), yet in real life during flight the stick movements were usually fairly large to make a major change of direction (and not as twitchy). the person interviewing him then significantly altered the controller setting for the joystick in game so it would represent this, and on the next il2-flight the old pilot saw that new behavior as being much closer to the real experience maybe a similar joystick profile can be produced for CoD, and it wouldnt then allow for these unrealistic major high G maneuvers that stress an aircraft beyond its mechanical tolerances so suddenly. i dont think it would be popular with the point-junkies online, but it would make the whole experience more realistic
Be advised, we got zips in the wire
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#3776013 - 05/01/13 03:32 PM
Re: Review: The Team Fusion Mod for IL-2 Sturmovik: Cliffs of Dover
[Re: citizen guod]
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Joined: Jun 2001
Posts: 3,863
Chipwich
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Thorough, well balanced review HeinKill. As a long time WWII combat sim junkie in remission, loading the Team Fusion mod, REDUX and LW REDUX, has been like, well attending an AA meeting in a Scotch museum. All that it took were a couple of bomber intercepts with the accompanying Emil furball, and I am drinking it all in like a longshoreman. Family neglected, guitars gathering dust, and workouts be damned, it feels good to be back in the saddle. IMO: - As a civilian pilot, the glare looks pretty good to me, especially compared to the hazy late summer skies that we get in the Southeast US. Worst near dusk. It might not be exact, but the effect is right on. - The mini patch reduced some of the pitch sensitivity in the HEIII and BR20. - Call me strange, but I actually like the new sound of the .303. - My relatively moderate spec rig got a very noticeable fps improvement.
PC: 5600x / 32GM / RTX 3090ti / Quest Pro .................................................. Console: PS4
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#3777468 - 05/04/13 06:29 PM
Re: Review: The Team Fusion Mod for IL-2 Sturmovik: Cliffs of Dover
[Re: citizen guod]
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Joined: Dec 2004
Posts: 990
FokkerDVIII
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Great article but the fact is no graphic improvement will ever fix the biggest problem with this sim.The lack of a campaign system.Its really sad that Olegs team slacked on that and only gave us 2 story based sets of missions and called it a campaign.Their biggest mistake was not carrying over the system for this from IL-2 1946 gold.This is also a good reason why the older IL-2 has outlived this newer title.When are these developers going to listen to consumers.Because of this I will never buy this title.1946 with mods,remains on my hard drive.
AMD Phenom II X4 955 3.2GHZ,MSI K9A2 CF V2 MB,6GB Corsair DDR2 Ram,EVGA Geforce GTX560 1GB,500GB Seagate drive,200GB WD drive.
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#3777713 - 05/05/13 12:16 PM
Re: Review: The Team Fusion Mod for IL-2 Sturmovik: Cliffs of Dover
[Re: citizen guod]
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Joined: May 2006
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HeinKill
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Totally agree 1C just never 'got' how important single player mode is in a sim. It frustrated the heck out of me that time after time you would read stats saying that most simmers play single player, not online, and even Oleg acknowledged that, yet they delivered an abortion of a campaign. The mission builder is great, but without dynamic campaign capabilities anything user create is going to be limited. Branching campaigns are possible, but not much used eg if event a) then next mission a), if event b) then next mission b) Desastersoft has gone some way toward working around the campaign engine limitations - their Galland add on has good random elements, which improves the playability of campaigns. I won't say devs aren't listening though. Some are. I'm very encouraged by the discussion around single player focus in the upcoming IL2 Battle for Stalingrad. http://forum.il2sturmovik.net/topic/603-developer-diary-part-xv/?hl=campaign#entry11222H
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#3788574 - 05/28/13 12:27 PM
Re: Review: The Team Fusion Mod for IL-2 Sturmovik: Cliffs of Dover
[Re: HeinKill]
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Joined: Mar 2009
Posts: 730
WynnTTr
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Totally agree 1C just never 'got' how important single player mode is in a sim. It frustrated the heck out of me that time after time you would read stats saying that most simmers play single player, not online, and even Oleg acknowledged that, yet they delivered an abortion of a campaign. The mission builder is great, but without dynamic campaign capabilities anything user create is going to be limited. Branching campaigns are possible, but not much used eg if event a) then next mission a), if event b) then next mission b) Desastersoft has gone some way toward working around the campaign engine limitations - their Galland add on has good random elements, which improves the playability of campaigns. I won't say devs aren't listening though. Some are. I'm very encouraged by the discussion around single player focus in the upcoming IL2 Battle for Stalingrad. http://forum.il2sturmovik.net/topic/603-developer-diary-part-xv/?hl=campaign#entry11222H Isn't BoS being done by 777 studios? Cos they've gone a stellar job with the single player career mode.
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#3789965 - 05/31/13 07:06 AM
Re: Review: The Team Fusion Mod for IL-2 Sturmovik: Cliffs of Dover
[Re: citizen guod]
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Joined: Aug 2011
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redpiano
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Rise of flight doesn't have a dynamic campaign nor does it have an accurate campaign, all flights in Bcareer are much below realistic altitudes, every mission has units that simply spawn in when players cross a trigger point which causes stutter and alerts you to enemy presence, Jason has openly said "if you want accuracy go play PWCG(Pat's campaign generator, much more realistic) but pretty much everything down to the size of flights, number of planes in the air, the way ai pilots piss their lives away each mission, the arbitrary leaderboard garbage and the atrocious AI.
BCareer in ROF is nowhere near stellar, we'll see how BOS turns out but I have my doubts it'll be any better than ROF's and since they're using the same engine there are major limitations to the number of AI that can be in a mission without causing the actual speed of the gameplay to slow down, meaning it's unlikely flight size will be near historical amounts without major changes to the engine.
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#3800327 - 06/22/13 02:35 PM
Re: Review: The Team Fusion Mod for IL-2 Sturmovik: Cliffs of Dover
[Re: citizen guod]
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Joined: May 2006
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HeinKill
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Hard to imagine a Stalingrad game without detailed ground war objects moving around, but true I haven't seen much news from 777 about that. It shiuldn't be hard to do. DCS does autonomous road traffic that doesnt eat up resources. More detail on the campaign game here! http://forum.il2sturmovik.net/topic/710-developer-diary-part-xxi/H
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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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