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Welcome to the Deadeye Squadron homepage. Deysquad is a virtual WW2 squadron flying Oleg Maddox's well known combat flight-sim, IL2 Forgotten Battles.
Read more about DEYSQUAD...
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A visit to Oleg's Office - BOB |
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Written by Administrator
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Saturday, 23 September 2006 |
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Page 3 of 3
While
talking to Yuriy Kryachko I saw Rudolf Heiter coming over his
workplace. But he looked so busy with his work I decided not to disturb
him.
Instead I managed to talk to Dmitry Soldatenkov, whose work is a subject to many argues among the community members.
When
came near, Dmitriy was working on the new AI in the previous game
engine’s environment. I asked some questions about bots behavior in
bombers under attack of fighters. Answering them, Dmitriy asked me to
find descriptions of similar fights from their participants’ point of
view. Preferably of the BoB period. If the community helps me on this –
I will be grateful.
Then we discussed some principles of making a
flight model. Dmitriy told me quite unexpected thing, which probably
will serve as a salve on so some virtual pilot’s wounds. He believes
that the FM of some planes represented in the game requires some
significant improvements. And PC’s resources for that matter should be
taken away with reducing overall aircraft models number. To be short –
less quantity, more quality. “Why do we need”, - he pointed at the IL2
planes poster - “four thunderbolts?”. Such approach fits opinion of
some 3D models designers, who think that it’s impossible to model that
many planes as the IL2 has now.
I tried to argue with him stating
that even now you can feel the features of controlling some planes. For
what he replied that every plane now needs individual “tuning” and
that’s not going to change.
Then we talked a bit about the planes we
have now. I said that overall quality of FM is just fine and most
heated debates go around several models such as Bf 109 G2 and La 5 FN.
Then again I was surprised to know that these problems trouble only
Russian virtual pilots, foreign community has many questions about
Mustangs and such.
During our talk, IL2Compare was used for better
illustration, and I using the opportunity expressed gratitude to
Dmitriy for making such useful program. He said that Yuriy “Youss” is
the one we should give our thanks to, because Dmitriy only provider the
initial data, while Yuriy made the program itself. He also told a bit
of history of it’s development. It’s creation went without knowing of
Oleg Maddox of it, who in the end had to live a few unpleasant moment
while talking to western users. His anger pointed towards it’s creators
is quite understandable. The result was that IL2Compare banned for a
long time. But, giving a credit to Oleg’s wisdom, the program was
finally approved for open use.
Answering my question about further
development of IL2Compare, Dmitriy said that at this point the program
gives all the needed instruments and data so it doesn’t need anything.
Then
we talked a while about Japanese aircraft’s FM (the ones we have now
and that will come with Manchuria addon) and suddenly I was invited to
Roman Deniskin’s workplace with an offer to guess the plane model by
it’s cockpit. He had a very cunning look.
Surely, I could not guess
the cockpit. The only thing I determined by plane’s sight is that it
belongs to Luftwaffe. To what Roman replied, asking to stop trying,
because it’s not even an aircraft, but, as he said – achtung. He
switched to external view and I saw the Lerhe machine, announced in
screenshots not long ago. Roman controlled the machine with joystick
with ease and setting it vertically started to land. I mentioned that
vertical position looks to be quite easy to maintain, he said that it’s
because of autostabilisation turned on. If turned off it will be
impossible to land at all. I then expressed confidence that we’ll
surely see someone asking for the ablitity to turn it off. Then Roman
turned it off and machine leaned instantly and after a few seconds
crashed into water.
Maksim Prut, who was standing behind us,
mentioned that at the moment four bots on Lerhe armed with guided
rockets – is the most deadly combination. They’re almost impossible to
fight, so now MG is thinking of ‘cutting their wings’ to able to fight
them.
After that we moved to Maksim’s workplace and he showed me
some features of new game engine. As one would say: everything you were
eager to know, but were afraid to ask about.
To start with map. Map
will be huge. Imagine the map of Normandy, which we have now, imagine
it beimg three times larger, add English channel and English territory
of a size comparable to Normandy. As a matter of interest specially
asked if there will be Dunkirk on French territory. Yes, there will be.
Terrain
surface makes good impression. Looking at textures on previously
published screenshots I was afraid that ‘image dupping’ would be
visible. It shows to be the otherwise. At least over Southern England
everything looked well. Dover Cliffs also included, they don’t look as
awesome as in ‘Pearl Harbor’ movie from above, though. Moreover, the
new engine permits to extend the visibility distance. So the Earth
doesn’t look like a tennis ball even from 40 km.

Cities. When the screenshots were uploaded, somebody complained that it’s only a texture.

I
confirm that: textures. But at every building on texture – there’re 3D
buildings. Everyone of them will be destructible, except of historical
buildings and monuments – it’s publishers position. It looks arguable
to me, as at war both sides rarely took any care of historical legacy.
Can’t argue with publisher though.
And of course Maxim demonstrated
some features of new weather engine. Movies showing upcoming air flow
with appropriate influence, cloud fronts that could easily hide a whole
kampfgruppe in it. But Maxim told me that it would be most uneasy to
hold formation because of turbulence.
Some details you can hear here:
link1
link2
As
an illustration to what he said Maksim allowed me to fly a Spitfire
under the storm clouds. Plane was tossed aside and shakes greatly so
after a few minutes it crashed into the sea. Surely, pictures of the
underwater would fit very nice. Though I constantly distracted to talk
to Maksim losing control over the plane. In addition because of shaking
I was loosing coordination, because the point of view moved around
imitating head bobbing. It’s good they didn’t implement wounds acquired
because of hitting random part of cockpit, or I would surely got one
once or twice. I hope that in more comfortable satiation I could handle
the weather effects.
By the way, during the weather effects
demonstration Maksim made interesting thing – he moved point of view
outside the cockpit making literally external view out of internal. I
don’t know if there will be such option in the game, but the engine
surely handles it well.
At the end Maksim showed me a screenshot
that shows a Spitfire in a hangar. The picture was so true I started to
miss pretty armourer-girls to blow them kisses from inside the cockpit.
picture #15
Maksim
said that airfield environment will be modeled to some point, but for
now the main problem to deal with is wind inside the hangar, because it
“doesn’t understand” the difference between the insides and outsides of
hangar. It is surely a big problem, because at windy weather it’s just
impossible to taxi out of the hangar.
I wished Maksim good luck in
his work and he guided me to the exit. Unfortunately, I didn’t manage
to talk to father and chief of the project – Oleg Maddox. He appeared
to out of office, when I arrived.
Things I wanted to say in
conclusion. With closer look BoB amazes with courage and scale of the
project. Developers’ statements about it being unique are not mere
empty words. But there’s still a GREAT amount of work to be done, to
implement most of planned features. MG teammembers know and understand
it perfectly and are doing their best to achieve it.
Also I’d like
to mention the enthusiasm of MG team. Everybody I talked to are people,
who love their work and aviation, proud by the right by results of
their work. And sarcasm pointed towards them by some community members
concerning their attitude towards users looks just inappropriate. They
express their attitude in results of their work. Once more I’d like to
thank everybody in the team and personally Oleg Maddox, without amiable
permission of whom this visit would never happen, and wish them good
luck in their work.
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