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A visit to Oleg's Office - BOB
Written by Administrator   
Saturday, 23 September 2006
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A visit to Oleg's Office - BOB
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In fact, the first look at the cockpit without initial preparation with screenshots etc makes leaves ‘strong’ impression. You start to feel somewhat different from what you have experienced in FB and PF. For further effect Sergey moved point of view several times along the side of the cockpit and ‘looked’ back. The field of view is really improved, but you still feel that solid glass canopy and glass-armored head rest were developed for a reason.
Next MG employee, disturbed from his work by me, was Sergey Karavaev. We passed the 3D models, because it would take a lot of time to look each model in the game engine’s environment – he showed my only the screenshots. However, our talk was as much interesting as the previous ones. Firstly Sergey told me about several features of a new plane Fiat BR.20M. This is a navigator-bombardier position. This ammo line from ammo box will move with turning of a turret. And steering wheel will move to the right when switching to gunners position. This will probably be animated. Besides, navigator will have the ability to make course corrections on target approach with the steering wheel himself, and be able to choose the order of ammunition drop, but with limits concerning real plane features.

picture #6

Then we discussed another interesting screenshot. This is how a lower gunner/radio operator position. It’s interesting that the turret is mad extracting below the plane, as in the real plane. Extracting/retracting the turret will affect plane’s behavior. While the turret is retracted, the gunner/radio operator will remain in specially modeled radio room. After extraction he will be able to switch between places. As I understood, switching will be instant, without exploring other inner parts of the plane.

picture #7

When I asked: “What will happen if gunner/radio operator is killed while being in his radio room?”, Sergey answered that there is no conclusion yet. Most likely the turret will not extract.
Ammo line will move in a special casing. Through the windows available in it you can see that ammunition runs out.

picture #8

After discussing the matters of modeling Italian machineguns, in the middle if which, he showed me a rarity book about aviation weaponry of WWII published in 1941 (!), we moved to Blenheim. I studied pilot/navigator and gunner positions.

picture #9


picture #10

Interesting that the navigator’s bomb-sight just by the look is very different to what you can see on German and Italian planes.

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In fact, all bombers I’ve seen (Ju 88, He 111, BR.20, Blenheim) have bomb-sights of original construction. Answering my question about structural differences, Sergey said that all bomb-sight process same data. Though, where there was no optical equipment there will be no any. And operating procedures will differ a lot.
I liked the Blenheim’s gunner turret a lot. It has a very wide angle of firing, including significant part of lower hemisphere. It is no match for that wretchedness, which Americans did on A-20. I believe a lot of unexpected unpleasant surprises await blue pilots. You will also be able to control remaining ammo in the clip. Besides, the process of reloading machinegun clips will be taken much closer to realism.
German gunners were not forgotten as well. Remaining ammo in MG-15 clips will also be under control. And gunner positions in He 111 had some heave rework with aim to make operating them better and of course closer to realism.
So, glass from the upper turret will slide forward allowing gunner to greatly increase the angle of firing, though it will still make some limitations.
Nose part had been reworked even greater. This is how it looks now:

picture #12

Here we see two machineguns and they will be modeled as different gunner positions. Upper is mounted in a ball and socket joint. But the other one ...
In FB lower machinegun was modeled as ball and socket joint mounted much like IL-4. In BoB the ball and socket joint itself is mounted in the “Ikaria” turret. Because of this firing angle increases dramatically, making nose gunner really dangerous. Turning the turret will be operated with additional buttons.
By the way, Sergey complained about not enough buttons on the keyboard and because of this they could probably reduce amount of plane control functions such as: turning off fire extinguishers lock etc. On behalf of community I assured him that we will find where to bind those functions – main thing is that there was something to bind to.
If you take a place of a pilot in He 111 you will be surprised. I’ve spotted a complain about field of view being not realistic in He 111 many times. Now, in addition to visually more thin borders and the ability to move point of view around the cockpit, you can open the hatch above and lean out controlling the plane at the same time, as it was done in real Heinkel. Sergey showed me many photos of a special protective shield, which extended when a pilot leaned out of the hatch to improve visibility on a landing approach. We’ll get the same thing.
I thanked Sergey and moved on. To Alexey Pervov, who is working on ground objects. I didn’t manage to take a minute of his time, but I was allowed to spectate the show on screen. There was a battle between several English tanks and German APCs Sd.Kfz.231. It finished quite quickly, English side won, but I managed to observe some details.
APCs had all their wheels rotating and suspension individually reacted on the terrain roughness. Tanks were affected with this too. Besides, after a shoot a field-gun had a recoil that moved it backwards. And as I was told with high caliber shot tank shifts a bit with the recoil.
Also I observed a motocycle (wheels are rotating as does the rotating bar, when hit – falls on one side) and an explosion of small fuel warehouse (actually, there was just a warehouse filled with barrels, but what could possibly be there instead of fuel? After explosion barrels flew aside breaking the fence. Very nice. The only thing that confused me – all the barrels had no visible damage. But I didn’t start to discuss the barrels DM, hoping that the work is in process and it will be done in future. Moreover it was clear that environment was from the old engine, so there’s a great amount of work still to be done.
I left Alexey fixing AI for German tankmen and moved on to Yuriy Kryachko. By taking single look at the screen I unintentionally caught a thought that I got to the seashore for the first time this year, and felt sorry that the monitor width will allow me only to push my hands through and rinse them in sea water. Reality shift was so complete, that when the picture stuttered for a moment I felt like Neo pulled out of Matrix.
Waves were in complete 3D, with white caps over some of them, and the surf washed the shore so convincing that it’s sound could be heard even with sound turned off.
Yuriy told me, that it’s not final, and there are still thing to be done such as: decide how to take the surf accordingly to seashore line at every point of it and how to make underwater exterior. I should say, that the last note doesn’t mean MG is going to make a Submarine simulator anytime soon. It’s just because planes fall in water very often and the picture a pilot sees is also a subject to take care of for MG.
Overwhelmed by it I said that the only thing left is to model a 3D shark, which is going to swim towards the pilot out of gloomy depths. Yuriy answered, that they already got sharks, with a strange tone in his voice. I didn’t get whether he was joking or not.
The thing he stated seriously is that new water will have at least the same performance impact as the one we have now, or even less. Such thing became possibly because of new engine and water surface optimization. Yuriy’s report on the matter can be found here (7,92 Мб).


 
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