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View Full Version : simHQ BoB E3 report is out!! part-1:a 4 page report



Crop-Duster.
05-12-2006, 06:19 PM
simHQ BoB E3 report is out!!

http://www.simhq.com/_all/all_019b.html

Features:

Flyable aircraft - At least 10-11 highly detailed English, German and Italian aircraft - including Spitfire, Hurricane, Messerschmitt, Junkers, etc. Flyable fighters and multi crew position bombers.


Non-Flyable aircraft - From 15 to 20 AI controlled aircraft.


Huge number of single missions - 20 single-player missions & 10 multiplayer missions (At least).


Brand new game map - The game will take place from central England in the North, to Northern France in the South (The part of map will include Belgium - area close to French border, from where Italian AF were flying, involved in BoB). The game-world will consist of a single large map and will encompass cities, towns, roads, airfields, radar stations, ports, and industrial areas.


Enhanced campaign system - The dynamic campaign system will be an "evolution" of the Forgotten Battles campaign engine and will include expanded pilot and squadron management.


Dynamic campaign system - Allows players to rewrite history (ability to set two variants in realistic settings for campaign system. One for realistic, and one for "rewriting history").


Scalable gameplay - Not only appealing for sim enthusiasts, it will attract the novices too through an enhanced novice mode.


An even more accurate flight model - based on the IL-2 series development with advanced modules of precise calculation.


New weather effects - Weather conditions changing in-flight. Moving storm fronts and changing weather throughout the day.


Changing, moving weather- and location-dependent air masses.


New 3D engine - highly detailed objects and ground, including accurate coastal lines and realistically looking sea waves. For the first time in any flight sim, details like working ground vehicle suspension use our real-time physics engine. Animated weapon physics, such as recoiling tank guns, etc. Expandable with add-ons for new theatres.


Air-stream effects - Authentic turbulence and atmospheric circulation unique for each cloud type. When flying directly behind another aircraft, there will be a noticeable realistic prop-wash and turbulence effect.


Multiplayer option - 32 at minimum, dogfights, cooperative and team play modes with basic and special maps.

http://www.simhq.com/_all/images/all_019a_008.jpg

Crop-Duster.
05-12-2006, 06:19 PM
simHQ BoB E3 report is out!!

http://www.simhq.com/_all/all_019b.html

Features:

Flyable aircraft - At least 10-11 highly detailed English, German and Italian aircraft - including Spitfire, Hurricane, Messerschmitt, Junkers, etc. Flyable fighters and multi crew position bombers.


Non-Flyable aircraft - From 15 to 20 AI controlled aircraft.


Huge number of single missions - 20 single-player missions & 10 multiplayer missions (At least).


Brand new game map - The game will take place from central England in the North, to Northern France in the South (The part of map will include Belgium - area close to French border, from where Italian AF were flying, involved in BoB). The game-world will consist of a single large map and will encompass cities, towns, roads, airfields, radar stations, ports, and industrial areas.


Enhanced campaign system - The dynamic campaign system will be an "evolution" of the Forgotten Battles campaign engine and will include expanded pilot and squadron management.


Dynamic campaign system - Allows players to rewrite history (ability to set two variants in realistic settings for campaign system. One for realistic, and one for "rewriting history").


Scalable gameplay - Not only appealing for sim enthusiasts, it will attract the novices too through an enhanced novice mode.


An even more accurate flight model - based on the IL-2 series development with advanced modules of precise calculation.


New weather effects - Weather conditions changing in-flight. Moving storm fronts and changing weather throughout the day.


Changing, moving weather- and location-dependent air masses.


New 3D engine - highly detailed objects and ground, including accurate coastal lines and realistically looking sea waves. For the first time in any flight sim, details like working ground vehicle suspension use our real-time physics engine. Animated weapon physics, such as recoiling tank guns, etc. Expandable with add-ons for new theatres.


Air-stream effects - Authentic turbulence and atmospheric circulation unique for each cloud type. When flying directly behind another aircraft, there will be a noticeable realistic prop-wash and turbulence effect.


Multiplayer option - 32 at minimum, dogfights, cooperative and team play modes with basic and special maps.

http://www.simhq.com/_all/images/all_019a_008.jpg

TheGozr
05-12-2006, 06:33 PM
So slowwww to load

Crop-Duster.
05-12-2006, 06:35 PM
Loads fine here. maybe u should upgrade from dial up http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif

Bearcat99
05-12-2006, 07:02 PM
whhoooooooOOOooooooaaa ... http://forums.ubi.com/groupee_common/emoticons/icon_eek.gif

http://forums.ubi.com/images/smilies/25.gif Yaaaayyyy

Blottogg
05-12-2006, 07:25 PM
I'm glad to see an attention to detail so obsessive that they're actually modeling vehicle suspension movement (the movie guys will love that.) If I can't see it from the cockpit however, it's wasted effort as far as I'm concerned. I'd much rather have more effort put into the Ai and DGen, instead of the generic "oh yeah, those things will be better, too" statements from Oleg and Ilya.

This part has me a little concerned:

"The AI is going to get some work and both Oleg and Ilya Shevchenko have said that already the AI on the harder levels is very difficult to beat. The AI is going to have a larger range of response and the levels of experience and are going to be farther apart. The AI gunners are going to have the ability to feel fear which should provide a more random and convincing gaming experience."

The problem isn't that the current Ai isn't tough to beat, it's that it flys like a caffinated gerbil instead of like an "Ace". I really hope they address the biggest Ai problems that have dogged off-liners since day 1: the Ai's X-ray vision, instantaneous Ai reflexes and bulletproof gunners. I'm glad they're making the differences in the various Ai levels more distinct, but if they can still see through clouds and aircraft parts, what's the point? RL tactics go out the window at that point, and I'm left looking for a "sim-ism" to exploit.

I'm cautiously hopeful, but I'll be waiting for a couple of reviews before purchasing this one. If it's just a DF server engine with off-line tacked on as an afterthought again, I'll pass, good looking cockpits or not.

Dew-Claw
05-12-2006, 07:51 PM
*drops a couple more pennies in the "BOB computer" jar*

*curls up in the fetal position in the corner and starts rocking*

"must upgrade before BoB, must upgrade before BoB, must upgrade before BoB"

slo_1_2_3
05-12-2006, 08:22 PM
DOOOOD!!!! that looks so freaking awsome but dangit like I'm gonna be able to get a computer for that but still DOOOOOD!!!!! fearful Ai gunners http://forums.ubi.com/images/smilies/clap.gif THermals and slipstreams freaking unbelievable. and then the detailed stuff omg I can't wait. I think I'm getting a job at mcdonalds after my trip to the smokies and buying my own computer. wait how much you think a computer to run that perfectly would be?
But again DOOOOOOOOOD!!!!!! That's freaking awsome I can't wait ...

FritzGryphon
05-12-2006, 08:45 PM
I want my moving parcel of air!

Chivas
05-12-2006, 08:59 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Blottogg:
I'm glad to see an attention to detail so obsessive that they're actually modeling vehicle suspension movement (the movie guys will love that.) If I can't see it from the cockpit however, it's wasted effort as far as I'm concerned. I'd much rather have more effort put into the Ai and DGen, instead of the generic "oh yeah, those things will be better, too" statements from Oleg and Ilya.

This part has me a little concerned:

"The AI is going to get some work and both Oleg and Ilya Shevchenko have said that already the AI on the harder levels is very difficult to beat. The AI is going to have a larger range of response and the levels of experience and are going to be farther apart. The AI gunners are going to have the ability to feel fear which should provide a more random and convincing gaming experience."

The problem isn't that the current Ai isn't tough to beat, it's that it flys like a caffinated gerbil instead of like an "Ace". I really hope they address the biggest Ai problems that have dogged off-liners since day 1: the Ai's X-ray vision, instantaneous Ai reflexes and bulletproof gunners. I'm glad they're making the differences in the various Ai levels more distinct, but if they can still see through clouds and aircraft parts, what's the point? RL tactics go out the window at that point, and I'm left looking for a "sim-ism" to exploit.

I'm cautiously hopeful, but I'll be waiting for a couple of reviews before purchasing this one. If it's just a DF server engine with off-line tacked on as an afterthought again, I'll pass, good looking cockpits or not. </div></BLOCKQUOTE>

Oleg mentioned along time ago that the AI in BOB would not be able to see through the clouds. I'm with you on the AI's instantaneous reaction to incoming fire but its quite likely thats been addressed too.

I'm not waiting for someones review of BOB. Olegs work may not be perfect but it stands head and shoulders above any other combat flight sim and BOB will be the new standard.

badaboom.1
05-12-2006, 09:17 PM
http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif.......moving storm fronts..... http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

Badsight.
05-12-2006, 09:31 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">How are we ever going to run this on any currently available hardware? </div></BLOCKQUOTE>
like damm - dynamic weather ? thats premium processing power territory

Flying_Nutzo
05-12-2006, 10:22 PM
Looking good!

But I REALLY hope they decide to optimise for Dual-Core processors.

Not doing so might make me stamp my foot on the floor and grunt a little, so be warned. http://forums.ubi.com/images/smilies/16x16_smiley-surprised.gif

triggerhappyfin
05-13-2006, 04:11 AM
It looks nice. But the weather engine and improved 3D environment, how wanted they ever are, promises several years of wait until I´m able to enjoy the game in it´s full beauty. As always been the case with Il-2 series.

Still....can't wait til november. http://forums.ubi.com/images/smilies/53.gif

major_setback
05-13-2006, 05:48 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Badsight.:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">How are we ever going to run this on any currently available hardware? </div></BLOCKQUOTE>
like damm - dynamic weather ? thats premium processing power territory </div></BLOCKQUOTE>

You'll most likely be able to turn it off, like in FS2004.

major_setback
05-13-2006, 05:55 AM
Manchuria report from that link at the top of this thread, Ki 27 is flyable!! (sorry if it's old news).

New Flyable Planes:

A-20C, 1941
Il-10, 1945
Ki-27 Ko, 1938
Ki-27 Otsu, 1938
Ki-43-II, 1942
Ki-43-II Kai, 1943
J2M5, 1944
N1K2-Ja, 1944

New AI Planes:

A5M4, 1938
B6N2, 1943
Ki-21-I, 1937
Ki-21-II, 1940

http://www.ijaafpics.com/JB&W/Ki-27-5.jpg


1946:

New Flyable Planes:

LaGG-3R
Yak-3R
La-7R
Bi-6
MiG-9
MiG-13
Yak-15
Yak-3 VK-107A
Ar-234B
He-162B
He-162C
Ta-152C
Me-262HG-II ********** This one

New AI Planes:

Ta-183 (possibly flyable, if time permits)


Are we really getting this Me 262HG-II?

http://www.luft46.com/dsart/ds262-1.jpg

Crop-Duster.
05-13-2006, 07:34 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Me 262HG-II? </div></BLOCKQUOTE>

Thats a Me 262HG-3(III) your showing NOT a Me 262HG-II.

p1ngu666
05-13-2006, 08:13 AM
whats the difference on that 262?

shame theres no new yak9u http://forums.ubi.com/images/smilies/16x16_smiley-sad.gif

Crop-Duster.
05-13-2006, 08:26 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by p1ngu666:
whats the difference on that 262?

</div></BLOCKQUOTE>

<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by HeinzBar:
S!,
The 262HG was an experimental version of the me262a1. The shape was very similar to the me262a1 w/ the exception of a lower canopy, slightly extended wing w/ greater sweep ~35*, longer angle on the vertical stablizer, and reshaped nacelles. The effect being a more efficient aerodynamic shape in the hopes of greater speed. The intake nacelles were more oval shape rather than circular. These nacelles contained 2 HeS 011 engines. Other planes also had this plane using a 'V' tail layout.

According to Creek and Smith, ME262, vol4 - pp755-770, the HG I flew over 176 test flights accumulating nearly 42 hours of flight time. HG II variants were destroyed before proper testing could be completed.

Hope it helps.

HB </div></BLOCKQUOTE>

luftluuver
05-13-2006, 08:52 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Crop-Duster.:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Me 262HG-II? </div></BLOCKQUOTE>

Thats a Me 262HG-3(III) your showing NOT a Me 262HG-II. </div></BLOCKQUOTE>A 3 view drawing the Radinger/Schick 262 book shows the HG III with engines imbedded in the wings near the fuselage and a broader vertical fin and a more swept stab of incresed area. The U/C was attached at the wing roots. Later a V-tail was to be used.

The V-tail in the pic is that of the HG II, V9.

Crop-Duster.
05-13-2006, 08:58 AM
I stand corrected sir http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

VW-IceFire
05-13-2006, 09:07 AM
We're definately going to need to be doing some upgrades. I hope people don't whine too loudly. Flight sim software eats computers alive...always has...I remember Strike Eagle III on my 386...it was a slideshow with all the Migs and missiles and SAMs and buildings to blow up but damn was it cool.

Better start putting money away for this http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

heywooood
05-13-2006, 09:08 AM
yeah...we're all going to need a bigger boat.

FatBoyHK
05-13-2006, 09:38 AM
http://www.luft46.com/dsart/ds262-1.jpg

oh is it a real photo or just a 3d render?? look so real...

VW-IceFire
05-13-2006, 10:25 AM
Definately a render. Renders usually do not have a true photographic feeling to them. Often they are very close and the best of CGI jobs usually fools the average person but usually there is something "wrong" with it that ensures that its not quite real. The lighting and shadowing perspectives give it away in that particular shot. Look how hard the shadows fall and how clean the aircraft is.

Blottogg
05-14-2006, 12:09 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Chivas:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Blottogg:
I'm glad to see an attention to detail so obsessive that they're actually modeling vehicle suspension movement (the movie guys will love that.) If I can't see it from the cockpit however, it's wasted effort as far as I'm concerned. I'd much rather have more effort put into the Ai and DGen, instead of the generic "oh yeah, those things will be better, too" statements from Oleg and Ilya.

This part has me a little concerned:

"The AI is going to get some work and both Oleg and Ilya Shevchenko have said that already the AI on the harder levels is very difficult to beat. The AI is going to have a larger range of response and the levels of experience and are going to be farther apart. The AI gunners are going to have the ability to feel fear which should provide a more random and convincing gaming experience."

The problem isn't that the current Ai isn't tough to beat, it's that it flys like a caffinated gerbil instead of like an "Ace". I really hope they address the biggest Ai problems that have dogged off-liners since day 1: the Ai's X-ray vision, instantaneous Ai reflexes and bulletproof gunners. I'm glad they're making the differences in the various Ai levels more distinct, but if they can still see through clouds and aircraft parts, what's the point? RL tactics go out the window at that point, and I'm left looking for a "sim-ism" to exploit.

I'm cautiously hopeful, but I'll be waiting for a couple of reviews before purchasing this one. If it's just a DF server engine with off-line tacked on as an afterthought again, I'll pass, good looking cockpits or not. </div></BLOCKQUOTE>

Oleg mentioned along time ago that the AI in BOB would not be able to see through the clouds. I'm with you on the AI's instantaneous reaction to incoming fire but its quite likely thats been addressed too.

I'm not waiting for someones review of BOB. Olegs work may not be perfect but it stands head and shoulders above any other combat flight sim and BOB will be the new standard. </div></BLOCKQUOTE>

Thanks Chivas, I'd forgotten that. Sorry to be such a wet blanket. I'm looking forward to this too, and all the developments sound great (the dynamic weather should really add to the effect if both the player and the Ai can use it realistically.) I guess I'm just trying not to get my hopes up too much.

Even if Oleg doesn't choose to support dual core processors (though I hope he does...it was one of the reasons I got a dual core capable mobo) those with dual core processors will see benefit indirectly. Offloading all the housekeeping to the second core will keep things running smoothly when your anti-spyware software decides to "phone home" for an update, or you loose track of time and fly into the AV software's scheduled scan time (not that I've ever done that.)

mgoyat
05-14-2006, 01:10 AM
I hope multi-core support is added too. I mean, multi-core's the way chip manufacturers are heading to increase performance, and since BOB is supposed to be "a next gen engine that will last 5 years" it better use it ;-)
What else to say ? Oh yes, I'm all wet too. http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif

stathem
05-14-2006, 02:34 AM
Sorry, I appear to be suffering from a little technology-lag.

Can someone expain Dual-core processors in a simple and quick manner? Are we talking 2 CPUS or 1 vert fancy one?

ploughman
05-14-2006, 05:19 AM
http://i7.photobucket.com/albums/y289/mctomney/262HII.jpg

Blottogg
05-14-2006, 09:27 AM
stathem, dual core CPU's are two individual processors on one chip. Both AMD and Intel have several flavors out, and multiple processors allow for tasks to be distributed between them, as long as the software is written to use both. In a game like SoW, which is very physics and Ai intensive, I think dual core could provide quite a performance boost. Then there are the triple core and quad core CPU's that are in development...