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Games and Flight Sims Topics related to Red Baron, Dawn Patrol and other WWI aviation games

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Old 22 December 2005, 10:15 AM   #1
FlyXwire
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Another terrific WWI update from Gennadich.

It's amazing the ammount of content GT has previewed these last couple months (and apparently less than half of what's been created for the project so far).

Here's a sampling from the most recent update (the Fokker Triplane's pit is now textured):





A first view of the project's DFW C.V:



Lastly, a Gotha G.V model:



Be sure to check out all the GT updates here:

http://www.gennadich.com/forum/viewtopic.php?t=1500
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Old 22 December 2005, 12:32 PM   #2
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These guys work fast don't they???

TK better watch out or they will steal his Thunder.

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Old 22 December 2005, 05:20 PM   #3
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They do look great but I have to wonder what kind of drain they'll make on video memory and if they've tried flying these things around online in any numbers.
They look like they're way beyond what other games, even the most memory thirsty games have for detail
If it does works, they'll put everyone else out of business as far as 3D detail goes
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Old 22 December 2005, 10:55 PM   #4
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Looking nice

Maybe you want to check the C.V's prop again?
Most props had the leading edge rounded (sabre-like), and the trailing edge straigt.

[Edit]
Just checked it myself. Seems to be right as is. Sorry for interruption. Prop-picture
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Old 23 December 2005, 02:35 AM   #5
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Quote:
Originally Posted by BLOWHARD
If it does works, they'll put everyone else out of business as far as 3D detail goes
Thing is, nobody really is in the WWI sim business right now........we haven't had a high-fidelity retail WWI sim since last decade!

Us modders can only go so far working with sims where the flight dynamics are tailored to WW2, and the AI is tuned mostly for boom & zoom.

We've seen good things come out of hard-working mod groups over the years, but we need a modern, dedicated WWI sim out-of-the-box, which can penetrate the market, and maybe even make it onto that retail shelf space where the general public could even consider buying it.
Let's keep our fingers crossed that GT actually succeeds here, or that in the least we get something WWI-ish out of Third Wire.............then we'll really be able to mod to our hearts content.
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Old 23 December 2005, 03:10 AM   #6
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These screenshots look good Dave. Let's hope they get a decent publishing deal outside of Russia i.e. Europe, USA, Australasia and of course the rest of the world.
 
Old 23 December 2005, 07:10 AM   #7
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Quote:
Originally Posted by FlyXwire
Thing is, nobody really is in the WWI sim business right now........we haven't had a high-fidelity retail WWI sim since last decade!

Us modders can only go so far working with sims where the flight dynamics are tailored to WW2, and the AI is tuned mostly for boom & zoom.

We've seen good things come out of hard-working mod groups over the years, but we need a modern, dedicated WWI sim out-of-the-box, which can penetrate the market, and maybe even make it onto that retail shelf space where the general public could even consider buying it.
Let's keep our fingers crossed that GT actually succeeds here, or that in the least we get something WWI-ish out of Third Wire.............then we'll really be able to mod to our hearts content.
How, exactly, do you see GT as being any different?

Also, I have never seen any game where AI was tuned for BnZ. That's too complex for AI, and even in the best sims, they still fly TnB. They compensate for this limitation with 720* vision that sees through everything, including darkness, not blacking out, not overheating, being perfect shots, flying with perfect trim, etc.
 
Old 23 December 2005, 08:05 AM   #8
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Will this work on IL2 FB?
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Old 23 December 2005, 08:24 AM   #9
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Quote:
Originally Posted by propsimviator
How, exactly, do you see GT as being any different?
With access to the IL-2 code, they can dial-in adverse yaw (friese-type ailerons eliminated that after WWI) , and gyroscopic precession (except for props and internally rotating engine parts, rotary-engine gyro isn't enabled in modern sims), biplane/triplane wing interference (not too many triplanes in WW2), airframe drag ratings (reflecting canvas skin friction, bracing wires, and even protruding aircrew's bodies), differences in synchronized rates of fire, and stoppages (gun jamming)..........

Basically, there's all sorts of parameters that modders just don't have game access to, and that's the difference between third-party creating and having a license to modify a game's code.

Prop, do you know how many WW2 sims have AI coding that emphasizes maneuvering routines based on airframe agility, and then assigns potential aerobatic stunts based on an individual aircraft's innate capabilities? How important is it to perform a spin for evasive purposes in a WW2 sim, or when fighting jets?

I think many of us here understand that simulating WWI aerial combat requires more than just adding in plane models or tweaking open-featured options........you gotta have access to the code!

Having access to the core game engine gives a developer the ability to modify a sim's performance to reflect WWI-type features that aren't needed in WW2 and post-era sims. Nobody expects every high-fidelity feature listed above (and their like) to make into the next-generation WWI sim, but some features should be included.......that's what makes a WWI sim different than a WW2 sim......and reflects the difference between adding mods to a sim, and being able to modify the core program.

I guess it involves deconstructing your thought process, and then building something more authentic than what you started with.

Matter of fact Prop, why ask the obvious in the first place?
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Old 23 December 2005, 09:13 AM   #10
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Somebody wee in your Wheaties this morning? lol

Unless you have some inside information (and hence, my question), you don't know just what kind of access Gennadich has to Oleg's code, nor which version of it.

And his code is limited anyway. Even in 4.02m, dive acceleration is still way off, as is E-bleed. If Oleg can't fix it, how can anybody else?

I can't say much about the nature of coding in Russia, but when you license an engine, you don't get the source code. You get APIs and information on how to modify it. Valve didn't get to re-write Quake 2 when they made Half-Life. If you give that sort of access, you lose your product.

Regarding AI - there is too much involved with proper e-fighting to make AI effective in that. The best AI I've seen to date in the world of prop-based combat simulation has been Oleg's. And even that still turn fights.

Then again, maybe my perspective of e-fighting is different than yours, that would make a big difference here.
 
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