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Storm of War: The Battle of Britain
Storm Of War: The Battle Of Britain. Fakten und Screenshots
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IL-2:Sturmovik Moderator ![]() |
In diesem Thread werden alle bisher zu "Storm of War: Battle of Britain" (voraussichtlicher Erscheinungstermin: Ende 2007) bekannt gewordenen Fakten gesammelt.
Der Thread wird moderiert, das heißt, Vorschläge und Beiträge bitte per PM oder E-Mail (mit Quellenangabe) an mich; ich füge die Inhalte dann ein.
Diese Maßnahme dient dazu, den Thread übersichtlich zu halten und auf unnötige und ausufernde Diskussionen zu verzichten.
Los geht's mit der Übersetzung von Olegs Ankündigung aus dem Jahre 2003:
Storm of War: Battle of Britain
Produktbeschreibung The Battle of Britain (SoW:TBoB) ist die nächste WW2-Flugsimulation aus dem Hause 1C:Maddox Games, den Schöpfern der weltweit gefeierten IL-2Sturmovik-Serie. TBoB wird in 1940 angesiedelt sein, während der Luftschlacht um England (Battle of Britain), den Kämpfen zwischen England und Deutschland (und Italien). Es wird möglich sein, sowohl auf englischer als auch deutscher (und italienischer) Seite zu fliegen. Hauptmerkmale
17.12.2005
Dieses und mehr Modelle für ein in Entwicklung befindliches Add-On (BoB:9/39) gibt es hier. 11.05.2006
1C: Maddox Games entwickelt einen neuen Flugsimulator, der im November 2006 in den Läden steht Düsseldorf, 11. Mai 2006 – Ubisoft, einer der weltweit größten Publisher und Hersteller für Computer- und Videospiele, gab heute die Veröffentlichung von Storm of WarTM: Battle of Britain bekannt, das im November 2006 weltweit für PC erhältlich sein wird. Storm of War: Battle of Britain ist der erste Teil der neuen Storm of War-Marke vom Award-Gewinner und Entwickler Maddox Games. Ubisoft und Maddox Games haben früher bereits bei den beiden preisgekrönten Spielen IL2 – Sturmovik und Pacific Fighters zusammengearbeitet. In Storm of War: Battle of Britain steigt der Spieler während des berühmten Battle of Britain in die Lüfte. Das Spiel nutzt klassische Flugzeuge des Zweiten Weltkrieges und bietet innerhalb der Solo-Kampagnen eine Vielzahl an historischen Missionen oder Online Schlachten und Kooperationen. Storm of War: Battle of Britain beinhaltet eine neue 3D-Engine und eine neue Schadensmodell-Technologie. Neueinsteiger werden Dank des modernen Flugsimulators und angepassten Schwierigkeitsgrades eines reibungslosen Flug genießen. „Die Maddox-Serie der Flugsimulatoren wurden sofort Referenzen des Genres und wir wissen, dass PC-Spieler gespannt auf die nächste Möglichkeit warten wieder in die Luft auf zu steigen“, erklärt Tony Kee, vice president of marketing von Ubisoft, Nord-Amerika. “Storm of War: Battle of Britain garantiert einen spannenden Flug und ist ein würdiger Nachfolger zum rumhaften Flugsimulator „IL2“.“ „Wir haben unsere Zeit und unsere Fähigkeit dazu genutzt eine neue Technologie zu erschaffen, so dass die Spieler von der Qualität von Storm of War: Battle of Britain überwältigt sein werden“, sagt Oleg Maddox, Erfinder der hochgelobten IL2-Serie. „Unsere Zusammenarbeit mit Ubisoft war sehr erfolgreich und wir sind sicher, dass die Spieler darauf brennen sich den „proud few“ in dieser Umsetzung einer wichtigen Schlacht des Zweiten Weltkrieges anzuschließen.“ Quelle: Forum 13.05.2006
Aviation and Air Combat Storm Of War: The Battle of Britain - Part 1 While 20mm worked on a discussion of your Storm Of War: The Battle of Britain questions with the Producer, Thomas Le Grand, I got to see the latest renditions and features which will be included with Battle of Britain. For anyone currently familiar with the IL-2 series this is very recognizable. It retains some of the IL-2 look but it also adds to what we had in the IL-2 world. This is a work in progress but already the gentle hills of Southern England are becoming a reality. The first hints of farms and hedgerows were definitely evident as we passed over the white chalk cliffs of Dover. We were not shown a flyable build. It might be flyable in a basic fashion but Oleg made it clear that we wouldn't see that today. What we did see was impressive. The terrain is still in the early stages, but I already sensed an improvement in agricultural features and the detail level of the general landscape. The water was almost photo realistic. Gentle reflective waves lapped the shores of Dover and the sun glinting on the blue green ocean made me want to jump in. If you can believe it — it looks better than Pacific Fighters on the highest settings. The clouds have been improved immensely. They still look very similar, but now we will see full overcasts, moving weather fronts, and changes in cloud shapes and formations as time passes. I also thought the textures for the clouds seemed improved nicely and take on a slightly more natural tone. Along with the clouds we are going to see something I don't believe has ever been modeled in a simulation to date. Oleg showed us a short clip depicting the modeling of moving parcels of air. Yeah you heard me correctly. Small moving parcels of air (which normally would be invisible) were shown moving as a sea breeze towards the coastline. As they crossed the land mass, they began rising and changing direction. Some of the parcels fluttered slightly depicting thermals and turbulence at the cloud bases and where they formed. And it will impact your flying. I know some sims have done some rudimentary thermal modeling but nothing on this scale has been attempted. I bet you a case of your favorite beverage I can read your mind right now. How are we ever going to run this on any currently available hardware? Right now I can't answer that, but Oleg is fully aware of the trade-offs in the game play and that holy grail of frame rate nirvana. If anyone can pull this off it's Oleg's crew. For now I have to trust them as we move forward. I know it's going to add another level of realism. As if this revelation on the moving ocean of air wasn't enough, we were introduced to some of the finest 3D cockpits I have ever seen in a flight sim. We got to see some short video of several aircraft cockpits and the detail level and accuracy were nothing short of spectacular. This is going to satisfy even the hardest core critics among us. I can't begin to tell you how giddy I got looking at these absolute works of art. Next on the agenda were some of the ground objects and vehicles. Again it's evident we are moving to the next level of detail in all areas. Most of what I saw had working features, correct physics modeling, and damage modeling which easily exceeds what we have now. Correct physics for the damaging of objects and it's effects will be implemented. 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. It's very evident to this writer that Oleg and crew are moving us to "the next level". Features:
- Hornit Storm Of War: The Battle of Britain - Part 2: Your Questions Things were hectic at the Ubisoft exhibit. The exterior was LOUD, a large overhead screen showing all kinds of coming attractions, including an interesting animated movie which I cannot remember the name of. Remember, I'm tired too. It took a few moments, but we met up with Ubisoft's Thomas Le Grand, Producer of Storm Of War: The Battle of Britain. He escorted us to our meeting room. On the way we met up with Ilya Shevchenko, aka "Luthier", whom the IL-2 crowd knows well. Luthier informed us that our primary contact, a gentleman the IL-2 crowd may also know, named "Oleg", would be with us shortly. A few moments later, Oleg Maddox arrived, we made our introductions, and settled down to discuss Oleg's new release. I distinctly heard a number of "Wow!"'s "Oh man!"'s and similar expressions of amazement from the assembled SimHQ crew as Oleg began his presentation of his newest creation. It was incredible. Due to time constraints and in order to get everything we wanted to get done done, SimHQ decided the best way was to do a tag-team approach. Accordingly, I interviewed Thomas Le Grand as Hornit continued his discussion with Oleg and Luthier while guod monitored both on-going discussions. The context of my interview was to ask Thomas questions you readers had requested to know. As you will see, the product's stage of development is just far enough away that some answers are not known. As to the target system for SoWBoB, Thomas replied that this was still not determined, however, he did emphasize that 2 GB of RAM would be a very good idea. Likewise, he was not able to comment on what frame rates a 3GHz CPU, 1 GB DDR RAM and a 6800 GT or Radeon x800 would produce. Dual Core PC optimization may or may not be implemented, but is being reviewed. However, as with the IL-2 Series, SMP will be beneficial. Discussions are currently being held with Microsoft about optimizing for Vista. The hard drive footprint is not yet known. We had an interesting discussion regarding software piracy and piracy protection methods. First, Thomas stressed that Ubisoft is quite clear about the seriousness of software piracy and that they are committed to reducing it's impact on their business as much as possible. Next, and something I'm sure several of our members will appreciate, Ubisoft will not be using StarForce as their method of protection for SoWBoB, or any other new title. They are currently studying all options available to them and will make a determination in the near future. The target release date for the new simulation currently stands at November 2006. We talked about product development and the effects of licensing issues. Specifically, what was their position about dealing with certain aircraft manufacturers and models. Thomas indicated that their legal staff had been working on the problem and that currently, they would not be able to use manufacturer's names, but could use model names. This may change, depending on new developments. Finally, we talked about a common theme with flight simulation developers and producers, namely the relationships with HOTAS and controller manufacturers. Thomas agreed that there was certainly a symbiotic relationship and that it was something they would explore as to how best partnership with those manufacturers. Continuing the tag-team strategy, guod and myself left for our next meeting while Hornit stayed awhile with Oleg and Luthier to discuss the upcoming add-ons for the IL-2 Series. - 20mm
Quelle: SimHQ E3 Report 13.05.2006
Oleg Discusses What's Next Storm of War: The Battle of Britain by Tom "WKLINK" Cofield Tom: First off thank you for devoting the time to put together this interview with SimHQ. I know you are busy and any information you can give to the readers will be greatly appreciated. Oleg Maddox: Long time no news from me. Thanks for contacting me again. Tom: The Battle of Britain has been rendered either in whole or as part of quite a few games from CFS1 to EAW to Rowan's and Shockwave / GMX's Battle of Britain. In the IL-2 series you never really concentrated on this aerial battle. What compelled you to look at this battle in particular? Oleg Maddox: In IL-2 series we didn't model it because we were planning to get new 3D engine and new fundamental features before to begin this process. In IL-2 series is too hard to model Cliffs of Dover looking real. As you know me, I like to get such things always looking well and natural. Tom: There has been a fairly preliminary list of aircraft listed or leaked that will come in Battle of Britain. Can you give us an idea of what aircraft we will see in this game? Which ones will be flyable? Oleg Maddox: In Storm of War: The Battle of Britain you will find so many aircraft and details that were never modeled in any flight sims that were about this period of WWII. However there will be smaller amount of flyable planes comparing to that list of the first release of original IL-2 Sturmovik with which we were coming on the market of flight simulation. Tom: When IL-2 was initially viewed in 1999 and 2000 it was hailed as one of the most realistic looking simulations ever made. In Battle of Britain you claim to take this detail to a whole new level. How are you planning on making this even more of a visual treat? Oleg Maddox: In IL-2 series from 2001 to the current time we tried to keep the same or almost the same level of details. It was necessary due to the feature of upgrades and merged install of the whole series. Even it looks still modern in details, in Storm of War: The Battle of Britain we'll raise the level of details several times. If now is possible to use IL-2 series for the cinema makers, then Storm of War: The Battle of Britain will be way more useful and looks like real. I also would say that probably our cockpits many authors of aviation historical books will use now as a reference. If you remember, IL-2 was released with the advantage of the graphics features that were opened 100% only last year. However at the same time IL-2 was very playable even on middle power PC of 2000-2001. Such advantage and features of graphics engine we'll put also in the new sim engine, because we plan even longer life of new series than the IL-2 series. Despite the fact that IL-2 engine is still possible to use for a very good new sims (the engine licensed for 2 advanced teams, so we expect two more sims using base code of IL-2 with modifications in 2007), we decided to develop completely new engine again with more advanced features and with advantages for future use and upcoming technologies that will help us to keep the most possible high level for many years ahead (again, like it is currently with IL-2 series). Tom: Someone on the board asked about clickable cockpits, ala FS2004. Do you plan on any interface changes to include clickable cockpits? In the same vein what additions do you plan on implementing to improve coordination between yourself and AI pilots? Oleg Maddox: We don't plan such a feature. In combat sim with clickable cockpits you will be sitting duck for the enemy (in particular case — against AI). Also clickable by the mouse cockpits really doesn't corresponding to real life action of pilot. At first because of time for reaction of plane after your decision to make something by the mouse. In real life the hand or finger of the pilot would work way faster and as result the response of controls will be also way faster. So clickable by the buttons some of most important functions would be really much better. Tom: The flight models in IL-2 were considered among the best made when the game was released. What changes have you made to the flight model to increase fidelity? At the same time will there be changes in the game to allow more of a hands on approach to things like starting procedures? Oleg Maddox: In Storm of War: The Battle of Britain we will add even more precise calculations than in the last FM of IL-2 series. However user should understand always — as more complex program and more calculations are at once — more power system need to be present for the running program… So Storm of War: The Battle of Britain will be for the more power PC than the last in series of IL-2 modification. We don't plan to model absolutely all buttons of starting procedure working, like it is necessary for some real planes take off procedure with 20 or more clicks, movements of levers or so. This would be interesting for less than 1% of users... and even this one percent will try just once and then will play with the switched off such a function. Even real pilots. So to spend a time for a lot of programming for many different functions of a very different aircraft — this would be really great waster of time. Someone might disagree with me. But I have more than 6 years flight sim development experience and statistics in my hands. However we will have really much more cockpit functions programmed in new sim comparing to IL-2 series. Tom: How does the damage model compare to the original IL-2? How detailed will the damage model be? Will things like internal components (like cockpit components) be damageable in the new game? Oleg Maddox: Really, even in IL-2 series the internal structure of the aircraft was modeled as well as its damage. In IL-2 series it was up to 40 structure 3D details damage-able (depending of the aircraft). This wasn't done for each of 300+ aircraft, the preference was given to these aircraft that most popular for users or that are necessary for the major gameplay. However such planes like Me-323, G-11 glider, transport or some old planes from original IL-2 had more simple damage structure due to time that need each plane that to model such things. However even more simple damage model was tuned as more as possible close to the complex one. If to speak about Storm of War: The Battle of Britain we don't plan to increase too much the details of damage, but we plan to get way greater looking images of damage and to add incredibly more physics to the behavior of damaged parts and damage of still flying aircraft, including such a case when changes of G-loading at the turn or other maneuver will damage completely previously partially damaged by the shot wing or other part of aircraft. So you will need to pay great attention to fly damaged aircraft in terms of G-loading, landing, etc. Tom: The AI in IL-2 was considered state-of-the-art in 2001, but by 2006 many seem to think that the enemy intelligence needed a major upgrade. Tell me how you plan on keeping the offline player on his toes with your AI in Storm of War: The Battle of Britain? For example, will the AI be more likely to use aircraft in a realistic manner and will the limitations that a human has (night and cloud vision, blackouts, etc.) be more prevalent in the new game? Oleg Maddox: I'm personally still thinking that AI of IL-2 series is the most advanced of any flight sim. Or you can name me another one? In Storm of War: The Battle of Britain we will pay for the new AI features that are requested by new features of the sim itself. We will pay more attention to the interaction between AI and player, will add more commands and various of AI response to them in both modes of single play and online. Night and cloud vision will be modeled as well. Tom: One of the biggest draws to games like European Air War and the Rowan / Shockwave Battle of Britain was the large bomber formations that players could see in the game. Do you plan on having large aircraft formations rendered in this game and if you do what do you plan on doing to balance this with the obvious system slowdowns this may cause? Oleg Maddox: In IL-2 series is also possible 1000+ bombers at once. Some users even make such missions where in air is 700+ aircraft and on the ground is 1200+ tanks, cars, 600,000 buildings, etc. And if you'll compare the AI, the work of aircraft engines modeling, and all previously described to the named above sims, you'll may find that it will be too slow running. Main FPS eater in IL-2 series for such a case was AI and modeling of each AI aircraft engine behavior like the player aircraft. Al planes are fair, the same as user, comparing to the simple programs of EAW and Rowan / Shockwave Battle of Britain. In our Battle of Britain we plan to get possible large amount of aircraft flying in action, however for this we will need to use some smart technology that will decrease the level of AI behavior realism on some distance to the user aircraft. This isn't easy task in programming, because fans ask to have large amount with the incredible quality of Aircraft, AI, modeling of physics for each stand alone object in air, including all flights to target of each bullet and shell. Hope you understand what I mean. The other limit is our features with track recording. Probably we will prohibit to switch camera to the other long distance areas after the track was recorded, because of described above problem of realism modeling. You know, all ask for realism and then do not understand what we will pay for it. Tom: The campaign in all of the IL-2 games was considered okay but not the strong point of the game. I We know that you have planned on revamping the single player aspect of the game to actually involve the player in the campaign. How will the campaign in Battle of Britain actually differ from the one in Forgotten Battles? Oleg Maddox: All I can say now — it will be different to IL-2 series. Tom: In the same vein, how much individual control will the player have in his squadron or group? Will individual players have the ability to promote / demote AI players or to control more of the day to day activities of the squadron? In other words what do you plan on doing that will draw the player actually into the game? Oleg Maddox: It will depends of Player rank. Tom: One of the strengths of the original game was the ability of the title to incorporate new aircraft and locations. Are their plans to do something in the same vein, to make Battle of Britain the first of several titles using the same engine? Will BOB be like IL-2 in that individuals will be able to make add on aircraft and incorporate it after it goes through your approval process? Oleg Maddox: Yes we plan to get Storm of War: The Battle of Britain as a series of sims with the possibility to add more and more. Really it is our general plan and interface of the sim and code of program we currently design with the look to such features. Tom: One of our readers stated that you mentioned that there is a possibility of human crewed ground guns or even vehicles. Is this actually planned for the game or is this just a function of the game engine that will allow for additions include ground combat? Oleg Maddox: Can't answer 100% right now. But I can say 100% that we model the ground mechanics with the quality equal or better than in modern shooters. Tom: Along the same line how do you plan on incorporating the realism of the game while at the same time incorporating these new aircraft. A lot of the aircraft added on to the game either were unavailable in offline games or had only one or two canned missions added to them. Will there be a more dedicated attempt to not only include more aircraft but to incorporate them into the actual game? Oleg Maddox: We will be more open to third party development. Tom: The IL-2 series really shines online. Online services like Hyperfigher and Ubi's own service have really added to the longevity of the series. What plans do you have to actually improve on what is already considered one of the best online experiences found in a box game? Oleg Maddox: Users will have what they requested playing IL-2 these years, what we already have in IL-2 and new modes that will come in Storm of War: The Battle of Britain for the first time in the world for flight sims. Tom: In the same vein, what are the planned multiplayer limits for the game? Can we realistically see 128 players flying at a time? Right now IL-2 / AEP can theoretically hold 128 people in a dogfight arena but rarely can a person's system handle that much drain. What do you see as a realistic multiplayer number in Storm of War: The Battle of Britain? Oleg Maddox: We'll see in future. If to decrease the amount of features and data that we transfer in each channel, we really would offer 1000+ players. However our users like the features that they got in IL-2 series (some of the were coming for the first time in the world!) for online gameplay, so we dislike to decrease them that to get massive multiplayer game. Our goal would be the balance of quality and quantity. The other great problem of modern time that the real speed of online channels has actually decreased compared say to 4 years ago. This is because of the constant traffic going across Internet channels of millions and millions of spam messages. This is the illness that really decreases the overall speed of Internet! Tom: This is a sticky subject but it needs to be asked. Several of our readers are concerned about copy protection schemes that may be used with this game. I know that Ubisoft is no longer going to use Starforce as their copy protection system but what plans do you have to protect your intellectual property while at the same time easing the fears of some gamers who are put off by heavy handed protection schemes? Oleg Maddox: Protection of Software is a business of Publisher. Tom: Another question of course concerns the hardware requirements needed to run this game. I know you can't be specific but can you give a guess as to what kind of system will be needed to run the game at a reasonable framerate? A lot of our readers are actually considering total upgrades of their systems based upon this title and want to know what kind of equipment they should be looking at. Oleg Maddox: I think players should upgrade their PC after the release of Storm of War: The Battle of Britain, but not now. Minimum system would be probably like last year good system for IL-2 series. Tom: A couple of actual Battle of Britain related questions. How will the game actually simulate the differences between the two sides? For example, the British had the advantage of an early warning radar system that was a great equalizer when it came to the superiority of German numbers. Will things like radar be modeled or is this something that is not necessary when you consider the campaign structure? Oleg Maddox: Several Radar types of both sides for that period of WWII are ready and we plan to make AI and player to interact with them. Tom: Another question concerns the availability of possible upgrades to aircraft or complete new weapons systems. For example, it is fairly well known that 20mm cannon equipped Spitfires were possible in 1940 but due to jamming and other teething problems they didn't see service until after the battle. Will there be the ability to possibly equip your aircraft with modifications that weren't part of a unit's specific TO&E? I specifically want the cigar lighter in Adolf Galland's Bf 109. Oleg Maddox: About weapon use is too early to ask, but really some new features that were requested by users in the past will be present. Tom: Will there be any kind of training program for new fliers coming into the game? A minor criticism of the IL-2 series was the learning curve was considered fairly high for novice pilots. Will there be a way to ease newbies into realistic flight? Oleg Maddox: Probably, but we would like to put in a sim more easy arcade settings of difficulty levels. By other words we plan to get it more scalable from novices to pro. However, using the joypad will be anyway impossible. Tom: Final Question. What do you see is the expansion possibilities of this game? One of the biggest assets the IL-2 series had was its ability to cover more than just the Eastern Front. Do you plan on Battle of Britain becoming an expansion simulation the way the original IL-2 did? Oleg Maddox: Yes it is our main goal. Tom: Thanks a lot for your time and effort on this. Quelle: SimHQ Dieser Beitrag wurde editiert. Zuletzt editiert von: Foo.bar, |
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IL-2:Sturmovik Moderator ![]() |
17.05.2006
AviaForum: Oleg, planst Du, die Entwicklungen für IL-2 nach Veröffentlichung von SoW:BoB weiterzuführen? Gibt es eine Möglichkeit, IL-2 an Dritte weiterzugeben, um es von diesen weiter entwickeln zu lassen? Oleg Maddox: Nach den geplanten Add-Ons wird die Entwicklung von IL-2 gestoppt. Eine Weitergabe an Drittentwickler ist möglich und wir sind bereit, über Angebote zu reden, wenn wir welche erhalten. Inzwischen gab es jedoch keine solchen Angebote. Die Hauptanforderung an einen solchen potentiellen Partner ist der ernsthafte Support für das Produkt, Garantien für Ausgeglichenheit des Spiels sowie die Bereitschaft, das Spiel auf demselben hohen Qualitätslevel zu halten, wie er von uns gesetzt wurde. AviaForum: Was wurde zum Schutz des Onlinespiels von SoW:BoB getan, nachdem kürzlich in den Code der SFS-Dateien eingebrochen wurde? Oleg Maddox: Während des letzten Monats wurde fast das komplette System von Grund auf neu codiert, was in das nächste Add-On implementiert werden wird. Am Rande möchte ich mich bei denen bedanken, die den Code geknackt hatten, ihr Wissen jedoch nicht in der Welt herumposaunt hatten. Solche Vorfälle gab es in der Vergagenheit schon einige Male, aber wir hatten immer nur kleinere Änderungen durchgeführt. Jetzt haben wir grundlegende Änderungen eingebaut, um den Code besser zu schützen. AviaForum: Ist es möglich, kombinierte Server für viele Spieler zu organisieren? Oleg Maddox: Die neue Engine erlaubt es uns, kombinierte Server für viele Spieler zu organisieren. Falls wir die Unterstützung des Publishers erhalten, sind wir bereit, MMO-Simulationen, basierend auf BoB, herzustellen. Dort können nicht nur Flugzeuge von Spielern gesteuert werden, sondern auch Panzer, Autos, Schiffe, U-Boote... eben alle Elemente, die in der Sim so vorkommen. AviaForum: Wie willst Du die Funktion von Radaranlagen einbauen? Werden Spieler in der Lage sein, Informationen über die Situation in der Luft abzurufen? Wird es Funktionen geben, um Einheiten in der Luft zu koordinieren? Planst Du, die Kontrolle über KI-Flügelmänner zu erweitern? Oleg Maddox: Es wird so sein wie im richtigen Leben. Radaranlagen werden Piloten koordinieren und sie dort hin dirigieren, wo feindliche Flugzeuge in der Luft beobachtet wurden. Bezüglich deutscher Radartechnologie kann ich heute nich nichts versprechen. Ich bin nicht sicher, ob wir sie in BoB implementieren werden. Die Menge der Befehle für die KI werden wir ausweiten. Die Struktur des Menüs wird beibehalten werden aber es kommen mehr Variationen hinzu. AviaForum: Wie sehen die weiteren Planungen für BoB aus, sobald es zum deutsch-sowietischen Konflikt kommt? Oleg Maddox: BoB wird sich genau so entwickeln wie es IL-2 tat. Es wird Serien beinhalten, die sowohl allein stehend als auch gemischt funktionieren werden. Ein Datum für die Veröffentlicheung eines Ostfront-Szenarios stehen heute noch nicht fest. Ich kann heute nur sagen, dass Teil 2 nicht dem "Großen Vaterländischen Krieg" gewidmet sein wird. Wir planen für Teil 2 das Szenario, welches niemals zuvor in die Simulation eingebaut wurde. AviaForum: Welche Systemleistungen werden für BoB vorausgesetzt? Ist es mögleich, einen Benchmark herzustellen? Oleg Maddox: Wir haben noch keine genauen Systemanforderungen. Alles was ich sagen kann ist, dass BoB in den niedrigsten Einstellungen etwa so laufen wird wie IL-2 in den höchsten. Für einen Benchmark gibt es keinen vernünftigen Grund; er würde etwa 1GB groß sein, Zeit und Resourcen verschwenden. Und das für etwas, was niemand aus dem Internet herunterladen könnte, weil es riesig groß wäre. Das wäre verrückt. AviaForum: Wie verschieden sind die physikalischen Aspekte von BoB und IL-2? Wird das BoB-Modell völlig neu sein oder ist es eine erweiterte und verbesserte Version von IL-2? Planst Du, Wind zu modellieren? Oleg Maddox: Das Fluggefühl wird sich nicht sehr verändern. Nach unserer Ansicht ist die Physik in IL-2 bereits hart an der Realität. Jedoch werden wir mehr Details hinzufügen. Die Engine von BoB hat nichts zu tun mit der von IL-2, sie ist sogar in einer anderen Programmiersprache geschrieben. Wir modellieren nicht nur auch Wind, sondern thermische Aufwinde und verschiedene Wolkeneffekte. AviaForum: KI in BoB: Durch-Wolken-sehen, Präzision der Geschütze usw... Oleg Maddox: Die KI wirde bedeutend verändert und wird weit mehr Resourcen verwenden als IL-2. Die Sichtbarkeit aus der Perspektive der KI ist bereits jetzt recht gut; Asse "sehen" eben etwas besser als Anfänger. Durch Wolken werden weder KI- noch virtuelle Piloten sehen können. Die Genauigkeit des Schießens wird von anliegenden G-Kräften abhängen. Je gewagter die Manöver, desto ungenauer die Schüsse - bis eben gar nicht mehr getroffen werden kann. Außerdem werden BoB-KI-Besatzungsmitglieder verschiedene Fähigkeiten haben: so kann der Pilot ein As sein, während der Bordschütze ein Anfänger ist. Es wird drastische Unterschiede geben. Für "Rookies" werden wir Panik modellieren... alle schießen wild und unkoordiniert durch die Gegend. AviaForum: Wie ist der Fortschritt von BoB, in welchem Stadium befindet es sich heute? Wann können wir Screeshots, Filme usw. sehen? Oleg Maddox: Nicht in 2006. AviaForum: Werden die Werkzeuge verbessert, um Spiele-Tracks aufzunehmen? Oleg Maddox: Das besch*** .trk wird nicht weiter unterstützt werden. Das ntrk-Format wird verbessert werden. Zum jetzigen Zeitpunkt kann ich nicht genau sagen, welche Arten von Tools implementiert werden. Aber alles wird großartig verbessert werden. Es gibt keine Pläne für Tools zum Konvertieren von ntrk-Dateien in andere Formate. Es gibt bereits viele Programme da draußen für solche Zwecke. AviaForum: Wird es eine zivile Flugsimulation geben? Oleg Maddox: Nein, dafür haben wir nicht genügend Resourcen. Das wäre eine sehr schwierige Aufgabe für uns, und uns fehlen dafür eine Menge Spezialisten, etwa für moderne Navigationssysteme. Wir müssten alles von Grund auf neu erarbeiten. Das alles kostet nicht nur Zeit, sondern auch eine Menge Geld. Aber es wird als Bonus die Su-29 geben. Wir hoffen, dass es weitere Kunstflugmaschinen geben wird, und das findet auch unsere Unterstützung. Originalfassung: russisch Übersetzt von einer englischen Fassung ins Deutsche: Foo'bar Quelle: ORR Dieser Beitrag wurde editiert. Zuletzt editiert von: Foo.bar, |
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