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| Games and Flight Sims Topics related to Red Baron, Dawn Patrol and other WWI aviation games |
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23 December 2005, 10:18 AM
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#11 (permalink)
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Forum Ace
Join Date: Feb 2003
Posts: 918
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Quote:
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Originally Posted by propsimviator
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.
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Then perhaps wee should stay tuned, and not assume wee or anybody else knows what proprietary arrangements have been struck.
__________________
Dave S.
"Real aviators are very sharp and not so timorous. That did not help their good relations with the bureaucrats." Willy Coppens
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23 December 2005, 10:46 AM
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#13 (permalink)
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Forum Ace
Join Date: Feb 2003
Posts: 918
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Perhaps so!
Still there's few modders out there that can devote the resources needed to make a stand-alone WWI sim (just basic economic/intellectual reality).
As modder/gamers we use our spare time to contribute to our hobby.......as professional developers, concerns like Gennadich and Third Wire have a lot more invested (and at stake) than any of us ever will.
(just ask John McKay ex-KOE and Project A developer)
I hold every WWI retail developement that comes along dearly.......many teams have rolled the dice in the past........and ultimately failed. Making sims and bringing them to market seems more of an art than a science nowadays, so when some developer comes along with an eye to give WWI a try, it's time to lend support in anyway possible, and to keep the fingers crossed that maybe this one will actually make it to.......the end market!
__________________
Dave S.
"Real aviators are very sharp and not so timorous. That did not help their good relations with the bureaucrats." Willy Coppens
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23 December 2005, 11:04 AM
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#14 (permalink)
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Forum Ace
Join Date: Jul 2005
Location: Round on the ends and high in the middle
Posts: 801
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I'd still like to know how well these (seemingly HUGE) models will fly online or even offline in lage groups. Rendering 4-5 of these things at once with the terrain and effects makes me think nothing but the biggest baddest computers will run it. Of course, for this detail, it would be worth it
FlyX, I didn't mean put us, the WW1 builders, out of biz. I meant EVERY flight sim. If you can get this much 3D detail to run smoothly in numbers needed for typical WW1 combat on a moderately fast computer, they've got a BIG leg up on the rest of us
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23 December 2005, 11:16 AM
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#15 (permalink)
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Forum Ace
Join Date: Feb 2003
Posts: 918
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Hey Blow,
Wasn't meaning to zone-in on your comment, more just to use it as a spring-board for may follow-up.
None of us really know what's comin' down the pike for sure......lots of guesswork, and basically a bit of hopeful suggesting!
=FB=LOFT on the GT forum did have this to say about the Gotha model:
"As an answer to all who requested us if we would have bombers in the game. We will have.Here is a prototype of GOTHA, now the plane is only 30% finished. Frequently we are asked how many polygons are there in the models, this one has 6000 polygons.
Thought we have some other models which have less."
That's not too bad for a non-flyable aircraft.....maybe we should ask them about the flyables types though.......lol!
__________________
Dave S.
"Real aviators are very sharp and not so timorous. That did not help their good relations with the bureaucrats." Willy Coppens
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23 December 2005, 02:58 PM
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#16 (permalink)
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Forum Ace
Join Date: Jun 2002
Posts: 692
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Quote:
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Originally Posted by BLOWHARD
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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The trick is level of detail model/graphic switching. Hopefully it will be thoughtfully integrated into programing.
With what ever comes of it all, I just hope they don't release a flawed product such as had been done by BoB2. I am more than a little cautious when non industry folks try to put a finished commercial product together.
Best of luck
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23 December 2005, 08:41 PM
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#17 (permalink)
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Forum Ace
Join Date: Jul 2005
Location: Round on the ends and high in the middle
Posts: 801
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CC guys, we'll have to wait  guess as I'm not going to buy a PC it doesn't really matter to me  Just ogling all that detail!
Speaking of detail, 6000 polys might seem like a lot but for that detail shown, it's pretty thrifty! Especially if they're 3 sided. Good looking model, you betcha!
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24 December 2005, 09:55 AM
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#18 (permalink)
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Two-seater Pilot
Join Date: Oct 2003
Location: Ohio
Posts: 102
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This is a quick shot of the Gotha that we had in KOE. It's about the same level of detail as the GT Gotha.
One aircraft flew fine. Put 6 aircraft in the world and the frame rate tanked, according to one of the programmers. The main problem was that our renderer had not been optimized. Seems the other programmer who was suppose to be working on it was pre-occupied with trying to fix the terrain system and hadn't spent anytime on the renderer.
Both programmers told me that the number of polygons in a model was no longer the main issue with the new video cards. The enemy of high frame rates was groups. The damage model required that the plane be able to break apart into logical groups. With all the struts and the large wings our bomber models had a very high number of groups.
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24 December 2005, 12:28 PM
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#19 (permalink)
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Forum Ace
Join Date: Jul 2005
Location: Round on the ends and high in the middle
Posts: 801
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It's a never ending battle, how can us sim guys have our detail and fly it too?
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24 December 2005, 01:33 PM
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#20 (permalink)
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Observer
Join Date: Apr 2004
Location: Spfld,Tn (Ma)
Posts: 62
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"Got Cray ??!!"
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