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Interview: Oleg Discusses What's Next
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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: 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: 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: 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: 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: It will depends of Player
rank.
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