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I got acquainted with Oleg few years back acroos beta-testing. It
had been a while I considered going to Moscow in order to meet him and
talk directly instead of by mean of a computer monitor. On the 17th as it had been arranged with Oleg I went to his studios in Moscow for a small visit and the opportunity of an interview. After ringing him Oleg came to fetch me in the street down his office. Once we passed the security filters where I was nicely asked my passport I found myself in the middle of the very studios where IL2 was born and BoB was being created. I had barely come in when Oleg walks me all around the place! There are a lot of stuff to see and I am going to be in for quite a show! Oleg introduces me and I show him the comic books of Romain [Hugault] which attracts all the studio's programmers like flies! It is not every day that a french comic book is using the russian front as background (these books garnered a lot of interest!) This was the time Oleg let me in the hands of his lead programmer Roman Deniskin. Indeed Roman is in charge of the programmation of engine management, damage model, aircraft systems, structure and so on... He begins by giving me a demo of his work loading a quick mission with a Stuka. Then I got my first big surprise: Roman is busy starting up the Stuka and its systems using his mouse, clicking here an there!!! This is the first big new: the cockpit is clickable! Roman completes his starting procedure by switching the sight on and adjusting to his preferred brightness. Then come the take-off and the initial climb, everything goes well when I notice that as we are climbing higher and higher ice is forming inside and outside the windshield! I mention this to Roman who then looks at me smiling and just look toward the right cockpit console and clicks the windows de-ice button!!! A light goes on then on the Junkers instrument panel and the ammeter reacts, confirming the de-icing system is on. Happy with his little surprise Roman decides to show me something else on the Stuka, he begins showing the new physics engine and has fun letting mortar shells fall besides the Stuka on the ground. There is no possible comparison with Il2 anymore, the blast of the explosions damage objects and may even disturb them. As soon as he gets too much near the Ju87 it somersaults and and gets half destroyed with a thick pall of smoke. The smoke effects are brand new and Oleg takes the opportunity to explain that they will be influenced by the wind. The weather will be fully dynamic and the wind cones will be usable. Roman carries on with demos of the Junkers damage model. He is using his mouse and select an english .303 weapon. He then clicks like hell on the Stuka and explains that all small caliber bullets will be taken in account in the aircraft DM and indeed after two dozens of mouse clicks I notice after every click a hole appeared in the aircraft fuselage at the exact location where he clicked. For shells the behavior will be a bit different as visually the effects will be similar to IL2 but the damages themselves will be modelized within the internal structure which has a very detailed modelization. As a conclusion
Roman explains to me the different circuits and systems which will be
part of the damage model and the evolution in respect of our beloved
game is impressive indeed.
Oleg takes me to the 3D-modellers which are having a titanic task! Then we go to see the people working on vehicles. Once again precison and optimisation are the master words here!
They
also showed me the modelling of the buildings which will be present
in the cities ! Another
detail on which they worked is the modelling of the pilots ! The
DM of the ships also evolved and are now more complex, so the
straffing will have a measurable effect on the ships. Each ship will
be divided in several sub-assemblies which will bring a lot of
immersion. A seabed was modelled, and the wreck of a ship will have
an impact on the water surface and the waves. ![]() After this most interesting visit, Oleg met me in his office to answer the questions of my interview, most of which coming from C6 members. Let's begin the questions ! The answers were given by Oleg
Maddox(OM), Dmitry Soldatenkov(DS) and Roman Deniskin(RD).
-
What kind of new improvements will be done about the AI in BOB ? -
Will clouds, night or sun affect AI behavior ? -
Will the interaction between players and AI be improved ? -
What kind of new improvements will be made about the FM in BOB ?
-
Will the icing condition in high altitude be simulated ? -
What kind of new improvements will be made about the DM in BOB ? -
Which aircraft systems will be simulated in the game ? -
Will we have a clickable cockpit ? - In
Il2 we had 2 main playing methods : cooperative or dogfight. - Will
it be possible to reload guns from the gunnery stations in the
bombers ? - How
will the engine management be improved ? -
Will it be possible to rearm and refuel in a cooperative mission ? - How
the radar will improve the game ? - The
radio chattering is really important for the atmosphere especially
during the BOB because there were a lot of different nationality of
pilot and there was a lot of radio guidance due to the radar
- What kind of new improvements
will be made about the user interface in BOB ? -
Will it be possible for some human players to exchange positions if
they are in the same plane ? -
What kind of new improvements will be made about the FMB in BOB
? -
Will you release tools or technical information about the things that
will be need to be worked by third party, like maps, adding 3d models
(humans, vehicles, buildings, ships, and so on) previously to the
release of BoB? -
What kind of things will it be possible to do for a third party ?? Will
we have a victory sharing system in the game ? -
Will the game be compatible with the 3D technology ? - Will
the game be compatible with the triple screen technology ?
(Triple Head Matrox) -
Will the game be optimized for the multithreading processing ? -
Will we have more human’s life on the ground ? - For
the track IR user. Did you think about a head movements limitations
according to the G factor ? -
Will the weather be dynamic ? -
Will we have the trail wind from the other inflight planes ? - What
kind of new improvements will be done about the sounds in BOB ? - If
you were a normal player what would you like the most in the game ? -
Will the oxygen system be functionnal ? -
How Will you change the black out system ? (for positive and negative
G) Now the interview is finished , just a little photo finish :) I
would like to thanks Oleg and all the team of Maddox Games who warmly
welcomed me in their offices and who answered all my questions. Thanks to you to have read this review and see you soon for some fresh news
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