Interview: Oleg Maddox of Maddox Games: Part II
By Len "Viking1" Hjalmarson |
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In Part II of our interview Oleg Maddox answers more of our questions regarding IL-2 Sturmovik. [Ed. Note: The following article is based on an email interview and Oleg's responses have been preserved in their original form. Len's questions are in red and Oleg's responses are in the regular, black text.] What is the LaGG-3? Western sources often identify, no, correct "La" (Lavochkin) and "LaGG" (Lavochkin, Gudkov and Gorbunov). It was different aircraft. "La" is another branch of "LaGG" development, with other engines (La's had air-cooled engines instead of liquid-cooled engines on LaGG's) So, here I would like to present some short historical info. Initially in 1939 year there was one design office of 3 main designers of the LaGG series - Lavochkin, Gudkov and Gorbunov. The first flight of new I-301 plane did in the middle of 1940 year. After trials the first series of this plane, named LaGG-3, were build in January 1941. From series to series there were lots of modifications. Here is the list of the most known variants of LaGG - series
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If we fly as leader what command options will be available? Basically it now looks like in most popular WWII flight sim. Maybe it is too complex for player? This module isn't finished yet. If anyone has suggestions, please write me to here. You are not planning a fully dynamic campaign. What factors keep the missions from getting repetitious? Does one mission affect the next physically? If I destroy an airfield in mission 1, will it still be unusable in mission 2? I have already answered similar question in some of my interviews … When I read the features of games with fully dynamic campaigns I think that it is not true. Sorry J. Currently we don't plan to include "dynamic" campaigns and here I will try to repeat and explain again why. To model a dynamic campaign even on a small battle we, or any other developers, would need to implement a lot of battle units "working" together in real time. We would have to include all types of army troops, NOT ONLY AIR FORCES of each side. We would have to include and fully model different types of the tank groups and armored vehicles, military cars, soldiers with different equipment, aircraft squadrons with all the hundreds of types of planes present. We would have to model each and every fighter, fighter-bomber, ground-attack plane, close support plane, small, medium and large bomber, transport plane and naval aviation plane and the logistics which went into supporting them and all of the equipment on their airfields. If there are naval operations present, we would have to model all combat and non-combat ships which sailed the seas or rivers anywhere near the battle area. We would have to model and place accurate repair facilities all over the map to allow repair of all battle equipment and model the appearance of new drafts of conscripts. And that isn't even the end of it.
We would have to include economic factors, the ability to produce new units, the placement of fuel and transport abilities to transport it to battlefield units. There are thousand and thousand of parameters involved in the modeling of real war and it is just far too much for us to do a good job of modeling at this stage. Even the sheer number of AIs necessary to run all these units and logistics bases in real time would require a computer no-one has even dreamt of yet J
We prefer to concentrate our forces over RIGHT flight models and performance, modern 3D render graphics, complex AI of all units present there, multiplay and historical data. So, we'll leave the 'fully' dynamic campaigns to others…
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