Very first impressions:
Drawing:
Since my [videokarta] (NV of 8600 GT) a little does not suffice to the minimum requirements, it immediately established quite minimum tuning and opened everything that possible.
As a result sim was neglected without the problems, graph even with such tuning produces impression better than maximally accessible in Il-2, fps in the training mission is located on the completely acceptable level (precise value thus far was not measured), flight above the forest of no friezes causes.
Control:
The absence of possibility immediately after the installation of game to verify the correctness of the designation of control elements leads to the fact that is necessary to load repeatedly training mission, each time of something correcting in the tuning, that is sufficiently tediously and it in no way contributes to implantation into the role of the cadet of flight school.
FM:
Before the starting of mission it is possible to dispose the diverse variants of prompts and simplifications - I immediately removed from there all jackdaws. To neglect engine it was possible by no means not from the first attempt - it turned out that the sectors of normal and high-altitude gas on SPAD[e] walk to the reverse side in comparison with that accepted by the Soviet aircraft - maximum gas not from themselves, but vice versa - to themselves. Therefore advanced sectors with an accuracy to on the contrary, engine it sneezed and it was not started at the start. Thoughtful reading of instruction helped… In the administration SPAD very light and obedient, truth reaction on the pedal sufficiently significant, but, must be so it was? Take-off it is past successfully [pervgo] of times. In Il-2 for me never could not carry out correct Immelman turn despite the fact that I I experience no difficulties with the Immelman turn in Yak-52 in the real, this impression that aircraft during the turn rests on the point of needle, and from this position of extremely unstable equilibrium it is brought down to any previously unpredictable side. In ROF the Immelman turn is carried out ideally, and I entire hour [uvlechenno] was turned havoc, until instructor reports to me that already lost any patience in the expectation of my return from the circling flight.
Sound:
One of the most significant successes of developers - realization of noise of the air flow. The speed of aircraft now it is possible to control even without throwing view on the instruments, this is one additional information channel about the surrounding virtual peace, which and only in any simulator - once, two miscalculated. This impression as if it recalled something long ago that forgotten, motorless flights, touch of hand to the cloud, which pours over you by cool water freshness, on the whole - the sound completed small miracle.
Design:
It demonstrates large rarity in our time - a good taste of developers. [Multiki], stylized under the figures by chalk - perhaps, the most successful account of theory, which I sometimes saw in the simulators.
As a whole:
In spite of some technical errors in interface, ROF, out of any doubt, is of significant interest, this evidently already on the first flights in the training mission. Fly- kA I still…
----------
Then there's "Alex Doc", I don't understand a lot, but that's babelfish...
http://it.babelfish.yahoo.com/translate ... rl=Traduci
----------
Again by all regards.
Thus, some first impressions after play day.
Introductory:
version is box
C2D 8500
AMD of 4870 1 Gb
FRAMES 2 Gb
Win XP SP3 of 32 bit
Il-[dvashnik] with the period, green FSX-[shnik]
Registration not for the nervous. Different passwords in the forum and the game, different forums according to the similar references, and, to one you go on [login], it does not release on another.
[Zaregilsya].
The interface of tuning BEFORE the starting of game is written by programmer for the programmer or for itself. Ok, I hope they will correct. To understand that indicate some things in tuning of buttons and axes… Copy this of silt or FSX - there everything is simple and it is understandable.
Play interface itself some is confused. Color range adds confusion. Against the bright background is somehow increasingly more clear psychologically, and here - entire dark, black- brown… And so logic is difficult for the understanding + these colors.
I hope, they were prepared for fastest [relizu] and they will correct.
By the first aircraft it wrote about the negative about the inaccessible, but reflected and those standing. They promised to correct.
Starting, [loditsya] mission… Phooey. I climb to correct permission. Toward the evening I correct by hands the permission of interface.
In the quarry in interface 1024 to some 768 lines they do not get in into the screen and play on the width.
It neglected, after being torn through the illogical interface. I will here make the retreat:
-----------------
With entire respect for the labor of people, the interface of those made: when you it several weeks/of months make, you fix, you look, you play, Beta-[testite] and the like it to you becomes intelligible, close one, simple and dear. I [geymer] with the period from the end of the 80th. In the silt - since 2003, it seems. Saw tens of games and the like this interface not for the average minds, this is accurate. It not very beautiful, tangled, not entirely logical and not convenient. In the silt at first glance on simple editor, for example everything is clear. In FSX not without the door posts, but increasingly simpler. Strip concept from there, [plz]
All [IMKHO]!
-----------------
Thus, it was torn, it neglected. Survey from the [samoley] is nightmarish. Everything overlaps upper wing, but [se] of [lya] of [vi] - [BZHSE] and here, t to this is present [UNVP] - to argue thoughtlessly. Seagull is almost the same.
Instruments - 1024 to 768 not understandably almost nothing.
Compass in the decrease - shows “approximately there” t to he did not see the risks of foward direction. I.e. it approximately gives orientator + \ - 30 degrees.
Greatly it would be desirable to have a output of this information to screen as in the silt, for example.
It flew in the quarry to the task. All the task it was occupied with [vysmatrivaniem] of its and strange aircraft. here 2 aspects:
1. aircraft at a distance very rapidly disappear. I.e. 2-3 km it does not exist generally.
2. all set of shelvess, all dark, all small. Where its, where the stranger - it is not understandable. 100 meters and signs evidently. So it looked out during the approximation/the removal of view. I will look out crosses - I will be hitched - I shoot, until I lose and so forth without the markers - pipe.
Views are very good and realistic. I am based on my experience of inspection from the window of aircraft and experience of flights in FSX. [Veri] buzz.
I was not dismantled with the map as such. It is not very convenient for the navigation, as it seemed me, t [k] is derived above the window, aircraft flies, map is very unique. To me it is difficult. where to return and as to search for Field - thus far problem. On top of that with this compass.
Shooting - [akhtung]. Small caliber, machine guns [klinyat] constantly. In my opinion excessively frequently. Really so it was in the real? Sight either looks approximately to the side of enemy, or it makes it possible to estimate where approximately they will go bullet. On one aircraft I did not, generally, find him.
Enemies it was possible to bring down, although with his this upper wing to sometimes even see complicatedly.
On the technical section:
on my sufficiently powerful computer even the static pictures of interface load both nuclei to 100%. This value is held entire game. Load GPU in the missions - of about 30% at the height in any event, is not more than 75%. In me 2 [videokarty] even 3 Monica for FSX, therefore, on the separate I derived a number of utilities and he looked on them in the course of game.
Than am so occupied with per cent in the course of the demonstration of interface I not in the course. But, [IMKHO], it is necessary to treat.
In the mission, when there was dump of 8 aircraft, GPU was loaded to 35-40, both nuclei CPU - traditionally to 100. appear logs.
On the whole, there is at how to work. I wait [patcha].
With the respect,
Aleksey “Doc” Of [pribytkov].