Luthier is still working for Oleg, he is part of the SoW:BoB production team now, and the plan is for him to get his own team again once BoB is released so he can get back to working on SoW:Korea (because the original plan was to produce BoB and Korea in parallel most of the aircraft models for Korea are already done) while Oleg does the Mediterranean theatre in parallel to Korea.
All I'll say about Ilya is that I hope he has grown from the experience of PacFi. :|
As for the ship models, I plan to be very aggressive with LODs and LOD distances. My ballpark estimate is 35k LOD0, 8k LOD1, 3k LOD2, 1k LOD3. I believe that's better optimized than many of the ships in game, and should help maintain performance even in denser fleets.
What I can't speak to is AAA. With properly modeled fleets, we're going to get historical AAA density, and that will probably be a system killer. I and some effect specialists will need to take a hard look at optimizing AAA weapons and effects wherever we can to come as close as possible. Right now, for example, the Lexington has its pre-war AAA gun fit which is mostly single .50 cal positions. Think about what will happen when you have a small task force of, say, a Yorktown, late-war Essex, and something like an Atlanta class CL throwing lead (150+ 40mm Bofors, 400+ 20mm Oerlikons, 50+ 5"/38s, some dual and quad 1.1" batteries...)
Posts: 146
Threads: 17
Joined: Jun 2008
Hi Guys,
I don't know if this is within the scope of Planeater's original inquiry, but I'd like to throw it out there anyway.
Can those involved in ship AI implementation consider suplementing/creating AI such that those vessels armed with torpedos will actually fire their torps at other vessels?
In my mind as a scenario designer it is leaving out an important facet of air-sea engagements insofar as often it was air attack that prevented and/or affected torpedo attacks vessel to vessel.
I hope someone will consider adding this very important aspect of WWII air-sea combat.
Kopfdorfer
It has always annoyed me that there didn't seem to be any value in the data (ships.ini or technics.ini) which could be altered to make the gunfire more accurate.
It is rediculous that two warships can be quite close to each other and fire away and miss 99% of the time...and when they do hit there is no memory of the range so the next shot is back to random again :roll: