With this project so long in
development, and progress levels closely guarded by the developer,
every tidbit released is a much desired piece of the puzzle. This
interview brings us closer than ever to a glimpse of what’s to come
as well as some great commentary from the man himself.
Here is part of the interview:
The accomplishment I’m most proud of is the fact that people in the
West finally began to properly call the Il-2 a Shturmovik and not a
Stormovik»
--Oleg Maddox
We have a special guest at «spread wings» today, Oleg Maddox, the
creator of the famous IL-2 Sturmovik flight sim. Il-2 entered the lives
of many people around the world a few years ago. It set a new quality
standard for products of this kind, and we can be certain that no one
will manage to meet it in the near future. Now virtual pilots anxiously
await a new simulator from Maddox Games titled «Storm of War: Battle of
Britain». Based on what we know, it should impress us even more than
Il-2. We talked with Oleg about «Battle of Britain», the impact Il-2
had, his future, and many other things that may be of interest to
virtual pilots everywhere.
Q: Oleg, Il-2 had a very long lifespan for a flight simulator, probably
the longest ever. What do you expect from BoB? Will it break Il-2’s
longevity record?
A: Battle of Britain was specifically designed to have an even
bigger growth potential than Il-2. Only time will tell whether it does
manage to survive as long as Il-2. I would like that very much.
Q: When developing Il-2 and BoB, how do you balance the two
opposites, avoiding the tendency to move towards arcade simplicity on
one hand, while also not allowing your work to drift into a complicated
study sim with every button and switch having to be operated with the
mouse?
A: That’s simple. I always keep in mind my huge experience
interacting with users all over the world. The overriding principle is
this. We would all like to fly an aircraft that's been modeled as close
to reality as possible. However, pressing all the little buttons and
switches is something only the select few enjoy. I know plenty of
real-world pilots who aren’t interested in the minutia. Even the people
who are interested in this will usually just try it once, and then
they’ll turn it off in the options. As a pilot friend of mine said,
“I’m interested in the pleasure of flight, not the masochism of
pre-flight.”
Q: Oleg, you’ve previously said that after Battle of Britain is
released, you could be open to passing the IL-2 source code to third
parties for future development, with your quality control. Are there
any updates on the issue?
A: So far we have received no viable offers.
Q: Il-2 offered nearly 300 flyable WWII-era planes from Allied and
Axis countries. We would be very interested to learn of the
participation of real veterans of the war, what they fought of the sim,
and how close it was in their opinion to the real feel of WWII aerial
combat. Do you have any anecdotes on this subject? Were there any cases
of former enemies meeting in your virtual skies?
A: We have consulted with numerous combat veterans, including many
from WWII. However we’ve received the most valuable feedback from
contemporary pilots who fly vintage aircraft today and are also
experienced with flight simulators. We work with several of them. The
feedback we’ve received from veterans across the board was the same.
Il-2 was the best out of everything they’ve tried. They of course
understand that all flight sims have limitations, and 100% realism is
impossible by definition, despite the fact that some other developers
attempt to make claims to that… Generally, the feedback from testers
and advisors of this kind is most valuable, since only they can
describe their impression of the intimate details of the plane’s
behavior.
Regarding WWII veterans, unfortunately we only have feedback from them
from the West. One such quote is printed in the Forgotten Battles
manual. They mostly thank us for the opportunity to go back to the
spirit of those days, and to show their grandsons how they fought. One
of our fans from Germany wrote to me about how his grandfather took
time to learn the PC specifically to be able to fly Il-2. I also have a
greeting card from one of the most famous German aces. All the pilots
do agree on one other thing, that a table-mounted joystick feels very
different from a floor-mounted control stick. They do agree that our
recommended control settings are best at minimizing this difference.
Q: We know that BoB will have player interacting with ground-based
radar, which should be very interesting. Is there anything being done
about setting up online crews for multi-seat aircraft in BoB, something
that was sorely missing from Il-2? This would greatly increase the
interest in bombers in the game.
A: You will be able to do that, to set up multi crews both online and offline.
Q: You’ve previously stated in an interview that BoB will have 11 [flyable] aircraft. Did that number change?
A: No, it did not change. But this is not counting all the sub-variants.
Q: You’ve also previously stated that BoB will ship with a single
gameplay map for all the combat of the period. What set of maps will be
provided for online gameplay?
A: We will have addiotional small maps for online. I don’t know how many yet. As many as we can do.
Q: Another question about online maps. As a server host, I’ve never
felt I had enough of them with Il-2. Murmansk, Burma, Leningrad: those
maps were great due to their huge span, attention to detail, and the
number of objects and points of interest. However for the very same
reasons they were useless for online servers. Why did you decide not to
make small versions of those maps for online games, released
simultaneously with large offline maps? And with extra airfields, of
course? It would be great if BoB had the possibility of creating your
own grass and concrete fields when editing online maps. Will that be
possible? Test runways as they exist in Il-2 are, unfortunately, not
enough to create a full-fledged airfield.
A: This is actually hard work. However, with Il-2 technology, we
couldn't just cut up an exiting map, we'd have to create whole new
maps. Our technology did not permit us to easily cut things out.
With BoB, you will be able to create your own online maps. This means
entire maps from start to finish, including airfields. But this will
happen after the main release. We’ll release authoring tools later, as
soon as we can, including map creation tools, object insertion tools,
etc. Generally, things here will be much better than with Il-2.
Q: Will the server part of BoB be released simultaneously with the game?
A: Of course
Q: What will change with the ground object damage model in BoB?
Ground vehicles in Il-2 do not always act as their real counterparts
can be expected to, based on their characteristics, characteristics of
the attacking plane, and the specifics of the ordnance used.
A: Calculations will be more precise.
Q: We are also aware of the statement you’ve made a long time ago
about rough estimation of system requirements for BoB. You’ve said it
will run well on a machine that can comfortably run Il-2 at max
settings. Do you have a better defined set of system requirements for
BoB?
A: Not yet. It’s impossible to say at this point. Things are very fluid.
Q: When playing Il-2 offline, many commented on inadequate AI
behavior. Completing offline campaigns offered little excitement for
that very reason. Will the quality of AI change with BoB?
A: Oh really? Have you seen better AI in any other sim? Generally,
it was offline gameplay that drove most of our sales, and not the
online modes. Of course, it’s more exciting to fly against a live
opponent. AI will be smarter in BoB. We’ll even consider whether the
pilot is tired or hurt, whether he’s a good shot or a master of
aerobatics, and whether he’s a trooper or a coward. Other things, too…
I’ve said too much already 
Q: Realistic modeling of small details is impossible without
original drawings and archival data. How do you work with archives here
in Russia and in other countries? Are they willing to cooperate? How is
that aspect set up in your team? How important is it to you to work
with third parties in Il-2 and BoB, and how interested are you in such
cooperation?
A: We probably have much better contacts with people who have their
own private collections of data than with government archives. Third
party assistance is crucial in our process. Whether it’s international
or here in Russia, all work with archives has the same basis: pay money
and you can access anything they’ve got. No money, no help.
Q: After the Il-2 code was cracked, how seriously do you approach
security when designing BoB? Will this be an entirely new protection
scheme, or an improvement of the Il-2 method?
A: Online protection code will be all new. However, the sim code
itself will not be protected as much, in order to allow others to
create their own add-ons. This will not affect fairness online. We’re
taking special measures for that. [Luthier’s note: standard set of
features for online games will be protected and unchangeable; each
online server will choose whether to only allow these locked
Maddox-approved features, or whether to also allow user mods.]
Click HERE for the full interview.