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daidalos.team
01-16-2010, 03:39 PM
Dear IL-2 fans,

Since the release of patch 4.09, Daidalos Team has been working on the next official patch 4.10. We have done a substantial progress already and we would like to start showing you our latest development and gradually revealing the content of the patch until its release.

All the official updates for patch 4.10 are going to be shown in this first post, please use the rest of the thread for comments and questions.

We would like to emphasize that everything we are showing here has WIP status and is not a finished yet. Please take it into account.

Thank you.

Daidalos Team

4.10 Patch Overview - updated weekly
- all listed planning and content is subject to change by DT or 1C/MG

http://img188.imageshack.us/img188/942/2010042200.th.jpg (http://img188.imageshack.us/i/2010042200.jpg/)

*** For High-Res videos, please go to Mission4Today.com ***


Development Update - 2010-05-28

Well yes... today is Friday! As we are quite busy, we didn't manage to prepare an update for yesterday.
Nethertheless we would like to show you something - RE.2000 cockpit in finalisation status (WIP):

http://img9.imageshack.us/img9/3953/re2kcp01.th.jpg (http://img9.imageshack.us/i/re2kcp01.jpg/)

http://img266.imageshack.us/img266/7263/re2kcp02.th.jpg (http://img266.imageshack.us/i/re2kcp02.jpg/)

http://img294.imageshack.us/img294/1435/re2kcp03.th.jpg (http://img294.imageshack.us/i/re2kcp03.jpg/)

http://img69.imageshack.us/img69/4648/re2kcp04.th.jpg (http://img69.imageshack.us/i/re2kcp04.jpg/)

http://img180.imageshack.us/img180/3144/re2kcp05.th.jpg (http://img180.imageshack.us/i/re2kcp05.jpg/)

Thanks!



Development Update - 2010-05-20

Dear IL-2 fans. We would like to inform that after several months of negotiations with Oleg, Ilya and MG/1C management, our team has signed a non-exclusive license agreement. Basically this agreement will give Team Daidalos full access to all assets related to the sim, but our work still remains non-commercial. Most important assets for us now is the SFS tools so that we can build the patch independently and don't need to sacrifice MG team's precious time. Also this will speed up the releasing process, since we can do a new build ourselves if we find bugs from release candidate build.

This past month we have been learning the use the new tools which has taken some time. Also we had to build up a proper codebase for the tools and overall adjust our ways of working. So please have patience and excuse us for the delay. We still do this for free as a hobby and not from 9 to 5 and probably everyone has had less time to give to TD than they wanted to give. Good news is that we don't have any major bugs open. Just some integration work left, finishing some WIP default skins, adjusting some small things and testing that we didn't break anything.

Video for today doesn't have any single theme, but it's more like random picks of things not shown on video before. Enjoy!

http://www.youtube.com/watch?v=NOyQHjkjhHY


Development Update - 2010-04-22

Our work and testing of patch 4.10 continues. There is no need to have any concerns about the patch. It will be released when it is finished. We are aware of our delay and we will communicate our release date to public when we are ready. For now, please stay patient. Thank you for your support.

Today, we would like to show you 2 new AI bombers.

Do 217 - AI - internal DT development

Do 217 will carry Fritz X and Hs 293. Default skin is still WIP.

http://img408.imageshack.us/img408/3184/2010042201.th.jpg (http://img408.imageshack.us/i/2010042201.jpg/)

http://img541.imageshack.us/img541/3878/2010042202.th.jpg (http://img541.imageshack.us/i/2010042202.jpg/)

http://img717.imageshack.us/img717/6865/2010042203.th.jpg (http://img717.imageshack.us/i/2010042203.jpg/)

http://img406.imageshack.us/img406/2492/2010042204.th.jpg (http://img406.imageshack.us/i/2010042204.jpg/)


Cant Z.1007 - AI - external 3rd party development with DT modelling support

An example of a well built model within DT specifications and with our direct modelling support. The modeller has received a detailed feedback from one of our experienced modellers, learned new modelling techniques and reworked the 3D model. Now, the plane is ready to be included in the patch. Well done model and skin, thank you!

http://img217.imageshack.us/img217/326/2010042205.th.jpg (http://img217.imageshack.us/i/2010042205.jpg/)

http://img156.imageshack.us/img156/4839/2010042206.th.jpg (http://img156.imageshack.us/i/2010042206.jpg/)

http://img443.imageshack.us/img443/9923/2010042207.th.jpg (http://img443.imageshack.us/i/2010042207.jpg/)

http://img717.imageshack.us/img717/4014/2010042208.th.jpg (http://img717.imageshack.us/i/2010042208.jpg/)

http://img101.imageshack.us/img101/910/2010042209l.th.jpg (http://img101.imageshack.us/i/2010042209l.jpg/)

http://img94.imageshack.us/img94/1878/2010042210.th.jpg (http://img94.imageshack.us/i/2010042210.jpg/)


Development Update - 2010-04-09

Testing & bug fixing continues, so not much news this week either. But we can try to capture on video some of the things we test which haven't been yet introduced. This weeks video is about circling torpedos and Ju-88 variants.

http://www.youtube.com/watch?v=Pe6ovQPyiuk&feature=player_embedded

Torpedos:

The "Motobomba FFF" was a circular running torpedo, designed for Regia Aeronautica by Freri, Filpa and Fiore (hence the name FFF), designed to be dropped from high altitude on enemy harbours or amidst enemy convoys.

This bomb was adopted by Regia Aeronautica, but used in very small numbers (large stores of unused bombs were found still in 1978!) but was adopted in large number an employed with success by the Luftwaffe, under the name LT 350.

This bomb was dropped from high altitude (from 500 to 4000m). It had a first small "pilot" parachute to stabilize the speed around 100m/s. At an altitude of about 130 m, a larger parachute opened. Once in water, the bomb had a circular - spiral trajectory, it run at slow speed (22 Km/h) for about 15 to 30 minutes.

Another similar torpedo we have done is the Russian torpedo 45-36АВ-А (45-36AV-A) which was based on submarine torpedo 45-36. Functionality is much like Motobomba FFF, but range is only 4 km with 39 knots speed.

Ju-88 variants:

Existing Ju-88 A-4 has gone through a small facelift and we've also included two new variants. A-17 & A-4/Torp.

Changes include texture mapping fixes so now it's easier to dress up nicely. Cpt_Farrel is doing great new default skins for all variants (still slightly WIP in the video). Damage model has been improved and some bugs have been fix. Also few of the holes in cockpits have been fixed. Both new torpedo variants have ToKG (torpedo-kommandogerät) installed which was introduced already earlier. Also they have a binocular view for better spotting of ships. This helps with determing ships AoB and speed which are fed to the ToKG.


Development Update - 2010-04-01

We are still very busy finalizing and testing patch content, so only simple Hs-129 video this thursday. Don't mind the bad camera work. Video was made in big hurry.

http://www.youtube.com/watch?v=MfvTrPWiHE8

This video shows some of the new & updated loadout options and details of the cockpit. External cannons/MGs have their own indicator lights that show if the weapon is ready to fire. Bombs have indicator lights also. Cockpit of B-3 variant with BK7.5 cannon has some minor differences, including a own ammo counter for BK7.5. The cannon can also be dropped (causes score penalty) since the B-3 flies very badly with one engine & BK7.5. Even the BK7.5 creates lots of drag and weights a lot, it also increases the stability of the plane, since it's acting like big vertical stabilizer. Drag, weight & stability changes noticeably when the cannon is dropped.

Development Update - 2010-03-18

First we would like to communicate 2 things:

1. We are entering the beta phase of the 4.10 patch, so we will reduce the quantity of development updates and focus on the testing of the patch.
2. We are in a time delay and we will inform you about the new patch release date and update the schedule accordingly.

And some more planes to come in 4.10:

Reggiane Re.2002 (internal DT development)
AI for now.

http://img401.imageshack.us/img401/670/2010031801.th.jpg (http://img401.imageshack.us/i/2010031801.jpg/)

Fairey Fulmar (external development)
AI for now.

http://img524.imageshack.us/img524/5922/2010031803.th.jpg (http://img524.imageshack.us/i/2010031803.jpg/)

Fairey Swordfish (external development)
AI for now.

http://img717.imageshack.us/img717/8163/2010031802.th.jpg (http://img717.imageshack.us/i/2010031802.jpg/)



Development Update - 2010-03-11

Multi-Crew option on dogfight servers

One of the main advantages of coop mission mode over dogfight servers is the ability for human players to man together the multi-crew planes. We are about to change this. The following video demonstrates work that is currently being undertaken to bring multi-crew option to dedicated/dogfight online games. This feature is still in development but if the testing is successful and we don't find any major issue, we are aiming to release it in patch 4.10. More info to come...


http://www.youtube.com/watch?v=TXN7CqgmKY0


Increased DM of bridges + winter version

Rework of bridges includes:

1) Fixed a bug which caused misses up to 100m to register as direct hits

2) Increased toughness of bridges. Rail and Highway bridge types will most likely be immune
to anything smaller than SC250 kg bombs as historical evidence suggests. Still WIP.

3) While we were at it, we added support for bridge winter skins on winter maps and retextured summer skins.


http://img690.imageshack.us/img690/5869/2010031104.th.jpg (http://img690.imageshack.us/i/2010031104.jpg/)

http://img706.imageshack.us/img706/8562/2010031101.th.jpg (http://img706.imageshack.us/i/2010031101.jpg/)

http://img534.imageshack.us/img534/172/2010031102s.th.jpg (http://img534.imageshack.us/i/2010031102s.jpg/)

http://img697.imageshack.us/img697/8328/2010031103.th.jpg (http://img697.imageshack.us/i/2010031103.jpg/)



Development Update - 2010-03-04

Structural G Limits & Multiple Joystick Profiles (internal DT development)

At present all aircraft in IL2 have a single fixed Structural G limit of +13G. It only really becomes an issue with aircraft with exceptionally light elevators such as the P51. Pull more than +13G and you loose your wings. The real life situation is a little more complicated. Real aircraft are designed with an Ultimate load and In Service design load. Both are for a defined configuration and weight.

The in Service load is the typical G available to the pilot. As long as this the G is not exceeded then no aircraft damage will occur. Exceed the In service G limit then damage of varying degrees may occur .. like bent airframes etc. Exceed the Ultimate load then severe damage will occur typically resulting in structural failure ... like wings coming off etc.Typically a safety factor of 1.5 is used. So an Fighter aeroplane with a design In service G limit of say +8G will have an Ultimate load of +12G. As external stores and or weight is increased above the design weight both G limits reduce accordingly. Reduce weight (by dropping bombs or burning fuel etc) and your G limits increase. Bomber and Transport aircraft have G limits much lower than fighters.
So if you abuse the limits you damage the aircraft. Once damaged then its structural integrity is reduced so the ultimate load reduces as well. In other words keep bending the airframe and you will eventually weaken it to the point that very little extra G is required to induce structural failure. A bent airframe wont perform as well either.

The DT team have now simulated this for the first time in IL2. Each aircraft has been given a unique Structural G profile for Ultimate load, In service limit, and dynamic Weight based limits . In addition this is dynamically modified with its own G induced damage profile. The basic Design Ultimate load configuration and weight has been defined as Default load + 100% Fuel. The actual Ultimate design load has been based on Historical values where they are known and guesstimation where they are not known. In broad brush terms for fighters have an Ultimate design load of +12G with an In service limit of +8G. Lets abbreviate this to 8G/12G

How does this work in game ? You take your stock standard Fighter MK 1 with Default armament +100% Fuel your limits are +8G/+12G. You add 2 x 500lbs bombs. your limits now reduce to 5G/8G. So prior to the target you need to be a little more careful with your aeroplane. Lets say pre target you pull + 6G, you have exceeded the In service limit, you will hear a damage sound cue and suffer a slight aerodynamic penalty. In addition your G limits have now reduced to say 4G/6G. (Bust these again and further aerodynamic penalties and further reductions will apply). You progress to the target and release your bombs. Since the weight is reduced your limits will increase but since you already bent the airframe you wont get back your original limits. You might then get say +6G/+9G. As you can see if you keep abusing the limits you will end with a very weakened airframe.

In the case of heavy bombers G limits will prevent any real aerobatic manoeuvers. You will still be able to evade quite well but you wont be able to BFM with aeroplanes like the A20 anymore. Bombers will be just that: Bombers. G limits will be applicable to AI planes as well and they will fly in a more realistic way too.

Is G displayed? Unless the aircraft in game is equipped with a G meter then no. So you will need to re think how you fly. Random snatches particularly at high speeds are going to hurt .... just as they do in real life. You will need to be aware of Corner speeds because any time you are faster than Corner speed you run the risk of an Over G event. (We are yet to finalise the display side of things)

Coupled with this is a new Joystick module that allows the player to save and store up to 4 different stick sensitivity routines. These can all be adjusted or loaded in the arming screen. So once you have selected your aeroplane type you can select your customised stick profile.

We understand that such an important development in the sim's FM needs a thorough testing. We are cooperating with a group of real life pilots who are doing a fantastic job testing this new core feature with us. Salute!

Tester 1
14,500hrs flying Command Ratings on the following types
PA28,C172,Winjeel, Macchi MB326,MirageIII,F18,Boeing 767,Boeing 747-400,A330,A380
*Was Fighter Combat Instructor on Mirage III and F18 , now A380 Captain)

Tester 2
7000hrs rated on the following types:
CAP-10,C182,PA28,C152,BE76,Boeing 737,Boeing 767,A380
(Has full aerobatic rating now First Officer on A380)

Tester 3
Unknown number of hours very knowledgeable Private pilot.

Tester 4
Unknown number of hours. Former Military test pilot with ratings on more aircraft than one could ever dream of, and a Graduate of the Empire test pilots School (ETPS).


http://www.youtube.com/watch?v=8qBjYuwhjnE



The Slot map by Team Pacific (3rd party development)

An important addition to Pacific war scenario.

http://img200.imageshack.us/img200/7923/201003001.th.jpg (http://img200.imageshack.us/i/201003001.jpg/)

http://img18.imageshack.us/img18/8989/201003003.th.jpg (http://img18.imageshack.us/i/201003003.jpg/)

http://img90.imageshack.us/img90/1605/201003002.th.jpg (http://img90.imageshack.us/i/201003002.jpg/)



Development Update - 2010-02-25

Only one video this week due to real life commitments. A bit more on AI vs. AI visibility.

http://www.youtube.com/watch?v=nGKtVW1gL9c


Development Update - 2010-02-18

Re2000 cockpit WIP


http://img13.imageshack.us/img13/8041/render3jg.jpg (http://img13.imageshack.us/img13/8041/render3jg.jpg)


New QMB options

First of all QMB is now expanded to 3 windows. First one is same old standard one with just a few changes.

[/URL]

It can be seen on picture that there is a new window "Plane List". Users can chose between 4 different plane lists: Standard,Alphabetical,Custom1,Custom2

(http://img18.imageshack.us/i/0000dc.jpg/)

That way user don't have to scroll through the huge list, he can simply make a list with his favorite planes only and easily set up his QMB missions. For example next picture show Custom list with American and Japanese planes only, ideal for PTO fans.



Another novelty is FMB button for quick access to FMB. In 4.10 users will be able to add new maps and missions to QMB. Unlike in old QMB in new one there is no limits in number of missions of same type for map. If there are more than one mission than QMB pick one randomly. That way you can have plenty of variety in QMB missions.

Lets see next page.
(http://img696.imageshack.us/i/grab00009.jpg/)

As you can see number of flights is doubled in 4.10, having 32 vs. 32 fights is lot of fun or maybe 1 vs. 32 :))
(http://img98.imageshack.us/i/grab01.jpg/)

That didn't turn out too good but in 1 vs. 4 things were little bit better so we can check another new feature,Stats page.



That's it for today's update, keep in mind that QMB is still WIP and there will be more surprises in final release.

For older DT development updates – please [URL="http://forum.1cpublishing.eu/showpost.php?p=136670&postcount=4"]click here (http://img718.imageshack.us/i/grab02.jpg/).


Thank you. Daidalos Team

Lucas_From_Hell
01-16-2010, 03:48 PM
Yessss!!

Bring in the Henschels and the FMB :cool:!

Thank you so much for this! Will bring the vanilla multiplayer back to the good 'ol days, also called B.M. (Before Mods).

And for those who say this is madness, I reply: Madness? THIS IS DAIDALOS!! :mrgreen:

Team Daidalos, bringing the best to its best since 2009 :grin:

KG26_Alpha
01-16-2010, 03:49 PM
Well Done

Copy and Paste at last :)

Nice to see the development time line too.

Re: HS129 AP for the Bk 37 ? iirc its got HE at the moment.

Edit: Spelling

daidalos.team
01-16-2010, 03:49 PM
OLDER DEVELOPMENT UPDATES BY DAIDALOS TEAM:

Development Update - 2010-02-12


IL2 4.10 MDS - Moving dogfight server

Developed independently by one of DT members with remote support of our team.

Some might know/use this already but for those that are unfamiliar with it, MDS (Moving Dogfight Server) is meant to enrich players online experiences. Originally, IL2 Dedicated Server does not provide usage of AI controlled units. Only cooperative game mode gives you that. But MDS changes this. And adds few extra things. To sum it up:

- add AI controlled units to your missions
- set up simple or advanced Fog of War conditions for your briefing and minimap screens
- limit your plane setups on your home bases (plane numbers, plane loadouts)
- limit selectable countries on your home bases
- ream, refuel and repair your aircraft
- disable ability for players to hit refly button and force them to fly with their head, instead with their ...
- manage your HUD scoring texts
- capture your home bases and specify planes, their loadouts and country options depending on the capturing army
- place home base on a moving carrier and take off from it
- more stuff...

For a couple of features, see provided movies.

http://www.youtube.com/watch?v=vT_e2XoCuuo

http://www.youtube.com/watch?v=yflznGqypyc



More loadout options for Bf 109s

Bf-109F-2:
MG151/20 Nose Cannon (field mod)
1xSC250
4xSC50
1xType D drotank

Bf-109F-4:
1xSC250
4xSC50
1xType D droptank
2xMG151/15 Gunpods

Bf-109G-6:
U4/R3: Mk108 + Droptank
2xWfrGr21
2xWfrGr21 + Droptank

Bf-109G-6Late
U4/R3: Mk108 + Droptank
2xWfrGr21
2xWfrGr21 + Droptank (R3)

Bf-109G-6/AS:
U4R3: Mk108 + Droptank

Bf-109G-14:
MG151/20 Nose Cannon
U4: Mk108 Nose Cannon
U4/R3: Mk108 + Droptank

Bf-109G-10:
MG151/20 Nose Cannon
U4: Mk108 Nose Cannon
U4/R3: Mk108 + Droptank

http://img695.imageshack.us/img695/7449/dt2010021201.th.jpg (http://img695.imageshack.us/i/dt2010021201.jpg/)

http://img402.imageshack.us/img402/9440/dt2010021202.th.jpg (http://img402.imageshack.us/i/dt2010021202.jpg/)

http://img693.imageshack.us/img693/8463/dt2010021203.th.jpg (http://img693.imageshack.us/i/dt2010021203.jpg/)



Henschel Hs 129 - external & cockpit

We are close to finish the cockpit and external model upgrade for this interesting plane. In order to be able to model the cockpit as accurate as possible, one of our member was fortunate enough to spend 6 hours with Mr. Martin Mednis and his Hs 129 cockpit restoration. We have been able to receive first hand data and make several important improvements to our cockpit model. We would like to thank Mr. Mednis for sharing his Hs 129 treasures with us.

Current external model with WIP default skin by Capt. Farrel:

http://img534.imageshack.us/img534/860/dt2010021204.th.jpg (http://img534.imageshack.us/i/dt2010021204.jpg/)

http://img709.imageshack.us/img709/6498/dt2010021205.th.jpg (http://img709.imageshack.us/i/dt2010021205.jpg/)

http://img641.imageshack.us/img641/2461/dt2010021206.th.jpg (http://img641.imageshack.us/i/dt2010021206.jpg/)


Cockpit (WIP):

http://img99.imageshack.us/img99/7943/dt2010021207.th.jpg (http://img99.imageshack.us/i/dt2010021207.jpg/)

http://img18.imageshack.us/img18/2186/dt2010021208.th.jpg (http://img18.imageshack.us/i/dt2010021208.jpg/)

http://img707.imageshack.us/img707/7827/dt2010021209.th.jpg (http://img707.imageshack.us/i/dt2010021209.jpg/)


Few highlights from Mr. Mednis restoration shop:

http://img687.imageshack.us/img687/401/dt2010021210.th.jpg (http://img687.imageshack.us/i/dt2010021210.jpg/)

http://img21.imageshack.us/img21/5557/dt2010021211.th.jpg (http://img21.imageshack.us/i/dt2010021211.jpg/)

http://img651.imageshack.us/img651/2818/dt2010021212.th.jpg (http://img651.imageshack.us/i/dt2010021212.jpg/)

http://img521.imageshack.us/img521/97/dt2010021213.th.jpg (http://img521.imageshack.us/i/dt2010021213.jpg/)

Development Update - 2010-02-04

New ship damage
This video shows some visual enhancements in naval warfare. This is still WIP and all of the new effects and 3d models are just placeholders.

http://www.youtube.com/watch?v=xO42TA8xMPg


Torpedo-Kommandogerät
This device is like simplified torpedo data computer found from subs. Better explanation is embedded in the video.

http://www.youtube.com/watch?v=dKFbIFu4v6o



Development Update - 2010-01-28

AI Improvements - AI visibility change

The following video demonstrates one of the new AI features our team is currently working on. In patch 4.10 players (as well as friendly AI units) will be able to hide in clouds from enemy AI. With the new AI model, AI‘s visual ability will be similar to the one of human's.

In today‘s demo video we have AAA-vs-Aircraft pair but similar method will be used for other AI units, with optimized code for each type of unit.

We are confident that with new AI improvements, players will be able to use more advanced tactics in fight with/against AI - many things you have read about in WWII pilots memoirs will now work in this sim too. All in all, we want to give a clear message to AI: "Beware of the Hu(n)man in the Sun!". :)

http://www.youtube.com/watch?v=6sx4W9z9MXQ

Multi-throttle/radiator/prop pitch control

This is another frequently requested feature by many virtual IL-2 pilots. Our plan is to introduce multi-throttle/radiator/prop pitch control setup via standard IL-2 interface.

http://www.youtube.com/watch?v=odGem2rvebo

New guided weapons

In patch 4.10 we also plan to introduce some more guided weapons: German Fritz-X, Hs 293, US Razon & Bat which:

- can be aimed & dropped like normal bombs
- can be guided like X-4 missile with bombsight keys (except the Bat)
- can be used by human and AI


http://www.youtube.com/watch?v=IryQHLG4ySA

http://www.youtube.com/watch?v=Rt0LtUzHa9I

Environmental changes

In the upcoming patch we intend to change several environmental conditions in order to set the proper scenario for the radio navigation (4.10), radar and nightfighters (4.11). Today we are going to show you the colour change for high altitude sky.

That is all for this week. We appreciate your comments and feedback. Thank you.


http://img691.imageshack.us/img691/3108/dt2010012801.th.jpg (http://img691.imageshack.us/i/dt2010012801.jpg/)

http://img31.imageshack.us/img31/2268/dt2010012802.th.jpg (http://img31.imageshack.us/i/dt2010012802.jpg/)

Development Update - 2010-01-21

Navigation improvements

One thing that has been requested often is improved navigation. The whole art of navigation in it's all forms is very complicated subject, but radio navigation is one small part that we decided to concentrate on. Currently the balance between playability and realism is such that the waypoints in mission act as sort of radio beacons and repeater compass has a needle that points towards the "beacons". This obviously has two issues. The "virtual beacons" can be located in too favorable and unrealistic positions such as middle of ocean or deep within enemy territory. Also most of the repeater compasses work like radio compasses which they didn't do in real life. Programmable waypoints for aircraft would be post-WW2 technology.

Here's Team Daidalos' solution for this matter:

Non-directional beacon object (NDB):
New stationary radio beacon object that can be placed on map. If any of these are present on map, all navigation instruments work only with beacons and not with waypoints anymore. waypoints are still there as usual (for AI), but they are just abstract points on map and compasses don't know anything about these. Old missions work as usual, since they don't have the new beacon objects.

Each beacon is given an unique two letter ID and also the friendly beacon icons & IDs are always visible in map, since their positions are known. Pilot will have two new keys. Next Beacon & Prev Beacon. These are used to tune radio to selected beacon frequency (based on ID). Beacon will broadcast it's ID as Morse code once in minute so pilot can hear if he is tuned to correct beacon. Also pilot can hear a static (chirring) background noise when beacon is transmitting constantly, but there is no modulated signal. Cone of silence is also included, so pilot knows when he has flown directly over the beacon.

Meacon object (masking beacon):
Meacons were trick to render beacons less usable for the enemy. Meacon basically captures enemy beacon signal and re-radiates the same signal from different location. Therefore confusing the enemy trying to use it's own beacons for navigating. This is a stationary object like the NDB.

ZB/YE "Hayrake" directional beacon:
The ZB/YE system that allied used was one way of finding a way back home to own aircraft carrier. ZB beign the receiver in plane and YE the rotating directional beacon installed to allied aircraft carriers. This device broadcast a different letter of the (Morse code) alphabet every thirty degrees as it rotated. These letters could be picked up by the ZB receiver in a plane as it moved into the radio signal range. From the letter heard the pilot could determine a bearing to the ship. In the corner of each pilot's plotting board was a compass rose. When preparing flight data before starting a mission, the pilot filled in each slice of the pie with letters designated for the YE that day.

In game this works as following way. Root of the orders menu (tab) includes details of all friendly "hayrake" carriers. For example

Lexington CV2 ID: FC Code: EWQ / KPT / VXZ / ADJ

Pilot will use again the Next Beacon & Prev Beacon keys to tune the radio to certain frequency (based on ID). If player would tune his radio to listen this CV2, he would hear Morse code about twice in a minute as the carrier's "hayrake" antenna rotates at 2 RPM and sending the signal. Code after the carrier name is the Morse code pattern that the YE sends to different directions. Each letter in code represents 30 dec segment starting from 0 dec. For example carrier transmits K to 90-120 dec. So pilot hears K (dash dot dash), the carrier is at bearing 270-300. Code is randomly generated, but still same for all online players.

IJN carriers have normal NDBs, since Zeros & Val have fixed D/F-loops and homing indicators. Acccording to our current knowledge, Axis didn't have similar system in use.

YG shore based "Hayrake":
YG was simplified version of the YE which was used on land. This is a stationary ground object like the NDB that can be placed on ground and is always visible in map with ID. Functionality is same as with YE, except the code is fixed and same for all beacons. Carrier's YE code was changed daily in order to protect the carrier in case enemy would have found out the code.

Lorenz blind landing beacon:
This is similar stationary object like the NDB beacon. It must be placed certain way at airports in order to work correctly. Again pilot user the Next Beacon & Prev Beacon keys to tune to correct frequency. Aircrafts approaching the runway in dark or bad weather would tune their radios to the broadcast frequency and listen for the signal. If they heard a series of dots, they knew they were off the runway centerline to the left (the dot-sector) and had to turn to the right to line up with the runway. If they were off to the right, they would hear a series of dashes instead (the dash-sector), and turned left. Key to the easy operation of the system was an area in the middle where the two signals overlapped, where the dots of the one signal "filled in" the dashes of the other, resulting in a steady tone known as the equi-signal. By adjusting their path until they heard the equi-signal, the pilot could align their aircraft with the runway for landing.

Two small marker beacons were also used with Lorenz, one 300 m off the end of runway, the HEZ, and another 3 km away, the VEZ, modulated at 1700 and 700 Hz, respectively. These signals were broadcast directly upward, and would be heard briefly as the aircraft flew over them. To approach the runway, the aircraft would fly to a published altitude and then use the main directional signals to line up with the runway and started flying toward it. When they flew over the VEZ they would start descending on a standard glide slope, continuing to land or abort at the HEZ depending on whether or not they could see the runway.

Many Luftwaffe planes have a combined blind landing & homing gauge AFN-1 or AFN-2 to show a visual indication of the Lorenz beam & markers. There are made fully functional with Lorenz blind landing beacon.

Lorenz blind landing beacon (internal DT development)

http://img714.imageshack.us/img714/2485/dt2010012101.th.jpg (http://img714.imageshack.us/i/dt2010012101.jpg/)

Realistic navigation instruments difficulty option:
Currently there are several navigational instruments in game which give too much information for player. For example the standard Luftwaffe & US repeater compasses work like radio compass. Pointing towards next waypoint or NDB. In real life these instruments didn't have any D/F (direction finding) ability. In order to have this, the plane needs a D/F-loop antenna.

Team Daidalos added a new difficulty option to enable more realistic navigation instruments. This is what happens when it's turned on:

-All repeater compasses stop working as radio compass.

-Manually heading indicators in repeater compasses are adjustable with two new keys. In LW compass this is the circular compass rose while the plane icon indicates magnetic heading. In US compass this is the fork like heading indicator which previously was pointing to waypoint.

-AFN-1 & AFN-2 gauges in Luftwaffe planes are operational in their homing mode indicating when plane if flying towards/away from beacon. The limitation of fixed D/F-loop antenna is included, so that it only measures signal strength, but cannot know it plane is flying straight towards beacon or away from it. Also AFN range needle is working. Some level of radio signal attenuation is modelled, so that the signal gets weaker/stronger based on distance, alt, sun and landmasses between transmitter & receiver.

-Similar gauges in other planes are working also as expected.

-In Russian planes these instruments are disabled IF the plane doesn't have D/F-loop. Acccording to our current knowledge, many russian fighters had an option to install direction finding eqipment, but they didn't have these installed.

-Planes that have a real radio compass (rotating D/F-loop), such as B-25, Bf-110, Ju-88, Beaufighter, etc. have their radio compass working as expected. Indicating relative bearing to selected NDB.

http://www.youtube.com/watch?v=9ljgmXx07R8

We are going to provide a higher quality version of the following video later this week, Youtube has compressed the original video and too many details have been lost.

I-15bis as flyable (internal DT development, textures with external cooperation)

http://img194.imageshack.us/img194/6593/dt2010012102.th.jpg (http://img194.imageshack.us/i/dt2010012102.jpg/)

http://img651.imageshack.us/img651/2594/dt2010012103.th.jpg (http://img651.imageshack.us/i/dt2010012103.jpg/)

CW-21 as flyable (3D model unfinished from PF development, textures upgrade and implementation by DT)

http://img651.imageshack.us/img651/8827/dt2010012104.th.jpg (http://img651.imageshack.us/i/dt2010012104.jpg/)

http://img85.imageshack.us/img85/5071/dt2010012105.th.jpg (http://img85.imageshack.us/i/dt2010012105.jpg/)

http://img651.imageshack.us/img651/4131/dt2010012106.th.jpg (http://img651.imageshack.us/i/dt2010012106.jpg/)

Development Update - 2010-01-16

New FMB features - more to come... (internal DT dev.)
Polikarpov R-5 - AI only - 4000 polygons (internal DT dev.)
Henschel Hs 129 - flyable with historical cockpit (internal DT dev.)
Henschel Hs 129 - upgrade of original 3D model + new weapons + new skin - 4500 polygons (internal DT dev.)

Videos:
http://www.youtube.com/user/DaidalosTeam

Screenshots:
http://img695.imageshack.us/g/dt20100116content.jpg/

TheGrunch
01-16-2010, 04:12 PM
Awesome...SoW development updates and now this. It's like Christmas every week. :grin:

csThor
01-16-2010, 05:18 PM
Actually, regarding the Hs 129 B-2, a good number of currently available loadouts should be deleted because they aren't historical (that doesn't work, though, due to bad experiences with the IAR 80/81 way back). The BK 3,7 is among them as is the loadout with the 4x 7,92mm MG17 and the SC 250 as no evidence for their use on the front has come to the light so far (and people far more knowledgable on the subject than us looked). In the case of the Bk 3,7 it's interesting to note that tests were aborted very early as the cannon (or rather the gondola installation) had a very ugly effect on plane performance so the Hs 129 kept using Mk 101 and Mk 103 (from early 1943 on) autocannons for tank busting.

Sita
01-16-2010, 05:27 PM
OMG!!!!!!!! Great Job!!! :D

R-5!!! Save the Cheluskin :D!!!

спасём Челюскинцев в смысле :)

IceFire
01-16-2010, 05:32 PM
Thank you Team Daidalos! The additions are very much appreciated! I was never expecting to be able to have any fun with the Hs-129 but now I'm really excited and looking forward to that possibility.

Out of curiosity... which loadouts should be historical and what is going to be included in the patch?

76.IAP-Blackbird
01-16-2010, 05:34 PM
Nothing more to say than WOW!!!! Great news and nice work!

Zorin
01-16-2010, 05:46 PM
That is fantastic news about the Henschel.

Have you considered adding a mirror? Perhaps bound to a skin, like you did with the gunsights in 4.09?

http://i205.photobucket.com/albums/bb107/ZorinW/hs129mirror.jpg

http://www.cockpitinstrumente.de/archiv/Dokumente/ABC/m/MK%20103/MK%20103/Bilder/Hs%20192%20B-1/003.jpg

http://www.hranitels.ru/forum/photoplog/images/26/1_Hs129-B2-11.jpg

76.IAP-Blackbird
01-16-2010, 05:52 PM
I have to add that I love those small details like the bulletbelt in the Avia or the open window mechanism modeled in the DXX. TEAM DAIDALOS add so much attention to small but very cool details and I think the comunity loves it!! Damn good work keep it coming!

http://www.airwar.ru/image/idop/aww2/hs129/hs129-4.gif

MikkOwl
01-16-2010, 05:55 PM
Keep up the good work.

Questions:

1. Regarding the 3d models and cockpit views: What models are used exactly from the cockpit view?

A seperate for the internals only, and everything not inside is the regular exterior model just seen up close? I have been wondering if there is any way to increase the detail, especially on the textures, of the plane seen from inside the cockpit. The engines in twin engined planes tend to look especially rough, like the Bf 110.

An effort to somehow prioritize exterior details for the areas which are seen from inside the cockpit would raise the graphics more than many other possible updates.

2. What is the word on Twin Throttle support? I don't mind lacking radars, but I do have a G940 and a quadrant, with a huge itch towards flying those twin engined heavy fighters.

Viking
01-16-2010, 05:56 PM
Only a little worried about the timeline!

Will SOW not come untill june 2011??

regards

viking

csThor
01-16-2010, 05:58 PM
Timeline is strictly Team Daidalos. Nothing to do with Maddox Games's plans at all.

Flanker35M
01-16-2010, 05:58 PM
S!

Good to see IL-2 is not dead :) New additions look very nice. Are there any plans on updating the graphics card and sound card support in any way in upcoming patches? Thank you for the continuing support Team Daidalos!

Zorin
01-16-2010, 06:17 PM
Another question. Will the instruments on the engine nacelles be visible from the cockpit?

http://s205.photobucket.com/albums/bb107/ZorinW/?action=view&current=HS129instruments.jpg

Loadouts should be:

4x SC50 centerline on single ETC 50s

1x SC250kg (Romanian units)

or

MK 101
MK 103

All with the option for 2x SC50 (one per wing)

http://s205.photobucket.com/albums/bb107/ZorinW/?action=view&current=hs129rack.jpg

Qpassa
01-16-2010, 07:21 PM
Thanks for improve IL2 ;)

Eldur
01-16-2010, 07:42 PM
Looks like FMB+... I hope this works then (because the mod doesn't in my case).

Anyway, I want suggest the possibility to save and load object groups. It would be great if we could do so because this makes it possible to re-use certian groups like artillery positions, AAA nests etc in several missions plus we could share them for others. That would make the upgrade perfect.

KG26_Alpha
01-16-2010, 09:13 PM
[QUOTE=csThor;136693]Actually, regarding the Hs 129 B-2, a good number of currently available loadouts should be deleted because they aren't historical (that doesn't work, though, due to bad experiences with the IAR 80/81 way back). The BK 3,7 is among them as is the loadout with the 4x 7,92mm MG17 and the SC 250 as no evidence for their use on the front has come to the light so far (and people far more knowledgable on the subject than us looked). In the case of the Bk 3,7 it's interesting to note that tests were aborted very early as the cannon (or rather the gondola installation) had a very ugly effect on plane performance so the Hs 129 kept using Mk 101 and Mk 103 (from early 1943 on) autocannons for tank busting.[/QUOTE


What about the B3, is that not going to be flyable then ?

rakinroll
01-16-2010, 09:29 PM
Thank you DT, Horrido!

76.IAP-Blackbird
01-16-2010, 09:37 PM
Will you add more detail to the engines? When you looks from the front, the engines are flat and had only a texture, there are some birds with 3D engine detail, not much but this small update is very welcomed.

EJGr.Ost_Caspar
01-16-2010, 09:50 PM
Have you considered adding a mirror? Perhaps bound to a skin, like you did with the gunsights in 4.09?

http://i205.photobucket.com/albums/bb107/ZorinW/hs129mirror.jpg



Yes, either depending on skin or happening randomly. Or even both (forcing by skin).

Another question. Will the instruments on the engine nacelles be visible from the cockpit?

http://s205.photobucket.com/albums/bb107/ZorinW/?action=view&current=HS129instruments.jpg

Sure.



1. Regarding the 3d models and cockpit views: What models are used exactly from the cockpit view?

A seperate for the internals only, and everything not inside is the regular exterior model just seen up close? I have been wondering if there is any way to increase the detail, especially on the textures, of the plane seen from inside the cockpit. The engines in twin engined planes tend to look especially rough, like the Bf 110.

An effort to somehow prioritize exterior details for the areas which are seen from inside the cockpit would raise the graphics more than many other possible updates.

Its generally possible to have i.e. different models for engine nacelles for intern and extern model. At one point these has to 'fade' into each other, since the corresponding animations like ailerons, elevators must be visible from intern. The only problem I do see, is the damage, it might be not easy to do this equally on two different models.

ben_wh
01-16-2010, 09:58 PM
Thank you for the update and great job.

Looking forward to the weekly updates of the 4.10 and beyond.

Cheers,

76.IAP-Blackbird
01-16-2010, 10:03 PM
Hi Casper

From the programing point I do not see a prob to have similar or same damage to a engine nacel. visualy maybe but it`s doabel ;)

Greetings from the 76.IAP ;)

EJGr.Ost_Caspar
01-16-2010, 10:08 PM
What about the B3, is that not going to be flyable then ?

The B-3 is a different topic. Especially designed to carry the BK 7.5 it has its place in history. We thought about renaming the B-3/Wa into B-3, as its generally the plane we have in game, but this maybe would destroy existing missions/campaigns. However, the BK7.5 version will be flyable too with an own cockpit.

Insuber
01-16-2010, 11:36 PM
Hi Team Daidalos,

Thank you for the excellent work, respect !

What about Italy_Online map, I think it's the worst map ever, totally wrong from A to Z. Better to suppress it, it's a slap in the face of reality, all the cities are mixed up, distances and relative positions are all messed up.

Bye,
Insuber

IceFire
01-17-2010, 12:16 AM
Hi Team Daidalos,

Thank you for the excellent work, respect !

What about Italy_Online map, I think it's the worst map ever, totally wrong from A to Z. Better to suppress it, it's a slap in the face of reality, all the cities are mixed up, distances and relative positions are all messed up.

Bye,
Insuber

It should be called Italy Dogfight... then some more people would be happy. The Ardennes map is nearly as messed up... barely has any relation to real world geography but it was really handy to have some sort of "west" front map to work with outside of Normandy. Taking something out would cause compatibility problems... not to mention there are at least one or two excellent campaigns that make use of this map and it's visuals.

Tempest123
01-17-2010, 12:31 AM
Great work! Looking forward to 4.10

csThor
01-17-2010, 04:49 AM
@ Insuber

When that map was made Maddox Games had issued a ban on any realistic MTO maps (same is true for the desert map that came with 4.09). It never wanted to be realistic so it isn't.

Feathered_IV
01-17-2010, 06:43 AM
Couldn't be more excited about that Hs129. Absolutely can't wait. :grin:

Foo'bar
01-17-2010, 10:22 AM
And what an outstanding skin she has ;)

EJGr.Ost_Caspar
01-17-2010, 11:06 AM
Hi Casper

From the programing point I do not see a prob to have similar or same damage to a engine nacel. visualy maybe but it`s doabel ;)

Greetings from the 76.IAP ;)


The nacelle and inner wing would hardly be able to break away from the fuselage (from inside view).
I don't say, its impossible, but I tend to think, its more worthy to rework the extern LoD00 (you hit two flies with one slap).

Viikate
01-17-2010, 12:31 PM
And what an outstanding skin she has ;)

Indeed... It has now FooBar's excellent skin as a place holder, but it will need lot of changes. All parts in the external mesh were changed somehow. It was impossible to maintain perfect fit with existing skins, because these changes. For example the top side of fuselage & tail was mapped originally to single line of pixels, so it was impossible to paint it properly.

Insuber
01-17-2010, 02:17 PM
@ Insuber

When that map was made Maddox Games had issued a ban on any realistic MTO maps (same is true for the desert map that came with 4.09). It never wanted to be realistic so it isn't.


Ahaaah! Thank you Thor, I didn't know that!

ElAurens
01-17-2010, 02:50 PM
Thank you gentlemen for more great work!

I am particularly interested in the Polikarpov R-5. An aircraft that is new to my experience. I can see it filling a spot in early China scenarios as it is very similar looking to some early Japanese biplanes. Any chance of it being flyable in the future? I really love these older birds.

And thanks for the fixes to the FMB as well, this will make our lives a lot easier.

S!

SPITACE
01-17-2010, 09:11 PM
this is great news! is there any chance of doing a flyable wellington/lanc this year it will be great to be a rear gunner at night in the sim. :cool:

WTE-Newy
01-17-2010, 09:42 PM
Will any of the magic that is |Zuti| be added to your great work?

ElAurens
01-17-2010, 11:20 PM
Zuti's "Moving Dogfight" stuff, while cool, is still too buggy for prime time, IMHO.

akdavis
01-18-2010, 04:01 AM
Another question. Will the instruments on the engine nacelles be visible from the cockpit?

http://s205.photobucket.com/albums/bb107/ZorinW/?action=view&current=HS129instruments.jpg

Loadouts should be:

4x SC50 centerline on single ETC 50s

1x SC250kg (Romanian units)

or

MK 101
MK 103

All with the option for 2x SC50 (one per wing)

http://s205.photobucket.com/albums/bb107/ZorinW/?action=view&current=hs129rack.jpg

The ER 4 and similar adapters (for 4 x SC 50 or 96 x SD2) are, of course, missing from all LW aircraft in game that should have them, AFAIK. It would be a most-appreciated visual update (and the potential additional loadouts would be nice, too).

Qpassa
01-18-2010, 06:40 AM
Will any of the magic that is |Zuti| be added to your great work?

I am also waiting for his work into the daidalos team. He can do incredible things with the IL-2.
I hope one day IL-2 vanilla will have dynamic cooperatives

waffen-79
01-18-2010, 07:15 AM
Excellent news, I'm very grateful, especially for the 128 cockpit :grin:

LukeFF
01-18-2010, 08:04 AM
Nice to see the Hs 129 finally get some love. I really wanted to model the cockpit for it, but real life got in the way. I uploaded all my Hs 129 visual references (including some for the B-3) to this link:

http://smg.photobucket.com/albums/v258/LukeFF/Hs%20129/

mkubani
01-18-2010, 09:36 AM
Hello Luke, thanks, we will take a look at the refs it it includes something we may not have.

Thank you for modelling the He-162 pit. :cool:

=BLW=Pablo
01-18-2010, 10:44 AM
congratulations to the team Daidalos,

I would like to ask a question directly to Daidalos team.

would be possible, you ask permission of Peter D and include the MiG-15 and F-86 in the next patch?

Thus, it could be released a new DVD, which could be called IL-2 1953 Korean Theater.

And with that, get more money , which can be reinvested in research to improvements in IL-2

what you think that?




one more thing, it is possible to bring the textures of ground of Wings of Prey
for IL-2?

if we had the graphics of "Wings of Prey" in the "IL-2"
IL-2 would be the best simulator in the world.

cheers


sorry my bad english, i am Brazilian, and a non native english speaker

mkubani
01-18-2010, 10:54 AM
1. DT patches are non-commercial only. Such decisions are up to 1C/MG.

2. Theaters of operation - WW2 up to 1946. BoB excluded for obvious reasons. Korea is beyond the scope of DT. Reserved for future SoW products anyway.

3. No, no Wings of Prey textures or any other files/data from other games. That would be illegal + the terrain engine and texture pattern system is different in WoP and would not work copy/paste style in IL-2.

=BLW=Pablo
01-18-2010, 11:11 AM
thanks for Quick Reply

ECV56_Lancelot
01-18-2010, 11:14 AM
Excellent news about the flyable Hs-129 and the FMB improvements. I wish, with nostalgic, that i had this new fmb tools and the hs-129 when i made campaigns for my squadron and had time to expend on the FMB. Now, married and with two kids, using the FMB seems as unlikely as winning the lotery, specially since i never buy a lotery ticket :D.
GREAT Work TD!

Lemmi
01-18-2010, 07:52 PM
nice to have the "Büchsenöffner" flyable. Finally :-)

slipper
01-18-2010, 08:05 PM
Hi all

Not really concerning this patch, but wondering for the future with maybe the release of the German AI radar


Are there any plans to implement the Allied radars at any stage? maybe also ASV? Also are there any plans to add other detectors and/or jammers. Some examples are below (long list sorry). I am a great fan of the Bomber versus Nachtjagd battle, especially towards the end of the War with all the new Electronic Warfare equipment coming out. I know the list is quite exhaustive but there are few i would really love to see.

Any A.I or German radar
some sort of bombing aid (oboe,G-H,H2S)
some sort of radio navigation/ and or landing aids (GEE,SBA,Lorenz)
Any form of jamming

a good general site on WW2 Radar

http://www.vectorsite.net/ttwiz.html


# AI (Airborne Interception) – British night fighter radars
# Airborne Cigar (A.B.C.) – jamming transmitter carried by No. 101 Sqn Lancasters using 8th crew member to monitor and then jam German night fighters utilising Lichtenstein radar
# Airborne Grocer – British 50cm Lichtenstein radar jammer - see also Grocer/Ground Grocer
# ASDIC – Early British sonar system used for hunting U boats
# Aspirin – British Knickebein jammer
# ASH – Air to Surface H or AI Mk XV (U.S -AN/APS4). Centimetric airborne air-air radar derived from ASV operating at 3 cm wavelength at a frequency of 10 GHz. Used by 100 Group Mosquitos; postwar Sea Hornet N.F. Mark 21.
# ASV – Air to Surface Vessel radar. A 1.5 metre radar that could detect surfaced submarines at up to 36 miles.
# BABS (Beam Approach Beacon System) - British blind-landing system using Rebecca
# Benjamin – British Y-Gerät jammer - see also Domino
# Berlin – FuG 240, German night fighter radar, introduced April 1945, centrimetic (microwave) frequency radar (9 cm/3GHz)
# Boozer – fighter radar early warning device fitted to British bombers
# Bremenanlage - FuG 244/245, German airborne search radar
# Bromide – British X-Gerät jammer
# Carpet – 100 Group W/T (morse radio) jammer
# Cigar (later "Ground Cigar") – earlier ground-based version of Airborne Cigar
# Corona – 100 Group radio transmissions to German fighters designed to confuse German counter-attacks
# Chain Home radar – British land based early warning radar used during the Battle of Britain
# Düppel – German radar countermeasure called chaff in the US or Window in England
# Darky – RAF a backup system in case the other systems were broken or the operator of the other direction finding systems was dead. Using his radio, on 6.440 MHz the pilot could be talked back to his home base.[1]
# Domino – British Y-Gerät jammer - see also Benjamin
# Eureka – portable homing beacon system - ground transmitter - see also Rebecca
# Filbert - 29-foot long naval barrage balloon fitted with internal 9-ft radar reflector - for Operation Glimmer and Taxable.
# Fishpond – British fighter warning radar add-on to H2S, fitted early 1944 to some bombers
# Flensburg – FuG 227, German radar device fitted to night fighters that detected British Monica transmissions
# Freya – German ground based air search radar
# G-H – British radio navigation system used for blind bombing
# GEE – British radio navigation system forerunner of LORAN
# Grocer (later "Ground Grocer") – ground-based version of Airborne Grocer
# H.F. D/F (High Frequency Direction Finding) [2] – provided a radio position fix for the RAF up to 100 miles from the transmitters in Britain. The system was based on voice communications, and was used for aircraft to find their home bases. The development of GEE its primary function ceased but it remained in use until the end of the war as a back up system and a communications system between aircraft and their base.[3]
# H2S – British ground mapping radar to see target at night and through cloud cover
# H2X – American ground mapping radar, development of British H2S
# Himmelbett – German controlled night fighter method
# Hohentwiel – FuG 200, German UHF airborne radar optimized for maritime (anti-ship) use
# Huff-Duff – Allied HF/DF High Frequency Direction Finding
# Jay beams – were introduced partly as a deception to help to confuse the Germans over the use of GEE. It was nevertheless just as useful as a homing beacon. A number of transmitters, from Lossiemouth to Manston in Kent transmitted on slightly different frequencies transmitted a narrow beam across the North Sea using a S.B.A. (Standard Beam Approach) transmitter, receivers for-which were fitted to all British bombers and could be received over a range of 350 miles at 10,000 feet. Once a bomber found a beam it could fly down it back to Britain. In late 1943, all but two beams were closed down with these final two shutting down towards the end of 1944 because GEE could do the job better and their use to deceive the Germans was by now redundant.[4]
# Jostle – 2.5kW airborne jamming transmitter carried in sealed bomb bays of 100 Group Fortresses
# Kehl – series of German aircraft-mounted radio control sets for use in aerial guidance of the Hs 293 and Fritz X weapons.
# Kettenhund – German Eureka jammer
# Knickebein – German dual beam radar navigation aid, used early 1940
# Lichtenstein – German UHF (B/C and C-1 versions), later VHF (SN-2 version) night fighter radar, introduced 1941/1942
# Lorenz – Germans blind-landing aid
# LORAN – American navigation aid
# Lucero – British homing system carried by some Mosquitoes for homing-in on Kettenhund (Eureka jammer)
# Mandrel – No. 100 Group RAF swamping of Freya and Würzburg radar
# Metox – receiver installed on German submarines that gave warning of approaching aircraft by detecting changes in the transmissions from the radar.
# Meacon – Masking BEACON - British long wave jamming station
# M.F. D/F (Medium Frequency Direction Finding) - provided a radio position fix for the RAF up to 230 miles from the transmitters in Britain. The system was based on voice communications.[3]
# Monica – Fighter radar early warning device fitted to British bombers
# Moonshine – British airborne Freya spoofer/radar jammer installed in 20 modified Boulton Paul Defiants (No. 515 Squadron RAF)
# Naxos – FuG 350, German H2S detection and homing device
# Neptun – FuG 218, German night fighter radar, introduced mid/late 1944
# Newhaven – target marking blind using H2S then with visual backup marking - from Newhaven
# Oboe – British twin beam navigation system, similar to Knickebein but pulse-based
# Paramatta – target marking by blind dropped ground markers - prefixed with 'musical' when Oboe guided - from Paramatta
# Perfectos – device carried by night fighting Mosquito's for homing-in on German nightfighter radar transmissions/triggering IFF
# Ping-Pong - ground-based plotting system for triangulating German radar site positions, allowing them to be attacked and disabled immediately prior to Overlord
# Piperack – airborne jamming transmitter carried by a lead aircraft that produced a cone of jamming behind it within which the following bomber stream could shelter
# Pipsqueak – was a code name for a Huff-Duff IFF mechanism used by the RAF in the Battle of Britain, to track the location of their fighter squadrons in the air. RAF fighters had an HF channel of their radios set to broadcast a signal for fourteen seconds of every minute. A clockwork mechanism regulated this broadcast.
# Rebecca – portable homing beacon system - airborne receiver - see also Eureka
# Rope - extended-length Window suspended from small parachute and dropped by aircraft of 218 and 617 Squadrons intended to deceive German Seetakt coastal radars - for Operation Glimmer and Taxable
# Seetakt – a shipborne radar developed in the 1930s and used by the German Navy, later improved into Freya air search radar.
# Serrate – Allied Lichtenstein detection and homing device, used in night fighter to track down German night fighters with Lichtenstein radar
# Shiver – first attempts at jamming Würzburg radar using ground transmissions
# Tinsel – British technique of feeding amplified engine noise via radio onto German night fighter voice frequencies to hinder them.
# Turbinlite – British searchlight & radar-equipped Douglas Havoc intended for illuminating attacking Luftwaffe bombers at night
# Village Inn – AGLT - British radar-aimed rear turret fitted to some Lancasters in 1944
# Wanganui – target marking by blind-dropped sky markers - prefixed with 'musical' when Oboe guided - from Wanganui
# Window – strips of aluminium foil dropped to flood German radar and radar operated anti aircraft guns and searchlights
# Würzburg – German ground based air search radar, very accurate and often used to direct FlaK
# X-Gerät, Y-Gerät – German beam guided blind bombing systems
# Z Equipment, British Infra red lamp system to allow friendly aircraft to be recognised by Village Inn-equipped bomber


This is by no means a request for the above things, just a list of things i would like to see in an ideal simulation of the Night Bomber Campaign. I will be more than gratefull for any extra content we recieve

regards

slipper

IceFire
01-18-2010, 10:44 PM
Slipper.... that is quite the list! Probably more something for Storm of War since Oleg is doing (or has said he was) realistic radar modeling.

MD_Zebo
01-19-2010, 01:22 AM
Zuti's "Moving Dogfight" stuff, while cool, is still too buggy for prime time, IMHO.

Im my opinion, Zuti , though you say it's buggy, has transformed the game, if you're not using zuti's "buggy stuff" will copy paste work with the zuti MDS??
Our server has been running 1.8, then 2.0 since 48 hours hours of their release, no major bugs I can see.
It's good to see new stuff, and these mods are now getting so confuseing... but thanks all modders for your work, 8(ish) year old game still breathing :-P
While I'm posting, I have to moan about the mkIIa and B spitfire models... I don't know who did 'em, but god, they're poor.... mk8 seems to be about right (just slow it down??), not that I've ever flown a spit... please, with a flake in it, while you're patching, please!

ElAurens
01-19-2010, 02:09 AM
Let's just say that in very large missions the MDS has issues and agree to disagree.

Um, so you want to change the Spits because why? "Slow it down" Why?

Have you compared in game performance to real world?

Or are you just whining because you got shot down by one?

Buster_Dee
01-19-2010, 03:24 AM
Slipper, I like the same aspect and try to model such things for my own enjoyment. Do you know if the term H2X referred to the APQ-13 or APS-15 (or something even older)? There ar good pics of H2S in its vaious iterations, but I have never been clear on how the early US equivalent looked.

LukeFF
01-19-2010, 06:02 AM
Hello Luke, thanks, we will take a look at the refs it it includes something we may not have.

Thank you for modelling the He-162 pit. :cool:

No problem. :) I have some more references (line drawings, etc.) if you need them.

Qpassa
01-19-2010, 07:30 AM
Would be great a support for Wide Screen... now I have two beautiful black stripes
There's a mod which changes menus for Wide Screen
I hope you can make a fix of the IL-2
Thanks!

KG26_Alpha
01-19-2010, 08:17 AM
Would be great a support for Wide Screen... now I have to beautiful black stripes
There's a mod which changes menus for Wide Screen
I hope you can make a fix of the IL-2
Thanks!

No mod needed.

SaveAspect=0

But if you have to use a mod pack !!

UP v2.0 has Ecran Wide

http://img.photobucket.com/albums/v119/alpha1/0301201022-45-36.jpg
http://img.photobucket.com/albums/v119/alpha1/2212200922-34-28.jpg

Qpassa
01-19-2010, 08:22 AM
I have it in 0
I am going to show some screenshots(In 4 hours)

[window]
width=1280
height=800
ColourBits=32
DepthBits=24
StencilBits=8
ChangeScreenRes=1
FullScreen=1
DrawIfNotFocused=0
EnableResize=0
EnableClose=1
SaveAspect=0
Use3Renders=0

Qpassa
01-19-2010, 08:33 AM
.... I know I have to use a mod lol.
But I have said it for Daidalos Team , to enable Wide Screen Support in Vanilla 4.10

|ZUTI|
01-19-2010, 08:54 AM
Yes, my work will be in 4.10, hopefully, if all goes as planed.

And while I agree that there are bugs with MDS I often find out that it is not because of MDS itself but because of users not reading what manuals say about it. And some also forget that with it's functions enabled, MDS takes much greater tool on the system than original DS. Furthermore, some took MDS from UP release and used it as standalone, then bitch about problems, claiming that they use it in UP etc... and none reported log file issues or console output. You can guess why that is. Most of the issues that users reported and were verified as valid issues were fixed. I say most because in all probability, it will never be completely bug free, there is always one that will use it as it is not mean to be used and complain. Last not is that MDS is not for COOP servers. While it works, some features were not designed to work with that game style.

You all probably know where to find me and I do my very best to answer your questions or try to solve your issues. If you report them.

Cheers.

Flanker35M
01-19-2010, 11:46 AM
S!

Great to hear Zuti if your MDS will be integrated to IL2 officially :) It is truly a masterpiece. And for those doubting Zuti's skills I can say he fixed bugs and errors very fast, even within moments of reporting them while we were testing UP v2.0 beta. And agree with this: people should READ THE MANUAL! If not understanding read it again and ask on forum :) Less hassle and flaming.

Hopefully TD and Oleg see that there are many talented guys out there that could contribute a lot to IL2 ;) Waiting a lot for the patches and wishing more hardware support brought up to today's standards or at least closer. We are not living in 2001 anymore ;) :D

csThor
01-19-2010, 11:54 AM
I hate to burst your bubble, Flanker, but you can't expect DT to cram 2010 hardware features into 1999 engine. That isn't going to work. The engine is ten years old, that's ancient history in hardware terms and software capabilities.

Flanker35M
01-19-2010, 12:09 PM
S!

Well, DT is not MG and for MG it is not feasible to waste any time on IL2 when SoW and it's continuum are coming out this year. It is not about it can not be done, just not purposefull ;) It is a code and it can be changed, but another issue is what I said..worth the time and effort? So not bursting any bubbles Thor ;) But DLL's have an impact on the game from my testing so maybe these could help improve things if not making new :) Agree?

csThor
01-19-2010, 12:13 PM
The DLLs in 4.09 caused more problems than anything else and up to this point I have not seen any evidence that those among us who can actually make sense of code (which means I certainly can't :mrgreen: ) will go that deep into the engine. Maddox Games for sure won't lift a finger for Il-2 anymore - that much should be clear.

Flanker35M
01-19-2010, 12:19 PM
S!

DLL's did cure some and break some things. I settled with some older DLL's with my ATI as they provided best performance without artifacts etc. And if you fiddle with DLL's would you not need development tools and documentation on it, which only MG has so I understand what you say :) I am happy that DT still works on IL2 and fully understand why MG is not lifting a finger to IL2 anymore, their new game is around the corner so why invest in a "dead horse" ;) :D Seriously speaking reasons why MG is not looking into IL2 is very understandable and not whining about that. Just asked for some updates IF possible..

Qpassa
01-19-2010, 03:34 PM
This have to be fixed ...
With Mods -> http://i45.tinypic.com/25q8769.png
Without
http://i45.tinypic.com/25q8769.jpg

Without mods(just an expansion http://wwiies.com/index.php?idioma=spa&pag=britain)
http://i47.tinypic.com/2dv2a3d.png

With MODS
http://i47.tinypic.com/2qjde8y.png

Oktoberfest
01-19-2010, 05:37 PM
Great update guys, very much appreciated, be sure :)

But because I'm a twin engine fighter pilot, I will ask (whine) for one minute if there is a plan to build a 410 to give the Lufties the late war heavy bomber it lacks ? (:D) The Hs129 cockpit just looks amazing, and if we could have such a high level cockpit for the 410 :)

Keep the good work guys, you're doing well.

Majo
01-19-2010, 08:33 PM
Great to know ZUTI's work will be around in this patch!!!
I do not quite understand why this was not mentioned in the development update...:confused:
What about 6dof... Did I miss something?

Salutes!

Urufu_Shinjiro
01-19-2010, 10:56 PM
I really want to know about the multi-throttle support, can you guys tell us anything about that?

_RAAF_Smouch
01-19-2010, 11:31 PM
Thanks TD for the news, great stuff :grin: http://www.mission4today.com/images/smiles/023.gif

A question from an Aussie,

Will these patches include some maps of Northern Australia and some of our aircraft such as the Wirraway and Boomerang? http://www.mission4today.com/images/smiles/icon_pray.gif

Viikate
01-20-2010, 06:52 AM
Great to know ZUTI's work will be around in this patch!!!
I do not quite understand why this was not mentioned in the development update...:confused:


Well there's lots of things not YET mentioned in the dev. update. The idea was to update it every week.

BadAim
01-20-2010, 10:32 AM
+1 on the FOV issue. If it's possible FOV options up to 120 degrees would fit the bill nicely for widescreen users and even older 3/4 panels can use out to 100 or 105.

N345SD_Bear
01-20-2010, 04:14 PM
~S~ to all.
I'm a member of Joint-Ops, we are a school for IL2 and have been involved with IL2 for a number of years now instructing hundreds in the art of flying. We teach for out-of-the-box pilots and offer a variety of courses to compliment the IL2 game right from learning to land and take off right to advanced fighter and bomber tactics and skills. Personally i am a bomber instructor and have loved bombing ever since the old days of CFS1. I love the challenges of high level bombing in IL2 and of course have the question of are there future plans in developing the 4 engine bombers such as the FW200, B17, B24 and B29 aircraft in IL2?
I realize this question must have been asked several times in the past and don't wish to beat a dead dog but i don't see such questions asked in the forums i have read.
I know the mods have made them available but we feel they (the mods) have no place in representing the real IL2 game and stick to whats available.

~S~ N345SD_Bear

Red Dragon-DK
01-20-2010, 07:57 PM
~S~ to all.
I'm a member of Joint-Ops, we are a school for IL2 and have been involved with IL2 for a number of years now instructing hundreds in the art of flying. We teach for out-of-the-box pilots and offer a variety of courses to compliment the IL2 game right from learning to land and take off right to advanced fighter and bomber tactics and skills. Personally i am a bomber instructor and have loved bombing ever since the old days of CFS1. I love the challenges of high level bombing in IL2 and of course have the question of are there future plans in developing the 4 engine bombers such as the FW200, B17, B24 and B29 aircraft in IL2?
I realize this question must have been asked several times in the past and don't wish to beat a dead dog but i don't see such questions asked in the forums i have read.
I know the mods have made them available but we feel they (the mods) have no place in representing the real IL2 game and stick to whats available.

~S~ N345SD_Bear

~S~ Mr Bear.

I agree 100% since I have had the plasure, to be on yours and Mr. Fifties ABS. We miss the big toys and would be happy to have them in Venilia. There have been posts about it before, but I dont think DT know how importent this is for all of us, who love flying a bomber, and not beeing a fighterpilot all the time.
Beside this wee need 6 dof. Hate when my wingman are hitten in the frame of the cockpit.


~S~ V435FE_Otto

bigchump
01-21-2010, 11:21 AM
Will FMB have the ability to place *real* runways and other airfield stuff?
Thanks for all the good work!

daidalos.team
01-21-2010, 12:45 PM
Today's update posted - check first post again.

76.IAP-Blackbird
01-21-2010, 12:57 PM
Great News!!! Impressiv Video with a very nice touch of detail in your projects

Viikate
01-21-2010, 12:58 PM
Oh great... YouTube removed all the interesting small details from the video. Hopefully M4T guys can host the original video.

Tbag
01-21-2010, 01:01 PM
Very cool stuff! Thanks DT!

KG26_Alpha
01-21-2010, 01:03 PM
Nice I hope your hard work gets used to its full potential.

Are TD going to make the map night textures so we get a real night sky instead of the half light we have now (full moon exception of course) ?

Also as a FOD member I have great interest in the HE111 restoration there and the Bad weather navigation landing equipment the recovered from the project.

http://s110605900.websitehome.co.uk/beams/beampage.htm

Would be great to have the Sperry auto pilot on the Beau too !!!!

Tempest123
01-21-2010, 01:03 PM
Wow, I just keep getting more and more impressed with the work of DT, the radio navigation will really improve the realism, awesome work! BTW the runway lights are also something that I think many players have wanted for years, and I love the addition of the nightfighters.

MicroWave
01-21-2010, 01:07 PM
Will FMB have the ability to place *real* runways and other airfield stuff?
Thanks for all the good work!

No. Just standard objects can be placed on the map as was the case before.
Also moving actors can't be 'multiselected'. Some stationary objects like Frontline markers are also excluded from the 'multiselect' command.

ECV56_Guevara
01-21-2010, 01:43 PM
Amazing news DT!

Including Nightfigthers an Airborne radars maybe will be in 4.10?
Thanks!

Tempest123
01-21-2010, 01:46 PM
Hey, just a quick bug report. If you take the He-111 up to altitude and watch the pilots oxygen mask, it floats around the cockpit, occasionally leaving the aircraft and flying along beside it, its not bound to the pilot. Pretty funny looking

Qpassa
01-21-2010, 03:20 PM
thanks DT,keep hard working!

EJGr.Ost_Caspar
01-21-2010, 05:26 PM
Hey, just a quick bug report. If you take the He-111 up to altitude and watch the pilots oxygen mask, it floats around the cockpit, occasionally leaving the aircraft and flying along beside it, its not bound to the pilot. Pretty funny looking


Wrong place. There are special threads for this and if you expect to get it read, use them! Anyway, acknowledged. Will try to repeat this.

Chiz
01-22-2010, 04:46 AM
Wow, I'm really impressed by the radio navigation that you guys are working on, I think this will add a HUGE amount of enjoyment for many flyers. That night landing in the video was fantastic, I never thought I'd see something like that in IL2. Keep up the great work!

150GCT_Veltro
01-22-2010, 08:32 AM
Guys, would be possible if Oleg agree have this stuff:

- BF-109F4/B;

Plus:

- Fix Mk.Vc cockpit bug;

- Add fuel tank and bombs to Mk.Vc and Mk.VIII;

- Add the MG 151/20mm to BF-109G-10;

_1SMV_Gitano
01-22-2010, 08:58 AM
Guys, would be possible if Oleg agree have this stuff:

- BF-109F4/B;

Plus:

- Fix Mk.Vc cockpit bug;

- Add fuel tank and bombs to Mk.Vc and Mk.VIII;

- Add the MG 151/20mm to BF-109G-10;

- New slot for F-4/B: probably not, new bombs loadouts on stock F-4, probably yes

- Probably yes

- Probably yes

- Probably yes, both G-14 and G-10, with Mk108 as U4 option

150GCT_Veltro
01-22-2010, 10:32 AM
- New slot for F-4/B: probably not, new bombs loadouts on stock F-4, probably yes

- Probably yes

- Probably yes

- Probably yes, both G-14 and G-10, with Mk108 as U4 option

Rgr.

Thank for the info Gitano!

SPITACE
01-22-2010, 11:38 AM
the CW-21? who few this and were did fly in ww2? thanks.

steppie
01-22-2010, 12:00 PM
I think that yous guy are doing a good job and i like the direction finders and "some" of the aircraft but if you are going to make a patch think what people would love and make the game what it should be by having,
moving dogfights
6dof trackir
catapults for aircraft carriers.
Zuti MDS
i know it a big asks but i think these are more urgent then the needed for new aircraft

David603
01-22-2010, 12:29 PM
the CW-21? who few this and were did fly in ww2? thanks.
The CW-21 was operated in small numbers by the Chinese and Dutch air forces, who flew them rather unsuccessfully against the Japanese.

Wolkenbeisser
01-22-2010, 01:23 PM
@Daidalos-Team:

Thanks for the neu radio navigation!

I have a question about this. What happens if there are NDB's on the map and your plane has waypoints, and you press the "A" key?

- Does the plane follow the "old" waypoints?
- Does the plane follow to the tuned NDB?
- Is the "A" key disabled if you use NDB's on the map?

Btw: What's the range of the NDB's in the game?

Thanks for your effort, Daidalos

Viikate
01-22-2010, 02:25 PM
Autopilot flies like AI so it's still using the old waypoints as usual. Disabling autopilot would of course be possible when the realistic navigation option is turned on, but that might be too hardcore for some pilots. (I get lazy sometimes too).

Range of NDB is around 100 miles but that varies. At hi alt you have better reception that very low alt. And if you position your self so that there is some big hill/mountain between you and the NDB, then the reception is really bad.

jermin
01-22-2010, 02:38 PM
I've just seen the radio navigation video on Youtube. I have to say this feature adds a whole lot more immersion to the sim.

I hear the raining sound at the end of the blind landing. So I'm asking whether you are thinking of adding more versatile weather effect like overcast and raining? Also is it possible to add raindrops on the windshield and side windows?

MrBaato
01-22-2010, 06:00 PM
I just love the Cw21b, and the instrument panel is in Dutch !!

couldnt be any better ^^

Viking
01-22-2010, 07:04 PM
Mayor steps for Il-2 and SoW today. Il-2 took a step further from game to simulation with this radio navigation add on and Sow….? Well just take a look at that video of that Spit and you will understand.
I almost feel sad that we must move on and eventually abandon Il-2 all together… but all love is like that I guess.

Regards

Viking

RAF74_Winger
01-22-2010, 08:44 PM
Very impressed with the radio navigation aids. Do we get some nice overcast layers and wind profiles to go with that?

W.

LAL_R-One
01-23-2010, 08:01 AM
Hi evreybody !

I would like something. Could all ships (like destroyer or trawlerman boat) become a moving radio beacon ?

And THANKS for this marvellous add-on !!!
Good Luck for the suite.

Viikate
01-23-2010, 10:28 AM
Hi evreybody !

I would like something. Could all ships (like destroyer or trawlerman boat) become a moving radio beacon ?


Very good idea R-One. It is possible.

Do you know historical background of this? I recall that Waldo.Pepper mentioned that Japanese submarines could carry NDBs to help planes navigate to their target.

slipper
01-23-2010, 05:14 PM
Hi All,

Just saw the udated post on the New Radio Navigational Aids and what can i say! i am over the moon, this is precisley the sort of improvement that appeals to me. I posted earlier with a very extensive list of electronic aids i would love to see in a perfect world in a sim.

I was wondering if there are any plans in the future to implement the AI German radar sets, that were being talked about, now that improvements are being made in this direction? also as icing on the cake

Would really love to see an allied AI set

Some kind of blind bombing Aid (Oboe, H2s, Knickbein)

Some form of countermeasures (Window, Mandrel)

Thanks again all for your continued hard work and improvements to IL2 and looking forward to the release of the next patch

regards

slipper:grin:

hiro
01-24-2010, 08:38 PM
That's awesome!!

I'm happy with it!

Hell's_Angel_50
01-25-2010, 10:06 PM
Greetings from a flyer. I have a question Why so fast on this patch? 4.09 was only just released a few months ago. Half the IL2 folks still dont have it yet. And I see that it's a very small patch why not wait and include it into the 4.11? I do like the work your doing but this release just seems to be a wasted release... Although If your team included a new map like lets say the Lae and Salamua area of New Guinea that would make it much more worthy of an early release :-) Please dont kill me...

_1SMV_Gitano
01-25-2010, 11:07 PM
Greetings from a flyer. I have a question Why so fast on this patch? 4.09 was only just released a few months ago. Half the IL2 folks still dont have it yet. And I see that it's a very small patch why not wait and include it into the 4.11? I do like the work your doing but this release just seems to be a wasted release... Although If your team included a new map like lets say the Lae and Salamua area of New Guinea that would make it much more worthy of an early release :-) Please dont kill me...

How can you say that? You've just seen part of the material to be released. Furthermore, you are judging the quality of the material only by the (presumed) amount of hard drive space required.

Please, consider that things like FMB enhancements and more realism options like radio navigation are worth a patch... ;) even if is 1 Kb in size.

FC99
01-25-2010, 11:08 PM
Greetings from a flyer. I have a question Why so fast on this patch? 4.09 was only just released a few months ago.
This is not fast, we only announced patch and posted two updates, patch will not be released before April and that would be ~half year after 4.09.
Half the IL2 folks still dont have it yet.
Not something we should worry about, we are working for the people who downloaded 4.09.
And I see that it's a very small patch why not wait and include it into the 4.11? I do like the work your doing but this release just seems to be a wasted release...
How do you know that patch is small after you saw just two updates :-P There will be maybe 10 updates before 4.10 is released, we can't show everything at once.

Please dont kill me...
Why should we,we know that we can't please everyone.

FC

Galagonya
01-25-2010, 11:23 PM
I am for one very excited about the R-5 and the I-15bis. These planes make early war, and preWW2 (Spanish Civil war, Khalkhin Gol, Winter war) scenarios so much more exciting and realistic. Especially since after the big losses of initial Barbarossa, half of the planes of many air units were R-5s, and it was the R-5, rather than the Il-2 that was used for ground attack. Do I see it right that you guys included the R-5sh Sturmovik version? Any plans to make it flyable in one of the follow up patches? Thanks for the excellent work, keep it up!

PE_Tigar
01-26-2010, 03:25 PM
4.10 looks real good, and I applaud the good intention of DT to implement more realistic navigation. Hopefully, you guys are going to be able to address some of the remaining navigation-related issues. Here are the ones I consider to be the most important.

- please add the option to leave the waypoints and plotted courses in the map without the little "GPS" plane when flying full real. Ability to edit the map before flight or during the flight (to add comments such as times, observed points of interest or targets, and altitudes between waypoints) would be most welcome too.

- please add airfield data to the maps (name, primary runway direction and elevation would be sufficient, at least for the larger, more permanent airfields).

- in radio calls, clearance should be asked for and given for a particular runway. Now, especially online, everybody's landing haphazardly wherever. I understand that adding this to the voice calls would require a lot of work, but to add it in text shouldn't be such a problem. An option to ask for the runway in use and basic weather info for the field would be good too.

Tempest123
01-26-2010, 09:07 PM
4.10 looks real good, and I applaud the good intention of DT to implement more realistic navigation. Hopefully, you guys are going to be able to address some of the remaining navigation-related issues. Here are the ones I consider to be the most important.

- please add the option to leave the waypoints and plotted courses in the map without the little "GPS" plane when flying full real. Ability to edit the map before flight or during the flight (to add comments such as times, observed points of interest or targets, and altitudes between waypoints) would be most welcome too.

- please add airfield data to the maps (name, primary runway direction and elevation would be sufficient, at least for the larger, more permanent airfields).

- in radio calls, clearance should be asked for and given for a particular runway. Now, especially online, everybody's landing haphazardly wherever. I understand that adding this to the voice calls would require a lot of work, but to add it in text shouldn't be such a problem. An option to ask for the runway in use and basic weather info for the field would be good too.

-Yes, a more detailed map would be great, larger size with airfield data and navigational beacon location I think will be necessary for flying manually now

Tigertooo
01-26-2010, 09:16 PM
about the Navigation aids: Daidalos Team: you are stars and sun on heaven, all put together in my virtual and real sky.
a sincere thanks to all of you:S!

nearmiss
01-26-2010, 09:38 PM
This sim will take a quantum leap forward with navigational tools.

How many times have we all missed a waypoint and had to turn on the mini-map and fly back precisely over the center of the stupid waypoint in order to properly fly a mission?

Waypoints are fine for AI, because the AI needs routing. The player doesn't need waypoints. Player needs navigational tools that make sense... like those we are getting in 4.10.

I don't care, if they are perfected on initial release as long as TD is around to make them right in following patches.

Newbs don't get it. What would the saltier IL2'rs have done to have navigational tools 9,8,7,6,5,4,3,2 or less years ago. Pinch yourself, because it looks like the TD is doing the things mentioned "for real".

I'm glad to get all that is coming our way from TD. I know that Oleg is monitoring progress from TD. Alot of what is coming our way from TD, I strongly suspect we will have in BOB SOW.

Now that is a bright thought isn't it?

TheGrunch
01-27-2010, 04:39 AM
I'm literally frothing at the mouth for these additions, this is exactly the stance that I was hoping DT would take, tackling the remaining major deficiencies of the game head-on. :grin:

tama
01-27-2010, 02:12 PM
Thanks four your work!

Is it possible to add more FOV options for widescreen displays and triple monitors? (via TH2Go, Eyefinity, etc...)

Link of A FOV enhancer made by San's: IL2FOVChanger (http://il2fovchanger.byethost7.com/)

PE_Tigar
01-27-2010, 03:18 PM
Waypoints are fine for AI, because the AI needs routing. The player doesn't need waypoints. Player needs navigational tools that make sense... like those we are getting in 4.10.

Umm, I need waypoints and tracks plotted, but just as points and lines on the map without GPS-like small airplane icon. I plot tracks and waypoints in real life when flying visual or by dead reckoning. Of course, those waypoint-related triggers suck, I agree with that.

Fergal69
01-27-2010, 06:53 PM
I would like to say thank you to Daidalos Team for sharing their proposed schedule of updates for 1946. Despite SOW being in development & hopefully for release soon, it shows that there is still a large following for 1946.

I myself wll purchase SOW, but will also kept flying along in 1946 as well due to it being a different theatre of war.

Some planes I would like to see as flyable are......
FW189
ME410
JU52
HE177

PilotError
01-27-2010, 08:21 PM
It is good to see the DT plan for 4.10 , both for contents and with a time scale for release ( along with a time scale for the following patches as well ) :).

Just out of curiosity I was wondering whether you plan to release the patches to the time scale, or when the content is ready ?

What I mean is, if you run into a problem with let's say the Henschel for example , will you release the 4.10 patch at the beginning of April without the Henschel update and leave it for the next patch, or will you delay the release until the Henschel update is ready ?

I know everything you are working on is still WIP, so I don't mean this as any criticism. I'm just wondering if the patches will be released by time ( I must say I prefer the idea of a patch every 5 months or so ) or when all the stated content is ready ?

Keep up the excellent work.

FC99
01-27-2010, 08:38 PM
We will try to release patches at planned time but if some important and complex features are 90% finished than we could postpone release.

Keep in mind that whole work by DT is done for free and in our free time so RL can be an issue sometimes and interfere with our plans. We would love to pay our bills with work on Il2 patches but unfortunately that is not the case so only thing we can guarantee is that we will give our best to do things as planned.

FC

Viikate
01-27-2010, 09:06 PM
- please add the option to leave the waypoints and plotted courses in the map without the little "GPS" plane when flying full real. Ability to edit the map before flight or during the flight (to add comments such as times, observed points of interest or targets, and altitudes between waypoints) would be most welcome too.

- please add airfield data to the maps (name, primary runway direction and elevation would be sufficient, at least for the larger, more permanent airfields).

- in radio calls, clearance should be asked for and given for a particular runway. Now, especially online, everybody's landing haphazardly wherever. I understand that adding this to the voice calls would require a lot of work, but to add it in text shouldn't be such a problem. An option to ask for the runway in use and basic weather info for the field would be good too.

Thanks for good ideas. Minimap path without icons is already possible. Those labels we have already considered. Maybe each waypoint on map could include bearing and distance to next WP. I personally would like to have some sort of map aid like in Silent Hunter 3 but simplified. Click & hold mouse button do draw a line and it includes distance and heading from line start to end.

If airfield has Lorenz blind landing system installed, there is a international ILS icon visible on map with the runway heading. Alt info could be added there easily.

Last idea probably gets too complicated compared to the benefits it offers. Online air-quake warriors would still takeoff and land using taxiways.

PilotError
01-27-2010, 09:13 PM
We will try to release patches at planned time but if some important and complex features are 90% finished than we could postpone release.

Keep in mind that whole work by DT is done for free and in our free time so RL can be an issue sometimes and interfere with our plans. We would love to pay our bills with work on Il2 patches but unfortunately that is not the case so only thing we can guarantee is that we will give our best to do things as planned.

FC

Thanks for the reply FC99.
I was merely curious about how you planned to release the patches.
I realise that all of you in DT are working for free and out of the goodness of your hearts.
I , for one, am hugely grateful for all the time and effort you are putting into this.
Thanks again.

daidalos.team
01-28-2010, 03:22 PM
Today's development update posted on the first page. Enjoy.

Tbag
01-28-2010, 03:46 PM
Very cool update, the imroved engine controls are most welcome as are the not so blue sky at high altitudes! Thank you very much!

ben_wh
01-28-2010, 04:04 PM
Brilliant, thanks for the good work as always.

Several points:

1) Someone else had commented already but your release timetable and features update is an excellent approach that more developers should adopt and emulate. Great work.

2) Regarding AI visibility calculation - are all AI units covered? (or perhaps only those units that can shoot at the aircrafts such as AAA, armed ships, AFV and AI aircraft?)

3) AI visibility - will there be any significant impact on performance?

Thank you again and looking forward to the patch.

Cheers,

kendo65
01-28-2010, 04:08 PM
Wonderful. Very excited about how this is going. The AI clouds change is particularly welcome.

Are further AI changes planned - I'm thinking primarily of improved ai routines for dog-fighting, long criticized by some in this game.

Presumably changes will have to be made to accomodate nightfighters - ie further improvements in ai visibility modelling, but are there plans for wider ai revisions?

Thanks anyway. Great so far...and another 2+ months of 'surprises' to come!

kendo65
01-28-2010, 04:54 PM
Replying to myself :!:

Just re-read the rather cryptic comment from Team Daidalos on first page:

"We are confident that with new AI improvements, players will be able to use more advanced tactics in fight with/against AI - many things you have read about in WWII pilots memoirs will now work in this sim too. All in all, we want to give a clear message to AI: "Beware of the Hu(n)man in the Sun!" " (my emphasis)

:grin: Excellent - look forward to bouncing unsuspecting AI out of the sun!!

Revenge will be sweet :cool:

csThor
01-28-2010, 05:00 PM
Not related to this, but I had an experience with such a thing a long while back (but on the receiving end :oops: ). I was flying a DGen sortie in an La-5 at Kursk, just a patrol of some kind when suddenly my No 4 blew up and I saw something flash past. Then No 3 was dewinged and No. 2 lost his tail ... and then my screen went black. I saved the track and watched it ... fascinated. It was a perfect bounce by a Schwarm of AI Fw 190s coming directly out of the sun. 4 up, 4 down ... I was grinning like an idiot. :)

kendo65
01-28-2010, 05:14 PM
I had a similar experience flying a France 1940 RAF Hurricane campaign - bounced by 109s - never even sniffed them :evil:

My screen just went black. :(

BadAim
01-28-2010, 05:18 PM
Fan-freaking-tastic. I'd pay for this one.

BadAim
01-28-2010, 05:20 PM
I had a similar experience flying a France 1940 RAF Hurricane campaign - bounced by 109s - never even sniffed them :evil:

My screen just went black. :(


Makes one thankful for the "Refly" button, doesn't it?

Avimimus
01-28-2010, 05:30 PM
Great update!

Q: Will there be provision for radar corrected or "acoustically aimed" anti-aircraft fire?

Radar can see through clouds and I've heard many stories of anti-aircraft gunners firing in the approximate direction of aircraft they could hear, but could not see. In the latter case the anti-aircraft guns should be largely unaimed, but they should still be firing.

Viking
01-28-2010, 06:18 PM
I am simply amazed by the on goings in this thread.
Relax and take it easy on your creativity or we won’t need the SoW!

Regards

Viking

kampfjager31
01-28-2010, 07:40 PM
Daidalos Team is it possible to have camera on missel, or torpedo, for recording flight of the attack on a track, for review?

Tata
01-28-2010, 08:42 PM
Wow! Good news about untransparent clouds for AI. What about sun? Can we come unexpected from direction of sun? :)

Tigertooo
01-28-2010, 08:47 PM
We appreciate your comments and feedback.


i appreciate, without comments nor feedback, all those things you are all doing for free, for the community,for us, for me.love you all.Much appreciated:!:

Qpassa
01-28-2010, 09:45 PM
i appreciate, without comments nor feedback, all those things you are all doing for free, for the community,for us, for me.love you all.Much appreciated:!:

agree + ∞ :grin:

Igo kyu
01-28-2010, 11:44 PM
Makes one thankful for the "Refly" button, doesn't it?
I may be weird, but not me. I'd much rather play one mission once, then whatever the outcome, go on to the next one.

Sure there are problems with that from the point of view of the story, but there are problems with playing on when you are dead too, and somehow, since in real life you aren't dead at all, there has to be some way of doing that.

EinsteinEP
01-29-2010, 03:40 AM
Wow! I'm amazed that even with SOW in the works, Oleg et al are pumping out more patches for IL2! Bravo, guys! Bravo!

I see that radio navigation will be added to patch 4.10. As a real pilot, I think that's just the bee's knees! Is it too late to ask for VASI/PAPI objects, too?

Icewolf
01-29-2010, 04:14 AM
thanks you Daidalos team for all your hard work

"This is the transcript of the ACTUAL radio conversation of a US naval ship with the Canadian
authorities off the coast of Newfoundland in October 1995. Radio conversation released by the Chief
of Naval Operations 10-10-95.

Canadians: Please divert your course 15 degrees to the South to avoid a collision.

Americans: Recommend you divert your course 15 degrees to the North to avoid a collision.

Canadians: Negative. You will have to divert your course 15 degrees to the South to avoid a
collision.

Americans: This is the Captain of a US Navy ship. I say again, divert YOUR course.

Canadians: No. I say again, you divert YOUR course.

Americans: THIS IS THE AIRCRAFT CARRIER USS LINCOLN. THE SECOND LARGEST SHIP IN THE UNITED STATES'
ATLANTIC FLEET. WE ARE ACCOMPANIED BY THREE DESTROYERS, THREE CRUISERS AND NUMEROUS SUPPORT
VESSELS. I DEMAND THAT YOU CHANGE YOUR COURSE 15 DEGREES NORTH, I SAY AGAIN, THAT'S ONE FIVE
DEGREES NORTH, OR COUNTERMEASURES WILL BE UNDERTAKEN TO ENSURE THE SAFETY OF THIS SHIP.

Canadians: We are a lighthouse. Your call.

daidalos.team
01-29-2010, 08:38 AM
Einstein, as far as we know, VASI/PAPI is not applicable for WW2 era.

Wow! I'm amazed that even with SOW in the works, Oleg et al are pumping out more patches for IL2! Bravo, guys! Bravo!

I see that radio navigation will be added to patch 4.10. As a real pilot, I think that's just the bee's knees! Is it too late to ask for VASI/PAPI objects, too?

PE_Tigar
01-29-2010, 11:14 AM
Thanks for good ideas. Minimap path without icons is already possible. Those labels we have already considered. Maybe each waypoint on map could include bearing and distance to next WP. I personally would like to have some sort of map aid like in Silent Hunter 3 but simplified. Click & hold mouse button do draw a line and it includes distance and heading from line start to end.

If airfield has Lorenz blind landing system installed, there is a international ILS icon visible on map with the runway heading. Alt info could be added there easily.

Last idea probably gets too complicated compared to the benefits it offers. Online air-quake warriors would still takeoff and land using taxiways.

Thanks for looking into this - I don't know what SH3 has, but any progress in this direction is certainly helpful. We're flying some lengthy missions that require precise navigation in our squadron, so rather than printing the maps and drawing on them physically it'd be great to have the plotted charts on screen and some more info on the airfields - that's the main thing. Anyway, good luck with your work and I'll be looking forward to 4.10!

TheGrunch
01-29-2010, 11:17 AM
I don't know what SH3 has, but any progress in this direction is certainly helpful.
Oh, if you're doing that kind of navigation, anything like the SH3 map would be a godsend for you...it even calculates how long it'll take you to cover the distance at your current speed and puts a time above each waypoint if you're using one of the easier difficulty settings. I think that's fine for Il-2 since you don't have the amount of time to make these calculations that you do on SH3.

Feathered_IV
01-29-2010, 11:26 AM
Really impressed by the latest updates. Anti-shipping strikes are something that the Il-2 series did not do very well in the past, The guided weapons should make it a lot more interesting!

One of the greatest obstacles in anti-ship ops in offline play is the very limited way that AI wingmen respond to attack orders. One must fly almost right up to a ship before AI planes will respond to an attack order. They will then mill about within range of flak (most get shot down) before organising themselves for a bomb or torpedo run. The results are always disappointing, and far from realistic.

If AI units could be given an attack-ships order at realistic ranges, they would have time to position themselves in a more convincing and advantageous manner. I wonder, would such an improvement to AI behavior be possible?

BadAim
01-29-2010, 11:26 AM
I may be weird, but not me. I'd much rather play one mission once, then whatever the outcome, go on to the next one.

Sure there are problems with that from the point of view of the story, but there are problems with playing on when you are dead too, and somehow, since in real life you aren't dead at all, there has to be some way of doing that.

LOL, I was thinking more along the lines of the guys who did this stuff for real. There dead was DEAD. No refly.

Eldur
01-29-2010, 01:03 PM
AI Improvements - AI visibility change

Wow that is great! This is going to be very useful. Thanks a lot for this.

Multi-throttle/radiator/prop pitch control

That looks incredible! Very nice! But I have to ask:

1. What about Mixture?
2. Could you please change the radiator control to a scale from 0 - 100%? Auto on/off should come as a separate switch for best results.
3. Same for mixture
4. Input axes for both above
5. Last but not least: Let's have finer increments please. FB knows each single %, but mostly, moving either throttle or prop pitch lever changes the value by 2%, making it hard to attain a certain value. If I want 100%, I don't want either 99 or 101%. I often end up slamming my throttle back and forth until I get exactly 100%. That has to be fixed if possible.

New guided weapons

That's really impressive! Just waited for such after the addition of X-4 by MG.

Environmental changes

Finally we aren't in space anymore when flying high :grin:

Igo kyu
01-29-2010, 02:17 PM
LOL, I was thinking more along the lines of the guys who did this stuff for real. There dead was DEAD. No refly.
Oh.

Right.

Sure. :grin:

Avimimus
01-29-2010, 03:28 PM
Do you know what annoys me to no end? It is the "main menu" button in the campaign debriefing. I don't know how many times I've been rattled from a mission and thought that clicking any button other than "refly" would save my game only to be thrown out into the menu with one less mission under my belt.

It would be nice to remove that button (so one has to click either "continue" or "refly" after each campaign mission).

Insuber
01-29-2010, 03:32 PM
Hello DT,


When are you planning to make flyable the Fiat G.55?

Thx in advance,
Insuber

FC99
01-29-2010, 04:20 PM
2) Regarding AI visibility calculation - are all AI units covered? (or perhaps only those units that can shoot at the aircrafts such as AAA, armed ships, AFV and AI aircraft?) Most likely is that all AI units will be covered.


3) AI visibility - will there be any significant impact on performance?

I don't expect performance hit.


Q: Will there be provision for radar corrected or "acoustically aimed" anti-aircraft fire?

Radar can see through clouds and I've heard many stories of anti-aircraft gunners firing in the approximate direction of aircraft they could hear, but could not see. In the latter case the anti-aircraft guns should be largely unaimed, but they should still be firing.
Radar assisted AAA will be able to shoot. "Acoustical aim" is not necessary, hitting anything while shooting in general direction of target is almost impossible so that would only decrease PC performance without significant improvement in realism.

FC

J9 Austin
01-29-2010, 06:48 PM
I now have no excuse not to fly the HS129 naked. I would like to ask that a hole be placed through the fuselage just below my seat so that everyone can see just how happy I am with this new patch:-P
Thanks for the hard work DT and best of luck to you all.
S!~and good hunting
AP

Fall_Pink?
01-29-2010, 08:06 PM
DT/TD,

Are we also going to see some generic AI updates other than !AI-can-see-through-clouds (improved tactics for fighter, jabos and bombers, etc) or is this reserved for 4.11 and beyond?

Not whining here. I'm happy to see you're fixing AI and visibility clouds ;-)

Could you perhaps also show us a video of two fighters chasing each other through clouds? I'm curious to see if they lose track of their target.

Rgs,
Mark

FC99
01-29-2010, 09:37 PM
Are we also going to see some generic AI updates other than !AI-can-see-through-clouds (improved tactics for fighter, jabos and bombers, etc) or is this reserved for 4.11 and beyond?
There will be changes in AI tactic, we hope these changes will be improvement.:-P


Not whining here. I'm happy to see you're fixing AI and visibility clouds ;-)

Could you perhaps also show us a video of two fighters chasing each other through clouds? I'm curious to see if they lose track of their target.
In one of the future updates we will show something like that. Detection model is done and it is in phase of tweaking. For example, we could show AI gunners instead of AAA in last update .

Similar thing is with AI fighters but in that case what happens after they lose contact is not done yet. We need to make some new maneuvers and logic for that.

FC

akdavis
01-29-2010, 11:14 PM
Wonderful updates. Some questions on the new weapons:

1. Is the Hs-293A or Hs-293B modelled? If the former, will some Allied ships be able to jam the weapon's guidance (after the technology was captured at Foggia Airfield in October 1943)? Perhaps a new ship type could be added with a jamming radius around it?

2. Should not the Hs-293 tail flare be red?

3. Razon was not used in combat during WWII. Why not include the VB-1/VB-2 Azon (AZimuth ONly) that was dropped with significant success by B-24 groups in both Europe and CBI?

http://i470.photobucket.com/albums/rr61/akdavis78/Azon1.jpg
http://www.youtube.com/watch?v=WkJdlxG_6Aw&feature=related

4. Multiple Azons/Razons could be dropped and guided simultaneously. Will we be able to do so? Also, the bomb load of different aircraft would have different colored smoke trails so each bombardier could distinguish and guide his load separately from others dropped by his formation. Might this be selectable through loadouts?

5. All these weapons (save the Bat) were controlled by analog joysticks. Will we be able to bind sight increase/decrease and sight azimuth to control axes? This would also be useful for more realistic control of the K-14 gunsight (gunsight range was by analog input through a twist grip on the throttle).

6. Will Razons and Bats be AI-use only? We do not have any player-flyable platforms for these weapons. (Or maybe there is a surprise coming? ;))

6S.Maraz
01-30-2010, 08:19 AM
Thanks for your reply.


1. Is the Hs-293A or Hs-293B modelled? If the former, will some Allied ships be able to jam the weapon's guidance (after the technology was captured at Foggia Airfield in October 1943)? Perhaps a new ship type could be added with a jamming radius around it?


It is a HS-293A (radio guided); we could put some kind of ECM in further releases, but probably not next one.


2. Should not the Hs-293 tail flare be red?


It looks that different colours were tested. Red was found to confuse with tracers, so a light blue flare was adopted at the end.


3. Razon was not used in combat during WWII. Why not include the VB-1/VB-2 Azon (AZimuth ONly) that was dropped with significant success by B-24 groups in both Europe and CBI?


Azon is probably of limited use (no big sources of azimuth error in game at the moment). Maybe in further release it will have a sense.


4. Multiple Azons/Razons could be dropped and guided simultaneously. Will we be able to do so? Also, the bomb load of different aircraft would have different colored smoke trails so each bombardier could distinguish and guide his load separately from others dropped by his formation. Might this be selectable through loadouts?


Actually multiple Azons/Razons could be dropped, but guidance was the same for all of them, in the wishful thinking that corrections made for one were good for all the bombs. Instead, each bomb had its own tolerance, so dispersion ,when dropped together, was big. Anyway this will be implemented, AI will be able to drop a bunch of Razons, guide one to the target and hope that others willl and close to it.

Unfortunately we do not have a flyable plane to drop these bombs (B-24 or B-29) so they remain of AI use only.


5. All these weapons (save the Bat) were controlled by analog joysticks. Will we be able to bind sight increase/decrease and sight azimuth to control axes? This would also be useful for more realistic control of the K-14 gunsight (gunsight range was by analog input through a twist grip on the throttle).


No, at the moment they will be guided like the X-4.


6. Will Razons and Bats be AI-use only? We do not have any player-flyable platforms for these weapons. (Or maybe there is a surprise coming? ;))


Bat will be fitted to F4U, as it happened at the end of the war. Razon will be AI use only.

Maraz

akdavis
01-30-2010, 02:58 PM
Actually multiple Azons/Razons could be dropped, but guidance was the same for all of them, in the wishful thinking that corrections made for one were good for all the bombs. Instead, each bomb had its own tolerance, so dispersion ,when dropped together, was big. Anyway this will be implemented, AI will be able to drop a bunch of Razons, guide one to the target and hope that others willl and close to it.

Yes, this is what I meant. Thanks for the answers.

Fall_Pink?
01-30-2010, 09:42 PM
There will be changes in AI tactic, we hope these changes will be improvement.:-P

In one of the future updates we will show something like that. Detection model is done and it is in phase of tweaking. For example, we could show AI gunners instead of AAA in last update .

Similar thing is with AI fighters but in that case what happens after they lose contact is not done yet. We need to make some new maneuvers and logic for that.

FC

FC,

About losing contact: it works also for jabo's and bombers?

I mean, are e.g. jabo's unable to see their ground targets? What happens when a thick layer of clouds (overcast) is present and bombers cannot see their primary target? Large bombers will still drop their payload (blind), RTB or fly to possible secondary?

Will smaller and more nimble planes like jabo's reduce for example altitude and try to get clear line of sight, get into a good firing position and attack it still?

I imagine this new clouds-and-AI feature also opens up a whole new area of needed AI tactics ;-)

edit: FC, could you also take a look at the AI of Arado 234? It now uses dive bomber techniques (i.e. completely vertical) while it was (as I understand from reports) used a 'shallow dive' bomber. Just had a mission where A234's dove straight down, recovered a few feet above the ground and some wingmen crashed. I don't think this plane is suited for dive bomber AI. Something else, is the current AI checking minimum required altitude before performing a dive on a target? And what does it do if it finds out it is too low? Will it then use a different attack method or quickly try to increase altitude and still dive?

Rgs,
Mark

FC99
01-31-2010, 11:47 PM
About losing contact: it works also for jabo's and bombers?

I mean, are e.g. jabo's unable to see their ground targets? What happens when a thick layer of clouds (overcast) is present and bombers cannot see their primary target? Large bombers will still drop their payload (blind), RTB or fly to possible secondary?
I don't know, depend on what their commanding officer says :grin:


Will smaller and more nimble planes like jabo's reduce for example altitude and try to get clear line of sight, get into a good firing position and attack it still?
TBH I don't know who would send fighters to fly at 7000m and look for ground targets while cloud layer is at 2000m. In these conditions they would almost certainly fly below clouds. Anyway, going in and out of clouds presents new challenges for AI. Will new AI be perfect? No, but it will be better than before 4.10.

edit: FC, could you also take a look at the AI of Arado 234?

Rgr, will check

FC

crobol
01-31-2010, 11:52 PM
Hello.
Before, Thanks to Daidalos Team to this work. The improvements are impressive.

I want to do a proposal / question at the same time. In my opinion is difficult to fly and use the minimap at the same time with a hand in the joy and the other on the mouse.

Is posible to add the implementation to Move & Zoom the minimap with keys?

I think is not possible at the moment on IL2. Maybe exists a mod to do that but we don't use mods on our little squadron, only official patchs.

Thanks a lot.

Tempest123
02-01-2010, 12:30 AM
Thanks for the update, I am very excited to try out the new AI model, could totally change the sim

Qpassa
02-01-2010, 06:35 AM
Hello.
Before, Thanks to Daidalos Team to this work. The improvements are impressive.

I want to do a proposal / question at the same time. In my opinion is difficult to fly and use the minimap at the same time with a hand in the joy and the other on the mouse.

Is posible to add the implementation to Move & Zoom the minimap with keys?

I think is not possible at the moment on IL2. Maybe exists a mod to do that but we don't use mods on our little squadron, only official patchs.

Thanks a lot.
You can move it pressing the left & right buttons of the mouse. Zoom could be nice with the wheel of the mouse

Chiz
02-01-2010, 09:04 AM
Thanks for the update Team D, these improvements are looking really good! I can see a lot of new Luftwaffe anti-shipping missions on the horizon :)

Spectrum
02-01-2010, 11:20 AM
Be great to see more major warship targets for the new missiles.

Fall_Pink?
02-01-2010, 07:59 PM
I don't know, depend on what their commanding officer says :grin:

TBH I don't know who would send fighters to fly at 7000m and look for ground targets while cloud layer is at 2000m. In these conditions they would almost certainly fly below clouds. Anyway, going in and out of clouds presents new challenges for AI. Will new AI be perfect? No, but it will be better than before 4.10.

Rgr, will check

FC

FC,

But I think you know what I mean ;-) Not being able to see and shoot through clouds anymore, will surely mean some changes in path finding. How will AI planes behave when opponents or themselves get invisible, albeit only temporarily? Will an AI plane fly straight and level when chased by another one through a cloud or will it turn hard? Will wingmen lose track of their leader inside a large cloud?

But as always, thanks for looking into ar234 ground attack AI ;-) Hope you find what's wrong with current one.

Rgs,
Mark

ECV56_Lancelot
02-02-2010, 07:55 PM
It´s an amazing job what you guys are doing with IL-2.
I hope that on the readme you put an extensive and very clear explanation of the way the radio beacons work, and how to use it for navigation, considering also country you fly for, type of aircraft and location. Because its an outstanding addition, but its something that most likely will create a lot of confussion. I would say the same for the BF-110 radar, if its finally introduced on this patch.

Thanks for the great work!

Avimimus
02-03-2010, 05:14 PM
Radar assisted AAA will be able to shoot. "Acoustical aim" is not necessary, hitting anything while shooting in general direction of target is almost impossible so that would only decrease PC performance without significant improvement in realism.

FC

Thanks for the answer. This might be worth reconsidering when the Bf-110G4 is released. At the very least the eventual inclusion of a fake and purely visual effect might be warranted for realistic behaviour of gunners during night combat (along with more extensive loss of night vision by exposure to search lights or landing lights etc.)

Similar thing is with AI fighters but in that case what happens after they lose contact is not done yet. We need to make some new maneuvers and logic for that.

FC

It would seem to me that the most important element to be improve isn't whether they can see the enemy, but rather what they do when they can't see any nearby allies.

Is there any chance of having isolated fighters return to base? I can think of numerous engagements where fighters got separated and, finding themselves vulnerable, headed back to base. Call it weak nerves or good judgement on the part of historical pilots, this would go a long way toward achieving realistic attrition rates in the campaign.

batbomb
02-03-2010, 06:12 PM
I have a small question. On 4.09 you said that the cockpit of Fiat G55 is already worked on. Is still worked on it? Please answer.:)

Sita
02-03-2010, 06:28 PM
I have a small question. On 4.09 you said that the cockpit of Fiat G55 is already worked on. Is still worked on it? Please answer.:)

and cockpit for the letov :)
will be included in to the 4.10?

daidalos.team
02-04-2010, 01:22 PM
Letov was never announced as flyable. And most likely will stay AI only.

G.55 is on the end of the list of flyables we have in our current modelling shop. First we are going to finish and release CW-21, I-15, Re.2000 and Hs 129 and then we will finish modelling G.55 cockpit. Don't count with it for 4.10.

batbomb
02-04-2010, 01:58 PM
OK, thanks for quick answer!

Mysticpuma
02-04-2010, 02:23 PM
Any chance of re-mapping the P-38 so skins aren't mirrored on the opposite side, which leads to numbers and letters being the wrong way round?

Just asking, cheers, MP.

Mysticpuma
02-04-2010, 02:24 PM
Any chance of 3D smoke and vapour effects, along with gun barrel smoke and tracer smoke from non-cannon gunfire?

Actually, if I could have one request to be 'fixed' or edited, please,please,please can you tone down the muzzle flash effect on all aircraft. The Yellow/Green flash on the fuselage is just completely wrong. It's like JUly 4th on the side of the aircraft when the guns are fired. Is it possible to just remove that flash effect completely?

Cheers, MP

Sita
02-04-2010, 04:24 PM
today is Thursday оr not? :)

Viikate
02-04-2010, 05:28 PM
today is Thursday оr not? :)

I think it is :) Our regular dev. updater Martin is away now, but we might have some new videos.

daidalos.team
02-04-2010, 06:13 PM
Two new videos posted at first post.

Viking
02-04-2010, 06:31 PM
Jetsome and floatsome!

Nice video guys, soon we wont need BoB at all if you keep it up.

Regards

Viking

ben_wh
02-04-2010, 06:32 PM
Excellent work.

RE. The second video - will that be a Ju-88 A-17 or the exiting A-4 with additional payload option for torpedo?

Cheers,

Sita
02-04-2010, 07:08 PM
new Ju??? :))))

SG2_Wasy
02-04-2010, 07:11 PM
Excellent work.

RE. The second video - will that be a Ju-88 A-17 or the exiting A-4 with additional payload option for torpedo?

Cheers,

А-17 don't have ventral gondola. Also may see MG-FF cannon. Possible it's A-14.

AndyJWest
02-04-2010, 07:14 PM
Someone at TD is a big fan of torpedo bombers, by the look of it. Nice work.

ben_wh
02-04-2010, 07:22 PM
You're right - not an A-17. Noticed the ventral gondola after I posted.

Still it is nice to have a 'new' torpedo bomber in the hangar.

AndyJWest
02-04-2010, 07:45 PM
One thing I noticed from the video was that the two torpedoes followed exactly the same track. From what I remember from playing 'Silent Hunter', when fired in salvo, torps were usually set with a slight spread, to increase the chance of a hit. Would it be possible to replicate this - it doesn't need to be much, say half the ship's length at typical launch range. Ideally, it would be nice to have this adjustable.

Sita
02-04-2010, 07:57 PM
that Ju for 4.10 or for the next patch?

and another question... about all bombers...
bomb bay doors open/closed by press the button
it is possible to make that it was done by the player?

SPITACE
02-04-2010, 08:39 PM
I hope they can do a ju88c with the guns on the nose that will be cool ;) also will there be any new things added to the cockpit along with the new topedoe sight?

Avimimus
02-04-2010, 09:32 PM
I hope they can do a ju88c with the guns on the nose that will be cool ;) also will there be any new things added to the cockpit along with the new topedoe sight?

Ah, well I'd be happy enough with the He-111 being able to drop it's torpedos one at a time (or having some randomised dispersion or more release constraints).

But, I'm already ecstatic - so happy isn't so relevant anymore.

76.IAP-Blackbird
02-04-2010, 10:36 PM
Ok TD, that`s enough ... some years ago it was kind of predictable of wha comes next as a Dev update but your stuff is ... amazing!!!! It`s damn more than I have ever expected from il2!

Damn great job on this new stuff!!!!!!!!!!!!!

woohoooooo;)

13th Hsqn Protos
02-05-2010, 03:08 PM
Feature Request: Dedicated Server

S~!

Been recently playing around with the Dedicated Server and CRT II ...... if my understanding is correct crt 2 only check 'some' java class files ???

What I would like to see is a package checker for skins, textures, and other types of files. I can't imagine that this would be very hard to implement as there are tons of package checkers out there..... Perhaps a scenario such as this could take place...

1. Player joins Server
2. Package checks take place but player is not allowed to connect to game till checks complete (reduce lag this way)
3. Once package checks complete ..... player allowed to join side and spawn.

I know its not rocket science .... just surprised it hasn't been done before.

akdavis
02-05-2010, 03:08 PM
Very cool stuff (soo Silent Hunter!), but how about:

1. Adjusting ship DMs so that two rockets striking a ship above the waterline cause structural damage or set the ship on fire rather than sinking the ship instantly (even if it takes a bit longer to sink).

2. Adjusting ship AI so they maneuver when under attack by torpedo bombers. We hardly need torpedo directors against ships that never maneuver.

3. Adding flak to merchant ships so they aren't totally helpless while they blindly steer straight ahead. An unarmed merchant ship in WWII would have been a rare thing.

4. Giving the tanker a wartime paintscheme.

Sutts
02-07-2010, 02:11 PM
Team Daidalos,

Thanks for all your amazing work, I'm hugely excited about the AI and radio navigation changes. This sim just gets better and better.

If you could give us proper mixture controls on US aircraft I'd be over the moon. If (one day) the use of Auto Lean allowed us to reduce fuel consumption and extend range then I'd be wetting myself.:grin: The ability to switch between fuel tanks with a fuel booster pump switch to avoid feed problems during switch over would also improve immersion no end.

I'm sure I can't be the only one who longs for a pilot work load approaching that of real pilots. Managing fuel consumption and watching temps and pressures was an important part of any mission and forgetting procedures really could be life threatening. This kind of thing also keeps your mind occupied on long missions.

Finally, one of the most critical things that is preventing the flying of realistic historical missions is the inability to save state mid-mission. This would allow longer missions to be flown over several sittings for those of us with limited time. I do realise that this is probably way too complex a request but if you don't ask....

Thanks again for your efforts. Whatever new features you can provide for us will be very much appreciated. :-P

Sutts
02-07-2010, 02:19 PM
Can someone point me to some background information regarding Team Daidalos please? I can't understand how they can provide us with all these fantastic updates completely for free like this. Will we ever get a chance to show them our support and appreciation through some form of purchase?

Also, will it be possible for some of the features they are developing to find their way into SOW?

Thanks!

Wolkenbeisser
02-08-2010, 09:51 AM
Hi Daidalos

What just came into my mind:

Only Japan has a player waterplane. It would be great, if we could get an US or RAF one too (Consolidated PBN would be phantastic).

Btw: Landing of all waterplanes is odd now. They pull up hard at the waypoint before landing, shut down their engines and glide down to the water... not very nice to look at if you have to give escort to a waterplane as a player (imagine what missions we could build, if this would be fixed?).

Just an Idea

Thanks, Daidalos

Thunderbolt56
02-08-2010, 01:54 PM
@ Fatcat:

Why is your TD sig pic smaller and in B&W while others on the team have shiny, bigger, colorful sig pics?

:)

Just keeping a light air of humor...keep up the good work.

FC99
02-08-2010, 10:49 PM
Why is your TD sig pic smaller and in B&W while others on the team have shiny, bigger, colorful sig pics?
I accidentally washed it in washing machine :grin:

Team Daidalos,
If you could give us proper mixture controls on US aircraft I'd be over the moon. If (one day) the use of Auto Lean allowed us to reduce fuel consumption and extend range then I'd be wetting myself.:grin: The ability to switch between fuel tanks with a fuel booster pump switch to avoid feed problems during switch over would also improve immersion no end.


Finally, one of the most critical things that is preventing the flying of realistic historical missions is the inability to save state mid-mission.

Saving mission state would require too much work and probably major changes in game engine.
For other things answer is maybe.


1. Adjusting ship DMs so that two rockets striking a ship above the waterline cause structural damage or set the ship on fire rather than sinking the ship instantly (even if it takes a bit longer to sink).

2. Adjusting ship AI so they maneuver when under attack by torpedo bombers. We hardly need torpedo directors against ships that never maneuver.

3. Adding flak to merchant ships so they aren't totally helpless while they blindly steer straight ahead. An unarmed merchant ship in WWII would have been a rare thing.

4. Giving the tanker a wartime paintscheme.

1. Some tweaks in ships DM are possible.
2. Too complex, ships don't have AI at all, they just move from point A to point B. Changes could cause some major problems online.
3. 4. Maybe.

FC

=BLW=Pablo
02-09-2010, 06:50 AM
Team Daidalos

congratulations on your great work.

well, do I have a question for you (Team Daidalos), would it be possible, what did you change some things in Engine of the game?

example, the number of polygons allowed by IL-2 is very low.
and this complicates the job of modeling aircraft

For example, say I want to bring an aircraft of FSX to the IL-2.
is practically impossible, because the IL-2 is very limited on the number of polygon.

it is possible to do this?:confused:

daidalos.team
02-09-2010, 07:40 AM
Pablo, I believe you are in a wrong forum for this sort of requests. We do not support importing airplanes on individual basis into the IL-2 game engine, not to mention taking it from other simulators.

For the polycount, IL-2 has sufficient tech. and visual quality for a combat flight simulator that has originated in late 90s. You will have more eye candy and better performance in SoW series.

Sutts
02-09-2010, 08:37 AM
Thanks for the quick response FC. I live in hope!

MikkOwl
02-12-2010, 06:25 AM
Regarding engine management:

1. Will fuel mixture be supported on axis?

2. Fuel Mixture for individual engines?

3. Radiator will be on axis - will it also be bindable for seperate engines? Me 110 can set them individually already, but obviously it is unworkable with how weirdly the IL-2 engine selection/settings work.

4. Seperate engine start/stop/feather buttons?

5. Is there a possibility of (in the future) enabling seperate wheel brakes? The mechanism is there already, but it is bound to the rudder input from the pilot.

daidalos.team
02-12-2010, 07:31 AM
FYI, since 1C forum was not available yesterday when we planned to make the weekly update, we will be posting it later today.

AndyJWest
02-12-2010, 07:40 AM
FYI, since 1C forum was not available yesterday when we planned to make the weekly update, we will be posting it later today.

Good to hear this. Some of us were suffering withdrawal symptoms...

Qpassa
02-12-2010, 07:40 AM
FYI, since 1C forum was not available yesterday when we planned to make the weekly update, we will be posting it later today.

Thanks, It would be nice if you add a sound when you are inside the cockpit and it is raining(you should hear it louder when the engine is off)

EJGr.Ost_Caspar
02-12-2010, 08:43 AM
Thanks, It would be nice if you add a sound when you are inside the cockpit and it is raining(you should hear it louder when the engine is off)

This is already implemented in stock game and you can adjust volume level of surrounding sounds independantly. Its a nice, sedative sound IMHO. :rolleyes:

F19_Klunk
02-12-2010, 03:33 PM
FYI, since 1C forum was not available yesterday when we planned to make the weekly update, we will be posting it later today.


yes please? :)

Qpassa
02-12-2010, 04:48 PM
This is already implemented in stock game and you can adjust volume level of surrounding sounds independantly. Its a nice, sedative sound IMHO. :rolleyes:
Mmm,I just can hear it when i have the engine off,with engine on and 0% its impossible to hear :S

Update please ^^

daidalos.team
02-12-2010, 06:13 PM
Update posted.

slm
02-12-2010, 06:24 PM
Thanks for all these updates! 4.10 will be a huge upgrade.

Tbag
02-12-2010, 06:28 PM
If the triggers make it into 4.10 as well this update is going to be absolutely perfect! Incredible work! Thank you so much!

LukeFF
02-12-2010, 06:35 PM
Beautiful job on the Hs 129!

daidalos.team
02-12-2010, 06:37 PM
Thank you for your support guys. S!

Antoninus
02-12-2010, 06:38 PM
Verry impressive! It suprises me that you can add such a great number of essential improvements in such a short amount time. Thanks for your hard work, that will breath new live into sim.

F19_Klunk
02-12-2010, 08:45 PM
Including MDS in official patch? couldn't expect better news... now a support for 6dof and I am all happy :) thanx guys!

maclean525
02-12-2010, 08:51 PM
Where is the update posted?

Tbag
02-12-2010, 08:55 PM
on page 1 of this thread

Gryphon_
02-12-2010, 09:37 PM
Very good to see the MDS will be included in 4.10.

You guys really need your own forum, or at least your own subforum on this forum. Its very difficult to keep track of all your work and have meaningful discussion about elements of it in just one thread.

IceFire
02-12-2010, 10:40 PM
Wow! Fantastic update! The Hs129 looks spectacular!

_RAAF_Smouch
02-12-2010, 10:56 PM
Great news TD and thank you.

Some sound on the MDS vid would be nice for those who don't know how to set it up.:confused:

GF_Mastiff
02-13-2010, 03:49 AM
are your 109, Zeeks updates going to include the japcat model improvments?

csThor
02-13-2010, 05:21 AM
No.

P-38L
02-13-2010, 07:30 AM
Just in case.

Don't forget that the Henschel Hs-129 has counter-rotating propellers (outside) like the P-38.

Qpassa
02-13-2010, 10:10 AM
fantastic update ^^

IceFire
02-13-2010, 01:38 PM
Just in case.

Don't forget that the Henschel Hs-129 has counter-rotating propellers (outside) like the P-38.

Really? I didn't know that. That should make it fairly stable while trying to line up with that giant cannon :)

csThor
02-13-2010, 02:21 PM
In fact the two engines had different model numbers.

Thunderbolt56
02-14-2010, 03:34 AM
Very good to see the MDS will be included in 4.10.

You guys really need your own forum, or at least your own subforum on this forum. Its very difficult to keep track of all your work and have meaningful discussion about elements of it in just one thread.


+1

Also, is there a projected release date for 4.10?

|ZUTI|
02-14-2010, 11:00 AM
First post, you'll find a timetable there.

anikollag
02-14-2010, 11:55 AM
Fantastic work on the 129!!!!!
Hope you'll keep updating the loadouts options (B-17, Fw 190D, ...)
Thanks DT for your work!

David603
02-14-2010, 11:57 AM
are your 109, Zeeks updates going to include the japcat model improvments?No.Why?

MikkOwl
02-14-2010, 12:05 PM
Regarding engine management:

1. Will fuel mixture be supported on axis?

2. Fuel Mixture for individual engines?

3. Radiator will be on axis - will it also be bindable for seperate engines? Me 110 can set them individually already, but obviously it is unworkable with how weirdly the IL-2 engine selection/settings work.

4. Seperate engine start/stop/feather buttons?

5. Is there a possibility of (in the future) enabling seperate wheel brakes? The mechanism is there already, but it is bound to the rudder input from the pilot.
Bumping this post, as it was posted just after the forum came back and Team Daidalos announced they would post their update later in the day (it probably thus went unnoticed).

Another question - The Bf 110 G-2 loadout with Mk 108 cannons and the B.k. 3.7 only allows firing both at the same time, pressing "Weapon 2", making this load-out unusable. Could this be changed so the Mk 108's are Weapon 1? Or vice versa.

76.IAP-Blackbird
02-14-2010, 01:33 PM
I have to say I´m very happy with the result we see from TD, il2 become a very nice and now a far more complex simulation, more than I could expect 10 years ago!

csThor
02-14-2010, 01:34 PM
Why?

The short answer is because they aren't exactly following Maddox Games specs. There is a bit more to that, though, but since I am not a modeller I am not fully fluent in the gibberish they use for slang and so I am not really in the position to give the full background. :rolleyes:

Mysticpuma
02-14-2010, 02:37 PM
Any chance of re-mapping the P-38 so skins aren't mirrored on the opposite side, which leads to numbers and letters being the wrong way round?

Any chance of 3D smoke and vapour effects, along with gun barrel smoke and tracer smoke from non-cannon gunfire?

Actually, if I could have one request to be 'fixed' or edited, please,please,please can you tone down the muzzle flash effect on all aircraft. The Yellow/Green flash on the fuselage is just completely wrong. It's like JUly 4th on the side of the aircraft when the guns are fired. Is it possible to just remove that flash effect completely?

Cheers, MP

76.IAP-Blackbird
02-14-2010, 02:55 PM
Have you ever fired a gun in RL?! the flash is large in the dark and still visibel at day so .. think about it;)

Mysticpuma
02-14-2010, 06:30 PM
Nope don't see the big yellow flash?

http://www.youtube.com/watch?v=vh_FSXtqNk0&feature=related

ElAurens
02-14-2010, 07:33 PM
Muzzle flash should only be visible at night, or in darkened conditions, like an indoor shooting range.

zaelu
02-15-2010, 11:26 AM
Since MDS is going to be included in 4.10 (Hurey! :D) is there any chance to also include what the mode has and maybe even more? Like the carrier catapult/take off?

Also two other things:

1. How about adopting the sHr's 6DoF mod too? It adds a lot to the game and there are small minuses (many corrected already).

2. How about wide screen support with proper FOV so people with (stadard nowdays) wide screen monitors see more of the game.

Thanks.

maclean525
02-15-2010, 11:35 AM
2. How about wide screen support with proper FOV so people with (stadard nowdays) wide screen monitors see more of the game.

I agree with this, it'd be nice to not have to run the FOV Changer application just to make the sim usable in triple screen.

SPITACE
02-15-2010, 11:42 AM
I know this is an old one be are you planning to make the old bf 109 f;g cockpits better the 109 is one of the main planes of this sim also the p47 cockpit needs some work i like to see this done than having the CW-21. ;)

Bakelit
02-15-2010, 02:05 PM
Most fascinating improvements you show here. I can hardly wait until release but please take your time.

Thanks for all your work.

IceFire
02-15-2010, 11:52 PM
Not that I'm expecting this to happen at all... but I love new planes and I'm really really really excited about the Hs129 and I-15bis flyable but there are two others that I'd really love to see that would nicely plug a few holes for me and my campaign building experiences.

I'd love to see a Typhoon... practically speaking I'd love multiple variants but if I had to choose one then then the Normandy invasion Mark IB Late with 3 or 4 bladed propeller and bubble canopy would be my choice. Armed with either bombs or rockets.

I'd also love to see a Spitfire Mark F.XIV or FR.XIV (with bubble canopy and cameras)... mostly to plug the holes on my Storm Clouds campaign (3.0 anyone? :)) but also because it'd be a much greater challenge to fly with the powerful Griffon engine.

Something that I just wanted to get out there. You may now resume your regularly scheduled programming :)

Oktoberfest
02-16-2010, 07:35 AM
Hello,

just a simple question : Is anything planned to improve the skin resolution on the aircrafts.

I'm asking this because I wanted to implement a nose art on the skin of the Bf110, and when flying luftwaffe you have to paint it directly on the skin, but the definition is so bad that all what came out of it was a bunch of pixels vaguely remembering the shape of a woman... :(

_RAAF_Smouch
02-16-2010, 08:14 AM
Hello,

just a simple question : Is anything planned to improve the skin resolution on the aircrafts.

I'm asking this because I wanted to implement a nose art on the skin of the Bf110, and when flying luftwaffe you have to paint it directly on the skin, but the definition is so bad that all what came out of it was a bunch of pixels vaguely remembering the shape of a woman... :(


What editing software are you using? I use either CS3 or CS4 and I have had no problems.

EJGr.Ost_Caspar
02-16-2010, 02:42 PM
Hello,

just a simple question : Is anything planned to improve the skin resolution on the aircrafts.



No. 1024x1024pxl is standard and its already quite large. Remember that each of the skins is 1MB is size. So in the sense of multiplayer its acceptable with a decent visual quality. Personally I'm curious how SoW will handle this.

JG53Frankyboy
02-16-2010, 04:27 PM
as it looks like the Team is overworking the westernfront fighter planes (Spit V, Spit IX'42, Fw190A-4 full boost , 109 series) perhaps it would be nice also to look on the american fighters there.

my "suggestions" would be:
- give the P-47D-22 the same performance as the D-27. So both can be used side by side if wanted. As it was in real btw. So it would be nice for a missiondesigner to choose betwenn a Razorback and a Bubbletop Thunderbolt without having differences in the Performance.
at the moment the D-10 and the D-22 are performing almost, if not at all, the same...... useless to have two Razorbacks in my opinioin.
-ad the armamant "aditional Ammo & Droptank" :)
-change the P-51D-20 to a 150octan boost version (like the Mustang III in comparison to the P-51C) and leave the P-51D-5 as it is.

and about the two Hellcats ( with the same performance), would it be too dangerous (Grumman wise...... ;) ) to change something already existend , like the F6F-5. To name it, to give it a better perfomance to have a 1944 Hellcat.
The two identical (beside the small windows :D ) F6F are, well, one is actially useless to have ;)

=BLW=Pablo
02-16-2010, 06:33 PM
hello guys
S! Daidalos Team

i have another question

as you can see here
http://ultrapack.il2war.com/index.php/topic,1758.0.html

I did the FW-190 A8/A9, without the rack of bombs.
http://i303.photobucket.com/albums/nn134/PabloSniper/il2fb2010-02-1113-53-14-74.jpg
http://i303.photobucket.com/albums/nn134/PabloSniper/il2fb2010-02-1120-21-11-71.jpg

would be possible to create a new option for loudout FW's A8 and A9?
we could call lightened loudout (field mod)

the 3d modeling work is done.
and I would be happy to donate to you if they have interest.

sorry my bad english :(

ben_wh
02-16-2010, 10:52 PM
As we know, there are a lot of talented modders out there who have been developing new planes, maps and other content for the sim. However as pointed out by TD, some of these do not adhere to the standard used for other content currently in-game (e.g. polygon counts, FM)

My questions are:
1) Is there a set of published 'specs' for modders to follow for developing new content? (plane, map, FX, sound, etc.)

2) Is there an established process for modders to submit their content to TD for assessment to be included in official patch? Normally, a spec sheet would accompany the submitted content with key info (e.g. polygon count) to reflect compliance with standard specs.

This way the community can benefit from the products of the creative energy from modders, and TD can maintain control on the quality of content going into official patches, while TD members can focus on core improvement areas in their plan.

Quite possibly such process is already in place but then I do not have visibility into the inner workings of the patch development process. Just curious.

Cheers,

JG53Frankyboy
02-16-2010, 11:29 PM
a small one:
would it be possible to set the existend "Blenheim-Singapore"-skin as the default one for the Blenheim Mk.IV for ALL maps except the Finnlandmaps please ?
This little plane is a so important plane in early campaigns - the finnish skin looks mostly ugly in the MTO, Malaya, Burma, Normandie ......................... and to set it manually not always helps (and is often annyoing............. ;) )

because of the comming SoW:BOB to ask for a flyable one is sure out of possibilty - unfortunatly :( - as i said, a often forgotten, but so important bomber in early war scenarios.

Qpassa
02-16-2010, 11:56 PM
People who need MORE FOV:
http://il2fovchanger.byethost7.com/

csThor
02-17-2010, 03:55 AM
@ Franky

That "singapore" skin is actually the current "desert skin" which means the pacific maps are set to use the "desert" texture of aircraft if available. The finnish greens are the standard summer skin and are used on every summer map.

He111
02-17-2010, 05:13 AM
Just loaded 4.09m - love the Sparrowhawk, detail is devine. those trimotors aren't very powerful (probably historically correct).

if you could make 4.10 compatible with A_A_A unified 1.2, that would be sweet .. LOL! joking, actually I'd like to make a small donation for all the free goodies. what is your PAYPAL account details?

Keep up the good work - quality will be rewarded!

.

Azimech
02-17-2010, 08:16 AM
I have the same feeling... I'd like to give everyone a few beers.

BTB
02-17-2010, 11:18 AM
Hi TD,
well done, keep it going ;) Salute!


I have a question about the weathermodel, do you plan to change something on it, like velocity, direction, top, turbulence and gust??

E.g. it would be nice to set in FMB some variables like direction and velocity, espacially Carrier Operations,start/landing, improves.

Best regards,
Cheers

David603
02-17-2010, 11:19 AM
The short answer is because they aren't exactly following Maddox Games specs. There is a bit more to that, though, but since I am not a modeller I am not fully fluent in the gibberish they use for slang and so I am not really in the position to give the full background. :rolleyes:
Shame about that, I know you guys need to stick to the official specs but those updates really do improve the accuracy and visual quality of two of the most important fighters of WWII.

CKY_86
02-17-2010, 11:57 AM
Will the triggers for the FMB be in 4.10?

Also do you plan on increasing the flight sizes? Something like upto 8 or 10 would be amazing.

Loving the updates.

daidalos.team
02-17-2010, 03:08 PM
The specs for 3D modelling are generally known and quite clear. They have been put together by 3rd party modellers several years ago while they were submitting planes directly to Maddox Games. They have been even posted on several mod community sites. Unfortunately there are very few modelers who have the patience to follow and stick to them.

In general we are open to cooperation with serious and dedicated modellers, progammers and texture artists who can get the job done within specified/agreed parameters. We are looking for those who are able to create complex modelling or programming usually from scratch rather than modifying existing IL-2 content.

1. The first step is to contact us via email: daidalos.team@gmail.com We have already communicated this before.

2. Then we do a technical evaluation and give our honest feedback to the author on his project. If we recognize a perspective development, we offer our further cooperation.

3. Then we provide our remote support/tutorials through our private development forum where we can discuss technical stuff only.

That's how it is working right now and it is quite productive.


As we know, there are a lot of talented modders out there who have been developing new planes, maps and other content for the sim. However as pointed out by TD, some of these do not adhere to the standard used for other content currently in-game (e.g. polygon counts, FM)

My questions are:
1) Is there a set of published 'specs' for modders to follow for developing new content? (plane, map, FX, sound, etc.)

2) Is there an established process for modders to submit their content to TD for assessment to be included in official patch? Normally, a spec sheet would accompany the submitted content with key info (e.g. polygon count) to reflect compliance with standard specs.

This way the community can benefit from the products of the creative energy from modders, and TD can maintain control on the quality of content going into official patches, while TD members can focus on core improvement areas in their plan.

Quite possibly such process is already in place but then I do not have visibility into the inner workings of the patch development process. Just curious.

Cheers,

Viking
02-17-2010, 03:31 PM
That's how it is working right now and it is quite productive"

Ohhh! Do I love that statment? :)

Khun Viking

SG2_Wasy
02-18-2010, 12:43 PM
update today? ;-)