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BlackSix
03-30-2012, 11:34 AM
Good day everyone!

We still don’t have the beta of the patch ready for the public, nor do we have a definite release date. The particle system remains a final bastion of the micro-freeze. We almost succumbed to public pressure and released a version of the patch with micro-freezes every time there are particle effects on screen, but finally decided that would be anticlimactic at best. Drops in FPS every time you fire your guns would only add oil to the fire, in our opinion. Better to face your ire a little longer for not releasing the patch than to face the outrage when the long-awaited beta is imperfect.

Still, while our graphic programmers are struggling with that, other team members are progressing along other fronts.

We are showing you some screenshots of the most iconic aircraft from the upcoming sequel. We are currently fine-tuning the flight model, and new ground-attack AI routines. We just cannot hold back the screenshots of how cool it looks. We’re all stoked here.

We know that none of you can really share our joy yet, and Cliffs of Dover is all you have at the moment. We have discussed at length whether we should even be talking about the future while our present is in the state it’s in. Dissension notwithstanding, we did decide that some extra glimmer of hope is better than complete silence. The last thing we want is for an extra segment of the community to start complaining that we’ve stopped showing our Eastern Front content as well.

So that’s the update then!

Have a great weekend!

BlackSix
03-30-2012, 11:35 AM
.

Raggz
03-30-2012, 11:38 AM
Damn, those look sweet. Can't wait to get some winter action on the eastern front :)
Thanks for the update!

danjama
03-30-2012, 11:40 AM
Appreciate your honest approach b6. Excellent screenshots! Thanks

pupaxx
03-30-2012, 11:41 AM
Hi BSIX,
thanks for update, I'm grateful the things keep going on, some of your picts still show anti aliasing problems, are u close to resolve this issue?
Thanks again

GraveyardJimmy
03-30-2012, 11:42 AM
Two different maps? Or one with different weather?

Thanks for the update BlackSix and thanks for the reasoning behind holding off the beta patch.

d.burnette
03-30-2012, 11:48 AM
Yes indeed, those shots look very nice!
Thanks for the update, I am just getting into this sim so the timing is good for me, looking forward to this beta update when it is ready.

Ailantd
03-30-2012, 11:49 AM
This is going to be in my hard drive from the first day I think. Good job and thanks for continue with the updates and good look with particle optimizations. I think your decision here is the right one. Bring us that think only when it works perfect.

On the other side, I know is WIP, but I would like to see a bit more resolution in the cockpit interior details and texture. It looks a bit more blurred than 109, spits and hurrys, but I may be wrong. You get us used to quality that is hard to achieve... and you know, here are the consecuences. Very nice work, I wish you could show us more cockpit shots next week.

And please, white roofs in very snowy landscapes.

addman
03-30-2012, 11:49 AM
Thanks for the update B6! Interesting screens there, to be honest I thought at first it was IL-1946 winter landscape but I know it's WIP so I don't mean anything bad. IL-2 looks nice, more cockpit shots next time please. :)

garengarch
03-30-2012, 11:51 AM
excellent work - keep the faith. thank you.

FG28_Kodiak
03-30-2012, 11:51 AM
More Cockpit pics of the IL-2 please, please, PLEASE .. ;)

Allons!
03-30-2012, 11:51 AM
Great Blacksix,

thx for the info and the screenies. We wish the developers a particlularly nice weekend :)

Greetz Allons!

Vonte
03-30-2012, 11:52 AM
Thank you for your update Blacksix.

I think I can speak for others as well as myself in saying that we would rather wait for the upgrade to "tick all the problem boxes" than get it sooner with bugs. May I also say that if your first language is Russian, your command of the English language is perfect. Please take a bow Sir..

Kind regards

Vonte

Maler
03-30-2012, 11:56 AM
Спасибо за апдейт Александр! Илюшка такой мясистый:grin: Всей команде успехов и хороших выходных!

Moggy
03-30-2012, 12:08 PM
The main thing is you've found the cause of the micro freezes\stutters. I can wait a bit longer for the patch.

carguy_
03-30-2012, 12:08 PM
Good day everyone!
Better to face your ire a little longer for not releasing the patch than to face the outrage when the long-awaited beta is imperfect.

I wholeheartedy agree with this. Take your time to fix anything you find. Although I must warn you - if even one big performance bug stays in the final patch, you`re going to have hell break loose over here.


Still, while our graphic programmers are struggling with that, other team members are progressing along other fronts.
You can`t stress this enough, BlackSix. Maybe put it in your sig. People needlessly speculate about that, some even outright lie to stir some flames.


We just cannot hold back the screenshots of how cool it looks.
The Ilyushin IL-2 actually looks even more sturdy than in the "IL2 :1946". I just hope you guys can model it right, so it won`t be immune to every type of ammo there is.



Have a great weekend!
You too and thank you for the update. Always appreciated.

Waiting patiently.

Volksieg
03-30-2012, 12:08 PM
A great update there, BS! :)

I think you guys have made the right decision! I would have been over the moon if you had released it today but, if I'm honest, loading up a mission and finding the dreaded particle problem still there would have been comparable to discovering someone had relieved themselves on my corn flakes. :D

I take it the Roundels, tracers etc are totally sorted then?

I'd make a prediction on when I reckon the patch will be out but, the timeframe I have in mind would only make it look like a certain long running joke. :D

Good times are coming!

Continu0
03-30-2012, 12:08 PM
Thanks, waiting is easier now!

Wish you all the best with the remaining problems for the patch!

SNAFU
03-30-2012, 12:10 PM
Thank you B6,

Right decision!

Is that the Baltic Sea in the background of on picture? I loved the Il2 Leningrad map, that in 1-1 scale would totally change my mind of the BoM project... :-P

Skoshi Tiger
03-30-2012, 12:13 PM
Screen shots look great!

PotNoodles
03-30-2012, 12:16 PM
Thanks for the update, but my my concern is can all these problems be fixed, or does one problem create another one? In luithers post last Friday he mentioned that the target and bullet tracers had disappeared since the graphics update. Can you tell me if this has now been resolved or is this still an on going issue aswell?

Meusli
03-30-2012, 12:25 PM
Love the contrasting paint schemes/frost effect on the IL2s, do you just have the early IL2s or do you have the rear turret version?

archer11
03-30-2012, 12:28 PM
Have a great weekend!

Same to you and the team.

Thanks for the information. Especially the last two pics are great!

SlipBall
03-30-2012, 12:31 PM
Thanks Black6! fine job

PeterPanPan
03-30-2012, 12:35 PM
Looking good B6 - nice post, well written. Thanks
PPP

Daniël
03-30-2012, 12:38 PM
Looking great! :cool: Have a nice weekend:)

Dano
03-30-2012, 12:43 PM
Looks epic to me, cannot wait to fly the IL2 in the new engine :)

Edit for the SimHQ'ers: Epic due to it being an IL2 in CLoD engine, ie; CEM, cockpit and stuff, yeh, the actual graphics themselves are the same as we have with no AA and bugs, why would the painted wording be overlaid on the iced paintwork?

drewpee
03-30-2012, 12:53 PM
Well done. Thanks B6.

Untamo
03-30-2012, 12:56 PM
Looks good. Keep it coming :)

Ploughman
03-30-2012, 12:59 PM
Thanks for the update, too right to keep the patch on hold until it solves all the major performance issues and particle induced micro freezes are very significant degraders of game play.

BlackSix
03-30-2012, 12:59 PM
Cockpit IL-2 has not yet fully ready, so we do not show it yet.
Buildings, trees, landscape - it's WIP
The inscription on the IL-2 is - "the Nazi invaders must die".

SlipBall
03-30-2012, 01:01 PM
Cockpit IL-2 has not yet fully ready, so we do not show it yet.
Buildings, trees, landscape - it's WIP


May we have a few more CEM options in that cockpit please:grin:

Luftwaffepilot
03-30-2012, 01:08 PM
to be honest I thought at first it was IL-1946 winter landscape

That's what it looks like to me. But maybe it's just their pc.

GF_Mastiff
03-30-2012, 01:08 PM
"Yeeee Haaawwww!" Thanks 1C, B6 and company; now I can go to Mexico, Playa De Carmen for a month! See ya'll at the end of April. I'll keep up with the post from my Iphone. I hope you guys good luck and I'll place a candle on the Virgin Mary's effigy.

By the way any of you guys in Cancun and wants a beer, message me. It's spring break here in USA and I'm going down there to relax.

Hey I found a pic of me in my tournament days in 1997 - 1999 CDV- Nival Blitzkrieg champion series in Leipzig Germany.

Great times. I'm the Blond head far left back.

http://i160.photobucket.com/albums/t165/whforbesii/Barrney/BlitzkriegWilliam.jpg

Heinz Laube
03-30-2012, 01:12 PM
cannot wait to send these IL-2 to ground :D

wolfhound338
03-30-2012, 01:17 PM
Thanks for the update. I feel encouraged and so should you guys in the Team. :cool:

kilosierra
03-30-2012, 01:24 PM
Love the contrasting paint schemes/frost effect on the IL2s, do you just have the early IL2s or do you have the rear turret version?


PSSSSSTTTT..... maybe they forget about these pesky turrets, don`t know how often I was killed by them.......

:mrgreen:

Insuber
03-30-2012, 01:25 PM
Good day everyone!

We still don’t have the beta of the patch ready for the public, nor do we have a definite release date. The particle system remains a final bastion of the micro-freeze. We almost succumbed to public pressure and released a version of the patch with micro-freezes every time there are particle effects on screen, but finally decided that would be anticlimactic at best. Drops in FPS every time you fire your guns would only add oil to the fire, in our opinion. Better to face your ire a little longer for not releasing the patch than to face the outrage when the long-awaited beta is imperfect.

Still, while our graphic programmers are struggling with that, other team members are progressing along other fronts.

We are showing you some screenshots of the most iconic aircraft from the upcoming sequel. We are currently fine-tuning the flight model, and new ground-attack AI routines. We just cannot hold back the screenshots of how cool it looks. We’re all stoked here.

We know that none of you can really share our joy yet, and Cliffs of Dover is all you have at the moment. We have discussed at length whether we should even be talking about the future while our present is in the state it’s in. Dissension notwithstanding, we did decide that some extra glimmer of hope is better than complete silence. The last thing we want is for an extra segment of the community to start complaining that we’ve stopped showing our Eastern Front content as well.

So that’s the update then!

Have a great weekend!

Ilya and B6 - it's gorgeous. I'm almost moved. Thank you for sharing this beauty, and take your time for the patch.

Just one question: Will FM corrections be included in the next patch?

Cheers,
Insuber

LcSummers
03-30-2012, 01:27 PM
Thank you B6 and dev team.

Cant wait to make some love with that beast. :-P

Great airplane.

Fjordmonkey
03-30-2012, 01:36 PM
Looking good, and thanks for the update and the reasoning behind the pushback on release :)

Volksieg
03-30-2012, 01:36 PM
The inscription on the IL-2 is - "the Nazi invaders must die".

And if that isn't a challenge to all my fellow 109 pilots, I don't know what is! :D

Can't wait for this patch and looking forward to accepting the challenge on the Eastern front. : )

NaBkin
03-30-2012, 01:36 PM
yesyesyesyes! Thank you B6!
Although rivers and lakes still don't look very convincing... :/

BGs_Ricky
03-30-2012, 01:40 PM
PSSSSSTTTT..... maybe they forget about these pesky turrets, don`t know how often I was killed by them.......

:mrgreen:

IIRC two-seater Il-2s became common from mid '43 on (they started earlier with field mods), so I guess that in BOM we should only see one seater versions...

GF_Mastiff
03-30-2012, 01:43 PM
IIRC two-seater Il-2s became common from mid '43 on (they started earlier with field mods), so I guess that in BOM we should only see one seater versions...

and field mods were there in late 41 no?

http://www.sas1946.com/main/index.php?topic=9290.0

bw_wolverine
03-30-2012, 01:52 PM
Thank you for the update. And never be afraid to show new stuff! We're excited for more too.

I think some of us are just a little disappointed that it seems there will be no more new content for Cliffs of Dover. I'm sure the eastern front is a big exciting thing for you guys in Russia, but for me (Canadian of English ancestry) I desperately want MORE for the Battle of Britain. That's the part of the war that makes me sit up and take interest.

Not that I won't be flying IL-2s with happiness, too. I'd just like to maybe fly a Spit V with a glorious new cockpit sometime too :/ Or a Halifax. Or a... you get the picture.

Keep on working guys! We're all pulling for you to pull this off (even the angry guys ;) )

ATAG_Dutch
03-30-2012, 01:53 PM
That looks fantastic. Particularly like the various autumnal colours of the trees in the autumn shots. That's the biggest prob with RoF's autumn map, trees are all one colour..

Snow on roofs?? No loft insulation back then, old chum! And it looks significantly better than old IL2 winter to me.

Once the patch for Cliffs proves to be everything we hoped for, I may even be persuaded to pre-order. I do miss my I-16 and Sturmo! :grin:

BGs_Ricky
03-30-2012, 01:54 PM
and field mods were there in late 41 no?

http://www.sas1946.com/main/index.php?topic=9290.0

I guess that field mods were tried quite early, but for the Moscow operations, I'd say that most of the Il-2s were single-seaters.

ATAG_Doc
03-30-2012, 01:55 PM
Thanks BlackSix. Looking forward to buying a copy of the sequel. Update understood. Take your time and make it perfect. Thanks

Osprey
03-30-2012, 01:57 PM
Good day everyone!


We are showing you some screenshots of the most iconic aircraft from the upcoming sequel. We are currently fine-tuning the flight model, and new ground-attack AI routines.


Flight model for BoM or CoD?

Gourmand
03-30-2012, 01:58 PM
B6,
is the skin become "white" with the time?
for simulate snow like "used" skin?

Bewolf
03-30-2012, 02:02 PM
Now that is another nice update. Appreciate the news, Blacksix, can't wait to climb onboard the concrete pig again :D



B6,
is the skin become "white" with the time?
for simulate snow like "used" skin?

Hey Gourmand, just saw and clicked your Sig. You should open your own thread about it, we really need a centralized Skin Site here like in the golden Days of IL2.

Sorry for the interruption, go on, gentleman =)

Flanker35M
03-30-2012, 02:02 PM
S!

Thank you for the update. Better have a bit longer wait to squash a big FPS killer than face the oh so dangerous army of forum warriors :D Great shots of the IL-2. Keep the updates coming, be it from CoD or the sequel :) Have a great weekend all!

Pato Salvaje
03-30-2012, 02:05 PM
SOOO many thanks for the update!!.
The pics are great!!
It would be great to see these ground snow pics from better altitude!! ;-)

Cant wait for the patch!! ARF!! :D

seaeye
03-30-2012, 02:11 PM
Looking good, and best decision on the patch. I'd rather it work without the stutters.

Thanks for the update.

TUSA/TX-Gunslinger
03-30-2012, 02:25 PM
Thanks!

Back to the Eastern Front!

I remember the back in 2001, walking through a COMPUSA store and coming across a title called "Il2 Sturmovik" with the aircraft in the pictures on the front cover.

I thought my eyes were going bad. At the time I believed that must be the only guy in the USA that read about the Eastern front and knew what an Il2 was. I don't think that I ever could imagine someone would build a simulator based on the Eastern front.

Couldn't wait to get home and fly it! I was even more amazed at the "feel of flight" and all the little details of the engine.

MS CFS II got uninstalled right after that - and even though I tried to reinstall and use it again over the years - it always was missing that incredible "feel of flight" that caused me to spend over a decade flying this sim.

Thanks for helping make my day one of hope, and fond memories Blacksix....

Ze-Jamz
03-30-2012, 02:29 PM
^ Nice Gunslinger :)

Thks for the update B6

jayrc
03-30-2012, 02:32 PM
Thanks for the update, have a great weekend:cool:

6BL Bird-Dog
03-30-2012, 02:37 PM
Thanks Black Six,good update.
Wise deciscion to hold the release of the beta patch until the micro studder issue is resolved as this has always been a big issue for Cliffs of Dover.
The screenies look great for the work progressing on the sequel ,glad to hear Ai ground attack behaviour is being worked on as often they never seemed to behave in a logical manner.

Viking
03-30-2012, 02:37 PM
Thank you!

Viking

the Dutchman
03-30-2012, 02:38 PM
One thing that keeps bugging my mind;
If the sequel is based on the same engine,does it suffer from the same microfreezes?

planespotter
03-30-2012, 02:43 PM
Thx for the always honest updates. Personally I think Eastern Front = megayawn but understand why Russian team would think otherwise. How can it be anything but 1946 'with lipstick'?

Good luck with patch, right decision.

Ace Cheese
03-30-2012, 02:47 PM
I know it's WIP but they really need to turn up the reflections on the aircraft models.
I think it looks more realistic, as seen in the early Stuka video. Other than that it's perfection. :)

addman
03-30-2012, 03:05 PM
I know it's WIP but they really need to turn up the reflections on the aircraft models.
I think it looks more realistic, as seen in the early Stuka video. Other than that it's perfection. :)

Agreed, maybe they could try and crank up the AA a bit too, wouldn't hurt the plane models in particular.

mazex
03-30-2012, 03:10 PM
Thanks for the update - and the new shots look awesome!

Vonte
03-30-2012, 03:17 PM
Interesting thoughts came to mind today. North American P51, 90 days from drawing board to flight and a Vickers Wellington built in a day. What is the difference in getting CloD up to spec and the two examples given? No frickin computers used in the first examples!!! Still, without computers, I wouldn't be having this discussion. Computers, don't you just love 'em.

ACE-OF-ACES
03-30-2012, 03:17 PM
We still don’t have the beta of the patch ready for the public, nor do we have a definite release date.
No worries beter that it is done right and late than done wrong and early

Keep up the good work

Better to face your ire a little longer for not releasing the patch than to face the outrage when the long-awaited beta is imperfect.
So true what with this forum

SiThSpAwN
03-30-2012, 03:22 PM
Although I was hoping to have the patch before my daughter is born next week, I will be more than happy to wait till its done right :D

Also thanks for the continued updates and not giving into to the negativity!

kestrel79
03-30-2012, 03:24 PM
Looks great thanks!

The autumn screens look much better than the previous ones we have seen. The colors are slightly varied in the trees, and they aren't so bright. The land also has a slightly browner tone to it, feels very fall now I like it!

Keep plugging away on the particle fps slowdown. That's one thing that bothers me right now in CloD. On takeoff the dust makes my fps creep.

addman
03-30-2012, 03:30 PM
Although I was hoping to have the patch before my daughter is born next week, I will be more than happy to wait till its done right :D

Also thanks for the continued updates and not giving into to the negativity!

Is it correct to say congratulations in advance? Sorry if a bit OT but we got our first wee one last September and we love her to bits but for God's sake man suck up all the free time you have now, later you will wish you had 10 minutes to spare, I am kidding you not. Congrats again!:grin:

priller26
03-30-2012, 03:31 PM
Very nice, awesome screenshots. I agree on waiting to release the patch, the particle effects have always been an issue even on my 3 gig 580gtx card, and firing the guns and dust causing your fps to drop in half is no fun, so good call. Thanks for the update!

SiThSpAwN
03-30-2012, 03:31 PM
Is it correct to say congratulations in advance? Sorry if a bit OT but we got our first wee one last September and we love her to bits but for God's sake man suck up all the free time you have now, later you will wish you had 10 minutes to spare, I am kidding you not. Congrats again!:grin:


Thanks and why do you think I was hoping for the patch before she was born lol :D

=FI=Scott
03-30-2012, 03:32 PM
I would like to know whether the particle effects problems are as per the current game version or have crept in with the new engine ? I would also like to know if the decal problem has been nailed ?

Although I respect the desire to release as good a patch as you can this will be a beta, yes ? Perfection is elusive and you will always find something to tweak. The boards here and elsewhere are getting quieter and that is not good for the game.

Personally I am not interested in the BoM project as I think it has been done before (and done well) but I do appreciate that there is a big target audience in Russia and commercial decisions must be made. I do think posting something about that is still far better than nothing at all.

Truth be told I'm relieved there is no beta out. I've lent my copy of the game to someone who wants to give it a go but wasn't keen to part with cash as things stand so I'd be well miffed if everyone was blasting round with super high fps's and no ctd's !.

Thanks for the update.

Ailantd
03-30-2012, 03:36 PM
One thing that keeps bugging my mind;
If the sequel is based on the same engine,does it suffer from the same microfreezes?

They are fixing the microfreezes, for the sequel and for COD.

Trumper
03-30-2012, 03:44 PM
One thing that keeps bugging my mind;
If the sequel is based on the same engine,does it suffer from the same microfreezes?

Yes agreed i was wondering that.If it doesn't work for Clod then BOM will suffer the same.

SiThSpAwN
03-30-2012, 03:48 PM
Yes agreed i was wondering that.If it doesn't work for Clod then BOM will suffer the same.

They wont release BOM with the old engine, in fact it was stated that the screenshots were with the new engine, and we wont see the new engine till the stutters are fixed...

Fearless_1
03-30-2012, 03:49 PM
Good day everyone!

We still don’t have the beta of the patch ready for the public, nor do we have a definite release date. The particle system remains a final bastion of the micro-freeze. We almost succumbed to public pressure and released a version of the patch with micro-freezes every time there are particle effects on screen, but finally decided that would be anticlimactic at best. Drops in FPS every time you fire your guns would only add oil to the fire, in our opinion. Better to face your ire a little longer for not releasing the patch than to face the outrage when the long-awaited beta is imperfect.

Still, while our graphic programmers are struggling with that, other team members are progressing along other fronts.

We are showing you some screenshots of the most iconic aircraft from the upcoming sequel. We are currently fine-tuning the flight model, and new ground-attack AI routines. We just cannot hold back the screenshots of how cool it looks. We’re all stoked here.

We know that none of you can really share our joy yet, and Cliffs of Dover is all you have at the moment. We have discussed at length whether we should even be talking about the future while our present is in the state it’s in. Dissension notwithstanding, we did decide that some extra glimmer of hope is better than complete silence. The last thing we want is for an extra segment of the community to start complaining that we’ve stopped showing our Eastern Front content as well.

So that’s the update then!

Have a great weekend!

Nice pictures, but how are you going to release a sequel without even making Cliffs of Dover something we'd even want to play?

SiThSpAwN
03-30-2012, 03:50 PM
Nice pictures, but how are you going to release a sequel without even making Cliffs of Dover something we'd even want to play?


Oh come on, read the forums a little before posting this... sheeesh....

Allons!
03-30-2012, 03:53 PM
Nice pictures, but how are you going to release a sequel without even making Cliffs of Dover something we'd even want to play?

If you dont want to play it why are you hanging around here? Bored after homeworks? Go out and have a play there.. :rolleyes:

jimmythedeath
03-30-2012, 03:56 PM
Cuz if u can do that then turn it off, we can deal, but we can not deal with the freezing witch is affecting game play now.

Really thanks for a more honest assessment and reason, no patch release, again, Thank you. Please fix it and get jets in like in 1946 OMG i cant wait. I will buy all expansions i would pay to be in a bata patch program, i would just pay more if you would PLEASE FIX THE EXPLETIVE MICRO FREEZING AND MAKE IT 1st Priority, Thank you. Please setup donations button and counter so we can just start paying you and we can please cut out any middle men, there ass hats waiting to be worn by the next brilliant team. Thanks so much...

I really want to same some nasty Stuff but, I REALLY want to play this beautiful game and take ALL THIS frustration out on my opponent.

GOOD Job!!!!.


Jimmy OUT!!! :evil:

rakinroll
03-30-2012, 03:57 PM
Thanks BS.

Volksieg
03-30-2012, 04:11 PM
Thanks and why do you think I was hoping for the patch before she was born lol :D

Congrats from me also! :) My son is 9 months old and.......

Look on the bright side! Cliffs of Dover will DEFINITELY be fixed and flying like a dream in 18 years time :D

SiThSpAwN
03-30-2012, 04:16 PM
Congrats from me also! :) My son is 9 months old and.......

Look on the bright side! Cliffs of Dover will DEFINITELY be fixed and flying like a dream in 18 years time :D

Ha! Good point, but she will want to fly it in a few years so I am hoping for sooner ;)

smink1701
03-30-2012, 04:18 PM
BS...thanks for the pics. I'm thinking that next week is the week. :grin:

mazex
03-30-2012, 04:23 PM
Although I was hoping to have the patch before my daughter is born next week, I will be more than happy to wait till its done right :D

Also thanks for the continued updates and not giving into to the negativity!

OT pre congrats too :) Having two sons myself I can tell you the first weeks will be a blur where you will not even remember you where waiting for a patch :) But maybe it's not the first one so you already know ;)

/mazex

von Brühl
03-30-2012, 04:26 PM
Thought the most iconic aircraft would have referred to the Friedrichs ;)

mazex
03-30-2012, 04:27 PM
Ha! Good point, but she will want to fly it in a few years so I am hoping for sooner ;)

Ahh, I still remember the first time me and my first born flew IL2 the first time together... He just wanted to splash that A20 in the Pacific all the time :)

/mazex

jamesdietz
03-30-2012, 04:33 PM
Thanks for the update & the screenshots,I'm sure like many others they keep me going & remeind me of the old days at Il-2 waiting for the next improvement.they do a lot to keep me ...uh...patient.
RePatch; I guess you are right in waiting,better to have it right than just slightly wrong.I can still play & enjoy sim as is ( frustrated a bit by FPS,non-working functions ,etc.,but there you are..) I can only hope you get the glitches out soon!
( Will be first in line to buy the Eastern Front!)

SiThSpAwN
03-30-2012, 04:33 PM
OT pre congrats too :) Having two sons myself I can tell you the first weeks will be a blur where you will not even remember you where waiting for a patch :) But maybe it's not the first one so you already know ;)

/mazex


Not my first, and the group I am with, we are all about making time for family and sneaking in a little gaming :)

http://www.thedadsarmy.com

:D

and Thanks! :)

kendo65
03-30-2012, 04:37 PM
We just cannot hold back the screenshots of how cool it looks. We’re all stoked here.

I can see why you're excited. Looks great!

Good decision too on holding the patch. Impatient as I am, it has to be RIGHT when it comes out. Otherwise it will be 'ugly' here ...(even more than usual :) )

Sutts
03-30-2012, 04:42 PM
Thanks for the update B6, I'm really glad you weren't put off posting sequel info. as many of us appreciate it.

Good decision to postpone the patch too. Best to sweep away the critics in one go in my opinion.

Keep up the good work.

pupaxx
03-30-2012, 04:44 PM
@SiThSpAwN
congrats for new arrive, an year ago I was in same situation, CloD was released 26 April and my first newborn daughter came the 12 in April. I think I installed CloD 1 month later, fun is it?...not for me!!! An year later, today, how is it the situation? How many times do you see me on servers? here is the replay... Good luck.
BTW, I think I was rewarded by the most precious gift I have ever had!
I hope it is for you also
Cheers

Majo
03-30-2012, 04:44 PM
Good day everyone!

We know that none of you can really share our joy yet, and Cliffs of Dover is all you have at the moment.

Have a great weekend!

Thank you for the update.
What a beautiful planes...

I think that joy is the best and easiest thing to share.
Looking forward.

Salutes Majo.

Volksieg
03-30-2012, 04:49 PM
Thank you for the update.
What a beautiful planes...

I'm really looking forward to blowing them out of the sky. :D (On the rare days I can actually get off the airstrip. lmao)

SDT_longshot
03-30-2012, 05:00 PM
the screen shots look ace for when the next part of cliffs of dover comes out and it is something to really look forward to however i would like for when battle of Britain is finally completed all problems are solved for the game to continue with out any new game releases like the Russian release to be available for at least half a year to a year so we can all finally enjoy the battle of Britain first with out any new versions being released then bring out the next game so we can then enjoy that at a later time

JG52Krupi
03-30-2012, 05:02 PM
Looks good, but still no sign of AA :(

SiThSpAwN
03-30-2012, 05:14 PM
Looks good, but still no sign of AA :(


I may be overly optimistic, but jpeg compression can give a jagged look, perhaps it was how the screenie was saved and not so much the game engine, but as I said... maybe I am in denial lol

[URU]AkeR
03-30-2012, 05:21 PM
Thanks for the update. Loved the trees with different tones of yellow, brown, orange, also the brownish ground and villages.

Looking forward for the patch and the east front, and i´m not russian.

SiThSpAwN
03-30-2012, 05:34 PM
AkeR;404254']Thanks for the update. Loved the trees with different tones of yellow, brown, orange, also the brownish ground and villages.

Looking forward for the patch and the east front, and i´m not russian.


And the devs aint russian the patch :D

Ok, sorry :)

Catseye
03-30-2012, 05:35 PM
BS.
Excellent update!!!

Covers the current status nicely and also covers what is in the works for the future. Leaving me with a greater understanding of the patch and whetting my appetite for what is coming down the road.

Well done!

Regards . . .

AKA_Scorp
03-30-2012, 05:36 PM
Thanks for the update.

pencon
03-30-2012, 05:36 PM
Can't wait till they're finnish ..

secretone
03-30-2012, 05:45 PM
Thanks for the update. Beautiful work!

ElAurens
03-30-2012, 05:55 PM
Thanks!

Back to the Eastern Front!

I remember the back in 2001, walking through a COMPUSA store and coming across a title called "Il2 Sturmovik" with the aircraft in the pictures on the front cover.

I thought my eyes were going bad. At the time I believed that must be the only guy in the USA that read about the Eastern front and knew what an Il2 was. I don't think that I ever could imagine someone would build a simulator based on the Eastern front.

Couldn't wait to get home and fly it! I was even more amazed at the "feel of flight" and all the little details of the engine.

MS CFS II got uninstalled right after that - and even though I tried to reinstall and use it again over the years - it always was missing that incredible "feel of flight" that caused me to spend over a decade flying this sim.

Thanks for helping make my day one of hope, and fond memories Blacksix....

My experience is eerily similar Gunny, and I can't wait to get back to the snow covered wastes to do some serious hurting to those beautifully modeled German vehicles.

addman
03-30-2012, 05:58 PM
I guess everybody remembers where the IL-2's soft spot is? That's right, keep your revi's on those oil coolers.;) One 15mm hit should do the trick.

MegOhm
03-30-2012, 06:44 PM
Thanks B6 Really Thanks for the Update....please continue them...is there any chance of patch readme anytime soon?

MegOhm
03-30-2012, 07:04 PM
Is it correct to say congratulations in advance? Sorry if a bit OT but we got our first wee one last September and we love her to bits but for God's sake man suck up all the free time you have now, later you will wish you had 10 minutes to spare, I am kidding you not. Congrats again!:grin:

Congrats to you guys on the little ones... Ahhh The miracle of life is a precious thing!
We truly are Stardust....

6S.Tamat
03-30-2012, 07:54 PM
Can't wait till they're finnish ..
they are russian! I don't think that will change... :grin:

mazex
03-30-2012, 08:19 PM
I may be overly optimistic, but jpeg compression can give a jagged look, perhaps it was how the screenie was saved and not so much the game engine, but as I said... maybe I am in denial lol

As I remember it from the previous "BoM" shots they said they where done in the "current" engine that we use too... It makes sense as the guys doing new objects and landscapes have been working on their stuff for quite a while - and in the mean time the 3D engine guys try to fix the engine so every other build is probably rather shaky and incomplete. They would naturally like to have the old engine that is "stable" in single player at least ;)

Insuber
03-30-2012, 08:23 PM
Re. the washed out effect of white winter paint, I guess that the "weathering" effect is tuned to wash out progressively the light white overpaint, isn't it?

Luftwaffepilot
03-30-2012, 08:46 PM
Blacksix, will the team be on holidays the next two weeks?

bucsher
03-30-2012, 08:50 PM
thanks for sharing airplanes and not tanks this time ;)

flyingblind
03-30-2012, 08:57 PM
Looking at the IL2 flying over the Autumn landscape in the second set of shots there is what appears to be a bright spot of light in front of the left wing and something similar in the gun flash on the right wing. Are these nothing in particular or are they a new style of tracer round?

RXMAN
03-30-2012, 10:33 PM
Definitely gun fire, you can see the puffs of smoke trailing....

chris455
03-30-2012, 11:10 PM
Thanks for the update, but my my concern is can all these problems be fixed, or does one problem create another one? In luithers post last Friday he mentioned that the target and bullet tracers had disappeared since the graphics update. Can you tell me if this has now been resolved or is this still an on going issue aswell?

It starts............................................ .............

mazex
03-30-2012, 11:14 PM
Looking at the IL2 flying over the Autumn landscape in the second set of shots there is what appears to be a bright spot of light in front of the left wing and something similar in the gun flash on the right wing. Are these nothing in particular or are they a new style of tracer round?

Interesting find... I actually thought they used the old engine for the BoM tests, but this definitely does not look like the CloD engine in that aspect!

machoo
03-30-2012, 11:44 PM
Blacksix, will the team be on holidays the next two weeks?


Are they on holidays again? Jesus do they ever work in Russia?

Thee_oddball
03-31-2012, 12:07 AM
nice pics, and thnx for the update :) B6 are the DLL's still in .NET or have they been rewritten in C++?

S!

VO101_Tom
03-31-2012, 12:21 AM
Better to face your ire a little longer for not releasing the patch than to face the outrage when the long-awaited beta is imperfect.

Hi BlackSix. We all look forward to the patch, but I agree with this.

Manuc
03-31-2012, 01:33 AM
screenshots don't look better than in old IL-2 game. What are these strange reflections in the IL-2 cockpit? Overall, not very convincing and a lame try to calm down the customers.

danjama
03-31-2012, 01:51 AM
screenshots don't look better than in old IL-2 game. What are these strange reflections in the IL-2 cockpit? Overall, not very convincing and a lame try to calm down the customers.

Do you realise how early these pictures are? This release is a long way off.

These sorts of comments are pointless negativity.

machoo
03-31-2012, 02:14 AM
Do you realise how early these pictures are? This release is a long way off.

These sorts of comments are pointless negativity.

It's the same engine as cliffs of dover , so.....

jayrc
03-31-2012, 02:21 AM
Game engine and model detail are two different things:rolleyes:

Liz Lemon
03-31-2012, 05:47 AM
Game engine and model detail are two different things:rolleyes:

Well most people have a hard time understanding this, so give him a break.

Hope the new patch is out soon.

jayrc
03-31-2012, 07:22 AM
Your right, hope the patch comes soon also

He111
03-31-2012, 07:38 AM
Beautiful Cementer, true tank of the skies.

nice to see some damage models .. just how German pilots would have seen it, shot to bits but still flying home! :grin:

.

mungee
03-31-2012, 07:41 AM
Thanks for the screenshots BlackSix!

Eddie80
03-31-2012, 09:08 AM
Everyone said amen when these images are worthy graphics IL-2 1946. Excuse me but the screen can be ugly.

Ventus
03-31-2012, 09:11 AM
sorry for all people here, but when i see this pics first time i said to me : It's il2 1946 screenshots!!! And it's looks like really!! It's not a joke! Sorry for the team dev but i think you can do better!!!

I'm little bit disapointed about this game as well a lot of pilot here, the minimum you can do for the moment it's a good way of communication with a better friday update!!!! It's not a titan work to show us YOUR JOB!

The end of the tunnel looks very very far!


Wake up dev team!:!:

Rowddy
03-31-2012, 09:12 AM
txs Blacksix i hope after this explanation we not have to read every day a new post asking when the patch comes out 8)

Rowddy
03-31-2012, 09:18 AM
sorry for all people here, but when i see this pics first time i said to me : It's il2 1946 screenshots!!! And it's looks like really!! It's not a joke! Sorry for the team dev but i think you can do better!!!

I'm little bit disapointed about this game as well a lot of pilot here, the minimum you can do for the moment it's a good way of communication with a better friday update!!!! It's not a titan work to show us YOUR JOB!

The end of the tunnel looks very very far!


Wake up dev team!:!:

you sir are an ungreatfull little @#%% !!!!!!! if you know better show us what you can then? produce a nice skin or so. this community can do without people like you. At least this kind of attitude says something about your age, but then again that makes me gloomy about the future of mankind.

Verhängnis
03-31-2012, 09:25 AM
Just ignore the ungrateful and slightly mental members here. Evenutally they will die out and everybody will be loving the updates. ;)

Rowddy
03-31-2012, 09:31 AM
hahaha yeah and slightly is an understatement :):-P

Ventus
03-31-2012, 09:41 AM
you sir are an ungreatfull little @#%% !!!!!!! if you know better show us what you can then? produce a nice skin or so. this community can do without people like you. At least this kind of attitude says something about your age, but then again that makes me gloomy about the future of mankind.



Woooww, go slowly man!!! I say what i think about the friday update ok!

You are a mega fan about this pics and the game?? ok i'm happy for you, i respect your choice!

All i said in this post is'nt injurious! Take you pills rowddy:grin:

Don't be worried about the future of mankind!!! But you can learn about democratic debate on a forum!!!

And unlike you i don't insult you behind "@#%%" caracters!!! and you critic my age......

DroopSnoot
03-31-2012, 09:49 AM
you sir are an ungreatfull little @#%% !!!!!!! if you know better show us what you can then? produce a nice skin or so. this community can do without people like you. At least this kind of attitude says something about your age, but then again that makes me gloomy about the future of mankind.

LMAO so people should be greatfull for a product they will be paying for, money they worked hard to earn :confused: Greatfull dont come into it mate, its supply and demand, do you get greatfull on the Colgate website for the toothpaste you buy or the tiolet roll you wipe your butt with?
Next time just show your true colours call him an ingreat cos you want to insult him dont dress it up with pompus superiority because you believe he is younger than you.

Thanks for the update B6, hanging in there for the beta.

addman
03-31-2012, 09:53 AM
I love the updates, does that mean one cannot be honest with his opinions? I also thought at first glance it was IL-2 1946 winter landscape but of course it looks a little rough, it's WIP and there's probably a looooong way to go before it's finished, CloD terrain didn't look as fantastic as it does now in the beginning. Some people have short memory. This is not the German Reichstag circa 1942 is it? it's an internet forum...about a game, chillax! :)

Eddie80
03-31-2012, 09:59 AM
I must admit this game had a future but what has been seen the dev, they'll kill him. And stop sucking luthier, take control of ground objects, real simers,
is of no use. Debug the game and after we talk.

Insuber
03-31-2012, 10:17 AM
sorry for all people here, but when i see this pics first time i said to me : It's il2 1946 screenshots!!! And it's looks like really!! It's not a joke! Sorry for the team dev but i think you can do better!!!


I believe that from a technical point of view your are wrong. If you put side by side that pic and the equivalent from Il2:1946 you will notice a huge amount of improvements, e.g. the more detailed winter terrain textures, the denser and more detailed ground objects, the quality of lighting and shadows not to speak about the detail of models and skins.

One could suspect that you just wanted to throw some of your mud at the developers, on that respect. but I'm sure that you didn't have that idea.

Cheers,
Insuber

carguy_
03-31-2012, 10:30 AM
sorry for all people here, but when i see this pics first time i said to me : It's il2 1946 screenshots!!! And it's looks like really!! It's not a joke! Sorry for the team dev but i think you can do better!!!

Do yourself a favor. Play some 1946, do some screens equivalent to this update. Then compare.Or maybe you could show all of us how this is 1946.

Phazon
03-31-2012, 10:36 AM
Thanks for the update, I imagine it will be fun tankbusting especially considering the level of detail the ground objects have.

I am a little concerned that we still can't see any evidence of anti-aliasing however. This game would look 100x better with an anti-aliasing solution, it doesn't even have to be a complex method. Simply adding an AA method such as FXAA which is incredibly easy to implement (so easy that it has already been done via third-parties) would do wonders to the game and give a real sense of advancement for the graphics engine when the beta graphics patch rolls around.

Foo'bar
03-31-2012, 10:41 AM
MG is a victim of their own quality. Today we see that 46's quality was far ahead. What they've done is to keep all positive aspects from FB/46 and put more details into it.

That's why today's screenshots look very similar to old ones. But if you'd take a closer look you'll see the difference. And if you'd think twice you'd realize that there's much more work required to make a very good product even better.

Ventus
03-31-2012, 11:02 AM
My best pleasure it will be to PLAY with this game and encourage dev team (i respect all the work they are do for us : simmers)

I just say that this lasts pics are not a quality of COD but seems to be il2 1946 (specialy winters pics).

The game itself, in its roots, is very imperfect....that's why devs make a patch... no?

Finally i think the friday updates pics must be in relation with the patch and not for other add-on (refer to the friday update with the only tank, ok it was beautyful)

Thank's for the next patch,

flyingblind
03-31-2012, 11:09 AM
MG is a victim of their own quality. Today we see that 46's quality was far ahead. What they've done is to keep all positive aspects from FB/46 and put more details into it.

That's why today's screenshots look very similar to old ones. But if you'd take a closer look you'll see the difference. And if you'd think twice you'd realize that there's much more work required to make a very good product even better.


That is exactly right. Visually the differences appear quite superficial at first glance but on closer inspection they are in a different league. Just look at a cannon barrel and compare it with ones in IL2 1946. The latter is quite 2D, flat and crude in comparison. The cockpits speak for themselves. The landscape is also limited by the computer resources needed to render it. You just cannot have 100% real landscape and still play the game. The biggest advances will be the ones you cannot see under the hood.

von Pilsner
03-31-2012, 11:24 AM
Thanks for the update - good luck with the particle stutters...
:grin:

Crescendo69
03-31-2012, 11:35 AM
Good Luck !!

senseispcc
03-31-2012, 01:44 PM
Good day everyone!


We know that none of you can really share our joy yet, and Cliffs of Dover is all you have at the moment. We have discussed at length whether we should even be talking about the future while our present is in the state it’s in. Dissension notwithstanding, we did decide that some extra glimmer of hope is better than complete silence. The last thing we want is for an extra segment of the community to start complaining that we’ve stopped showing our Eastern Front content as well.


I did buy the orirganl IL2 because the name was IL2 and I coud hope to fly a ..IL and other Soviet planes. I shall wait and hope thank's a lot.:-P

Continu0
03-31-2012, 04:54 PM
Just noticed


THE AA IS WORKING

in those Screenshots!

Luftwaffepilot
03-31-2012, 04:58 PM
Just noticed


THE AA IS WORKING

in those Screenshots!


Is it? To me it still looks jaggy

Thee_oddball
03-31-2012, 04:59 PM
That is exactly right. Visually the differences appear quite superficial at first glance but on closer inspection they are in a different league. Just look at a cannon barrel and compare it with ones in IL2 1946. The latter is quite 2D, flat and crude in comparison. The cockpits speak for themselves. The landscape is also limited by the computer resources needed to render it. You just cannot have 100% real landscape and still play the game. The biggest advances will be the ones you cannot see under the hood.

Dont be silly...of course you can have %100 real....it just requirres a Xeon12 a 4 way SLI (7950 3 GB) and 32 GB or ram:shock::mrgreen:

http://www.guru3d.com/imageview.php?image=24140

addman
03-31-2012, 05:08 PM
Dont be silly...of course you can have %100 real....it just requirres a Xeon12 a 4 way SLI (7950 3 GB) and 32 GB or ram:shock::mrgreen:

http://www.guru3d.com/imageview.php?image=24140

Now that picture should be on the "recommended system requirement" on the DVD case.:grin:

No145_Hatter
03-31-2012, 06:11 PM
Thanks for the honest update.

flyingblind
03-31-2012, 06:53 PM
No that still won't do it although upping the ram to 64 Gb might be getting close. :-)

major_setback
03-31-2012, 08:34 PM
MG is a victim of their own quality. Today we see that 46's quality was far ahead. What they've done is to keep all positive aspects from FB/46 and put more details into it.

That's why today's screenshots look very similar to old ones. But if you'd take a closer look you'll see the difference. And if you'd think twice you'd realize that there's much more work required to make a very good product even better.

And lets not forget that as additions to FB/1946 we got an improved flight model that was designed for Clod and new clouds too (improved quality clouds, and an overcast cloud cover). If the Maddox team hadn't given away all that free stuff we would have been totally overwhelmed by the detail in CloD.


Many thanks to all involved with the update, it is much appreciated. Carry on the good work!

badaboom
03-31-2012, 09:26 PM
Love the screenshots,Thanks very much for your Honesty,I'm sure when the patch is released it will be Brilliant!
Cheers!

machoo
03-31-2012, 09:59 PM
Going to have to release the Beta patch at some time fellas. It's not a BETA patch if everything works.

Ploughman
03-31-2012, 11:28 PM
Yes, but for me the micro-stutters caused by particles are the game shagger. No solution to that and it's all a bit pointless from my perspective, but if there's a solution for the CTDs and some other issues why not stagger the patch? Why not a patch that generally improves FPS, deals with the CTDs that so irritate on-line players etc, but I'll have to wait for the solution to the micro-stutters that plague my off-line play? That seems less ambitious perhaps but would incrementally improve player's experience.

machoo
03-31-2012, 11:45 PM
The micro stutters are in the game as it is , if you have other improvements then why not release what they have like when they first brought out this beta product. What is the difference.

I'm a beta tester for 'Project Cars' and they have updates every week.

Ace Cheese
04-01-2012, 03:00 AM
Anyone know if or why the windscreen is divided up?

ElAurens
04-01-2012, 05:07 AM
Anyone know if or why the windscreen is divided up?


I'm assuming you mean the sections in the new Il2 model's windscreen?

I'm suspecting that is an early type of Russian armored glass.

Fire up original IL2 and look through the front pane of the cockpit glass, you will see a diamond shape line. Same thing, just not modeled in the fidelity of the CloD engine.

Robert
04-01-2012, 05:16 AM
If the current issue is particle effects, then what good would releasing a beta do now? Each round produces a bullit's particle effect at the end of the weapon. If you're in a pattern of four Hurricanes that's potentially 24 guns. Flying against a squadron of He111's adds up to a whole lot of particle effects rendering at the same time. IDK about you, but I plan on bringing down a lot of those big boys down - which will cause even more particle effect and stutter/freezes. Add in varying taxi dust, AA fire and what not, you can see how much the effect is involved in the game. I'd imagine on many PC's this would amount to a veritable slide show.

I didn't catch (and probably should look to confirm) but if correcting the REVI/tracer effect potentially caused or is linked to the particle effect, then what could possibly be next in the potential chain of issues - reflections, lighting effects, grass? If that's the potential problem that could compound week after week, I think they are right to not release it.

I've heard it said here that tracking down errors and perfecting an engine takes 90% of developement time. (someone could probably quote this more accurately quote than I, but you get the idea)

While I'm disappointed the patch isn't on my hard drive yet, I think this is the most prudent position for the team to take. To them I say good luck.

Robert
04-01-2012, 05:21 AM
I'm assuming you mean the sections in the new Il2 model's windscreen?

I'm suspecting that is an early type of Russian armored glass.

Fire up original IL2 and look through the front pane of the cockpit glass, you will see a diamond shape line. Same thing, just not modeled in the fidelity of the CloD engine.

THAT'S what that is? IDK why, but I assumed it was some strange gunsight or markers. I didn't fly the Sturmo often so I never gave it thought. Learn something new every day. Ha!

machoo
04-01-2012, 06:45 AM
http://a8.sphotos.ak.fbcdn.net/hphotos-ak-ash4/424433_382595335084904_229627480381691_1477141_108 1985616_n.jpg

Eddie80
04-01-2012, 07:13 AM
Your screens of clodo 1946 take a monumental slap by wop...

csThor
04-01-2012, 08:43 AM
The systems modelling and DM alone are nowhere near CloD in any of those arcade games. They don't want to be a sim so don't judge them as a sim. But CloD (or BoM) don't want to be an arcade game with a pretty face but no particular systems depth so don't judge it by those standards.

Eddie80
04-01-2012, 08:52 AM
I am not a developer but I do not think there is a direct link between a graphic or graphics engine and simulation. With all bugs sorry but CLODO is arcade...

Verhängnis
04-01-2012, 09:11 AM
I am not a developer but I do not think there is a direct link between a graphic or graphics engine and simulation. With all bugs sorry but CLODO is arcade...

Exactly so keep your uneducated opinions to yourself, or else you just look like a fool. :rolleyes:

Eddie80
04-01-2012, 09:31 AM
While details on the ground, its quality, texture, clouds, colors, have a role in a game arcade or simulator. And marmot covers the chocolate ...

So gentlemen make me realize that a simulator will necessarily graphics rotten and not the arcade.

I stop and talk to you ... Continue to say Amen.

Insuber
04-01-2012, 09:39 AM
While details on the ground, its quality, texture, clouds, colors, have a role in a game arcade or simulator. And marmot covers the chocolate ...

So gentlemen make me realize that a simulator will necessarily graphics rotten and not the arcade.

I stop and talk to you ... Continue to say Amen.

Graphics are very important, but I hope that you realize that most people here still prefers Il2:1946 over Birds of Prey, despite the latter has stunning graphics, better effects, plenty of colors etc.

Insuber
04-01-2012, 10:24 AM
Your screens of clodo 1946 take a monumental slap by wop...

Not at all ... WOP pic looks cartoonish, unrealistic, very far from a picture and made to please the eye of FPS players ... what it will be imo.

Burning Bridges
04-01-2012, 10:38 AM
Not releasing a patch with broken particle system absolutely makes sense, even if the patch is already months overdue.

I really like the screenshots of BoM although they would certainly look even better with AA working :) I can already see myself flying over the Eastern front again. (last time was 2002-2003, and back then IL2 almost cost me my diploma thesis).

In the last years I have played mostly turn based strategy and tactical games (like JA2). But since that genre is dead as a doornail I feel my interest in flight sims is rising again to the old levels. The possibility of a finally working Battle of Britain sim and new Eastern front sim is an absolute dream.

Currently, I still don't own COD, last week I almost succumbed, but without the patch that would be anticlimatic at best. Once the patch is out, I will reconsider. Ah, and Steam has to go too, but I could resign myself to that. Perhaps, probably ..

;)

Wolf_Rider
04-01-2012, 11:18 AM
^
^
^

oh look, how sweet... new ways of putting the same old same old threat

mmaruda
04-01-2012, 12:06 PM
As much as I would like CloD to succeed, it won't be any time soon. I have access to the WoP beta and there are realism setting that make it close to IL-2 1946. Yes, the idea is to make an MMO accessible to anyone so it's more arcade, but the developer are taking serious simmers' preferences into account. It may look how it looks, but at least it runs smooth and you don't need to sell your soul to get a PC that can run it at 30 fps all the time (hell, I get 60 constant)

Whatever anyone thinks, the sad truth is Gaijin has a current-gen graphics engine that takes advantage of all the expensive hardware we have and CloD is still a bug-ridden stutter fest. From a consumer point of view, all the programming issues are none of my concern. With the problem this sim has, it's not worth the money.

SlipBall
04-01-2012, 12:24 PM
As much as I would like CloD to succeed, it won't be any time soon. I have access to the WoP beta and there are realism setting that make it close to IL-2 1946. Yes, the idea is to make an MMO accessible to anyone so it's more arcade, but the developer are taking serious simmers' preferences into account. It may look how it looks, but at least it runs smooth and you don't need to sell your soul to get a PC that can run it at 30 fps all the time (hell, I get 60 constant)

Whatever anyone thinks, the sad truth is Gaijin has a current-gen graphics engine that takes advantage of all the expensive hardware we have and CloD is still a bug-ridden stutter fest. From a consumer point of view, all the programming issues are none of my concern. With the problem this sim has, it's not worth the money.


Not very promising then for some of us...I keep looking at this weeks shots of Il-2, very good to see them

Bewolf
04-01-2012, 12:29 PM
As much as I would like CloD to succeed, it won't be any time soon. I have access to the WoP beta and there are realism setting that make it close to IL-2 1946. Yes, the idea is to make an MMO accessible to anyone so it's more arcade, but the developer are taking serious simmers' preferences into account. It may look how it looks, but at least it runs smooth and you don't need to sell your soul to get a PC that can run it at 30 fps all the time (hell, I get 60 constant)

Whatever anyone thinks, the sad truth is Gaijin has a current-gen graphics engine that takes advantage of all the expensive hardware we have and CloD is still a bug-ridden stutter fest. From a consumer point of view, all the programming issues are none of my concern. With the problem this sim has, it's not worth the money.

So you are telling us that a new 2012 game is only able to get up to the level of a game released in 2001 when it comes to FMs? (not to talk about realism in general)
I hope you are aware that those people that actually did switch to CoD from IL2 1946, despite the bugs and issues, did so because the FM in IL2 feels like child play compared to CoD.

Do not get me wrong, I will give WoP a real chance and am actually looking forward to it, but it is a very focused game with no choice in regards to gameplay. Too many limitations in the game mechanics to come even close to the flexebility CoD offers. Apples and Oranges. From a consumer point of view, there is no alternative to CoD.

If you fail to see the differences between those softwares, I fear you are in the wrong community, the focus here is not on airquake.

philip.ed
04-01-2012, 01:21 PM
Not at all ... WOP pic looks cartoonish, unrealistic, very far from a picture and made to please the eye of FPS players ... what it will be imo.

One has to ask, Insuber, what reality is within sims in terms of graphics? Are the images we see in CloD just artwork? Of course they are: they are the teams representation of what reality is. Now, if I see the CloD terrain and realise just how far it is from how England actually looks, I would take WoP terrain over CloD any day purely because I actually feel that I am flying over my own country. Yes there are filters and what-not, but it's just another artistic representation at the end of the day.

One day CloD could look photorealistic. It's getting there no doubt. I don't think the screens in this update do the sim justice. I too thought it was 1946 at first glance, and no amount of "show me how 1946 looks like this" will change that.

zakkandrachoff
04-01-2012, 02:47 PM
Last pic, can see an il2 spin down, and beind him, can see a big lake... maybe Black SEA???? :o:o:o

CRIMEA MAP MAYBE?:grin:

zakkandrachoff
04-01-2012, 02:51 PM
Dont be silly...of course you can have %100 real....it just requirres a Xeon12 a 4 way SLI (7950 3 GB) and 32 GB or ram:shock::mrgreen:

http://www.guru3d.com/imageview.php?image=24140

Now that picture should be on the "recommended system requirement" on the DVD case.:grin:

correction: "minimum system requirements"


:-P

ATAG_Dutch
04-01-2012, 02:51 PM
Last pic, can see an il2 spin down, and beind him, can see a big lake... maybe Black SEA???? :o:o:o

CRIMEA MAP MAYBE?:grin:

Or Gulf of Finland/Lake Ladoga for Siege of Leningrad/Winter War?? :grin::grin::grin:

PotNoodles
04-01-2012, 03:45 PM
As much as I would like CloD to succeed, it won't be any time soon. I have access to the WoP beta and there are realism setting that make it close to IL-2 1946. Yes, the idea is to make an MMO accessible to anyone so it's more arcade, but the developer are taking serious simmers' preferences into account. It may look how it looks, but at least it runs smooth and you don't need to sell your soul to get a PC that can run it at 30 fps all the time (hell, I get 60 constant)

Whatever anyone thinks, the sad truth is Gaijin has a current-gen graphics engine that takes advantage of all the expensive hardware we have and CloD is still a bug-ridden stutter fest. From a consumer point of view, all the programming issues are none of my concern. With the problem this sim has, it's not worth the money.

WOP Beta? What beta are you talking about? I don't read anything anywhere about a beta for WOP? Are you talking about WOP2? Because all I have read about that is that it will be announced next week that it is being shelved.

tomandre81
04-01-2012, 03:49 PM
WoP was a joke. Played it for an hour then deleted it. Worst buy ever.
Didn't get any feeling of flying and the damage modell is horrible: Same ugly fire and black smoke / explosion every time. An Arcade game for people who suck at flying

Ace Cheese
04-01-2012, 04:23 PM
THAT'S what that is? IDK why, but I assumed it was some strange gunsight or markers. I didn't fly the Sturmo often so I never gave it thought. Learn something new every day. Ha!

I was was just confused as to why the glass would be divided. Wouldn't that create a weak point? In il2 1946 i thought it was just an aiming device (as it looks so). Maybe it is cheaper to replace just sections of the windscreen.

svanen
04-01-2012, 11:12 PM
I'm not an expert in FMs and I have no experience in flying airplanes with more then 180hp, but I have a private pilot license and for the first time ever playing a game I feel like I'm actually flying.. :)

In the beginning I cared a lot about the COD graphics and bugs, but not anymore, now it is just a pure pleasure and sometimes the graphics are stunning (flying online over water or near the coast).

Why do you think all these other "simulators" show 90% of there trailers/videos from outside view?

Because it sucks to sit on the inside... ;)

Ataros
04-01-2012, 11:58 PM
As much as I would like CloD to succeed, it won't be any time soon. I have access to the WoP beta and there are realism setting that make it close to IL-2 1946. Yes, the idea is to make an MMO accessible to anyone so it's more arcade, but the developer are taking serious simmers' preferences into account. It may look how it looks, but at least it runs smooth and you don't need to sell your soul to get a PC that can run it at 30 fps all the time (hell, I get 60 constant)

Whatever anyone thinks, the sad truth is Gaijin has a current-gen graphics engine that takes advantage of all the expensive hardware we have and CloD is still a bug-ridden stutter fest. From a consumer point of view, all the programming issues are none of my concern. With the problem this sim has, it's not worth the money.

I have a different opinion about it. Fortunately it will be free and everyone will be able to try it.

Good news is it will bring many new players to flight sims as it is more accessible, not as demanding as Il-2:CloD for mainstream gamers.

Slayer
04-02-2012, 02:37 AM
Good day everyone!

We still don’t have the beta of the patch ready for the public, nor do we have a definite release date. The particle system remains a final bastion of the micro-freeze. We almost succumbed to public pressure and released a version of the patch with micro-freezes every time there are particle effects on screen, but finally decided that would be anticlimactic at best. Drops in FPS every time you fire your guns would only add oil to the fire, in our opinion. Better to face your ire a little longer for not releasing the patch than to face the outrage when the long-awaited beta is imperfect.



I know it may be totally unrelated but in the DCS series some types of micro stuttering is cause by intel speedstep tecnology. Only fix for certain systems is to disable it in the BIOS....

Early releases of DCS:WH BETA had the exact same problem of firing the gun causing FPS drop/stuttering(not related to speed step). It could be you guys are dealing with a similar issue.

Anyways thanks for the update. Good luck on squashing the final bugs.

Wolf_Rider
04-02-2012, 02:58 AM
and they still, after solving the gun smoke, have a bit of an issue with signal/ chimney smoke.

Richie
04-02-2012, 03:26 AM
Something I look forward to very much so is Russia. I was in a fight with a Yak last night in Spits VS 109s MODS 13 minutes........ 13 MINUTES!!! Talk about hands shaking and every swear word you can think of coming out of your month. We were both terrible. I think he was out of ammo and maybe a little hurt my F4 was fine but do you think I could hit this fellow. NO! I'll post this on my channel and you guys can sit back and laugh. I'll post it in pilots lounge because it's not a COD subject. Well it sort of is because it refers to Russia witch will be coming up in the future. In the F4 I'm most at home. At least I kept airborne. Some of the time we were on the deck trying to stall each other out. The FMs in COD are probably a little heavier but I think the F4 will for sure have more zip to it and auto prop pitch. I will love that.

Hippy Druid
04-02-2012, 08:54 AM
Hi Everyone,

I'm new to the forums, but have been lurking for some time.
I've joined today, to hopefully receive an intelligent response to my question. This thread seems the most apt place to post it.

I like to err on the side of caution when it comes to certain purchases. The purchase of CoD is one of those times.

From what I've read: there is no disputing some of the issues this game has suffered, I however firmly believe that no game is without bugs. The end user is the best quality assurance any developer could ask for. It's unfortunate, but it's also reality.
The GFX look nice, but I would rather it ran smooth with decent frames, than have all the glorious eye candy in slideshow mode.

If the trade off is turning down options to gain fps elsewhere, then I can live with that. (That's what modern game tweaking is about anyhoo)

I don't feel the need to post my system specs, lets just say my PC won't be an issue.

OK, my questions.

In it's current state (today) how is its performance?
Does it run well?
Does it still suffer from awful FPS I have seen stated so often in these forums?
or on a high end rig is this now negligible?
Does it prefer Nvidia cards, AMD or no preference?
Should I just wait until the update mentioned in this thread, and ask again?

Thanks in advance to all intelligent responses.
Hippy

Norseman
04-02-2012, 08:59 AM
I'm not an expert in FMs and I have no experience in flying airplanes with more then 180hp, but I have a private pilot license and for the first time ever playing a game I feel like I'm actually flying.. :)

In the beginning I cared a lot about the COD graphics and bugs, but not anymore, now it is just a pure pleasure and sometimes the graphics are stunning (flying online over water or near the coast).

Why do you think all these other "simulators" show 90% of there trailers/videos from outside view?

Because it sucks to sit on the inside... ;)

+1 !

-got prox 15000 hours here..so, yes I`m an "old-timer" but thats the simulated planes to.. ;)

Thx for the honest update!

~S~

machoo
04-02-2012, 09:19 AM
WOP = World Of Planes. I'm on the beta and is serious competition , actually far infront of CLOD. http://www.youtube.com/watch?v=mNBhHK4VWdE
One thing to remember 'World of Warplanes' is NOT this title. They are seperate and always come up in youtube searches as one and the same.

stndbfrgrn
04-02-2012, 09:33 AM
WOP = World Of Planes. I'm on the beta and is serious competition , actually far infront of CLOD. http://www.youtube.com/watch?v=mNBhHK4VWdE
One thing to remember 'World of Warplanes' is NOT this title. They are seperate and always come up in youtube searches as one and the same.

I don't know what your aspects of comparison are, but WOP is not a simulation, first of all... so what are we talking about here?

Oh wait, I've just read your previous posts in different threads... man, what are you, trying to spread a virus with that WOP infatuation of yours?

JG52Krupi
04-02-2012, 09:53 AM
I don't know what your aspects of comparison are, but WOP is not a simulation, first of all... so what are we talking about here?

Oh wait, I've just read your previous posts in different threads... man, what are you, trying to spread a virus with that WOP infatuation of yours?

Just ignore machoo, he's a troll.

addman
04-02-2012, 09:55 AM
Just ignore machoo, he's a troll.

Let's try to keep the update thread clean, it has actually been pretty ok so far compared to previous update threads. Please only litter in the "Crystal Ball" thread.

esmiol
04-02-2012, 10:14 AM
WOP = World Of Planes. I'm on the beta and is serious competition , actually far infront of CLOD. http://www.youtube.com/watch?v=mNBhHK4VWdE
One thing to remember 'World of Warplanes' is NOT this title. They are seperate and always come up in youtube searches as one and the same.

maybe you will tell that mariokart is a concurrent to Rfactor :D

Opitz
04-02-2012, 10:25 AM
I don't know what your aspects of comparison are, but WOP is not a simulation, first of all... so what are we talking about here?

Oh wait, I've just read your previous posts in different threads... man, what are you, trying to spread a virus with that WOP infatuation of yours?

Do you think they will put AA and new clouds in BoM "simulator" finally?

Skoshi Tiger
04-02-2012, 10:34 AM
WOP = World Of Planes. I'm on the beta and is serious competition , actually far infront of CLOD. http://www.youtube.com/watch?v=mNBhHK4VWdE
One thing to remember 'World of Warplanes' is NOT this title. They are seperate and always come up in youtube searches as one and the same.

That video has made me realise how lucky we are with COD. The things that stood out to me ( it could be the compression for youtube but I did watch it in 720 res.) The wall of haze cutting off the view, Crappy water, pathetic fire effects up close make it look like stepping back 10 years.

Give me COD any day.

carguy_
04-02-2012, 10:41 AM
That video has made me realise how lucky we are with COD. The things that stood out to me ( it could be the compression for youtube but I did watch it in 720 res.) The wall of haze cutting off the view, Crappy water, pathetic fire effects up close make it look like stepping back 10 years..
Why do you people even accept the silly challenge? The troll posting screens of WoP should be deleted or moved to a WoP thread. CloD is soooo much more than graphics! There are so many details about it that, CloD blows WoP out of the sky just thinking about it. Do you even think that it can stand up to it in CEM/FM/DM/realism? As WoP is still in testing , I can`t say for sure, but for 90% it won`t, because it has other product - customer priorities.

But IF you look for graphics only, WoP might be your game.

banned
04-02-2012, 10:42 AM
WOP = World Of Planes. I'm on the beta and is serious competition , actually far infront of CLOD. http://www.youtube.com/watch?v=mNBhHK4VWdE
One thing to remember 'World of Warplanes' is NOT this title. They are seperate and always come up in youtube searches as one and the same.
Hmmm looks pretty good except I think the cockpits in CoD looks more realistic. Does this title have clickable cockpits or is it press one button for start up. I'm sure there's an argument between this title and CoD for FM?
Every time I see a video posted of another title I think that the other title's cockpits look a little cartoony. I do like the imperfections in the glass though.

machoo
04-02-2012, 10:45 AM
I'm not a troll. I have both games and I'm telling you World Of Planes is better , you can disagree but you people have to stop going on about 'COD is the king and every other game is crap' . And I'm not an arcade fan , I have spent thousands on simulator hardware.

banned
04-02-2012, 10:51 AM
"Why do you people even accept the silly challenge?"


Umm carguy, what challenge did I accept?

addman
04-02-2012, 10:54 AM
Two different games aiming for totally different types of players, why is anybody comparing the two?! If you want comparisons, compare War Thunder with World of Warplanes, the outcome of that comparison will be very swift though IMO. The only thing you can compare CloD with right now is IL-2 1946 and maybe RoF (because it's a WW1 sim but still on a similar level as CloD).

addman
04-02-2012, 11:01 AM
fail, how can you compare a purely game arcade like world of warplanes with war thunder? WoW doesn't have any cockpit, no land or takeoff, no engine start/stop, no control on gears, nothing at all, like world of tanks but in the sky...

They are both free to play MMORPG's, that's why they are comparable IMO.

Insuber
04-02-2012, 11:02 AM
I'm not a troll. I have both games and I'm telling you World Of Planes is better , you can disagree but you people have to stop going on about 'COD is the king and every other game is crap' . And I'm not an arcade fan , I have spent thousands on simulator hardware.

Dear machoo, imho it is neither polite nor clever to come to the forum of 1C only to say in a very assured and direct way (and several times in a row) that the Gaijin simulator is *better* than theirs.
And because you speak about your personal preference, you should either refrain to post it - this thread is not meant to express your personal preferences - or substantiate your statement with hard facts. And a video from the beta means nothing, in that respect.

If you insist with your posting style you can be easily mistaken for a troll (see the technical definition of "troll" I posted earlier), because you behave as one.

Cheers,
Insuber

carguy_
04-02-2012, 11:02 AM
I'm not a troll. I have both games and I'm telling you World Of Planes is better , you can disagree but you people have to stop going on about 'COD is the king and every other game is crap' . And I'm not an arcade fan , I have spent thousands on simulator hardware.
Machoo, you are free to make a new thread about the game, as others did succesfully before. It was a mistake to post it here.

Insuber
04-02-2012, 11:05 AM
CEM? where is? only overheating is modelled right now... so stop

You miss the mixture management, the prop pitch = engine revs, the water and oil radiator management, just to mention a couple of CEM items. Before criticizing something next time, take the pain to check your information, really.

addman
04-02-2012, 11:05 AM
Machoo, you are free to make a new thread about the game, as others did succesfully before. It was a mistake to post it here.

I have to agree with carguy here, move this stuff to the crystal ball, it's clearly OT. Last post from me here, I'm out!

carguy_
04-02-2012, 11:06 AM
Umm carguy, what challenge did I accept?
Dunno about you specifically, but I`m surprised that people even accept the obvious taunt about WoP being better. So far only thin we know about it is what we saw. And we saw some nice, outdated, but nice graphics.

Even if WoP had nicer graphics, it still wouldn`t change a thing. In sim department, Cliffs of Dover is a different quality class overall.

Why you need to argue about graphics is beyond me.

banned
04-02-2012, 11:12 AM
Dunno about you specifically, but I`m surprised that people even accept the obvious taunt about WoP being better. So far only thin we know about it is what we saw. And we saw some nice, outdated, but nice graphics.

Even if WoP had nicer graphics, it still wouldn`t change a thing. In sim department, Cliffs of Dover is a different quality class overall.

Why you need to argue about graphics is beyond me.
Oh ok. I see what you mean. I just logged on and saw that video and the comment that it was competition for CoD. I don't get much time to look through the forum so I didn't see where all this originated. I work full time, the wife is in afghanistan with the war and I'm looking after the two kids. Probably good in a way or I'll be on here every minute of the day lol.
Sorry carguy that you thought I was jumping in on some argument about graphics.

stndbfrgrn
04-02-2012, 11:42 AM
Do you think they will put AA and new clouds in BoM "simulator" finally?

I don't know if you're trying to push me somehow, but this kind of question should be asked to the developers; again, there is quite a deep difference between the way a simulator and a game are conceived.
And guys, this WOP's assumed superiority thing is really getting off topic here, so please, as it's been suggested, let's be polite and discuss it into a dedicated thread.

philip.ed
04-02-2012, 12:35 PM
Even if WoP had nicer graphics, it still wouldn`t change a thing. In sim department, Cliffs of Dover is a different quality class overall.



Wow, yet another example of speculation being stated as fact!
Whilst one can guess that WoP won't be equal to CloD in simulation terms, there is no tangible evidence to suggest this at all. What can history show? If we went by history, we'd have imagined that CloD would have been the holy grail of flight-sims.

And previously in this topic you said: "But IF you look for graphics only, WoP might be your game" which clearly contrasts your most recent speculation that WoP's graphics are outdated. Make your mind up man!

carguy_
04-02-2012, 12:45 PM
Wow, yet another example of speculation being stated as fact!
Whilst one can guess that WoP won't be equal to CloD in simulation terms, there is no tangible evidence to suggest this at all. What can history show? If we went by history, we'd have imagined that CloD would have been the holy grail of flight-sims.
Speculation about WoP, yes. About CloD, no.


And previously in this topic you said: "But IF you look for graphics only, WoP might be your game" which clearly contrasts your most recent speculation that WoP's graphics are outdated. Make your mind up man!
No contrast here, unless you`re single-minded. Graphics being outdated obviously don`t turn some people from promoting it as "better" than CloD. It is a matter of taste. It is clearly visible that WoP uses a different color palette, makes some things less-detailed (like the cockpits) and some things more detailed (like the landscape). Obviously some people find it enough of a reason to speculate about WoP being "better" than CloD overall. By now all we can say about WoP is that it can be pretty to some, especially those who can`t live without posting daily something negative about CloD`s landscape.

So if that eye-candy of a beta game suits you more than any other spect of CloD, it`s your kind of game. :D

6S.Manu
04-02-2012, 12:56 PM
You miss the mixture management, the prop pitch = engine revs, the water and oil radiator management, just to mention a couple of CEM items. Before criticizing something next time, take the pain to check your information, really.

Mhm... almost all of those are in IL2 too... the difference is in CLoD there's no OVERHEAT alert.

IMO BoM will demostrate the complexity of this new engine. Somebody said that the russian pilots had to manage multiple levels to do the same thing that a german pilot could do with only one.

Now IF russian planes will work as the german planes than this will be proof that this COMPLEX Engine Management is an hoax.

My dream is to have a compulsory procedure at startup having to follow the machine's condition during the flight. I hope that in future I will have to manage the startup/taxi/takeoff of my tempest as Clostermann did.

http://www.youtube.com/watch?v=--2H9Dj9eMY

6S.Tamat
04-02-2012, 01:35 PM
A huge problem of Cod is the missing debug system (and i don't have a blind trust in the developers until they proof to deserve it):
for CEM:
I would like to have the possibility to record the engine simulation data to see how deep is the simulation.
Air temp, pistons, fuel consumption, air pressure etc etc etc
Now i see that if on the bf i switch the magnetos nothing is happening..
for DM:
same thing on Dm, ability to record the precise damage data: could be different for server side and client side, allowing perhaps the client to have only the one about his own plane.
time of the event, type of damage, type of bullet that hit, damage amount.
for now i see only what i can read on chat and what i see, but nothing else confirm for example that a type of bullet makes more damage of another.
for Physics:
same thing of the DM:
air condition(temp,pressure,wind etc), AoA, IAS, TAS, lift for wing section etc etc with all the parameters.
For now i see only a problematic simulation of the atmosphere and no acrobatic plane to test the simulation as promised.


To be sure to be understood, I really hope to have a good simulation, but A: the trust in the developer is still to be gain, B: I have no real evidence of the correct simulation now. Obviously that does not mean that now it is not correct, it means simply that without evidence there is not YES or NO, there is only a perhaps..

Insuber
04-02-2012, 01:41 PM
Mhm... almost all of those are in IL2 too... the difference is in CLoD there's no OVERHEAT alert.



Manu I was reacting to the guy troll ... ehmmm, saying that CEM in COD is limited to overheating. As far as the Il2: 1946 comparison of CEM, I know that 1946 has still some advantages, but not in CEM: afaik the prop pitch of 109 E-1 & E-3 are *automagic* in 1946 - i.e. not historical. The mixture management in 1946 is there, but very simplified. The oil radiator is not present in 1946. The water radiator ... ahemmmm - very questionable with the big red "engine overheat" message.

Ciao!

Insuber
04-02-2012, 01:43 PM
A huge problem of Cod is the missing debug system (and i don't have a blind trust in the developers until they proof to deserve it):
for CEM:
I would like to have the possibility to record the engine simulation data to see how deep is the simulation.
Air temp, pistons, fuel consumption, air pressure etc etc etc
Now i see that if on the bf i switch the magnetos nothing is happening..
for DM:
same thing on Dm, ability to record the precise damage data: could be different for server side and client side, allowing perhaps the client to have only the one about his own plane.
time of the event, type of damage, type of bullet that hit, damage amount.
for now i see only what i can read on chat and what i see, but nothing else confirm for example that a type of bullet makes more damage of another.
for Physics:
same thing of the DM:
air condition(temp,pressure,wind etc), AoA, IAS, TAS, lift for wing section etc etc with all the parameters.
For now i see only a problematic simulation of the atmosphere and no acrobatic plane to test the simulation as promised.


To be sure to be understood, I really hope to have a good simulation, but A: the trust in the developer is still to be gain, B: I have no real evidence of the correct simulation now. Obviously that does not mean that now it is not correct, it means simply that without evidence there is not YES or NO, there is only a perhaps..


IIRC a guy developed few months ago a C# script to extract performance data from tests. I will look for it.

6S.Tamat
04-02-2012, 01:46 PM
IIRC a guy developed few months ago a C# script to extract performance data from tests. I will look for it.
that's a good thing. but i still wonder why the developers didn't do.. it is the better evidence of their good work...

Insuber
04-02-2012, 01:51 PM
that's a good thing. but i still wonder why the developers didn't do.. it is the better evidence of their good work...

Here you go, have a try:

http://forum.1cpublishing.eu/showthread.php?t=27552

Cheers!

bolox
04-02-2012, 02:03 PM
list of what's accessible
Note: usage example float health = (float)aircraft.getParameter(part.ParameterTypes.M _Health, -1);

ParameterTypes {
#region Nil
/// <summary>
/// Nil parameter. Always shows -999.999d.
/// </summary>
Nil,
#endregion

#region Miscellaneous
/// <summary>
/// [Random Value]
/// <para>Generic subtype (-1) indicates a random number in [0.0, 1.0];</para>
/// <para>All other subtypes indicate a random number in [-1.0, 1.0].</para>
/// <para>Also serves as an indicator to an undefined activity.</para>
/// </summary>
M_Random,
/// <summary>
/// [Shake Level]
/// <para>Indicates current machine/camera shake gain.</para>
/// <para>Applies only when Head Shake difficulty option is set to on.</para>
/// </summary>
M_Shake,
/// <summary>
/// [Cabin Damage Flags]
/// <para>Indicates 1.0 when the cabin damage flag with a number of subtype is set, otherwise 0.0.</para>
/// <para>Subtype can only be in range from 0 to 14 as it mirrors to CockpitDamageFlag## of NamedDamageTypes.</para>
/// </summary>
M_CabinDamage,
/// <summary>
/// [Cabin and Camera State]
/// <para>Subtype 31 - Indicates 1.0 when the camera is in aiming sight periscope mode;</para>
/// <para>Subtype 32 - Indicates 1.0 when the view point is raised seat mode.</para>
/// </summary>
M_CabinState,
/// <summary>
/// [Named Damage Flags]
/// <para>Indicates 1.0 when the corresponding damage flag is set, otherwise 0.0.</para>
/// <para>Refer to <code>NamedDamageTypes</code> for damage flags reference.</para>
/// </summary>
M_NamedDamage,
/// <summary>
/// [Systematic Wear]
/// <para>Indicates corresponding system wear state; [0.0, 1.0]; 1.0 means completely worn and written off system.</para>
/// <para>Subtype 0 shows airframe wear;</para>
/// <para>Subtype 1 shows controls and control lines wear;</para>
/// <para>Subtype 2 shows undercarriage wear;</para>
/// <para>Subtype 3 shows landing flaps wear;</para>
/// <para>Subtype 4 shows pneumatic system wear;</para>
/// <para>Subtype 5 shows hydraulic system wear;</para>
/// <para>Subtype 6 shows electrical system wear;</para>
/// <para>Subtype 7 shows auxilaries;</para>
/// <para>Subtypes 8 to 15 show corresponding engine (#0 - #7) wear level;</para>
/// </summary>
M_SystemWear,
/// <summary>
/// [Health]
/// <para>Indicates appx. health level of the machine; [0.0, 1.0].</para>
/// </summary>
M_Health,
#endregion

#region Controls
#region Controls - Machine Generic
/// <summary>
/// [Steering Control]
/// <para>Indicates current steering control (input) of the machine; [-1.0, 1.0].</para>
/// </summary>
C_Steering,
/// <summary>
/// [Wheel Brake Control]
/// <para>Indicates wheel brakes control; [0.0, 1.0].</para>
/// <para>Generic subtype (-1) shows overall brake control input;</para>
/// <para>Subtype 0 shows left side brakes;</para>
/// <para>Subtype 1 shows right side brakes.</para>
/// </summary>
C_Brake,
/// <summary>
/// [Throttle Control]
/// <para>Indicates engine throttle control; [0.0, 1.0], on some types [0.0, 1.1].</para>
/// <para>Generic subtype (-1) shows control for the current motor selection;</para>
/// <para>Other subtypes show control in the corresponding individual motor.</para>
/// </summary>
C_Throttle,
/// <summary>
/// [Trigger Control]
/// <para>Indicates 1.0 when the corresponding trigger is pressed.</para>
/// <para>Trigger # is equal to subtype.</para>
/// <para>The trigger # is counted within the machine, not the controlling puppet.</para>
/// </summary>
C_Trigger,
#endregion

#region Controls - Machine Engine(s)
/// <summary>
/// [Propellor / Pitch Control]
/// <para>Indicates engine prop. control; [0.0, 1.0].</para>
/// <para>Generic subtype (-1) shows control for the current motor selection;</para>
/// <para>Other subtypes show control in the corresponding individual motor.</para>
/// </summary>
C_Pitch,
/// <summary>
/// [Mix Control]
/// <para>Indicates engine mix control; [0.0, 1.0].</para>
/// <para>Generic subtype (-1) shows control for the current motor selection;</para>
/// <para>Other subtypes show control in the corresponding individual motor.</para>
/// </summary>
C_Mix,
/// <summary>
/// [Water / Air Radiator Control]
/// <para>Indicates engine radiator control; [0.0, 1.0].</para>
/// <para>For inline engines shows water radiator control;</para>
/// <para>for radial engines shows cowl flaps control.</para>
/// <para>Generic subtype (-1) shows control for the current motor selection;</para>
/// <para>Other subtypes show control in the corresponding individual motor.</para>
/// </summary>
C_WaterRadiator,
/// <summary>
/// [Oil Radiator Control]
/// <para>Indicates engine oil radiator control; [0.0, 1.0].</para>
/// <para>Generic subtype (-1) shows control for the current motor selection;</para>
/// <para>Other subtypes show control in the corresponding individual motor.</para>
/// </summary>
C_OilRadiator,
/// <summary>
/// [Radiator Automation Control]
/// <para>Indicates 1.0 when radiator control is automatic.</para>
/// <para>Generic subtype (-1) shows control for the current motor selection;</para>
/// <para>Other subtypes show control in the corresponding individual motor.</para>
/// </summary>
C_RadiatorAutomation,
/// <summary>
/// [Propellor / Pitch Automation Control]
/// <para>Indicates 1.0 when prop. control is automatic.</para>
/// <para>Generic subtype (-1) shows control for the current motor selection;</para>
/// <para>Other subtypes show control in the corresponding individual motor.</para>
/// </summary>
C_PitchAutomation,
/// <summary>
/// [Engine Compressor Control]
/// <para>Indicates selected compressor stage.</para>
/// <para>Generic subtype (-1) shows control for the current motor selection;</para>
/// <para>Other subtypes show control in the corresponding individual motor.</para>
/// </summary>
C_Compressor,
/// <summary>
/// [Afterburner / W.E.P. Control]
/// <para>Indicates 1.0 when afterburner / W.E.P. is engaged.</para>
/// <para>Generic subtype (-1) shows control for the current motor selection;</para>
/// <para>Other subtypes show control in the corresponding individual motor.</para>
/// </summary>
C_Afterburner,
/// <summary>
/// [Boost Cut-Out Control]
/// <para>Indicates 1.0 when engine boost cut-out control is engaged.</para>
/// <para>Generic subtype (-1) shows control for the current motor selection;</para>
/// <para>Other subtypes show control in the corresponding individual motor.</para>
/// </summary>
C_BoostEnabler,
/// <summary>
/// [Slow-Running Cut-Out]
/// <para>Indicates 1.0 when engine slow-running cut-out control is engaged.</para>
/// <para>Generic subtype (-1) shows control for the current motor selection;</para>
/// <para>Other subtypes show control in the corresponding individual motor.</para>
/// </summary>
C_SlowRunningCutOut,
/// <summary>
/// [Magnetos Control]
/// <para>Indicates magnetos switch(es).</para>
/// <para>Generic subtype (-1) shows control for the current motor selection;</para>
/// <para>Other subtypes show control in the corresponding individual motor.</para>
/// </summary>
C_Magneto,
/// <summary>
/// [Feather Control]
/// <para>Indicates propellor feather control.</para>
/// <para>Generic subtype (-1) shows control for the current motor selection;</para>
/// <para>Other subtypes show control in the corresponding individual motor.</para>
/// </summary>
C_Feather,
/// <summary>
/// [Carburetter / Intake Heater Control]
/// <para>Indicates engine carb. heater control; [0.0, 1.0].</para>
/// <para>Generic subtype (-1) shows control for the current motor selection;</para>
/// <para>Other subtypes show control in the corresponding individual motor.</para>
/// </summary>
C_CarbHeater,
#endregion

#region Controls - Machine Systems
/// <summary>
/// [Hatch / Cabin Door Control]
/// <para>Indicates hatch control of the given puppet.</para>
/// <para>Subtype equals puppet index.</para>
/// </summary>
C_HatchDoor,
/// <summary>
/// [Canopy / Cabin Door Jettison Control]
/// <para>Indicates jettison control of the given puppet.</para>
/// <para>Subtype equals puppet index.</para>
/// </summary>
C_HatchJettison,
/// <summary>
/// [Stopwatch Control]
/// <para>Indicates selected stopwatch mode.</para>
/// </summary>
C_Timer,
#endregion

#region Controls - Aircraft Direction
/// <summary>
/// [Ailerones Control]
/// <para>Indicates ailerones contol input; [-1.0, 1.0].</para>
/// <para>Positive control is roll right.</para>
/// </summary>
C_Aileron,
/// <summary>
/// [Elevator Control]
/// <para>Indicates elevator control input; [-1.0, 1.0].</para>
/// <para>Positive control is nose up.</para>
/// </summary>
C_Elevator,
/// <summary>
/// [Rudder Control]
/// <para>Indicates rudder control input; [-1.0, 1.0].</para>
/// <para>Positive control is turn right.</para>
/// </summary>
C_Rudder,
/// <summary>
/// [Ailerones Trim Control]
/// <para>Indicates ailerones trim contol input.</para>
/// <para>Positive control is roll right.</para>
/// </summary>
C_AileronTrim,
/// <summary>
/// [Elevator Trim Control]
/// <para>Indicates elevator trim control input.</para>
/// <para>Positive control is nose up.</para>
/// </summary>
C_ElevatorTrim,
/// <summary>
/// [Rudder Trim Control]
/// <para>Indicates rudder trim control input.</para>
/// <para>Positive control is turn right.</para>
/// </summary>
C_RudderTrim,
/// <summary>
/// [Tail Wheel Steer Lock Control]
/// <para>Indicates 1.0 when tail lock control is engaged.</para>
/// </summary>
C_TailwheelLock,
#endregion

#region Controls - Aircraft Systems
/// <summary>
/// [Landing Flaps Control]
/// <para>Indicates selected landing flaps position index ([0, N]);</para>
/// <para>or direction ({0 neutral, 11 in, 12 out}).</para>
/// </summary>
C_LandingFlap,
/// <summary>
/// [Leading Edge Slats Control]
/// <para>Indicates leading edge slats control; [0.0, 1.0].</para>
/// </summary>
C_LeadingEdgeSlats,
/// <summary>
/// [Undercarriage Extension Control]
/// <para>Indicates selected undercarriage position index ([0, N]);</para>
/// <para>or direction ({0 neutral, 11 in, 12 out}).</para>
/// </summary>
C_Undercarriage,
/// <summary>
/// [Undercarriage Emergency System Control]
/// <para>Indicates selected undercarriage emergency control position index.</para>
/// </summary>
C_UndercarriageEmergency,
/// <summary>
/// [Bomb Bay Doors Control]
/// <para>Indicates selected bomb bay doors opening position ([0.0, 1.0]);</para>
/// <para>or direction ({0.0 neutral, 0.5 in, 1.0 out}).</para>
/// </summary>
C_BombBayDoor,
/// <summary>
/// [Airbrake Control]
/// <para>Indicates selected airbrake position index ([0, N]);</para>
/// <para>or direction ({0 neutral, 11 in, 12 out}).</para>
/// </summary>
C_Airbrake,
/// <summary>
/// [Fuel Tank Switch / Fuel Cock Control]
/// <para>Indicates selected fuel cock position index.</para>
/// <para>Subtype equals fuel cock index in machine.</para>
/// </summary>
C_FuelTankSelector,
/// <summary>
/// [Control for Telepirometro Elettrico / Cylinder Head Temp. Sender Selector]
/// <para>Indicates telepirometro elettrico position.</para>
/// </summary>
C_TelepirometroElettrico,
/// <summary>
/// [Altimeter Pinion]
/// <para>Indicates altimeter pressure setter knob position.</para>
/// </summary>
C_AltimeterPinion,
/// <summary>
/// [Anemometro / Speed Dial Rotation Control]
/// <para>Indicates velocity indicator shift in degrees.</para>
/// </summary>
C_AnemometroPinion,
/// <summary>
/// [Bomb Sight Controls]
/// <para>Indicates bomb sight input controls.</para>
/// <para>Subtype 0 shows velocity, preset units;</para>
/// <para>Subtype 1 shows altitude, preset units;</para>
/// <para>Subtype 2 shows slip, preset units;</para>
/// <para>Subtype 3 shows distance, preset units;</para>
/// <para>Subtype 4 indicates 1.0 when automatic control is engaged.</para>
/// </summary>
C_BombSight,
/// <summary>
/// [Aiming Sight / Acemaker Controls]
/// <para>Indicates gun sight input controls.</para>
/// <para>Subtype 0 shows distance, preset units;</para>
/// <para>Subtype 1 shows side / auxilary input, preset units;</para>
/// <para>Subtype 2 shows dimmer plate control.</para>
/// </summary>
C_Sight,
/// <summary>
/// [Bombenabwurfgerat]
/// <para>Indicates bomb distributor controls.</para>
/// <para>Subtype 0 shows mode index in modes list;</para>
/// <para>Subtype 1 indicates 1.0 when bomb arming is on;</para>
/// <para>Subtype 2 shows selected slot (-1.0 points to all slots);</para>
/// <para>Subtype 3 shows series length (-1.0 point to max length);</para>
/// <para>Subtype 4 shows delay (between bombs in series);</para>
/// <para>Subtype 5 indicates 1.0 when in dive short delay mode;</para>
/// <para>Subtype 6 shows mode ({0 single, 1 series, 2 salvo}).</para>
/// </summary>
C_Bombenabwurfgerat,
/// <summary>
/// [Fuel Contents Indicator Control]
/// <para>Indicates selected indicator switch position.</para>
/// </summary>
C_KraftstoffSelector,
/// <summary>
/// [Riquid Reserve Indicator 0 Control]
/// <para>Indicates selected indicator switch position.</para>
/// </summary>
C_LiquidGauge0,
/// <summary>
/// [Riquid Reserve Indicator 1 Control]
/// <para>Indicates selected indicator switch position.</para>
/// </summary>
C_LiquidGauge1,
/// <summary>
/// [Primary Light Switch]
/// <para>Indicates lighting switch position.</para>
/// <para>Subtype equals puppet index in machine.</para>
/// </summary>
C_PriLights,
/// <summary>
/// [Secondary Light Switch]
/// <para>Indicates lighting switch position.</para>
/// <para>Subtype equals puppet index in machine.</para>
/// </summary>
C_SecLights,
/// <summary>
/// [Gunsight Light Switch]
/// <para>Indicates lighting switch position.</para>
/// </summary>
C_SightLights,
/// <summary>
/// [Pitot Heater Switch]
/// <para>Indicates 1.0 when pitot heater is switched on.</para>
/// </summary>
C_PitotHeater,
/// <summary>
/// [Hydraulic Hand Pump Lever]
/// <para>Indicates position of emergency hand pump; [0.0, 1.0].</para>
/// </summary>
C_Handpumpe,
/// <summary>
/// [Transciever Frequency]
/// <para>Indicates selected transciever frequency.</para>
/// </summary>
C_RadTXRX,
/// <summary>
/// [Primary Navigation Frequency]
/// <para>Indicates selected primary frequency on navigation equipment.</para>
/// </summary>
C_RadPriNav,
/// <summary>
/// [Secondary Navigation Frequency]
/// <para>Indicates selected secondary frequency on navigation equipment.</para>
/// </summary>
C_RadSecNav,
/// <summary>
/// [Kurssteuerung / Course Autopilot Controls]
/// <para>Indicates kurssteuerung input.</para>
/// <para>Subtype 0 shows mode of operation;</para>
/// <para>Subtype 1 shows preset course;</para>
/// <para>Subtype 2 indicates 1.0 when temp. disengage switch is on.</para>
/// </summary>
C_Kurssteuerung,
#endregion
#endregion

#region Parameters
#region Parameters - Machine Animation - Directional
/// <summary>
/// [Steering Animation]
/// <para>Indicates machine steering mechanism position; [-1.0, 1.0].</para>
/// </summary>
A_Steering,
/// <summary>
/// [Wheel Brake Animation]
/// <para>Indicates wheel brakes position; [0.0, 1.0].</para>
/// <para>Generic subtype (-1) shows overall brakes gain;</para>
/// <para>Subtype 0 shows left brakes;</para>
/// <para>Subtype 1 shows right brakes.</para>
/// </summary>
A_Brake,
/// <summary>
/// [Ailerones Animation]
/// <para>Indicates ailerones position; [-1.0, 1.0].</para>
/// </summary>
A_Aileron,
/// <summary>
/// [Elevator Animation]
/// <para>Indicates elevator position; [-1.0, 1.0].</para>
/// </summary>
A_Elevator,
/// <summary>
/// [Rudder Animation]
/// <para>Indicates rudder position; [-1.0, 1.0].</para>
/// </summary>
A_Rudder,
/// <summary>
/// [Ailerones Trim Animation]
/// <para>Indicates ailerones trim position / flap deflection.</para>
/// </summary>
A_AileronTrim,
/// <summary>
/// [Elevator Trim Animation]
/// <para>Indicates elevator trim position / flap deflection.</para>
/// </summary>
A_ElevatorTrim,
/// <summary>
/// [Rudder Trim Animation]
/// <para>Indicates rudder trim position / flap deflection.</para>
/// </summary>
A_RudderTrim,
#endregion

#region Parameters - Machine Animation - Systematic
/// <summary>
/// [Undercarriage Extension Animation]
/// <para>Indicates undercarriage strut movement extension-wise; [0.0, 1.0].</para>
/// <para>Subtype points to the number of strut in machine.</para>
/// </summary>
A_Undercarriage,
/// <summary>
/// [Undercarriage Shock Animation]
/// <para>Indicates strut shock travel in meters.</para>
/// <para>Subtype points to the number of strut in machine.</para>
/// </summary>
A_UndercarriageShock,
/// <summary>
/// [Wheel Rotatory Movement Animation]
/// <para>Indicates angle of wheel.</para>
/// </summary>
A_UndercarriageWheel,
/// <summary>
/// [Canopy / Door Opening Animation]
/// <para>Indicates animation phase of canopy or door during opening / closing; [0.0, 1.0].</para>
/// <para>Subtype equals to hatch index in machine's list.</para>
/// </summary>
A_HatchDoor,
/// <summary>
/// [Bomb Bay Doors Opening Animation]
/// <para>Indicates bomb bay(s) doors opening phase; [0.0 1.0].</para>
/// </summary>
A_BombBayDoor,
/// <summary>
/// [Wind Generator Impeller Rotatory Animation]
/// <para>Indicates wind generator impeller angle in degrees.</para>
/// </summary>
A_ImpellerAngle,
/// <summary>
/// [Wind Generator Impeller's Angular Velocity]
/// <para>Indicates wind generator angular velocity in degrees / second.</para>
/// </summary>
A_ImpellerAngularVelocity,
/// <summary>
/// [Wind Generator Strut Extension Animation]
/// <para>Indicates impeller strut extension phase; [0.0, 1.0].</para>
/// </summary>
A_ImpellerUnfold,
/// <summary>
/// [Landing Flaps Extension Animation]
/// <para>Indicates landing flaps' extension; [0.0 1.0].</para>
/// <para>Generic subtype (-1) shows average position of all flaps;</para>
/// <para>Subtype 0 shows extension of left flap;</para>
/// <para>Subtype 1 shows extension of right flap.</para>
/// </summary>
A_LandingFlap,
/// <summary>
/// [Airbrake Extension Animation]
/// <para>Indicates airbrake extension; [0.0, 1.0].</para>
/// </summary>
A_Airbrake,
/// <summary>
/// [Engine Cowling Flaps Animation]
/// <para>Indicates cowling flaps extension; [0.0, 1.0].</para>
/// <para>Subtype points to engine number.</para>
/// </summary>
A_EngineAirRadiator,
/// <summary>
/// [Engine Water Radiator Flap Animation]
/// <para>Indicates water radiator opening; [0.0, 1.0].</para>
/// <para>Subtype points to engine number.</para>
/// </summary>
A_EngineWaterRadiator,
/// <summary>
/// [Engine Oil Radiator Flap Animation]
/// <para>Indicates oil radiator opening; [0.0, 1.0].</para>
/// <para>Subtype points to engine number.</para>
/// </summary>
A_EngineOilRadiator,
/// <summary>
/// [Leading Edge Slat Extension Animation]
/// <para>Indicates leading-edge slats' extension; [0.0, 1.0].</para>
/// <para>Generic subtype (-1) shows average position of both slats;</para>
/// <para>Subtype 0 shows extension on the left wing;</para>
/// <para>Subtype 1 shows extension on the right wing.</para>
/// </summary>
A_LeadingEdgeSlat,
#endregion

#region Parameters - Machine Spatial
/// <summary>
/// [Misc.: Machine Spatial Coordinates]
/// <para>Indicates machine position in world coordinates.</para>
/// <para>Subtype 0 shows X-coordinate;</para>
/// <para>Subtype 1 shows Y-coordinate;</para>
/// <para>Subtype 2 shows Z-coordinate.</para>
/// </summary>
Z_Coordinates,
/// <summary>
/// [Misc.: Machine Spatial Orientation]
/// <para>Indicates machine orientation, angles are in degrees.</para>
/// <para>Subtype 0 shows yaw (0 degrees point E);</para>
/// <para>Subtype 1 shows pitch (nose-up is negative);</para>
/// <para>Subtype 2 shows roll (right roll is positive).</para>
/// </summary>
Z_Orientation,
/// <summary>
/// [Misc.: Machine Overload under Acceleration]
/// <para>Indicates overload in m/s/s.</para>
/// <para>Generic subtype (-1) shows accelerometer, being 0 under normal conditions;</para>
/// <para>Subtype 0 shows acceleraton along machine's X axis;</para>
/// <para>Subtype 1 shows acceleraton along machine's Y axis;</para>
/// <para>Subtype 2 shows acceleraton along machine's Z axis.</para>
/// </summary>
Z_Overload,
/// <summary>
/// [Misc.: Machine Altitude AGL]
/// <para>Indicates machine elevation above ground level in meters.</para>
/// </summary>
Z_AltitudeAGL,
/// <summary>
/// [Misc.: Machine Altitude MSL]
/// <para>Indicates machine elevation above 0.0 Z-plane.</para>
/// </summary>
Z_AltitudeMSL,
/// <summary>
/// [Misc.: Machine's Velocity in Air]
/// <para>Indicates machine's aerial velocity.</para>
/// <para>Generic subtype (-1) shows velocity length;</para>
/// <para>Subtype 0 shows aerial flow along machine's X-axis;</para>
/// <para>Subtype 1 shows aerial flow along machine's Y-axis;</para>
/// <para>Subtype 2 shows aerial flow along machine's Z-axis.</para>
/// </summary>
Z_VelocityIAS,
/// <summary>
/// [Misc.: Machine's Velocity in World Coordinates]
/// <para>Indicates machine's absolute velocity.</para>
/// <para>Generic subtype (-1) shows velocity length;</para>
/// <para>Subtype 0 shows machine's speed along world's X-coordinate;</para>
/// <para>Subtype 1 shows machine's speed along world's Y-coordinate;</para>
/// <para>Subtype 2 shows machine's speed along world's Z-coordinate.</para>
/// </summary>
Z_VelocityTAS,
/// <summary>
/// [Misc.: Machine's Mach Factor]
/// <para>Indicates machine's aerial velocity devided by sonic speed.</para>
/// <para>Generic subtype (-1) shows velocity length;</para>
/// <para>Subtype 0 shows aerial flow along machine's X-axis;</para>
/// <para>Subtype 1 shows aerial flow along machine's Y-axis;</para>
/// <para>Subtype 2 shows aerial flow along machine's Z-axis.</para>
/// </summary>
Z_VelocityMach,
/// <summary>
/// [Misc.: Ambient Temperature]
/// <para>Indicates air temperature around machine's location, in K.</para>
/// </summary>
Z_AmbientAirTemperature,
#endregion

#region Parameters - Machine Systems
/// <summary>
/// [Electrical System Point Voltage]
/// <para>Indicates current system voltage taken on gen.-battery bridge, in V.</para>
/// </summary>
S_ElectricVoltage,
/// <summary>
/// [Electrical System Incandescing Ratio]
/// <para>Indicates incandescing bulbs gain factor under current system voltage; [0.0, 1.0].</para>
/// <para>Used to vivify lightning SFX.</para>
/// </summary>
S_ElectricIncandescingRatio,
/// <summary>
/// [Electical System Amperage]
/// <para>Indicates current flow.</para>
/// <para>Subtype 0 shows flow in generator loom;</para>
/// <para>Subtype 1 shows flow in battery loom;</para>
/// <para>Subtype 2 shows flow in consumer loom.</para>
/// </summary>
S_ElectricAmperage,
/// <summary>
/// [Primary Pit Lightning]
/// <para>Indicates primary pit lights gain factor for given puppet.</para>
/// </summary>
S_ElectricPrimaryPitLight,
/// <summary>
/// [Secondary Pit Lightning]
/// <para>Indicates secondary pit lights gain factor for given puppet.</para>
/// </summary>
S_ElectricSecondaryPitLight,
/// <summary>
/// [Gunsight Lightning]
/// <para>Indicates gunsight / reticle lightning gain factor.</para>
/// </summary>
S_ElectricSightLight,
/// <summary>
/// [Fuel Reserve]
/// <para>Indicates machine's fuel reserve, kgs.</para>
/// <para>Generic subtype (-1) shows total reserve;</para>
/// <para>Subtype N shows reserve in the given fuel tank.</para>
/// </summary>
S_FuelReserve,
/// <summary>
/// [Hatch Position]
/// <para>Indicates given hatch opening phase, [0.0, 1.0].</para>
/// <para>Subtype points to hatch number in machine's list.</para>
/// </summary>
S_HatchDoor,
#endregion

#region Parameters - Aircraft Systems
/// <summary>
/// [Undercarriage Master Valve]
/// <para>Indicates position of undercarriage hydraulic valve ({0 up, 1 down, 2 neutral, 3 neutral}).</para>
/// </summary>
S_UndercarriageValve,
/// <summary>
/// [Pneumatic Container Pressure]
/// <para>Indicates current container pressure in machine's set units of measure.</para>
/// <para>Subtype 0 shows pressure in primary container;</para>
/// <para>Subtype 1 shows pressure in secondary container.</para>
/// </summary>
S_PneumoContainerPressure,
/// <summary>
/// [Pneumatic Line Pressure(s)]
/// <para>Indicates pressure in given pneumatic line.</para>
/// <para>Generic subtype (-1) shows nominal system pressure;</para>
/// <para>Subtype 0 shows compressor line pressure;</para>
/// <para>Subtype 1 shows secondary pressure;</para>
/// <para>Subtype 2 shows flaps line pressure;</para>
/// <para>Subtype 3 shows undercarriage line pressure;</para>
/// <para>Subtype 4 shows wheel brakes line pressure.</para>
/// </summary>
S_PneumoLinePressure,
/// <summary>
/// [Hydro System Pressure(s)]
/// <para>Indicates pressure in given hydro line.</para>
/// <para>Generic subtype (-1) shows compressor line pressure;</para>
/// <para>Subtype 0 shows nominal system pressure;</para>
/// <para>Subtype 1 shows pressure in emergency discharge container.</para>
/// </summary>
S_HydroPressure,
/// <summary>
/// [Hydro System Reservoir]
/// <para>Indicates reservoir contents, kgs.</para>
/// </summary>
S_HydroReserve,
/// <summary>
/// [Sturzanlage Mode of Operation]
/// <para>Indicates mode ({0 cruise, 1 dive, 2 bomb drop, 3 recovery, 4 automation reset, 5 automation switch to cruise}).</para>
/// </summary>
S_Sturzanlage,
/// <summary>
/// [Gun Mode of Operation]
/// <para>Indicates mode of given gun ({0 dismantled, 1 ready, 2 firing, 3 reloading, 4 jammed}).</para>
/// <para>Subtype points to gun attachment hook (looking up gun on hook named [_Gun+subtype]).</para>
/// </summary>
S_GunOperation,
/// <summary>
/// [Gun Ammo Reserve]
/// <para>Indicates current number of bullets in gun storage.</para>
/// <para>Subtype points to gun attachment hook (looking up gun on hook named [_Gun+subtype]).</para>
/// </summary>
S_GunReserve,
/// <summary>
/// [Gun Clip Reserve]
/// <para>Indicates number of bullets in current gun loaded clip / ammo box.</para>
/// <para>Subtype points to gun attachment hook (looking up gun on hook named [_Gun+subtype]).</para>
/// </summary>
S_GunClipReserve,
/// <summary>
/// [Bomb Spawn Ammo Reserve]
/// <para>Indicates number of bombs in bombgun storage.</para>
/// <para>Subtype points to attachment hook (looking up gun on hook named [_Bomb+subtype]).</para>
/// </summary>
S_BombReserve,
/// <summary>
/// [Fenster Opening]
/// <para>Indicates fenster opening, [0.0, 1.0].</para>
/// </summary>
S_Fenster,
/// <summary>
/// [Pitot Heater]
/// <para>Indicates pitot heater gain ratio.</para>
/// </summary>
S_PitotHeater,
/// <summary>
/// [Bombenabwurfgerat]
/// <para>Indicates machine bomb distributor parameters.</para>
/// <para>Generic subtype (-1) shows mode ({0 single, 1 series, 2 salvo});</para>
/// <para>Subtype 0 shows mode ({0 single, 1 series, 2 salvo});</para>
/// <para>Subtype 1 shows 1.0 if arming is on;</para>
/// <para>Subtype 2 shows selected slot (-1 if all slots selected);</para>
/// <para>Subtype 3 shows series length (-1 if all bombs selected);</para>
/// <para>Subtype 4 shows 1.0 if short / dive delay is on;</para>
/// <para>Subtype 9 shows 1.0 while abwurfgerat is in bomb drop operation.</para>
/// </summary>
S_Bombenabwurfgerat,
/// <summary>
/// [Turret]
/// <para>Indicates machine turret parameters.</para>
/// <para>Subtype digit 1 stands for puppet #; Subtype digit 2 stands turret index in given puppet;</para>
/// <para>Subtype digit 3: 0 - Unfold, 1 - Lower Lock, 2 - Mount Yaw, 3 - Upper Lock,</para>
/// <para> 4 - Mount Pitch, 5 - Swivel Yaw, 6 - Swivel Pitch.</para>
/// <para>Ex.: 105 - Swivel yaw on main turret of puppet #1.</para>
/// </summary>
S_Turret,
#endregion

#region RESERVED PLACEHOLDERS
M_Reserved000,
M_Reserved001,
M_Reserved002,
M_Reserved003,
M_Reserved004,
M_Reserved005,
M_Reserved006,
M_Reserved007,
M_Reserved008,
M_Reserved009,
M_Reserved00A,
M_Reserved00B,
M_Reserved00C,
M_Reserved00D,
M_Reserved00E,
M_Reserved00F,
M_Reserved010,
M_Reserved011,
M_Reserved012,
M_Reserved013,
M_Reserved014,
M_Reserved015,
M_Reserved016,
M_Reserved017,
M_Reserved018,
M_Reserved019,
M_Reserved01A,
M_Reserved01B,
M_Reserved01C,
M_Reserved01D,
M_Reserved01E,
M_Reserved01F,
#endregion

#region Parameters - Instrumentation
#region Instrumentation - Assorted
/// <summary>
/// [Inst: Timer]
/// <para>Returns timer reading.</para>
/// <para>Generic subtype (-1) shows clock / time of day, hours, [0.0, 24.0);</para>
/// <para>Subtype 0 shows stopwatch reading, seconds.</para>
/// </summary>
I_Timer, // NB: I_Timer works as a separator for all I_* types, must be on top of instrumentation section
/// <summary>
/// [Inst: Ambient Temperature]
/// <para>Returns ambient temperature gauge reading.</para>
/// </summary>
I_AmbientTemp,
#endregion

#region Instrumentation - Engine
/// <summary>
/// [Inst: Engine RPM]
/// <para>Returns engine RPM gauge reading.</para>
/// <para>Subtype points to engine number in machine's list.</para>
/// </summary>
I_EngineRPM,
/// <summary>
/// [Inst: Engine Manifold Pressure]
/// <para>Returns engine manifold press. gauge reading.</para>
/// <para>Subtype points to engine number in machine's list.</para>
/// </summary>
I_EngineManPress,
/// <summary>
/// [Inst: Engine Boost Pressure]
/// <para>Returns boost gauge reading.</para>
/// <para>Subtype points to engine number in machine's list.</para>
/// </summary>
I_EngineBoostPress,
/// <summary>
/// [Inst: Engine Water Pressure]
/// <para>Returns water press. gauge reading.</para>
/// <para>Subtype points to engine number in machine's list.</para>
/// </summary>
I_EngineWatPress,
/// <summary>
/// [Inst: Engine Oil Pressure]
/// <para>Returns oil pressure gauge reading.</para>
/// <para>Subtype points to engine number in machine's list.</para>
/// </summary>
I_EngineOilPress,
/// <summary>
/// [Inst: Engine Fuel Pressure]
/// <para>Returns fuel pressure gauge reading.</para>
/// <para>Subtype points to engine number in machine's list.</para>
/// </summary>
I_EngineFuelPress,
/// <summary>
/// [Inst: Engine Water Temperature]
/// <para>Returns water temp. gauge reading.</para>
/// <para>Subtype points to engine number in machine's list.</para>
/// </summary>
I_EngineWatTemp,
/// <summary>
/// [Inst: Engine Water Radiator Temperature]
/// <para>Returns water temp. (rad. outlet) gauge reading.</para>
/// <para>Subtype points to engine number in machine's list.</para>
/// </summary>
I_EngineRadTemp,
/// <summary>
/// [Inst: Engine Oil Temperature]
/// <para>Returns oil temp. gauge reading.</para>
/// <para>Subtype points to engine number in machine's list.</para>
/// </summary>
I_EngineOilTemp,
/// <summary>
/// [Inst: Engine Oil Radiator Temperature]
/// <para>Returns oil temp. (rad. outlet) gauge reading.</para>
/// <para>Subtype points to engine number in machine's list.</para>
/// </summary>
I_EngineOilRadiatorTemp,
/// <summary>
/// [Inst: Cylinders Head Temperature]
/// <para>Returns cyl. head temp. gauge reading.</para>
/// <para>Generic subtype (-1) shows combined / telepirometro elettrico reading;</para>
/// <para>Other subtypes point to engine number in machine's list.</para>
/// </summary>
I_EngineTemperature,
/// <summary>
/// [Inst: Carburettor Temperature]
/// <para>Returns carb. air temp. gauge reading.</para>
/// <para>Subtype points to engine number in machine's list.</para>
/// </summary>
I_EngineCarbTemp,
/// <summary>
/// [Inst: Propellor Pitch]
/// <para>Returns prop. pitch indicator reading ([0.0, 12.0] for clockwork type).</para>
/// </summary>
I_Pitch,
#endregion

#region Instrumentation - Machine Spatial
/// <summary>
/// [Inst: Velocity]
/// <para>Returns velocity indicator reading.</para>
/// </summary>
I_VelocityIAS,
/// <summary>
/// [Inst: Altitude]
/// <para>Returns altitude indicator reading.</para>
/// </summary>
I_Altitude,
/// <summary>
/// [Inst: Variometer]
/// <para>Returns variometer / climb velocity indicator reading.</para>
/// </summary>
I_Variometer,
/// <summary>
/// [Inst: Slip Indicator]
/// <para>Returns slip indicator reading.</para>
/// <para>Generic subtype (-1) shows machine's indicator reading;</para>
/// <para>Sybtype N shows slip value clamped to [-N, N] range.</para>
/// </summary>
I_Slip,
/// <summary>
/// [Inst: Magnetic Compass]
/// <para>Returns magnetic compass parameters.</para>
/// <para>Generic subtype (-1) shows compass gauge reading, [0.0, 360.0];</para>
/// <para>Subtype 0 shows azimuth taken off compass card;</para>
/// <para>Subtype 1 shows card pitch;</para>
/// <para>Subtype 2 shows card roll.</para>
/// </summary>
I_MagneticCompass,
/// <summary>
/// [Inst: Repeater Compass]
/// <para>Returns repeater compass parameters.</para>
/// <para>Generic subtype (-1) shows reading on the gauge, [0.0, 360.0];</para>
/// <para>Subtype 0 shows master compass card heading;</para>
/// <para>Subtype 1 shows master compass card pitch;</para>
/// <para>Subtype 2 shows master compass card roll.</para>
/// </summary>
I_RepeaterCompass,
/// <summary>
/// [Inst: Peilzeiger]
/// <para>Returns course setter preset, [0.0, 360.0].</para>
/// </summary>
I_Peilzeiger,
#endregion

#region Instrumentation - Machine Systems
/// <summary>
/// [Inst: Fuel Reserve]
/// <para>Returns fuel level indicator reading.</para>
/// <para>Generic subtype (-1) shows combined reading in all tanks / controlled by selector switch;</para>
/// <para>Other subtypes point to fuel tank number in machine's list.</para>
/// </summary>
I_FuelReserve,
/// <summary>
/// [Inst. Liquid Matter Reserve]
/// <para>Returns liquid level gauge reading.</para>
/// <para>Subtype 0 shows reading of gauge # 0;</para>
/// <para>Subtype 1 shows reading of gauge # 1.</para>
/// </summary>
I_LiquidReserve,
/// <summary>
/// [Inst: Voltamperemeter]
/// <para>Returns voltamperemeter reading.</para>
/// </summary>
I_Voltamperemeter,
/// <summary>
/// [Inst: Voltmeter]
/// <para>Returns voltmeter reading.</para>
/// </summary>
I_Voltmeter,
/// <summary>
/// [Inst: Amperemeter]
/// <para>Returns Amperemeter reading.</para>
/// </summary>
I_Amperemeter,
/// <summary>
/// [Inst: Hydraulic System Pressure]
/// <para>Returns hydro. press. gauge reading.</para>
/// </summary>
I_HydroPressure,
/// <summary>
/// [Inst: Hydraulic Emergency Container Pressure]
/// <para>Returns hydro. emergency discharge container press. gauge reading.</para>
/// </summary>
I_HydroEmPressure,
#endregion

#region Instrumentation - Gyro Gauges
/// <summary>
/// [Inst: Turn Indicator]
/// <para>Returns turn indicator deflection, [-1.2, 1.2].</para>
/// </summary>
I_Turn,
/// <summary>
/// [Inst: Artificial Horizon]
/// <para>Returns artificial horizon parameters.</para>
/// <para>Subtype 1 shows pitch;</para>
/// <para>Subtype 2 shows roll.</para>
/// </summary>
I_AH,
/// <summary>
/// [Inst: DI]
/// <para>Returns DI reading, [0.0, 360.0].</para>
/// <para>Generic subtype (-1) shows gauge reading;</para>
/// <para>Subtype 1 shows DI pinion shift.</para>
/// </summary>
I_DirectionIndicator,
/// <summary>
/// [Inst: Slaved Compass]
/// <para>Returns slaved compass (GMK) reading, [0.0, 360.0].</para>
/// </summary>
I_SlavedCompass,
/// <summary>
/// [Inst: Suction]
/// <para>Returns gyro suction gauge reading.</para>
/// </summary>
I_Suction,
#endregion

#region Instrumentation - Radio Equipment
/// <summary>
/// [Inst: Lorenz AFN]
/// <para>Returns Lorenz AFN indicator readings.</para>
/// <para>Generic subtype (-1) shows indicated deviation, [-1.0, 1.0];</para>
/// <para>Subtype 1 shows signal gain level, [0.0, 1.0];</para>
/// <para>Subtype 2 shows detected marker station tone frequency, otherwise 0.0.</para>
/// </summary>
I_AFN,
/// <summary>
///
/// </summary>
I_ADF,
/// <summary>
///
/// </summary>
I_RDF,
/// <summary>
///
/// </summary>
I_RMI,
/// <summary>
/// [Inst: Fixed Loop Radio Compass]
/// <para>Returns FLRC indicator reading, [-1.0, 1.0];</para>
/// </summary>
I_FLRC,
/// <summary>
/// [Inst: Kurssteuerung]
/// <para>Returns course autopilot parameters.</para>
/// <para>Generic subtype (-1) shows kurssteuerung mode, {0, 1, 2};</para>
/// <para>Subtype 1 shows indicated deviation, [-1.0, 1.0];</para>
/// <para>Subtype 2 shows preset course, [0.0, 360.0].</para>
/// </summary>
I_Kurssteuerung,
#endregion

#region Instrumentation - Bomb Sight
/// <summary>
/// [Inst: Bombsight]
/// <para>Returns bomb sight parameters.</para>
/// <para>Subtype 0 shows velocity, m/s;</para>
/// <para>Subtype 1 shows altitude, m;</para>
/// <para>Subtype 2 shows side slip, deg;</para>
/// <para>Subtype 3 shows elevation angle, deg;</para>
/// <para>Subtype 4 shows distance, m;</para>
/// <para>Subtype 5 shows gyro readyness, [0.0, 1.0];</para>
/// <para>Subtype 6 shows 1.0 if automation is on;</para>
/// <para>Subtype 7 shows 1.0 while dropping bombs;</para>
/// <para>Subtype 8 shows gyro platform pitch, deg;</para>
/// <para>Subtype 9 shows gyro platform roll, deg;</para>
/// </summary>
I_BombSight,
#endregion
#endregion
#endregion


}

http://forum.1cpublishing.eu/showthread.php?p=342338#post342338

6S.Manu
04-02-2012, 02:13 PM
Manu I was reacting to the guy troll ... ehmmm, saying that CEM in COD is limited to overheating. As far as the Il2: 1946 comparison of CEM, I know that 1946 has still some advantages, but not in CEM: afaik the prop pitch of 109 E-1 & E-3 are *automagic* in 1946 - i.e. not historical. The mixture management in 1946 is there, but very simplified. The oil radiator is not present in 1946. The water radiator ... ahemmmm - very questionable with the big red "engine overheat" message.

Ciao!

I did not said that CloD is limited to overheating. IIRC the Overheat! label in IL2 1946 is used to alert the pilot that something is wrong with the engine: sometimes it does not mean actually that the temperature is high.

Of course many planes are not correctly modelled (both original and modded ones) and I'm not stating that 1946 is better in the EM department... I think that simply it's not SO better to be called "Complex" (just like the graphic engine.. Clod is better looking of course, but 1946 is 10 years old... it's not difficult having new hardware and 3Gb VRAM).

As Tamat says: we need a SDK to test the accuracy of the models because for that I know in the code there can be many functions with many commented lines returning wrong/not precise results (since the sim has been released in alpha stage it's very probable).

If the debug SDKs could be provided to us then Luthier could have free help about FM/DM/CEM...

Sutts
04-02-2012, 02:18 PM
Mhm... almost all of those are in IL2 too... the difference is in CLoD there's no OVERHEAT alert.

IMO BoM will demostrate the complexity of this new engine. Somebody said that the russian pilots had to manage multiple levels to do the same thing that a german pilot could do with only one.

Now IF russian planes will work as the german planes than this will be proof that this COMPLEX Engine Management is an hoax.

My dream is to have a compulsory procedure at startup having to follow the machine's condition during the flight. I hope that in future I will have to manage the startup/taxi/takeoff of my tempest as Clostermann did.





I too would love to have an option where following procedures is as important as it was in real life. At the moment CEM is still too forgiving IMO - although maybe not in the case of the Blenheim where the engine really does have to be nursed!

Thanks for posting the video, interesting stuff.

The engineer comments referred to the max coolant temperature reducing with altitude according to the boiling curve. I thought the system was pressurised in which case this shouldn't happen. Can anyone comment on this please?

Another point I'd really like an answer to is this - In the game the engine sound changes only with RPM. It does not change in line with power output/boost settings (while maitaining constant RPM). Does anyone with experience know if the engine note should change according to power output, given the same RPM?

Thanks

salmo
04-02-2012, 02:35 PM
list of what's accessible
Note: usage example float health = (float)aircraft.getParameter(part.ParameterTypes.M _Health, -1);

ParameterTypes {
#region Nil
/// <summary>
/// Nil parameter. Always shows -999.999d.
/// </summary>
Nil,
#endregion

#region Miscellaneous
/// <summary>
/// [Random Value]
/// <para>Generic subtype (-1) indicates a random number in [0.0, 1.0];</para>
/// <para>All other subtypes indicate a random number in [-1.0, 1.0].</para>
/// <para>Also serves as an indicator to an undefined activity.</para>
/// </summary>
M_Random,
/// <summary>
/// [Shake Level]
/// <para>Indicates current machine/camera shake gain.</para>
/// <para>Applies only when Head Shake difficulty option is set to on.</para>
/// </summary>
M_Shake,
/// <summary>
/// [Cabin Damage Flags]
/// <para>Indicates 1.0 when the cabin damage flag with a number of subtype is set, otherwise 0.0.</para>
/// <para>Subtype can only be in range from 0 to 14 as it mirrors to CockpitDamageFlag## of NamedDamageTypes.</para>
/// </summary>
M_CabinDamage,
/// <summary>
/// [Cabin and Camera State]
/// <para>Subtype 31 - Indicates 1.0 when the camera is in aiming sight periscope mode;</para>
/// <para>Subtype 32 - Indicates 1.0 when the view point is raised seat mode.</para>
/// </summary>
M_CabinState,
/// <summary>
/// [Named Damage Flags]
/// <para>Indicates 1.0 when the corresponding damage flag is set, otherwise 0.0.</para>
/// <para>Refer to <code>NamedDamageTypes</code> for damage flags reference.</para>
/// </summary>
M_NamedDamage,
/// <summary>
/// [Systematic Wear]
/// <para>Indicates corresponding system wear state; [0.0, 1.0]; 1.0 means completely worn and written off system.</para>
/// <para>Subtype 0 shows airframe wear;</para>
/// <para>Subtype 1 shows controls and control lines wear;</para>
/// <para>Subtype 2 shows undercarriage wear;</para>
/// <para>Subtype 3 shows landing flaps wear;</para>
/// <para>Subtype 4 shows pneumatic system wear;</para>
/// <para>Subtype 5 shows hydraulic system wear;</para>
/// <para>Subtype 6 shows electrical system wear;</para>
/// <para>Subtype 7 shows auxilaries;</para>
/// <para>Subtypes 8 to 15 show corresponding engine (#0 - #7) wear level;</para>
/// </summary>
M_SystemWear,
/// <summary>
/// [Health]
/// <para>Indicates appx. health level of the machine; [0.0, 1.0].</para>
/// </summary>
M_Health,
#endregion

#region Controls
#region Controls - Machine Generic
/// <summary>
/// [Steering Control]
/// <para>Indicates current steering control (input) of the machine; [-1.0, 1.0].</para>
/// </summary>
C_Steering,
/// <summary>
/// [Wheel Brake Control]
/// <para>Indicates wheel brakes control; [0.0, 1.0].</para>
/// <para>Generic subtype (-1) shows overall brake control input;</para>
/// <para>Subtype 0 shows left side brakes;</para>
/// <para>Subtype 1 shows right side brakes.</para>
/// </summary>
C_Brake,
/// <summary>
/// [Throttle Control]
/// <para>Indicates engine throttle control; [0.0, 1.0], on some types [0.0, 1.1].</para>
/// <para>Generic subtype (-1) shows control for the current motor selection;</para>
/// <para>Other subtypes show control in the corresponding individual motor.</para>
/// </summary>
C_Throttle,
/// <summary>
/// [Trigger Control]
/// <para>Indicates 1.0 when the corresponding trigger is pressed.</para>
/// <para>Trigger # is equal to subtype.</para>
/// <para>The trigger # is counted within the machine, not the controlling puppet.</para>
/// </summary>
C_Trigger,
#endregion

#region Controls - Machine Engine(s)
/// <summary>
/// [Propellor / Pitch Control]
/// <para>Indicates engine prop. control; [0.0, 1.0].</para>
/// <para>Generic subtype (-1) shows control for the current motor selection;</para>
/// <para>Other subtypes show control in the corresponding individual motor.</para>
/// </summary>
C_Pitch,
/// <summary>
/// [Mix Control]
/// <para>Indicates engine mix control; [0.0, 1.0].</para>
/// <para>Generic subtype (-1) shows control for the current motor selection;</para>
/// <para>Other subtypes show control in the corresponding individual motor.</para>
/// </summary>
C_Mix,
/// <summary>
/// [Water / Air Radiator Control]
/// <para>Indicates engine radiator control; [0.0, 1.0].</para>
/// <para>For inline engines shows water radiator control;</para>
/// <para>for radial engines shows cowl flaps control.</para>
/// <para>Generic subtype (-1) shows control for the current motor selection;</para>
/// <para>Other subtypes show control in the corresponding individual motor.</para>
/// </summary>
C_WaterRadiator,
/// <summary>
/// [Oil Radiator Control]
/// <para>Indicates engine oil radiator control; [0.0, 1.0].</para>
/// <para>Generic subtype (-1) shows control for the current motor selection;</para>
/// <para>Other subtypes show control in the corresponding individual motor.</para>
/// </summary>
C_OilRadiator,
/// <summary>
/// [Radiator Automation Control]
/// <para>Indicates 1.0 when radiator control is automatic.</para>
/// <para>Generic subtype (-1) shows control for the current motor selection;</para>
/// <para>Other subtypes show control in the corresponding individual motor.</para>
/// </summary>
C_RadiatorAutomation,
/// <summary>
/// [Propellor / Pitch Automation Control]
/// <para>Indicates 1.0 when prop. control is automatic.</para>
/// <para>Generic subtype (-1) shows control for the current motor selection;</para>
/// <para>Other subtypes show control in the corresponding individual motor.</para>
/// </summary>
C_PitchAutomation,
/// <summary>
/// [Engine Compressor Control]
/// <para>Indicates selected compressor stage.</para>
/// <para>Generic subtype (-1) shows control for the current motor selection;</para>
/// <para>Other subtypes show control in the corresponding individual motor.</para>
/// </summary>
C_Compressor,
/// <summary>
/// [Afterburner / W.E.P. Control]
/// <para>Indicates 1.0 when afterburner / W.E.P. is engaged.</para>
/// <para>Generic subtype (-1) shows control for the current motor selection;</para>
/// <para>Other subtypes show control in the corresponding individual motor.</para>
/// </summary>
C_Afterburner,
/// <summary>
/// [Boost Cut-Out Control]
/// <para>Indicates 1.0 when engine boost cut-out control is engaged.</para>
/// <para>Generic subtype (-1) shows control for the current motor selection;</para>
/// <para>Other subtypes show control in the corresponding individual motor.</para>
/// </summary>
C_BoostEnabler,
/// <summary>
/// [Slow-Running Cut-Out]
/// <para>Indicates 1.0 when engine slow-running cut-out control is engaged.</para>
/// <para>Generic subtype (-1) shows control for the current motor selection;</para>
/// <para>Other subtypes show control in the corresponding individual motor.</para>
/// </summary>
C_SlowRunningCutOut,
/// <summary>
/// [Magnetos Control]
/// <para>Indicates magnetos switch(es).</para>
/// <para>Generic subtype (-1) shows control for the current motor selection;</para>
/// <para>Other subtypes show control in the corresponding individual motor.</para>
/// </summary>
C_Magneto,
/// <summary>
/// [Feather Control]
/// <para>Indicates propellor feather control.</para>
/// <para>Generic subtype (-1) shows control for the current motor selection;</para>
/// <para>Other subtypes show control in the corresponding individual motor.</para>
/// </summary>
C_Feather,
/// <summary>
/// [Carburetter / Intake Heater Control]
/// <para>Indicates engine carb. heater control; [0.0, 1.0].</para>
/// <para>Generic subtype (-1) shows control for the current motor selection;</para>
/// <para>Other subtypes show control in the corresponding individual motor.</para>
/// </summary>
C_CarbHeater,
#endregion

#region Controls - Machine Systems
/// <summary>
/// [Hatch / Cabin Door Control]
/// <para>Indicates hatch control of the given puppet.</para>
/// <para>Subtype equals puppet index.</para>
/// </summary>
C_HatchDoor,
/// <summary>
/// [Canopy / Cabin Door Jettison Control]
/// <para>Indicates jettison control of the given puppet.</para>
/// <para>Subtype equals puppet index.</para>
/// </summary>
C_HatchJettison,
/// <summary>
/// [Stopwatch Control]
/// <para>Indicates selected stopwatch mode.</para>
/// </summary>
C_Timer,
#endregion

#region Controls - Aircraft Direction
/// <summary>
/// [Ailerones Control]
/// <para>Indicates ailerones contol input; [-1.0, 1.0].</para>
/// <para>Positive control is roll right.</para>
/// </summary>
C_Aileron,
/// <summary>
/// [Elevator Control]
/// <para>Indicates elevator control input; [-1.0, 1.0].</para>
/// <para>Positive control is nose up.</para>
/// </summary>
C_Elevator,
/// <summary>
/// [Rudder Control]
/// <para>Indicates rudder control input; [-1.0, 1.0].</para>
/// <para>Positive control is turn right.</para>
/// </summary>
C_Rudder,
/// <summary>
/// [Ailerones Trim Control]
/// <para>Indicates ailerones trim contol input.</para>
/// <para>Positive control is roll right.</para>
/// </summary>
C_AileronTrim,
/// <summary>
/// [Elevator Trim Control]
/// <para>Indicates elevator trim control input.</para>
/// <para>Positive control is nose up.</para>
/// </summary>
C_ElevatorTrim,
/// <summary>
/// [Rudder Trim Control]
/// <para>Indicates rudder trim control input.</para>
/// <para>Positive control is turn right.</para>
/// </summary>
C_RudderTrim,
/// <summary>
/// [Tail Wheel Steer Lock Control]
/// <para>Indicates 1.0 when tail lock control is engaged.</para>
/// </summary>
C_TailwheelLock,
#endregion

#region Controls - Aircraft Systems
/// <summary>
/// [Landing Flaps Control]
/// <para>Indicates selected landing flaps position index ([0, N]);</para>
/// <para>or direction ({0 neutral, 11 in, 12 out}).</para>
/// </summary>
C_LandingFlap,
/// <summary>
/// [Leading Edge Slats Control]
/// <para>Indicates leading edge slats control; [0.0, 1.0].</para>
/// </summary>
C_LeadingEdgeSlats,
/// <summary>
/// [Undercarriage Extension Control]
/// <para>Indicates selected undercarriage position index ([0, N]);</para>
/// <para>or direction ({0 neutral, 11 in, 12 out}).</para>
/// </summary>
C_Undercarriage,
/// <summary>
/// [Undercarriage Emergency System Control]
/// <para>Indicates selected undercarriage emergency control position index.</para>
/// </summary>
C_UndercarriageEmergency,
/// <summary>
/// [Bomb Bay Doors Control]
/// <para>Indicates selected bomb bay doors opening position ([0.0, 1.0]);</para>
/// <para>or direction ({0.0 neutral, 0.5 in, 1.0 out}).</para>
/// </summary>
C_BombBayDoor,
/// <summary>
/// [Airbrake Control]
/// <para>Indicates selected airbrake position index ([0, N]);</para>
/// <para>or direction ({0 neutral, 11 in, 12 out}).</para>
/// </summary>
C_Airbrake,
/// <summary>
/// [Fuel Tank Switch / Fuel Cock Control]
/// <para>Indicates selected fuel cock position index.</para>
/// <para>Subtype equals fuel cock index in machine.</para>
/// </summary>
C_FuelTankSelector,
/// <summary>
/// [Control for Telepirometro Elettrico / Cylinder Head Temp. Sender Selector]
/// <para>Indicates telepirometro elettrico position.</para>
/// </summary>
C_TelepirometroElettrico,
/// <summary>
/// [Altimeter Pinion]
/// <para>Indicates altimeter pressure setter knob position.</para>
/// </summary>
C_AltimeterPinion,
/// <summary>
/// [Anemometro / Speed Dial Rotation Control]
/// <para>Indicates velocity indicator shift in degrees.</para>
/// </summary>
C_AnemometroPinion,
/// <summary>
/// [Bomb Sight Controls]
/// <para>Indicates bomb sight input controls.</para>
/// <para>Subtype 0 shows velocity, preset units;</para>
/// <para>Subtype 1 shows altitude, preset units;</para>
/// <para>Subtype 2 shows slip, preset units;</para>
/// <para>Subtype 3 shows distance, preset units;</para>
/// <para>Subtype 4 indicates 1.0 when automatic control is engaged.</para>
/// </summary>
C_BombSight,
/// <summary>
/// [Aiming Sight / Acemaker Controls]
/// <para>Indicates gun sight input controls.</para>
/// <para>Subtype 0 shows distance, preset units;</para>
/// <para>Subtype 1 shows side / auxilary input, preset units;</para>
/// <para>Subtype 2 shows dimmer plate control.</para>
/// </summary>
C_Sight,
/// <summary>
/// [Bombenabwurfgerat]
/// <para>Indicates bomb distributor controls.</para>
/// <para>Subtype 0 shows mode index in modes list;</para>
/// <para>Subtype 1 indicates 1.0 when bomb arming is on;</para>
/// <para>Subtype 2 shows selected slot (-1.0 points to all slots);</para>
/// <para>Subtype 3 shows series length (-1.0 point to max length);</para>
/// <para>Subtype 4 shows delay (between bombs in series);</para>
/// <para>Subtype 5 indicates 1.0 when in dive short delay mode;</para>
/// <para>Subtype 6 shows mode ({0 single, 1 series, 2 salvo}).</para>
/// </summary>
C_Bombenabwurfgerat,
/// <summary>
/// [Fuel Contents Indicator Control]
/// <para>Indicates selected indicator switch position.</para>
/// </summary>
C_KraftstoffSelector,
/// <summary>
/// [Riquid Reserve Indicator 0 Control]
/// <para>Indicates selected indicator switch position.</para>
/// </summary>
C_LiquidGauge0,
/// <summary>
/// [Riquid Reserve Indicator 1 Control]
/// <para>Indicates selected indicator switch position.</para>
/// </summary>
C_LiquidGauge1,
/// <summary>
/// [Primary Light Switch]
/// <para>Indicates lighting switch position.</para>
/// <para>Subtype equals puppet index in machine.</para>
/// </summary>
C_PriLights,
/// <summary>
/// [Secondary Light Switch]
/// <para>Indicates lighting switch position.</para>
/// <para>Subtype equals puppet index in machine.</para>
/// </summary>
C_SecLights,
/// <summary>
/// [Gunsight Light Switch]
/// <para>Indicates lighting switch position.</para>
/// </summary>
C_SightLights,
/// <summary>
/// [Pitot Heater Switch]
/// <para>Indicates 1.0 when pitot heater is switched on.</para>
/// </summary>
C_PitotHeater,
/// <summary>
/// [Hydraulic Hand Pump Lever]
/// <para>Indicates position of emergency hand pump; [0.0, 1.0].</para>
/// </summary>
C_Handpumpe,
/// <summary>
/// [Transciever Frequency]
/// <para>Indicates selected transciever frequency.</para>
/// </summary>
C_RadTXRX,
/// <summary>
/// [Primary Navigation Frequency]
/// <para>Indicates selected primary frequency on navigation equipment.</para>
/// </summary>
C_RadPriNav,
/// <summary>
/// [Secondary Navigation Frequency]
/// <para>Indicates selected secondary frequency on navigation equipment.</para>
/// </summary>
C_RadSecNav,
/// <summary>
/// [Kurssteuerung / Course Autopilot Controls]
/// <para>Indicates kurssteuerung input.</para>
/// <para>Subtype 0 shows mode of operation;</para>
/// <para>Subtype 1 shows preset course;</para>
/// <para>Subtype 2 indicates 1.0 when temp. disengage switch is on.</para>
/// </summary>
C_Kurssteuerung,
#endregion
#endregion

#region Parameters
#region Parameters - Machine Animation - Directional
/// <summary>
/// [Steering Animation]
/// <para>Indicates machine steering mechanism position; [-1.0, 1.0].</para>
/// </summary>
A_Steering,
/// <summary>
/// [Wheel Brake Animation]
/// <para>Indicates wheel brakes position; [0.0, 1.0].</para>
/// <para>Generic subtype (-1) shows overall brakes gain;</para>
/// <para>Subtype 0 shows left brakes;</para>
/// <para>Subtype 1 shows right brakes.</para>
/// </summary>
A_Brake,
/// <summary>
/// [Ailerones Animation]
/// <para>Indicates ailerones position; [-1.0, 1.0].</para>
/// </summary>
A_Aileron,
/// <summary>
/// [Elevator Animation]
/// <para>Indicates elevator position; [-1.0, 1.0].</para>
/// </summary>
A_Elevator,
/// <summary>
/// [Rudder Animation]
/// <para>Indicates rudder position; [-1.0, 1.0].</para>
/// </summary>
A_Rudder,
/// <summary>
/// [Ailerones Trim Animation]
/// <para>Indicates ailerones trim position / flap deflection.</para>
/// </summary>
A_AileronTrim,
/// <summary>
/// [Elevator Trim Animation]
/// <para>Indicates elevator trim position / flap deflection.</para>
/// </summary>
A_ElevatorTrim,
/// <summary>
/// [Rudder Trim Animation]
/// <para>Indicates rudder trim position / flap deflection.</para>
/// </summary>
A_RudderTrim,
#endregion

#region Parameters - Machine Animation - Systematic
/// <summary>
/// [Undercarriage Extension Animation]
/// <para>Indicates undercarriage strut movement extension-wise; [0.0, 1.0].</para>
/// <para>Subtype points to the number of strut in machine.</para>
/// </summary>
A_Undercarriage,
/// <summary>
/// [Undercarriage Shock Animation]
/// <para>Indicates strut shock travel in meters.</para>
/// <para>Subtype points to the number of strut in machine.</para>
/// </summary>
A_UndercarriageShock,
/// <summary>
/// [Wheel Rotatory Movement Animation]
/// <para>Indicates angle of wheel.</para>
/// </summary>
A_UndercarriageWheel,
/// <summary>
/// [Canopy / Door Opening Animation]
/// <para>Indicates animation phase of canopy or door during opening / closing; [0.0, 1.0].</para>
/// <para>Subtype equals to hatch index in machine's list.</para>
/// </summary>
A_HatchDoor,
/// <summary>
/// [Bomb Bay Doors Opening Animation]
/// <para>Indicates bomb bay(s) doors opening phase; [0.0 1.0].</para>
/// </summary>
A_BombBayDoor,
/// <summary>
/// [Wind Generator Impeller Rotatory Animation]
/// <para>Indicates wind generator impeller angle in degrees.</para>
/// </summary>
A_ImpellerAngle,
/// <summary>
/// [Wind Generator Impeller's Angular Velocity]
/// <para>Indicates wind generator angular velocity in degrees / second.</para>
/// </summary>
A_ImpellerAngularVelocity,
/// <summary>
/// [Wind Generator Strut Extension Animation]
/// <para>Indicates impeller strut extension phase; [0.0, 1.0].</para>
/// </summary>
A_ImpellerUnfold,
/// <summary>
/// [Landing Flaps Extension Animation]
/// <para>Indicates landing flaps' extension; [0.0 1.0].</para>
/// <para>Generic subtype (-1) shows average position of all flaps;</para>
/// <para>Subtype 0 shows extension of left flap;</para>
/// <para>Subtype 1 shows extension of right flap.</para>
/// </summary>
A_LandingFlap,
/// <summary>
/// [Airbrake Extension Animation]
/// <para>Indicates airbrake extension; [0.0, 1.0].</para>
/// </summary>
A_Airbrake,
/// <summary>
/// [Engine Cowling Flaps Animation]
/// <para>Indicates cowling flaps extension; [0.0, 1.0].</para>
/// <para>Subtype points to engine number.</para>
/// </summary>
A_EngineAirRadiator,
/// <summary>
/// [Engine Water Radiator Flap Animation]
/// <para>Indicates water radiator opening; [0.0, 1.0].</para>
/// <para>Subtype points to engine number.</para>
/// </summary>
A_EngineWaterRadiator,
/// <summary>
/// [Engine Oil Radiator Flap Animation]
/// <para>Indicates oil radiator opening; [0.0, 1.0].</para>
/// <para>Subtype points to engine number.</para>
/// </summary>
A_EngineOilRadiator,
/// <summary>
/// [Leading Edge Slat Extension Animation]
/// <para>Indicates leading-edge slats' extension; [0.0, 1.0].</para>
/// <para>Generic subtype (-1) shows average position of both slats;</para>
/// <para>Subtype 0 shows extension on the left wing;</para>
/// <para>Subtype 1 shows extension on the right wing.</para>
/// </summary>
A_LeadingEdgeSlat,
#endregion

#region Parameters - Machine Spatial
/// <summary>
/// [Misc.: Machine Spatial Coordinates]
/// <para>Indicates machine position in world coordinates.</para>
/// <para>Subtype 0 shows X-coordinate;</para>
/// <para>Subtype 1 shows Y-coordinate;</para>
/// <para>Subtype 2 shows Z-coordinate.</para>
/// </summary>
Z_Coordinates,
/// <summary>
/// [Misc.: Machine Spatial Orientation]
/// <para>Indicates machine orientation, angles are in degrees.</para>
/// <para>Subtype 0 shows yaw (0 degrees point E);</para>
/// <para>Subtype 1 shows pitch (nose-up is negative);</para>
/// <para>Subtype 2 shows roll (right roll is positive).</para>
/// </summary>
Z_Orientation,
/// <summary>
/// [Misc.: Machine Overload under Acceleration]
/// <para>Indicates overload in m/s/s.</para>
/// <para>Generic subtype (-1) shows accelerometer, being 0 under normal conditions;</para>
/// <para>Subtype 0 shows acceleraton along machine's X axis;</para>
/// <para>Subtype 1 shows acceleraton along machine's Y axis;</para>
/// <para>Subtype 2 shows acceleraton along machine's Z axis.</para>
/// </summary>
Z_Overload,
/// <summary>
/// [Misc.: Machine Altitude AGL]
/// <para>Indicates machine elevation above ground level in meters.</para>
/// </summary>
Z_AltitudeAGL,
/// <summary>
/// [Misc.: Machine Altitude MSL]
/// <para>Indicates machine elevation above 0.0 Z-plane.</para>
/// </summary>
Z_AltitudeMSL,
/// <summary>
/// [Misc.: Machine's Velocity in Air]
/// <para>Indicates machine's aerial velocity.</para>
/// <para>Generic subtype (-1) shows velocity length;</para>
/// <para>Subtype 0 shows aerial flow along machine's X-axis;</para>
/// <para>Subtype 1 shows aerial flow along machine's Y-axis;</para>
/// <para>Subtype 2 shows aerial flow along machine's Z-axis.</para>
/// </summary>
Z_VelocityIAS,
/// <summary>
/// [Misc.: Machine's Velocity in World Coordinates]
/// <para>Indicates machine's absolute velocity.</para>
/// <para>Generic subtype (-1) shows velocity length;</para>
/// <para>Subtype 0 shows machine's speed along world's X-coordinate;</para>
/// <para>Subtype 1 shows machine's speed along world's Y-coordinate;</para>
/// <para>Subtype 2 shows machine's speed along world's Z-coordinate.</para>
/// </summary>
Z_VelocityTAS,
/// <summary>
/// [Misc.: Machine's Mach Factor]
/// <para>Indicates machine's aerial velocity devided by sonic speed.</para>
/// <para>Generic subtype (-1) shows velocity length;</para>
/// <para>Subtype 0 shows aerial flow along machine's X-axis;</para>
/// <para>Subtype 1 shows aerial flow along machine's Y-axis;</para>
/// <para>Subtype 2 shows aerial flow along machine's Z-axis.</para>
/// </summary>
Z_VelocityMach,
/// <summary>
/// [Misc.: Ambient Temperature]
/// <para>Indicates air temperature around machine's location, in K.</para>
/// </summary>
Z_AmbientAirTemperature,
#endregion

#region Parameters - Machine Systems
/// <summary>
/// [Electrical System Point Voltage]
/// <para>Indicates current system voltage taken on gen.-battery bridge, in V.</para>
/// </summary>
S_ElectricVoltage,
/// <summary>
/// [Electrical System Incandescing Ratio]
/// <para>Indicates incandescing bulbs gain factor under current system voltage; [0.0, 1.0].</para>
/// <para>Used to vivify lightning SFX.</para>
/// </summary>
S_ElectricIncandescingRatio,
/// <summary>
/// [Electical System Amperage]
/// <para>Indicates current flow.</para>
/// <para>Subtype 0 shows flow in generator loom;</para>
/// <para>Subtype 1 shows flow in battery loom;</para>
/// <para>Subtype 2 shows flow in consumer loom.</para>
/// </summary>
S_ElectricAmperage,
/// <summary>
/// [Primary Pit Lightning]
/// <para>Indicates primary pit lights gain factor for given puppet.</para>
/// </summary>
S_ElectricPrimaryPitLight,
/// <summary>
/// [Secondary Pit Lightning]
/// <para>Indicates secondary pit lights gain factor for given puppet.</para>
/// </summary>
S_ElectricSecondaryPitLight,
/// <summary>
/// [Gunsight Lightning]
/// <para>Indicates gunsight / reticle lightning gain factor.</para>
/// </summary>
S_ElectricSightLight,
/// <summary>
/// [Fuel Reserve]
/// <para>Indicates machine's fuel reserve, kgs.</para>
/// <para>Generic subtype (-1) shows total reserve;</para>
/// <para>Subtype N shows reserve in the given fuel tank.</para>
/// </summary>
S_FuelReserve,
/// <summary>
/// [Hatch Position]
/// <para>Indicates given hatch opening phase, [0.0, 1.0].</para>
/// <para>Subtype points to hatch number in machine's list.</para>
/// </summary>
S_HatchDoor,
#endregion

#region Parameters - Aircraft Systems
/// <summary>
/// [Undercarriage Master Valve]
/// <para>Indicates position of undercarriage hydraulic valve ({0 up, 1 down, 2 neutral, 3 neutral}).</para>
/// </summary>
S_UndercarriageValve,
/// <summary>
/// [Pneumatic Container Pressure]
/// <para>Indicates current container pressure in machine's set units of measure.</para>
/// <para>Subtype 0 shows pressure in primary container;</para>
/// <para>Subtype 1 shows pressure in secondary container.</para>
/// </summary>
S_PneumoContainerPressure,
/// <summary>
/// [Pneumatic Line Pressure(s)]
/// <para>Indicates pressure in given pneumatic line.</para>
/// <para>Generic subtype (-1) shows nominal system pressure;</para>
/// <para>Subtype 0 shows compressor line pressure;</para>
/// <para>Subtype 1 shows secondary pressure;</para>
/// <para>Subtype 2 shows flaps line pressure;</para>
/// <para>Subtype 3 shows undercarriage line pressure;</para>
/// <para>Subtype 4 shows wheel brakes line pressure.</para>
/// </summary>
S_PneumoLinePressure,
/// <summary>
/// [Hydro System Pressure(s)]
/// <para>Indicates pressure in given hydro line.</para>
/// <para>Generic subtype (-1) shows compressor line pressure;</para>
/// <para>Subtype 0 shows nominal system pressure;</para>
/// <para>Subtype 1 shows pressure in emergency discharge container.</para>
/// </summary>
S_HydroPressure,
/// <summary>
/// [Hydro System Reservoir]
/// <para>Indicates reservoir contents, kgs.</para>
/// </summary>
S_HydroReserve,
/// <summary>
/// [Sturzanlage Mode of Operation]
/// <para>Indicates mode ({0 cruise, 1 dive, 2 bomb drop, 3 recovery, 4 automation reset, 5 automation switch to cruise}).</para>
/// </summary>
S_Sturzanlage,
/// <summary>
/// [Gun Mode of Operation]
/// <para>Indicates mode of given gun ({0 dismantled, 1 ready, 2 firing, 3 reloading, 4 jammed}).</para>
/// <para>Subtype points to gun attachment hook (looking up gun on hook named [_Gun+subtype]).</para>
/// </summary>
S_GunOperation,
/// <summary>
/// [Gun Ammo Reserve]
/// <para>Indicates current number of bullets in gun storage.</para>
/// <para>Subtype points to gun attachment hook (looking up gun on hook named [_Gun+subtype]).</para>
/// </summary>
S_GunReserve,
/// <summary>
/// [Gun Clip Reserve]
/// <para>Indicates number of bullets in current gun loaded clip / ammo box.</para>
/// <para>Subtype points to gun attachment hook (looking up gun on hook named [_Gun+subtype]).</para>
/// </summary>
S_GunClipReserve,
/// <summary>
/// [Bomb Spawn Ammo Reserve]
/// <para>Indicates number of bombs in bombgun storage.</para>
/// <para>Subtype points to attachment hook (looking up gun on hook named [_Bomb+subtype]).</para>
/// </summary>
S_BombReserve,
/// <summary>
/// [Fenster Opening]
/// <para>Indicates fenster opening, [0.0, 1.0].</para>
/// </summary>
S_Fenster,
/// <summary>
/// [Pitot Heater]
/// <para>Indicates pitot heater gain ratio.</para>
/// </summary>
S_PitotHeater,
/// <summary>
/// [Bombenabwurfgerat]
/// <para>Indicates machine bomb distributor parameters.</para>
/// <para>Generic subtype (-1) shows mode ({0 single, 1 series, 2 salvo});</para>
/// <para>Subtype 0 shows mode ({0 single, 1 series, 2 salvo});</para>
/// <para>Subtype 1 shows 1.0 if arming is on;</para>
/// <para>Subtype 2 shows selected slot (-1 if all slots selected);</para>
/// <para>Subtype 3 shows series length (-1 if all bombs selected);</para>
/// <para>Subtype 4 shows 1.0 if short / dive delay is on;</para>
/// <para>Subtype 9 shows 1.0 while abwurfgerat is in bomb drop operation.</para>
/// </summary>
S_Bombenabwurfgerat,
/// <summary>
/// [Turret]
/// <para>Indicates machine turret parameters.</para>
/// <para>Subtype digit 1 stands for puppet #; Subtype digit 2 stands turret index in given puppet;</para>
/// <para>Subtype digit 3: 0 - Unfold, 1 - Lower Lock, 2 - Mount Yaw, 3 - Upper Lock,</para>
/// <para> 4 - Mount Pitch, 5 - Swivel Yaw, 6 - Swivel Pitch.</para>
/// <para>Ex.: 105 - Swivel yaw on main turret of puppet #1.</para>
/// </summary>
S_Turret,
#endregion

#region RESERVED PLACEHOLDERS
M_Reserved000,
M_Reserved001,
M_Reserved002,
M_Reserved003,
M_Reserved004,
M_Reserved005,
M_Reserved006,
M_Reserved007,
M_Reserved008,
M_Reserved009,
M_Reserved00A,
M_Reserved00B,
M_Reserved00C,
M_Reserved00D,
M_Reserved00E,
M_Reserved00F,
M_Reserved010,
M_Reserved011,
M_Reserved012,
M_Reserved013,
M_Reserved014,
M_Reserved015,
M_Reserved016,
M_Reserved017,
M_Reserved018,
M_Reserved019,
M_Reserved01A,
M_Reserved01B,
M_Reserved01C,
M_Reserved01D,
M_Reserved01E,
M_Reserved01F,
#endregion

#region Parameters - Instrumentation
#region Instrumentation - Assorted
/// <summary>
/// [Inst: Timer]
/// <para>Returns timer reading.</para>
/// <para>Generic subtype (-1) shows clock / time of day, hours, [0.0, 24.0);</para>
/// <para>Subtype 0 shows stopwatch reading, seconds.</para>
/// </summary>
I_Timer, // NB: I_Timer works as a separator for all I_* types, must be on top of instrumentation section
/// <summary>
/// [Inst: Ambient Temperature]
/// <para>Returns ambient temperature gauge reading.</para>
/// </summary>
I_AmbientTemp,
#endregion

#region Instrumentation - Engine
/// <summary>
/// [Inst: Engine RPM]
/// <para>Returns engine RPM gauge reading.</para>
/// <para>Subtype points to engine number in machine's list.</para>
/// </summary>
I_EngineRPM,
/// <summary>
/// [Inst: Engine Manifold Pressure]
/// <para>Returns engine manifold press. gauge reading.</para>
/// <para>Subtype points to engine number in machine's list.</para>
/// </summary>
I_EngineManPress,
/// <summary>
/// [Inst: Engine Boost Pressure]
/// <para>Returns boost gauge reading.</para>
/// <para>Subtype points to engine number in machine's list.</para>
/// </summary>
I_EngineBoostPress,
/// <summary>
/// [Inst: Engine Water Pressure]
/// <para>Returns water press. gauge reading.</para>
/// <para>Subtype points to engine number in machine's list.</para>
/// </summary>
I_EngineWatPress,
/// <summary>
/// [Inst: Engine Oil Pressure]
/// <para>Returns oil pressure gauge reading.</para>
/// <para>Subtype points to engine number in machine's list.</para>
/// </summary>
I_EngineOilPress,
/// <summary>
/// [Inst: Engine Fuel Pressure]
/// <para>Returns fuel pressure gauge reading.</para>
/// <para>Subtype points to engine number in machine's list.</para>
/// </summary>
I_EngineFuelPress,
/// <summary>
/// [Inst: Engine Water Temperature]
/// <para>Returns water temp. gauge reading.</para>
/// <para>Subtype points to engine number in machine's list.</para>
/// </summary>
I_EngineWatTemp,
/// <summary>
/// [Inst: Engine Water Radiator Temperature]
/// <para>Returns water temp. (rad. outlet) gauge reading.</para>
/// <para>Subtype points to engine number in machine's list.</para>
/// </summary>
I_EngineRadTemp,
/// <summary>
/// [Inst: Engine Oil Temperature]
/// <para>Returns oil temp. gauge reading.</para>
/// <para>Subtype points to engine number in machine's list.</para>
/// </summary>
I_EngineOilTemp,
/// <summary>
/// [Inst: Engine Oil Radiator Temperature]
/// <para>Returns oil temp. (rad. outlet) gauge reading.</para>
/// <para>Subtype points to engine number in machine's list.</para>
/// </summary>
I_EngineOilRadiatorTemp,
/// <summary>
/// [Inst: Cylinders Head Temperature]
/// <para>Returns cyl. head temp. gauge reading.</para>
/// <para>Generic subtype (-1) shows combined / telepirometro elettrico reading;</para>
/// <para>Other subtypes point to engine number in machine's list.</para>
/// </summary>
I_EngineTemperature,
/// <summary>
/// [Inst: Carburettor Temperature]
/// <para>Returns carb. air temp. gauge reading.</para>
/// <para>Subtype points to engine number in machine's list.</para>
/// </summary>
I_EngineCarbTemp,
/// <summary>
/// [Inst: Propellor Pitch]
/// <para>Returns prop. pitch indicator reading ([0.0, 12.0] for clockwork type).</para>
/// </summary>
I_Pitch,
#endregion

#region Instrumentation - Machine Spatial
/// <summary>
/// [Inst: Velocity]
/// <para>Returns velocity indicator reading.</para>
/// </summary>
I_VelocityIAS,
/// <summary>
/// [Inst: Altitude]
/// <para>Returns altitude indicator reading.</para>
/// </summary>
I_Altitude,
/// <summary>
/// [Inst: Variometer]
/// <para>Returns variometer / climb velocity indicator reading.</para>
/// </summary>
I_Variometer,
/// <summary>
/// [Inst: Slip Indicator]
/// <para>Returns slip indicator reading.</para>
/// <para>Generic subtype (-1) shows machine's indicator reading;</para>
/// <para>Sybtype N shows slip value clamped to [-N, N] range.</para>
/// </summary>
I_Slip,
/// <summary>
/// [Inst: Magnetic Compass]
/// <para>Returns magnetic compass parameters.</para>
/// <para>Generic subtype (-1) shows compass gauge reading, [0.0, 360.0];</para>
/// <para>Subtype 0 shows azimuth taken off compass card;</para>
/// <para>Subtype 1 shows card pitch;</para>
/// <para>Subtype 2 shows card roll.</para>
/// </summary>
I_MagneticCompass,
/// <summary>
/// [Inst: Repeater Compass]
/// <para>Returns repeater compass parameters.</para>
/// <para>Generic subtype (-1) shows reading on the gauge, [0.0, 360.0];</para>
/// <para>Subtype 0 shows master compass card heading;</para>
/// <para>Subtype 1 shows master compass card pitch;</para>
/// <para>Subtype 2 shows master compass card roll.</para>
/// </summary>
I_RepeaterCompass,
/// <summary>
/// [Inst: Peilzeiger]
/// <para>Returns course setter preset, [0.0, 360.0].</para>
/// </summary>
I_Peilzeiger,
#endregion

#region Instrumentation - Machine Systems
/// <summary>
/// [Inst: Fuel Reserve]
/// <para>Returns fuel level indicator reading.</para>
/// <para>Generic subtype (-1) shows combined reading in all tanks / controlled by selector switch;</para>
/// <para>Other subtypes point to fuel tank number in machine's list.</para>
/// </summary>
I_FuelReserve,
/// <summary>
/// [Inst. Liquid Matter Reserve]
/// <para>Returns liquid level gauge reading.</para>
/// <para>Subtype 0 shows reading of gauge # 0;</para>
/// <para>Subtype 1 shows reading of gauge # 1.</para>
/// </summary>
I_LiquidReserve,
/// <summary>
/// [Inst: Voltamperemeter]
/// <para>Returns voltamperemeter reading.</para>
/// </summary>
I_Voltamperemeter,
/// <summary>
/// [Inst: Voltmeter]
/// <para>Returns voltmeter reading.</para>
/// </summary>
I_Voltmeter,
/// <summary>
/// [Inst: Amperemeter]
/// <para>Returns Amperemeter reading.</para>
/// </summary>
I_Amperemeter,
/// <summary>
/// [Inst: Hydraulic System Pressure]
/// <para>Returns hydro. press. gauge reading.</para>
/// </summary>
I_HydroPressure,
/// <summary>
/// [Inst: Hydraulic Emergency Container Pressure]
/// <para>Returns hydro. emergency discharge container press. gauge reading.</para>
/// </summary>
I_HydroEmPressure,
#endregion

#region Instrumentation - Gyro Gauges
/// <summary>
/// [Inst: Turn Indicator]
/// <para>Returns turn indicator deflection, [-1.2, 1.2].</para>
/// </summary>
I_Turn,
/// <summary>
/// [Inst: Artificial Horizon]
/// <para>Returns artificial horizon parameters.</para>
/// <para>Subtype 1 shows pitch;</para>
/// <para>Subtype 2 shows roll.</para>
/// </summary>
I_AH,
/// <summary>
/// [Inst: DI]
/// <para>Returns DI reading, [0.0, 360.0].</para>
/// <para>Generic subtype (-1) shows gauge reading;</para>
/// <para>Subtype 1 shows DI pinion shift.</para>
/// </summary>
I_DirectionIndicator,
/// <summary>
/// [Inst: Slaved Compass]
/// <para>Returns slaved compass (GMK) reading, [0.0, 360.0].</para>
/// </summary>
I_SlavedCompass,
/// <summary>
/// [Inst: Suction]
/// <para>Returns gyro suction gauge reading.</para>
/// </summary>
I_Suction,
#endregion

#region Instrumentation - Radio Equipment
/// <summary>
/// [Inst: Lorenz AFN]
/// <para>Returns Lorenz AFN indicator readings.</para>
/// <para>Generic subtype (-1) shows indicated deviation, [-1.0, 1.0];</para>
/// <para>Subtype 1 shows signal gain level, [0.0, 1.0];</para>
/// <para>Subtype 2 shows detected marker station tone frequency, otherwise 0.0.</para>
/// </summary>
I_AFN,
/// <summary>
///
/// </summary>
I_ADF,
/// <summary>
///
/// </summary>
I_RDF,
/// <summary>
///
/// </summary>
I_RMI,
/// <summary>
/// [Inst: Fixed Loop Radio Compass]
/// <para>Returns FLRC indicator reading, [-1.0, 1.0];</para>
/// </summary>
I_FLRC,
/// <summary>
/// [Inst: Kurssteuerung]
/// <para>Returns course autopilot parameters.</para>
/// <para>Generic subtype (-1) shows kurssteuerung mode, {0, 1, 2};</para>
/// <para>Subtype 1 shows indicated deviation, [-1.0, 1.0];</para>
/// <para>Subtype 2 shows preset course, [0.0, 360.0].</para>
/// </summary>
I_Kurssteuerung,
#endregion

#region Instrumentation - Bomb Sight
/// <summary>
/// [Inst: Bombsight]
/// <para>Returns bomb sight parameters.</para>
/// <para>Subtype 0 shows velocity, m/s;</para>
/// <para>Subtype 1 shows altitude, m;</para>
/// <para>Subtype 2 shows side slip, deg;</para>
/// <para>Subtype 3 shows elevation angle, deg;</para>
/// <para>Subtype 4 shows distance, m;</para>
/// <para>Subtype 5 shows gyro readyness, [0.0, 1.0];</para>
/// <para>Subtype 6 shows 1.0 if automation is on;</para>
/// <para>Subtype 7 shows 1.0 while dropping bombs;</para>
/// <para>Subtype 8 shows gyro platform pitch, deg;</para>
/// <para>Subtype 9 shows gyro platform roll, deg;</para>
/// </summary>
I_BombSight,
#endregion
#endregion
#endregion


}

http://forum.1cpublishing.eu/showthread.php?p=342338#post342338

Thanks Bolox. That's fine & dandy, except, half the parameters do not work in online MP (server) mode) :evil: :evil: I hope this issue are fixed in the coming patch, but I seriously doubt it!

Robo.
04-02-2012, 02:50 PM
As far as the Il2: 1946 comparison of CEM, I know that 1946 has still some advantages, but not in CEM: afaik the prop pitch of 109 E-1 & E-3 are *automagic* in 1946 - i.e. not historical.

The Emils depicted in 1946 are E-4s from 1941 Op. Barbarossa time period with correct automatic PP. E-1 and E-3 is not present at all in 1946.

The water radiator ... ahemmmm - very questionable with the big red "engine overheat" message.

Not anymore since 4.11m ;)

Insuber
04-02-2012, 02:56 PM
The Emils depicted in 1946 are E-4s from 1941 Op. Barbarossa time period with correct automatic PP. E-1 and E-3 is not present at all in 1946.


Right, I was referring to the modded versions ... :)


Not anymore since 4.11m ;)

Sure? I fly alot in UP3 and HSFX (no more servers with straight 4.11 ...), and the annoying message is still there.

6S.Manu
04-02-2012, 04:34 PM
Here you go, have a try:

http://forum.1cpublishing.eu/showthread.php?t=27552

Cheers!

Thks! Really interesting... I think to be able to get some useful data about the DM (part.LimbNames + part.NamedDamageTypes).

The hitLimb() function of AiAircraft needs a double value, possibly the hit's force. It's strange that there isn't a damageType enum for the different damage (AP, HE, I), nor the vector with which the shell is hitting the surface (important in a IL2 IMO).

It would be useful to know the default damage value of a defined shell, but I've still to look at it in the detail.

Triggaaar
04-02-2012, 07:43 PM
Thanks for the update.

We almost succumbed to public pressure and released a version of the patch with micro-freezes every time there are particle effects on screen, but finally decided that would be anticlimactic at best.Indeed. It's been a long time coming, so releasing it with freezes would be pretty bad. More than anything else, people just want to be able to play what's there.

priller26
04-03-2012, 07:39 PM
I know the particle effects are an issue.can anyone explain why they are so difficult, or I should say, so difficult in this game? Obviously all games use them, and most seem to have very little problem handling them fine.

SiThSpAwN
04-03-2012, 07:59 PM
I know the particle effects are an issue.can anyone explain why they are so difficult, or I should say, so difficult in this game? Obviously all games use them, and most seem to have very little problem handling them fine.


I would assume its more in the coding of the graphics engine than the actual graphics themselves, I believe they said when we get the beta patch that the game wouldnt look different (which it really doesnt need to) but it would perform better.

priller26
04-03-2012, 08:01 PM
Thanks, all in all, its the particle effects that really slow things down for me, and happy to hear they are being addressed.

addman
04-03-2012, 08:04 PM
Thanks, all in all, its the particle effects that really slow things down for me, and happy to hear they are being addressed.

Same here, I think it's the same for even the high-end rigs, the code is poorly written/optimized so it doesn't matter how much brute force you throw at it, it will still perform poorly in some regards. Hopefully they'll solve it sooner rather then later.

priller26
04-03-2012, 08:09 PM
Same here, I think it's the same for even the high-end rigs, the code is poorly written/optimized so it doesn't matter how much brute force you throw at it, it will still perform poorly in some regards. Hopefully they'll solve it sooner rather then later.


My PC is pretty high end (4.0 cpu and 3 gig nvidia 580) and the particle effects kick down fps to 12 or so, sometimes less, so I agree completely, no matter what your card/pc, they just dont work at the moment, but they obviously are aware of this, just hope a fix is not too far off it this is the last big issue... . a matter of weeks, and not months dragging into the summer..but..all is possible.

klem
04-04-2012, 09:20 AM
My PC is pretty high end (4.0 cpu and 3 gig nvidia 580) and the particle effects kick down fps to 12 or so, sometimes less, so I agree completely, no matter what your card/pc, they just dont work at the moment, but they obviously are aware of this, just hope a fix is not too far off it this is the last big issue... . a matter of weeks, and not months dragging into the summer..but..all is possible.

From a non-coder...

would it be possible to have this selectable as in some kind of old fashioned effect that doesn't hammer the fps ('particle effect OFF') and the new super particle effect ('particle effect ON'). Could this be a solution? We didn't have this problem in IL-2 '46.

I don't suffer from the problem (perhaps I've never seen a concentrated effect) but it might let more people into the game.

Wolf_Rider
04-04-2012, 11:09 AM
Particles, sounds like it is in the realm of physx... if not, it probably should be?

III/JG53_Don
04-04-2012, 11:13 AM
I don't suffer from the problem (perhaps I've never seen a concentrated effect) but it might let more people into the game.

Don't you have the more or less heavy stutters, when a formation of planes starts and raises dust or even a single plane?
These are particle effects as well, am I right? :D
Kinda serious situation to have stutters during takeoff, especially if you takeoff directly behind a starting squadmate...

klem
04-04-2012, 11:53 AM
Don't you have the more or less heavy stutters, when a formation of planes starts and raises dust or even a single plane?
These are particle effects as well, am I right? :D
Kinda serious situation to have stutters during takeoff, especially if you takeoff directly behind a starting squadmate...

I don't notice any effect taking off behind my wingie or even a section of four of us. Perhaps the fps drops but not so that its noticeable. I'll have to turn on the fps monitor and watch it. I can't remember being behind a mass takeoff.

ElAurens
04-04-2012, 12:22 PM
From a non-coder...

We didn't have this problem in IL-2 '46.



In modded versions of '46, where particle effects are used with great abandon it is indeed a problem. I had to turn off the new smoke, fire and cloud effects in HSFX otherwise several of my more active missions became unplayable.

III/JG53_Don
04-04-2012, 12:40 PM
I don't notice any effect taking off behind my wingie or even a section of four of us. Perhaps the fps drops but not so that its noticeable. I'll have to turn on the fps monitor and watch it. I can't remember being behind a mass takeoff.

So then I congratulate you for your well adjusted pc :)
Maybe its your 4ghz cpu or the better gpu, I don't know what the particle effects needs more

Robert
04-04-2012, 02:07 PM
From a non-coder...

would it be possible to have this selectable as in some kind of old fashioned effect that doesn't hammer the fps ('particle effect OFF') and the new super particle effect ('particle effect ON'). Could this be a solution? We didn't have this problem in IL-2 '46.

I don't suffer from the problem (perhaps I've never seen a concentrated effect) but it might let more people into the game.

I may be wrong, but I thought I remember the particle effect for FB/IL2 being a problem when it was first implimented back in 2004ish. Either the release of the patch or the release of the effect was delayed because of issues. I do remember folks ooooohing and ahhhhing when the video of take off dust trailing behind planes was shown.

king1hw
04-04-2012, 06:15 PM
All Variants should be made flyable up until the end of Dec25th1940. It would make the game play and mission building more interesting and in my opinion make us all better pilots. Since I have been involved with this sim many keep the advances of tech at bay is ignorant to the facts.

PLEASE add and fix Spits, Hurries and 109 variants and this would end tomorrow. Except it seems that the developer will not listen to this plea. I for one would like to see this sim become the best but all this is pushing people back to il2 1946 Mod either HSFX 5.0.1 or UP3.0 RC4 or 4.11.

We as dedicated servers are looking for help in this matter. A lot of the allied flyers are tired of plane set and servers not offering a competing planes. Also not having a beu and welly or even a defiant is sad. Heck even a MKIIB Hurry could carry a 250lb bomb. Are you afraid that they were 12lb boost and you would have to model it, or because they are 2 stage engines. I for one have reloaded il2 1946 and swore that I would not. I began setting up a server for my squad mates to meet there demands because CloD will not build a solid crowd. AND THEY COULD RIGHT NOW! IMHO

So if any developers read this get on the ball and get CLoD Game I purchased on track which I waited 7years for.

Thanks for listening.

King

BigC208
04-05-2012, 01:07 AM
All these particle slowdowns out to be taken care of with Nvidia's physics hardware. So many people have second cards in their machine. Physics hardware to the rescue! Same thing with ballistics and dammage moddeling. The hardware's here, lets use it programmers.

machoo
04-05-2012, 01:31 AM
Sticking a GTX 680 into an existing machine with no other changes and comparing would be interesting. I bet all the dodgy programming skills would be overpowered by that beast. Still , the solution to fixing problems shouldn't be to add faster things. It should work properly the first time.

zapatista
04-05-2012, 02:13 AM
Good day everyone!

We still don’t have the beta of the patch ready for the public, nor do we have a definite release date. The particle system remains a final bastion of the micro-freeze. We almost succumbed to public pressure and released a version of the patch with micro-freezes every time there are particle effects on screen, but finally decided that would be anticlimactic at best. Drops in FPS every time you fire your guns would only add oil to the fire, in our opinion. Better to face your ire a little longer for not releasing the patch than to face the outrage when the long-awaited beta is imperfect.]

Black6,

thanks for the update and information on what is causing the patch release delay

the BoM WiP screenshots i find uninspiring and have little interest in. it is much more important to hear about progress on the other missing features that still need to be resolve for CoD (lack of dynamic campaign engine, no coop functions, etc..) and some of the new features that are about to be included/expanded (like limited 1e person vehicle or ship control)

Herbs107
04-05-2012, 03:16 AM
Thanks for the update but I would rather see screen shots of what CLOD will look after the revisied graphics update than screen shots of an upcomming sequel!

machoo
04-05-2012, 03:30 AM
Graphics are the exactly the same. No World Of Planes beating graphics here.

svanen
04-05-2012, 08:22 AM
If you compare the cockpits of WoP and CLoD today, what do you think?

If we get back the jaw-dropping cockpits we got when CLoD first was released I cannot believe that WoP could not even be close (and comparing cockpits today I do not think they are close also). Sure there are some problems with terrain graphics in CLoD, but the CLoD graphics are nice and clean and feels pretty natural, I cannot say that about WoP.

zapatista
04-05-2012, 02:14 PM
I would rather see screen shots of what CLOD will look after the revisied graphics update than screen shots of an upcomming sequel!

good point !

BlackSix,

if we are going to get WIP screenshots at all, please make them of the new gfx engine ingame so we get some idea about the look and feel of the new English scenery :)

Volksieg
04-05-2012, 02:17 PM
Excuse me for my ignorance but...... what was different about the cockpits on release that has changed now? I wasn't aware there had been any changes apart from various attempts at performance boost, the reflections going and the planes not being as shiny on the outside.....oh...and those arrows showing you where the enemy is of course.... :)

III/JG53_Don
04-05-2012, 02:27 PM
good point !

BlackSix,

if we are going to get WIP screenshots at all, please make them of the new gfx engine ingame so we get some idea about the look and feel of the new English scenery :)

The new gfx engine will NOT look any different then the one today. It is just more streamlined under the hood so to speak.
They never said that it will look different, to be more precise luthier stated some months ago, that it will look the same.

F19_Klunk
04-05-2012, 03:00 PM
Excuse me for my ignorance but...... what was different about the cockpits on release that has changed now? I wasn't aware there had been any changes apart from various attempts at performance boost, the reflections going and the planes not being as shiny on the outside.....oh...and those arrows showing you where the enemy is of course.... :)

I think the reflections itself was a big component that made the cockpit "come alive"... u get a less "flat" impression of the panel.

one thing I miss is a shadow from the pilot .. e.g on the left wing as the sun hits the plane from the right.. or on the panel when sun hits from behind.. I am fine with that the pilot is invisable inside the cockpit in order to see all important gauges.... but the shadows would be very nice.. if possible,
as it is now the shadow (or rather lack of) indicates just what it is; a plane flown by the invisable man...

Ataros
04-05-2012, 03:24 PM
If you compare the cockpits of WoP and CLoD today, what do you think?

If we get back the jaw-dropping cockpits we got when CLoD first was released I cannot believe that WoP could not even be close (and comparing cockpits today I do not think they are close also). Sure there are some problems with terrain graphics in CLoD, but the CLoD graphics are nice and clean and feels pretty natural, I cannot say that about WoP.

You can always switch cockpits off to enjoy a tiny part of the landscape which is not covered with fog of war :)

Everyone finds a game to suit his taste. I love arcade games where I-16s have trimmers and auto-retractable gear unlike in a 10-year old Il-2 sim for instance :) It was PITA to do everything manually in it :grin: Who needs it nowadays...

Allons!
04-05-2012, 04:09 PM
They never said that it will look different, to be more precise luthier stated some months ago, that it will look the same.

Hopefully NOT regarding the broad Amazonasses circumfloating Rye when viewed from a distance...

zapatista
04-05-2012, 04:46 PM
The new gfx engine will NOT look any different then the one today. It is just more streamlined under the hood so to speak.
They never said that it will look different, to be more precise luthier stated some months ago, that it will look the same.

wrong ! of course it will look different from what we currently have, err the gfx code has been completely rewritten from the ground up. thats the point, aint it ! (as aliG would say :) ).

but since they keep most content the same (because they are not creating a new game), eg the same speed tree's will still be there, same .....color palate, same map with same field crop variations, road surface, building colors and textures etc, so it WILL largely look and feel the same, but with significant subtle differences (lighting effects, visibility distance to the horizon,.... ), and will (err should) run significantly faster/better.

in the last months of updates from 1C people here have been looking at these screenshots to identify signs of improvement in overall gfx look/feel (just look for some of the other threads on that topic in this forum for ex), but luthier/B6 have so far stated all BoM models and objects are tested in the old gfx engine, hence we have seen no signs of scenery improvement so far.

btw, in the months since release significant changes have been made to the old gfx engine (mostly for the worse), in an attempt to obtain better fpsec and cure the micro stutters, the "in game world" of the sim now look significantly different as a result. being able to reverse those cutbacks and reinstate some of the glory in lighting and detail we saw at initial release will be a major improvement in itself

Luftwaffepilot
04-05-2012, 05:06 PM
but luthier/B6 have so far stated all BoM models and objects are tested in the old gfx engine, hence we have seen no signs of scenery improvement so far.


I'm sry to kill your excitement, but the pics of last weeks update (March 30) from the IL-2 Plane were made with the "new" graphics engine as Blacksix has stated.