View Full Version : 4.12 development update discussion and feedback
U-2 wasn't planned for 4.12 ... i hope with you ... may be somthing will change and U-2 can be included into 4,12 ...
what prevents?
prevents that external model is not good enough
U-2 wasn't planned for 4.12 ... i hope with you ... may be somthing will change and U-2 can be included into 4,12 ...
what prevents?
prevents that external model is not good enough
The external model is not good enough, for sure, but is it a reason to not put the cockpit in the 4.12?
Well the external model in UP3 and HSFX is better, is it possible to take it?
I mean, I really want this airplane flyable!! I want it so much! since 5 years, I hoped it will be flyable!! I know that does not count, but... if there is a way to have it, please tell me Sita! thank you so much for your work!!
i know what you feel)
i want it so much that i made cockpit for it :D
i know what you feel)
i want it so much that i made cockpit for it :D
You did a wonderful work Sita!
did you watch this awesome documentary about the U2 Po2?
http://www.youtube.com/watch?v=Q_WSSx74KEA&feature=BFa&list=PLF086CAAB8DA1CACB
nope ... but i see that
http://www.youtube.com/watch?v=2GHBBT1dt-E&feature=relmfu
nope ... but i see that
Thanks! by the way, I have to learn Russian!
DuxCorvan
10-29-2012, 04:07 PM
http://www.sukhoi.ru/forum/attachment.php?attachmentid=158416&d=1346005663
Sooo... what are the guys in the upper right doing exactly? :shock:
:mrgreen: BTW, nice work.
Buster_Dee
10-30-2012, 01:02 AM
Need some Night Witches.
i've been seeing somewhere female skin for pilot ...
Stig1207
10-30-2012, 02:38 PM
Sooo... what are the guys in the upper right doing exactly? :shock:
Whatever they're doing, they're fearless....or they got it wrong, should have been the pilot that was the lucky one:grin:
[IMG]
Sooo... what are the guys in the upper right doing exactly?
They are feeding people and other pilots who wants peanuts.
The man on the right, is observing people on the ground: his job is to see if they are hungry,
then the man who is standing give some peanuts to them with his Peanuts Launcher (c)
Same apply for ohter hungry pilots.
TexasJG
10-30-2012, 06:00 PM
Daidalos Team,
As it has been a month since your last "official" update, could we have a short update on the progress of 4.12, and any other news you may have, please?
Thank you Daidalos Team for the very good work you have done with iL-2. It is greatly appreciated.
Pershing
10-31-2012, 02:02 PM
Daidalos Team,
As it has been a month since your last "official" update, could we have a short update on the progress of 4.12, and any other news you may have, please?
Thank you Daidalos Team for the very good work you have done with iL-2. It is greatly appreciated.
+1
magot
10-31-2012, 10:02 PM
i've been seeing somewhere female skin for pilot ...
was strong girls :D
http://25.media.tumblr.com/tumblr_mcld7eGHN01r6r0tno1_r1_400.jpg
and add any nice face like this Night Witch
http://25.media.tumblr.com/tumblr_lj7o1lwaUE1qbwvhpo1_400.jpg
Luno13
10-31-2012, 10:37 PM
In case anyone is interested, there is a female VVS voicepack over on Mission 4 Today which replaces one of the male actor's voice with a female one.
Unfortunately, it occasionally crackles horribly and all I hear is screaming. I haven't been able to fix it.
It would be nice if this was squadron-specific too, as many units were all-female, and others were all-male. Imagine flying escort for a Pe-2 squadron in a Yak and hearing the chatter of the ladies at the controls!
I believe the crackling/screaming is as it was intended to be. No fix needed.
Evgeniya Rudneva
http://pressa.irk.ru/images/editions/sm/2007/n20/6-3.gif
Olga Golubeva-Teres
http://www.pobeda1945.su/upld/avatars/frontoviki/frontovik_7053_d40a6ca2a8a616f87839908c62f19fe3_av atar
Evgeniya Jigulenko
http://krymology.info/images/thumb/7/72/%D0%95%D0%B2%D0%B3%D0%B5%D0%BD%D0%B8%D1%8F_%D0%90% D0%BD%D0%B4%D1%80%D0%B5%D0%B5%D0%B2%D0%BD%D0%B0_%D 0%96%D0%B8%D0%B3%D1%83%D0%BB%D0%B5%D0%BD%D0%BA%D0% BE.jpg/200px-%D0%95%D0%B2%D0%B3%D0%B5%D0%BD%D0%B8%D1%8F_%D0%90% D0%BD%D0%B4%D1%80%D0%B5%D0%B5%D0%B2%D0%BD%D0%B0_%D 0%96%D0%B8%D0%B3%D1%83%D0%BB%D0%B5%D0%BD%D0%BA%D0% BE.jpg
Lagarto
11-01-2012, 03:39 PM
http://www.flickr.com/search/?w=49487266%40N07&q=russian+women+pilots&m=text
Feathered_IV
11-02-2012, 10:11 AM
I believe the crackling/screaming is as it was intended to be. No fix needed.
That is true. I did the editing and compiling of that voice addon. The static is intentional and reflects the poor radios of the time.
EJGr.Ost_Caspar
11-02-2012, 11:01 AM
Nice pack! I use it since years! Its very refreshing! Thank you for it! :)
Daidalos Team,
As it has been a month since your last "official" update, could we have a short update on the progress of 4.12, and any other news you may have, please?
Work goes on, we are in Alpha phase right now. Some of our members are rather busy with their full time jobs so we were not able to prepare new public updates but I hope we will be able to post something soon.
Luno13
11-02-2012, 03:41 PM
That is true. I did the editing and compiling of that voice addon. The static is intentional and reflects the poor radios of the time.
Thanks for the work. I ask because it seems that, besides the static, someone is screaming bloody murder. Were the voices distorted that badly?
nic727
11-02-2012, 08:14 PM
when will be the next update post?
Fenrir
11-02-2012, 11:17 PM
when will be the next update post?
Try reading two posts back... geez!
Reggie Mental
11-08-2012, 01:17 PM
I'd like to see more early allied jets like the Gloster Meteor and De Havilland Vampire. I think the Vampire would be a better fighter than the He162 or Me262.
IceFire
11-08-2012, 03:31 PM
I'd like to see more early allied jets like the Gloster Meteor and De Havilland Vampire. I think the Vampire would be a better fighter than the He162 or Me262.
The Vampire would be a beast. Fairly fast as far as early jets go, extremely well armed, with a Spitfire-like turn rate.
I'd like to see a Meteor I and III the most but if it were for fun... Vampire all the way :)
Pursuivant
11-08-2012, 07:13 PM
I'd like to see more early allied jets like the Gloster Meteor and De Havilland Vampire. I think the Vampire would be a better fighter than the He162 or Me262.
I've always wondered why the Brits never got a jet for IL2. The Gloster Meteor would have been a much more logical inclusion than the YP-80, since it was actually operational during the war.
IceFire
11-08-2012, 09:20 PM
I've always wondered why the Brits never got a jet for IL2. The Gloster Meteor would have been a much more logical inclusion than the YP-80, since it was actually operational during the war.
Same answer as everything else. Nobody finished one :)
Several were started, however, and I have hopes that one day one will be finished. But maybe not before a Typhoon :)
K_Freddie
11-08-2012, 09:23 PM
The Vampire would be a beast. Fairly fast as far as early jets go, extremely well armed, with a Spitfire-like turn rate.
I'd like to see a Meteor I and III the most but if it were for fun... Vampire all the way :)
Didn't the Vampire have the ability to disintegrate for no particular reason.
IceFire
11-08-2012, 09:25 PM
Didn't the Vampire have the ability to disintegrate for no particular reason.
I've never read that before. Did it? It had a fairly long career for an early jet although that's certainly not as long as some later types.
Silverback
11-08-2012, 09:48 PM
Their is a completed Gloster Meteor at SAS and it should be in 4.12. Just saying.
I don't think Ranwars will submit it to TD.
He just doesn't have a reason to.
dFrog
11-09-2012, 09:19 AM
If proper people don't ask him...
I don't think Ranwars will submit it to TD.
He just doesn't have a reason to.
AFAIK his models are not done according to specifications so that rules them out automatically.
Asheshouse
11-09-2012, 12:57 PM
AFAIK his models are not done according to specifications so that rules them out automatically.
That may be too much of a generalisation.
Most of his early stuff were Frankenplanes -- so not to spec.
Then he began incorporating new 3D modelled elements within Frankenplanes. -- so also not to spec.
The new Meteor jet however appears to be modelled from scratch, and very nice it is too.
--but its up to him whether or not he submits it I guess. It was actually a joint project with Crazyflak and Loku.
Very true, cant forget crazyflak and loku.
And it is very, very nice. I dont care a bit what the specs are when Im looking at that beautiful plane (usually through a gunsite lol)
I dont care a bit what the specs are...
I, for example, do however...
But +1 for british jets, i also dont know why they werent already introduced within 1946...
Pursuivant
11-12-2012, 09:12 PM
Didn't the Vampire have the ability to disintegrate for no particular reason.
Not that I know of. You might be thinking of several other post-war British craft.
The De Havilland Comet was an airliner which suffered several crashes due to metal fatigue, and the De Havilland Mosquito suffered badly when used in tropical environments (notably post-war India and Malaysia) since its wood skin delaminated quickly in the heat and humidity.
magot
11-13-2012, 04:46 PM
That may be too much of a generalisation.
Most of his early stuff were Frankenplanes -- so not to spec.
Then he began incorporating new 3D modelled elements within Frankenplanes. -- so also not to spec.
The new Meteor jet however appears to be modelled from scratch, and very nice it is too.
--but its up to him whether or not he submits it I guess. It was actually a joint project with Crazyflak and Loku.
Simply, for every project is need have model in max/PSD file ready with correct structure for revision, convert and possible later patch or update.
Are here still same rules as for previous 3rd party where did this work MG.
magot
11-13-2012, 04:51 PM
Very true, cant forget crazyflak and loku.
And it is very, very nice. I dont care a bit what the specs are when Im looking at that beautiful plane (usually through a gunsite lol)
Loku´s models are really good work. I personally expect PZL37 from him :)
but as far as i know he not so much want to cooperate(
but his Karas and other models really NICE!!!
Fighterace
11-15-2012, 07:21 AM
Just me or is everything quiet on the 4.12 front :P
KG26_Alpha
11-16-2012, 10:12 PM
Just me or is everything quiet on the 4.12 front :P
Did you see what's being done in v4.12
No surprise its taking its time with the amount of free stuff they are doing for you.
:)
Just saying ....
Tuco22
11-17-2012, 01:17 AM
Alot of good stuff on the horizon (especially widescreen), i kind of like the anticipation.
Pursuivant
11-17-2012, 03:36 AM
Just me or is everything quiet on the 4.12 front :P
Quiet, but in a good way. I think that they've locked down everything for 4.12 and are in alpha testing.
nic727
11-17-2012, 04:35 PM
can't wait for new smoke effect, etc. This patch will be awesome :D
Alien
11-17-2012, 04:39 PM
Don't want to be annoying, but...
Can I see some (just some, may be 2-3) pics showing the new sexy effects? Plleeeeaaaassseee, I've been a good person this year :D
KG26_Alpha
11-17-2012, 05:05 PM
Don't want to be annoying, but...
Can I see some (just some, may be 2-3) pics showing the new sexy effects? Plleeeeaaaassseee, I've been a good person this year :D
Sexy smoke effect for you
http://s1.favim.com/orig/1/black-and-white-girl-sexy-smoke-smoking-Favim.com-148497.jpg
K_Freddie
11-17-2012, 06:24 PM
After years of playing, I only noticed this today :) - Just a minor thing if TD has nothing to do.
Ref the pic (unmodded V4.11 -maybe a extra number at the end - anyway the latest TD version)
The FW190A9 cannon barrels - The inboard A is different and looks crappy compared to the outboard cannon B. Any chance of making them both look like B
;)
Graphite
11-17-2012, 07:33 PM
Freddy, you dont mind, that all models from times of forgotten battles compared to today standarts looked like crap? =)
nic727
11-17-2012, 07:34 PM
Don't want to be annoying, but...
Can I see some (just some, may be 2-3) pics showing the new sexy effects? Plleeeeaaaassseee, I've been a good person this year :D
Just check my topic http://forum.1cpublishing.eu/showthread.php?t=32387
Somewhere, Daidalos said that they will plan new effect...
PS: For the screenshots folder, can you make that the picture are in a .jpg format or something like that, because for the moment it's in .tga and I don't understand how to open that.
thx
Ikarushin
11-25-2012, 05:44 PM
Nic727,
To open a .tga file you could use a free viewer like IrfanView:
http://www.irfanview.com/
Kind regards,
Ikarushin
Pershing
11-25-2012, 05:59 PM
At high speeds, the current model was inaccurate, drag being too low, allowing too high speeds in dives
How many aircrafts will be changed? What about drag effect for "non-feathered" propellers (or not "streamlined" ? - my English is poor, sorry).
How many aircrafts will be changed?
All of them.
zipper
11-25-2012, 06:15 PM
actually - I need to take a nap. waiting patiently for update - lol.
:D
nic727
11-25-2012, 06:20 PM
nice jobs daidalos :)
Are you working on new smoke too like you said in my topic for nice effect? Or it will be in 4.13?
thx and continue this great work.
Luno13
11-25-2012, 06:27 PM
All of them.
Yikes! That's a lot of work. Thanks guys!
Aviar
11-25-2012, 07:00 PM
Yikes! That's a lot of work. Thanks guys!
It's probably one universal change that affects all planes....:)
Aviar
It's probably one universal change that affects all planes....:)
Change is global but it affects each plane in unique way so we actually have to change/add high speed FM parameters for each plane.
Tuco22
11-25-2012, 08:45 PM
Very cool, thanks for the update. :grin:
Aviar
11-25-2012, 09:01 PM
Change is global but it affects each plane in unique way so we actually have to change/add high speed FM parameters for each plane.
In that case.....Salute!
Aviar
RegRag1977
11-25-2012, 10:31 PM
Hello TD,
Thanks for the update, wow :shock: this again is a lot of work that you did to improve IL2.
Thank you so much guys :grin:!
Fighterace
11-25-2012, 11:22 PM
You guys are on a roll...Dont stop, whatever you do ;)
felix_the_fat
11-26-2012, 10:22 AM
Beautiful new work on those flight models, TD
- especially increased drag at high mach number.
So -if each plane is affected individually by these changes, will the P40 start to roll to the left* in a high speed dive? - to the extent that I break my rudder pedals, around 500mph??!! I hope so!
[*or is it the right?] You guys are the greatest. I love this sim !
interesting, and nice to see "TsAGI - samoletostroenye v SSSR 1917- 1945, part 2, 1994" in sources...
ElAurens
11-26-2012, 04:53 PM
Thanks for the new update.
:cool:
Bouma004
11-26-2012, 09:31 PM
My question is simple.
Will the changes of physic model in 4.12 correct the bug apears in FW190s flight model in 4.11.1m.
this plane is praticaly impossible to slow and land even flaps and gears depolyed !
--------------------------------------------------------------------------------
my sugestion to correct this in BMW_800_Series EMD:
PropAnglerMinParam 700 (4.11.1m)------->1700(4.10.1m)
PropAnglerMaxParam 2700
PropAnglerAfterburnerParam 2700
-------------------------------------------------------------------------------
It costs nothing to make the test.
I am on of your greatest fan DT, thanks for all and never stop.
Beautiful new work on those flight models, TD
- especially increased drag at high mach number.
So -if each plane is affected individually by these changes, will the P40 start to roll to the left* in a high speed dive? - to the extent that I break my rudder pedals, around 500mph??!! I hope so!
[*or is it the right?] You guys are the greatest. I love this sim !No, it just adds Mach related drag for each plane based on the planes properties. The handling issue for the P-40, or handling issues in general, would need to be done within individual flight models, but the code does not support modeling this kind of behavior. New code would be needed, which has not been done.
My question is simple.
Will the changes of physic model in 4.12 correct the bug apears in FW190s flight model in 4.11.1m.
this plane is praticaly impossible to slow and land even flaps and gears depolyed !
--------------------------------------------------------------------------------
my sugestion to correct this in BMW_800_Series EMD:
PropAnglerMinParam 700 (4.11.1m)------->1700(4.10.1m)
PropAnglerMaxParam 2700
PropAnglerAfterburnerParam 2700
-------------------------------------------------------------------------------This is not a bug in the first place, this is the correct behavior. Historically the lower limit of the rpm was around 600, iIrc, so 1700 is way out of line, and if you use historical landing procedures you'll have no problem at all to touch the plane down.
Im not a 190 fan, but maybe you could post them up?
Was there something 190 specific in the landing procedures?
EDIT: for the record I havent had an issue landing the 190-just make the approach a bit longer.
SPAD-1949
11-27-2012, 08:05 AM
Im not a 190 fan, but maybe you could post them up?
Was there something 190 specific in the landing procedures?
EDIT: for the record I havent had an issue landing the 190-just make the approach a bit longer.
with 4.11 the 190 changed its aproach beahviour. It wont bleed of speed. Slips, narrow spiral turns, you need to behave like an idiot to come down towards flap speed and even then with full flaps its rather hard to come down to 200 or less kph. With 200kp/h it bolters or shows excessive ground effect, with lower than 180 lets say 170 it drops like a ******* stone. You need to plan your approach like with an airliner.
Snake
11-27-2012, 04:19 PM
Just follow the normal pattern procedure for landing and you'll be fine!
CWMV, no nothing specific to the 190. The usual force-it-down! approaches just don't work anymore. I had to change my style quite a bit, too. But as Snake points out, if you follow the usual landing pattern or normal historical / realistic landing pattern, landings are very smooth. These patterns will require a large diameter go around the airfield at lower altitudes, during which you'll lose more than enough speed.
Bouma004
11-27-2012, 11:18 PM
Thaks for answer.
But you have to know that this perameter has nothing to do with RPM ! I am still conviced that there is somthing wrong whith FW190 FM in 4.11.1m but this is only my point of view and some other pilotes from historical Squads.
That kind of problems are genraly never matched by dogfight pilots who generaly never use the planes from the parking to the parking wich is my case.
I just hope to initate a debat about this question.
Nicholaiovitch
11-28-2012, 10:59 AM
Thaks for answer.
But you have to know that this perameter has nothing to do with RPM ! I am still conviced that there is somthing wrong whith FW190 FM in 4.11.1m but this is only my point of view and some other pilotes from historical Squads.
That kind of problems are genraly never matched by dogfight pilots who generaly never use the planes from the parking to the parking wich is my case.
I just hope to initate a debat about this question.
This issue was discussed at some length in this thread:-
http://forum.1cpublishing.eu/showthread.php?t=29083&highlight=FW190+FM&page=2
Starts at the bottom of page 2 and continues.
Although I think I understand why it is happening (prop pitch), i also feel that the drag in the approach config. is still an issue....it is just not representative of a high wing loading a/c with gear and flaps down at 1.3VS.
I can only guess that like the excessive down trim necessary in the Spitfires it is a parameter necessarily incorporated to achieve a desired overall result bearing in mind the limitations imposed by the IL-2 "engine".
TD seem to go to great lengths to get things right....it would be nice to get it from the "horses mouth" sometimes as to why things are the way they are.
I think that nearly all here are full of admiration for the work done by TD....it is just that most of us are not able to understand how these things are applied and the reason why is sometimes baffling!
Nicholaiovitch:)
But you have to know that this perameter has nothing to do with RPM!It defines minimum rpm with a constant speed prop, or in case of the Fw 190, for the Kommandogerät at 0% throttle.
I can only guess that like the excessive down trim necessary in the Spitfires it is a parameter necessarily incorporated to achieve a desired overall result bearing in mind the limitations imposed by the IL-2 "engine".
The excessive down trim is in game because the real aircraft has that quality. The problem with it being that it is not possible to redefine the "neutral" level, neutral is always 0° control deflection, while in real life the trim set by the tabs on the ground would be considered neutral.
Nicholaiovitch
11-29-2012, 11:03 AM
It defines minimum rpm with a constant speed prop, or in case of the Fw 190, for the Kommandogerät at 0% throttle.
The excessive down trim is in game because the real aircraft has that quality. The problem with it being that it is not possible to redefine the "neutral" level, neutral is always 0° control deflection, while in real life the trim set by the tabs on the ground would be considered neutral.
Many thanks JtD...
Still don't understand why the drag curve in the approach config. cannot be altered to a more realistic level even with the prop pitch/RPM changes that have been made. Was the 190 really like that?
Re. the Spitfire trim. Don't really want to open this once again as so much has been written about it....but.....the trim was not like that before the changes....so presumably the changes were made to improve realism or to make changes to manoeuvrability in the FM (moving CG aft.....centre of lift forward....increasing wing area?)
Just really trying to understand what TD has to go through in order to make changes to FM with the limited tools they have bearing in mind the age of the prog.
Hope I have not hijacked this thread!
Nicholaiovitch:)
Hearing from the chaps that have to do all this will I'm sure help in all of us understanding why things are the way they are.
IceFire
11-29-2012, 12:51 PM
with 4.11 the 190 changed its aproach beahviour. It wont bleed of speed. Slips, narrow spiral turns, you need to behave like an idiot to come down towards flap speed and even then with full flaps its rather hard to come down to 200 or less kph. With 200kp/h it bolters or shows excessive ground effect, with lower than 180 lets say 170 it drops like a ******* stone. You need to plan your approach like with an airliner.
Do you cut throttle on landing or run at a higher value? Sounds counter intuitive but I've been running at 30% until just a moment before touchdown and that seems to help. I was having great difficulty getting the FW190 to slow down as well.
A wider turn helps with the throttle thing did too.
EDIT: Edited to correct auto correct which auto corrects stupidly :)
Bearcat
11-29-2012, 01:17 PM
Change is global but it affects each plane in unique way so we actually have to change/add high speed FM parameters for each plane.
So does that mean that the P-47 will now be capable of it's historic dive speeds with reference to other AC or more historic :)
For the 109G the aircraft data sheet says that landing from 20m altitude takes 350m until touchdown. In landing configuration you're supposed to glide in at 180-200 km/h indicated air speed, touchdown at around 160 km/h. This corresponds to a glide ratio of about 1/8.
I haven't been able to find this figure for a 190, but generally landing speeds for a 190 were about 20 km/h faster, and roll out distance pretty similar, so I'd expect something similar. It would be interesting to see what the glide ratios of 190 and 109 are in game, landing configuration, 0% throttle, at 220 / 200 km/h.
Changes to the flight models are generally made to improve realism. In case of the Spitfire IX, this mostly changed handling, with the Spitfire V, both performance and handling were effected. It appeared that the Spitfire needed considerable nose down elevator to fly level over most of the speed range, and this is something we now have in game. This is based on test data and I think you'll also find this on the vast majority of photographs taken of Spitfires in flight.
SPAD-1949
11-29-2012, 04:43 PM
Do you cut throttle on landing or run at a higher value? Sounds counter intuitive but I've been running at 30% until just a moment before touchdown and that seems to help. I was having great difficulty getting the FW190 to slow down as well.
A wider turn helps buy the throttle thing did too.
Well I usually cut throttle to ilde at an approach of 1000m and 400kp/h
Then I pull some attitude in a harsh manner to force down rpm, which adds some 200 or 400m of altitude. Following I try to reduce speed by slipping until I can set combat flaps at ~300kp/h this usually takes a long time and I must not bleed of altitude, otherwise I maintain or gains speed again. When bled of speed to at about 330kp/h I set start-flaps and drop gear at about 220 kph. this usually takes 4 minutes, if I remain on altitude. At 200kp/h I lower landing flaps and try to bleed of altitude, which, with flaps and gear out usually results in an increase of speed. Now its getting complicated, because if you come in with sligthly more than 200kp/h, and engine idle, the crap maintains altitude and uses half of the runway until touchdown, using the entire strip. And dont fricking pull the stick to stall for a 3-pointer. Youll find yourself immediately gaining hight until you really stall and crash land. If you manage to cut speed lower than 180 when reaching die strip, you harshly stall and bolter like donkey on speed. I think the right speed is 190 - 195, but its hard on short strips. It was way easier in 4.10, I never reached the same shorntess as in a 109 but I cant remember the days I needed an entire concrete strip to force her down. About the correct prcedures, I havent found information yet. Can you provide them?
Rot Bourratif
11-29-2012, 05:19 PM
When you are gliding above the runway with your landing flaps extended, just above `dirty` stall speed, start retracting flaps: Take-off, Combat then no flaps.
jameson
11-29-2012, 05:28 PM
This help?
The stalling speed of the Fw 190A-4 in clean configuration was 127 mph (204 km/h) and the stall came suddenly and virtually without warning, the port wing dropping so violently that the aircraft almost inverted itself. In fact, if the German fighter was pulled into a g stall in a right turn, it would flick out into the opposite bank and an incipient spin was the inevitable outcome if the pilot did not have its wits about him.
The stall in landing was quite different, there being intense pre-stall buffeting before the starboard wing dropped comparatively gently at 102 mph (164 km/h).
For landing on this and the numerous subsequent occasions that I was to fly an Fw 190, I extend the undercarriage at 186 mph (300km/h), lowering the flaps 10 deg at 168 mph (270km/h), although the pilot's notes recommend reducing speed below 155 mph (250 km/h) and the applying 10 deg of flap before lowering the undercarriage. My reason for departing from the recommended drill was that the electrical load for lowering the undercarriage was higher than that required for the flaps and German batteries were in rather short supply at Farnborough - that in the Fw190A-4/U8 was most definitely weary- so I considered it prudent to get the wheels down before taxing the remaining strength of the battery further!
The turn onto the final approach was made at 155mph (250km/h), and full flap was applied at 149 mph (240km/h), speed then being eased off to cross the boundary at 124 mph (200 km/h). The view on the approach was decidedly poor because the attitude with power on was rather flat and unlike most fighters of the period, it was not permissible to open the cockpit canopy, presumably owing the risk of engine exhaust fumes entering the cockpit. The actual touch-down was a little tricky as the prefect three-point attitude was difficult to attain and anything less than perfect resulted in a reaction from the very non-resilient undercarriage and a decidedly bouncy arrival. If a three-pointer could be achieved, the landing run was short and the brakes could be applied harshly without fear of nosing over.
Extract from Wings of the Luftwaffe by Eric Brown.
IceFire
11-29-2012, 09:08 PM
Well I usually cut throttle to ilde at an approach of 1000m and 400kp/h
Then I pull some attitude in a harsh manner to force down rpm, which adds some 200 or 400m of altitude. Following I try to reduce speed by slipping until I can set combat flaps at ~300kp/h this usually takes a long time and I must not bleed of altitude, otherwise I maintain or gains speed again. When bled of speed to at about 330kp/h I set start-flaps and drop gear at about 220 kph. this usually takes 4 minutes, if I remain on altitude. At 200kp/h I lower landing flaps and try to bleed of altitude, which, with flaps and gear out usually results in an increase of speed. Now its getting complicated, because if you come in with sligthly more than 200kp/h, and engine idle, the crap maintains altitude and uses half of the runway until touchdown, using the entire strip. And dont fricking pull the stick to stall for a 3-pointer. Youll find yourself immediately gaining hight until you really stall and crash land. If you manage to cut speed lower than 180 when reaching die strip, you harshly stall and bolter like donkey on speed. I think the right speed is 190 - 195, but its hard on short strips. It was way easier in 4.10, I never reached the same shorntess as in a 109 but I cant remember the days I needed an entire concrete strip to force her down. About the correct prcedures, I havent found information yet. Can you provide them?
I know exactly what you mean. I've spent years trying to land the FW190 and when the changes came in for it I've spent some further time trying to get it right. jameson just posted a great piece of information... better than what I have seen previously.
Try your next approach with a bit of throttle and see if it changes things for you. I may be wrong but my seat of the pants feeling is that it causes a bit more drag.
SPAD-1949
11-29-2012, 09:31 PM
OK, Im gonna try this. I allways followed the 109 procedures but with slightly higer speed, cause the 190 was more rugged and there was no way for me in the game to bring it in with 170kp/h for a 150kp/h 3 point TD like its possible for the 109s until F Models and slightly higer for Gs. I know the gear drop speeds in Il2 are not correctly modelled and you can force them out with much higher speed than the original without the danger of ripping them off, but I tried to follow the procedures I found in several sources. Unfortunately I did not find any for the 190. Thanks
Fighterace
11-29-2012, 09:42 PM
Is an updated P-40E w/ M-105 engine being included for 4.12?
Nicholaiovitch
11-30-2012, 03:34 PM
I haven't been able to find this figure for a 190, but generally landing speeds for a 190 were about 20 km/h faster, and roll out distance pretty similar, so I'd expect something similar. It would be interesting to see what the glide ratios of 190 and 109 are in game, landing configuration, 0% throttle, at 220 / 200 km/h.
I have carried out this test and produced the results in the FW190 FM thread so as not to take up space here:-
http://forum.1cpublishing.eu/showpost.php?p=484729&postcount=153
The results are very interesting!
Nicholaiovitch:)
SPAD-1949
12-02-2012, 12:43 PM
I have carried out this test and produced the results in the FW190 FM thread so as not to take up space here:-
http://forum.1cpublishing.eu/showpost.php?p=484729&postcount=153
The results are very interesting!
Wow!
Good conclusion. At the other hand, did someone notice the sudden ammount of drag, when the engine is sligtly damaged following overheat or minor hits? Hardly to bring the a/c oer 300 kp/h even in descents.
I did not know, that I can apply manual pitch on the german fighters. How does this work?
Nicholaiovitch
12-02-2012, 02:54 PM
Wow!
I did not know, that I can apply manual pitch on the german fighters. How does this work?
Hi SPAD-1949
Go to "Controls" and in the pitch settings assign a key to "Prop. pitch auto".....that's it. It works on later Spitfires etc. also.
Take great care with this setting as it was a standby setting IRL with no protections of overspeed on these a/c (I believe). It is therefore easy to damage the engine by exceeding RPM limits.
Some of the outstanding online chaps use this all the time on the Bf109/FW190 to extract the max. performance....but it requires a great deal of practise and well beyond my abilities!
Good luck.
Nicholaiovitch:)
pencon
12-15-2012, 06:12 PM
Thanks for the tip Nickoliovitch , I wasn't aware that you could change the pitch on the German planes either. It's fun to experiment with it. I do notice that the BF109 over speeds really quick if you don't watch out .
pencon
12-15-2012, 06:13 PM
So when is 4.12 coming out ? Any projected time frame ?
Fenice_1965
12-15-2012, 07:34 PM
When you are gliding above the runway with your landing flaps extended, just above `dirty` stall speed, start retracting flaps: Take-off, Combat then no flaps.
Buonasera :)
[URU]BlackFox
12-16-2012, 11:04 AM
So when is 4.12 coming out ? Any projected time frame ?
We are spoilt from the previous years... I'm expecting Santa to come again :D.
Darkwind
12-19-2012, 12:48 AM
Just wanted to take a moment to say thankyou!..thankyou one and all at TD...I really don't have any request, just thanks for all you have done to keep IL-2 a live and in the air...HAPPY HOLIDAYS dnd MERRY CHRISTMAS!!
SPAD-1949
12-19-2012, 12:25 PM
Just wanted to take a moment to say thankyou!..thankyou one and all at TD...I really don't have any request, just thanks for all you have done to keep IL-2 a live and in the air...HAPPY HOLIDAYS dnd MERRY CHRISTMAS!!
+1 sirs!
zakkandrachoff
12-23-2012, 12:43 PM
hope SAS1946 contact this guys and put this amazing beautis maps in 4.12! i am so tired of installing this apart every time.
look at this maps, ther are amazing!
http://www.youtube.com/watch?v=1VYr_BHXlug&list=UUQQbbi0MDaKb_-fUgvvQSlw&index=5
ElAurens
12-23-2012, 12:53 PM
Wow, that looks great.
What is the FPS hit online?
Where can I get it to test it?
Juri_JS
12-23-2012, 12:53 PM
Yes, Cyberlos retexture are real works of art. The ugly textures of the older maps in the stock game are the main reason I am using mods. I think there were plans by TD to update the map textures, but I have no idea if that's still planned.
Lagarto
12-23-2012, 03:17 PM
Watch Kursk for details... Amazing. Worlds apart from the stock maps.
http://www.youtube.com/watch?v=-cUYsogoxio
By the way, are we getting any new map in 4.12? Someone spill the beans, please? :)
Mysticpuma
12-23-2012, 05:37 PM
Blimey, that is an AWESOME map in Kursk!!!
My only (ongoing) issue is that horrible 'draw bubble', which means we can see all those amazing building, popping up like popcorn when they arrive inside 'the bubble'.
I wish it was possible to have a user switch so that those with 'high-end' machines could toggle the bubble size.
The main issue is it kills the immersion of video when you can see buildings being drawn into the frame. I know camera angles can be used to disguise this (trust me I really do), but just to be able to increase the draw bubble size would be great!
Cheers, MP
Hes done almost all of the stock east front maps now. Kursk, Crimea, Porokohvia(sp?), and Kuban.
They are all excellent.
SPAD-1949
12-24-2012, 09:11 AM
[QUOTE
By the way, are we getting any new map in 4.12? Someone spill the beans, please? :)[/QUOTE]
Yo please!
The Grand Canyon map is fun to fly (still on 4.101 with all the AI issues according mountains... BTW, will thayt be better in 4.12?) and since ClOD is about to be abandoned as it seems, the Circus map would be great either.
What takes me most wonder, is that there is no Poland map at all.
No "05:45 shooting back", no Blitzkrieg.
Lagarto
12-24-2012, 11:21 AM
What takes me most wonder, is that there is no Poland map at all.
No "05:45 shooting back", no Blitzkrieg.
All the more because, contrary to popular belief, there was quite a lot of "shooting back" in the air over Poland in September 1939. The Luftwaffe lost some 250 aircraft by the month's end, including some 170 shot down by Polish fighters.
However, it would take more than a map to reenact this. More aircraft like PZL.23 Karas and PZL.37 Los. On the other hand, the two would come in handy for Bessarabian scenarios since they were later flown by Romanians against the Soviet Union.
Also, it would take some more German types, which have been banned so far, like Do-17 and early Bf 109E variants. Hs 126 would be great, too.
Hs 126 would be great, too.
agree, planes like hs-126 and fw-189 (especially) it's VERY good addition for soviet-german front, maybe, like german attack plane hs-129, because now no? any flyable reconnaissance planes and spotters like these planes (and like il-2kr, r-10, su-2 etc), which was important planes in RL and can be successfully used in some online...
DuxCorvan
12-24-2012, 09:41 PM
All the more because, contrary to popular belief, there was quite a lot of "shooting back" in the air over Poland in September 1939. The Luftwaffe lost some 250 aircraft by the month's end, including some 170 shot down by Polish fighters.
However, it would take more than a map to reenact this. More aircraft like PZL.23 Karas and PZL.37 Los. On the other hand, the two would come in handy for Bessarabian scenarios since they were later flown by Romanians against the Soviet Union.
Also, it would take some more German types, which have been banned so far, like Do-17 and early Bf 109E variants. Hs 126 would be great, too.
The P.11, on the other side, though really being a "cr*pplane" by 1939 most advanced standards, was still rather capable and rough, and is in fact quite undermodeled in Il-2, basically because no one has put a finger on it (nor its awful-looking cockpit) since it was put into the game, and I think it's a pity.
The external model and the flight model of the P.11 were updated I think with one of the last two patches.
ElAurens
12-25-2012, 12:48 PM
The P.11 points out the rapid change in aircraft technology between the wars really well.
In 1933 it was one of the two or three best fighter aircraft on the planet. Six years later it was totally obsolete.
I have not flown it in a long while, but I always liked it. We had a blast with it when it was first introduced to the sim.
if i'm not mistaken, in 39 p11s has lower performance because were old, so, interesting, this was included in fix or not...
and custom quote about fw-189 at soviet-german front in 43 (few emotionally, and, i think, mainly based on other people's stories, but in total consistent with other views) - Zaharov (http://militera.lib.ru/memo/russian/zaharov/05.html) - А весной сорок третьего года немцы вели интенсивную авиаразведку нашего переднего края, глубоких тылов.
...беспрерывно висели над передним краем "фокке-вульфы". За двойной фюзеляж наши бойцы ФВ-189 прозвали "рамой".
Ненавидели "раму" люто — больше, чем любой другой немецкий самолет. Когда она висела над траншеями, некуда было деваться от точного артиллерийского огня. И просьбы командиров сухопутных частей в это время сводились чаще всего к одной: "Сбейте "раму"!.."
Между тем сбить "раму" было не очень просто (here skip interesting details)...
В общем, мы немало поломали голову, вырабатывая методы борьбы с "рамой".
Pershing
12-25-2012, 03:43 PM
А весной сорок третьего года немцы вели интенсивную авиаразведку нашего переднего края, глубоких тылов.
...беспрерывно висели над передним краем "фокке-вульфы". За двойной фюзеляж наши бойцы ФВ-189 прозвали "рамой".
Ненавидели "раму" люто — больше, чем любой другой немецкий самолет. Когда она висела над траншеями, некуда было деваться от точного артиллерийского огня. И просьбы командиров сухопутных частей в это время сводились чаще всего к одной: "Сбейте "раму"!.."
Между тем сбить "раму" было не очень просто (here skip interesting details)...
В общем, мы немало поломали голову, вырабатывая методы борьбы с "рамой".
Let me try to translate to English:
"In spring of 1943 the germans do intensieve aerial reconnaissance of our positions and heartlands
...fokke-wulfs hung over our position constantly. Because of double fuzelage our soldiers calls them "frame" ("rama").
They hate "frame" fiercely - more then any other german plane. There was no place to hide from artillery fire when it was over trenches. So all ground's commanders requests were - "Shoot down the frame!"
By the way, shooting down a "frame" was a difficult task...
So we thought very hard to make "anti-frame" technique.. "
By the way, I've noticed that shooting down FW-189 in the game is very simple..
302_Corsair
12-25-2012, 10:27 PM
By the way, I've noticed that getting down FW-189 in the game is very simple..
Did you use Makarov or ppsh?
Pershing
12-26-2012, 05:15 AM
Did you use Makarov or ppsh?
Nope. I used ТТ (http://en.wikipedia.org/wiki/TT_pistol).
SPAD-1949
12-26-2012, 01:09 PM
All the more because, contrary to popular belief, there was quite a lot of "shooting back" in the air over Poland in September 1939. The Luftwaffe lost some 250 aircraft by the month's end, including some 170 shot down by Polish fighters.
However, it would take more than a map to reenact this. More aircraft like PZL.23 Karas and PZL.37 Los. On the other hand, the two would come in handy for Bessarabian scenarios since they were later flown by Romanians against the Soviet Union.
Also, it would take some more German types, which have been banned so far, like Do-17 and early Bf 109E variants. Hs 126 would be great, too.
But now, that ClOD prooved an economical dead birth, I personally dont see any more reason for the ban.
Id clearly like to see the flying pencil.
hmm, i think now not so simple down fw-189, but i have not so much practice, against peoples especially, and of course, in this old game modelled not all what can be modelled, and something just can't be modelled...
Did you use Makarov or ppsh?
oh, what interesting here, i heard what some gunners in all countrys had tompson/ppsh-41 how "last chance"...
and read many times what some gunners of il-2 took additional machine gun (maybe, something like DP-27), and for attack ground targets too, as well as signal flares for scaring away...
mainly this is байки/tales or not, don't tell, but i think we really need these signal flares for pilots/gunners, it's be more realistic signalisation than navigation lights or headlights, which now used in online, especially because headlights had mainly night/PVO fighters...
Pershing
12-27-2012, 03:13 AM
hmm, i think now not so simple down fw-189, but i have not so much practice, against peoples especially, and of course, in this old game modelled not all what can be modelled, and something just can't be modelled...
Fw-189 is not flyable in stock game (in UP3 and HSFX - yes).
I just noticed that 2-3 20-mm ShVAK's (http://en.wikipedia.org/wiki/ShVAK_cannon) rounds enough to set FW-189 on fire, shoot off a wing or make an "bloody mess" inside of its cockpit.
Malkav
12-27-2012, 07:05 AM
What about the current state of development? When? :(
Fenrir
12-27-2012, 03:24 PM
What about the current state of development? When? :(
Wow.
These guys have lives around Christmas too, savvy?
SPAD-1949
12-27-2012, 03:37 PM
Wow.
These guys have lives around Christmas too, savvy?
Noooooooo
ooooooo
oooo
oo
o
o
o
o
o
o
Fw-189 is not flyable in stock game (in UP3 and HSFX - yes).
I just noticed that 2-3 20-mm ShVAK's (http://en.wikipedia.org/wiki/ShVAK_cannon) rounds enough to set FW-189 on fire, shoot off a wing or make an "bloody mess" inside of its cockpit.
fw-189 flyable on some servers with realistic mods, and this is not packs like UP3 or HSFX, well, and i had only one fight against 189, but when i fired all ammo in rama from lagg-3 8 or 11 serie, 2 other pilots trying this too, and fw still alive...
but i think, mainly, it's was settings of connection (DM work better with old settings, my opinion, ie when internet was not so fast), on servers where you can fly with very good parameters, planes not so strong...
plus if hits like in attach and are spread throughout the aircraft, plane can fly and in game and in RL, why not...
in total, rama metal, very thin, but not small, plus in game modelled not all things of FM, so..., but and 2-3 20 mm shells in cabine, fuel tanks etc it's not strange...
pencon
12-28-2012, 06:08 PM
Hopefully one day they can put some actual ground troops in the sim . It would be awesome to be able to strafe soldiers who are shooting back at you (along with blood and gore effects )Also hands and feet in the cockpit view. I realize that's asking too much but it would be cool .
Pursuivant
12-29-2012, 08:19 PM
Hopefully one day they can put some actual ground troops in the sim . It would be awesome to be able to strafe soldiers who are shooting back at you (along with blood and gore effects )Also hands and feet in the cockpit view. I realize that's asking too much but it would be cool .
Blood and gore effects might mess with the game's ESRB rating. It's simple enough to just have dead people without making the game look like an explosion in a ketchup factory. This is one reason why we'll probably never see animal-drawn transport in the game.
Large numbers of moving people might also slow down frame rates.
SPAD-1949
12-30-2012, 02:25 PM
Originally Posted by pencon View Post
Hopefully one day they can put some actual ground troops in the sim . It would be awesome to be able to strafe soldiers who are shooting back at you (along with blood and gore effects )Also hands and feet in the cockpit view. I realize that's asking too much but it would be cool .
Blood and gore effects might mess with the game's ESRB rating. It's simple enough to just have dead people without making the game look like an explosion in a ketchup factory. This is one reason why we'll probably never see animal-drawn transport in the game.
Large numbers of moving people might also slow down frame rates.
I would also vote for marching colons to attack.
As long as the gore effects are built mildly like in DBW, seeing only sunk in dead pilots and some blood spills on the plexi shields, I think it is ok.
(it bugs me a little that we still have just a red to black out instead of clusters of skin and brain on the windshield before blacking out, but that would be rated 16+)
This 12 jear old kids all watch South Park as well as Band of Brothers and somehow survive without psychological trauma, as far as I can judge from my sons and his friends adolescence.
I think this discussion item is somehow bigot and way overrated.
Fenrir
12-30-2012, 05:05 PM
I would also vote for marching colons to attack.
LoL! Sounds like something from a Sam Raimi movie! 'Attack of the Marchng Colons!" Ha!
On a serious note, infantry or groups of military people of any type with DM would benefit the game.
As long as the gore effects are built mildly like in DBW, seeing only sunk in dead pilots and some blood spills on the plexi shields, I think it is ok.
I think this blood fest is over-egged massively. People have been watching to many horror flicks or Tarantino movies. Which brings me to this:
(it bugs me a little that we still have just a red to black out instead of clusters of skin and brain on the windshield before blacking out, but that would be rated 16+)
Mate, if your brains were scattered across the windshield I seriously doubt you'd be particularly bothered about the pretty red patterns they're smearing across the plexiglass as 10-1 odds you'd be *slightly* DEAD.
Wounds which spread or splash such copious quantities of blood around would by their very nature be caused by large high explosive round wounds to areas of an arterial nature, likely to be at least highly incapacitating if not fatal. Your virtual Il-2 pilot is unlikely to be around long enough to worry about the Rorschach ink blot test he's just sprayed across his windshield.
Other wounds caused by bullets are likely to be far less dramatic given the layers of clothing and harness' that help staunch and contain the fluids.
Besides which, what does this accomplish ingame? It looks cool? Immersion?
Right.
If you wander round thinking the sloshing around of large quantities of type O Negative is cool, I'd recommend you to a shrink. Having been exposed to one bloody accident were a man died I, personally could quite happily go to my grave without seeing things of that ilk again.
As for immersion - what? Sorry this argument makes bugger all sense to me. You might as well argue for me to have my girlfriend standing behind with a shotgun so that when I get hit in game she blows pieces of me and the surrounding furniture apart; just so I can get a bit closer to the real terror!
Please.
This 12 jear old kids all watch South Park as well as Band of Brothers and somehow survive without psychological trauma, as far as I can judge from my sons and his friends adolescence.
I think this discussion item is somehow bigot and way overrated.
De-senstisation to violence discussions are well beyond the purview of this forum and this thread. Let's not start that please. It's a massive can of worms and unless you've got a long list of qualifications in child psychological medicine then none of us are in a position to make knowledgable opinions on the matter.
SPAD-1949
12-30-2012, 10:04 PM
Well actually I've seen people I knew and people I did not know die, mostly from Vehicular accidents, except one old lady who fell out her window while cleaning it. Some 3 good old european storeys deep.
I wondered why there was no helmet obligatory for Car drivers back the days we cut out the victims of their wercks ad collected what they lost in their tincans.
By the way, there is some chance you survive brain damage, as well as I was told by my former shift boss, that he had a case where a Lady with an open SBT(?) (SHT in german) remained conscious but died on the way to the hospital.
No wonder that alcohol is a serious issue with the fire brigades (FFW in german)
We were 18 then and I think, as I watch my son on his civil service in an ambulance car, he does not take psychological harm and neither did all my nephews on this Job.
They told me, they have seen the same stuff I did and personally I think, civil service on an ambulance is more likely to make a man out of you than military duty does.
So I think Gore effects could be connected to nearly full real settings, because younger then 17 kids hardly play full real or nearly full real.
Today I flew a Ju88 mission and wondered about the spills because there was no mild red tinting of the screen, I was not wounded, but I found out it was my rear gunner, which got hit.
I loved this kind of immersion.
Juri_JS
12-31-2012, 06:43 AM
I don't need any blood effects, but it would be a good idea to reintroduce slumped down crew members, so we have a visual indication that a pilot or gun position is taken out and we no longer have to waste ammo shooting at it. In contrast to blood it won't affect the ESRB rating.
Bolelas
12-31-2012, 01:20 PM
+1. We dont need blood, we just need to know they are killed.
secretone
12-31-2012, 04:09 PM
It is well that war is so terrible - otherwise we would grow too fond of it.Robert E. Lee, Statement at the Battle of Fredericksburg (13th December 1862)
US-Confederate general (1807 - 1870)
BrassEm
01-01-2013, 09:39 AM
+1. We dont need blood, we just need to know they are killed.
Agreed!
A slumped body, or the body disappearing would be enough to convey that aircrew are taken out when viewed from a distance when flying an aircraft. The AI running from a straffed vehicle column is enough to indicate they are kaput. A vehicle is a higher priority target than an individual soldier. Fields of soldiers would only increase FPS overhead.
Treetop64
01-01-2013, 08:10 PM
(it bugs me a little that we still have just a red to black out instead of clusters of skin and brain on the windshield before blacking out, but that would be rated 16+)
The rating you elude to is beside the point. The sim simply doesn't need to go that far.
Some things are better left to the imagination.
GF_Mastiff
01-04-2013, 12:39 AM
any chance of damage from hit boxes reduced to a more confined area? in other words can you make more critical systems damage instead of seeing one hit to one block like engine?
maybe multiple system areas if the engine allows?
Like in CLOD?
SaQSoN
01-04-2013, 06:27 AM
In other words can you make more critical systems damage instead of seeing one hit to one block like engine?
maybe multiple system areas if the engine allows?
Like in CLOD?
This system exists in the IL-2 game since FB release (2003). CLOD Uses exactly the same what was in the IL-2, the only difference is that CLOD models divided into more pieces, then IL-2 models. ALso, collision objects in IL-2 are NOT boxes. They have very close shape to the actual objects, they are representing. An engine collision, for example, consists from 1-2 external collision objects, representing it's cowl and several internal collision objects, representing separately crank case, cylinder blocks, reduction gear, supercharger, magnetos, etc.
ElAurens
01-04-2013, 11:27 AM
Which is of course why one bullet always, and I mean always stops a P 51, P 47 and P 40.
Sorry SaQSoN, I know that there are supposed to be more complex DMs, but in the game, online, it does not play out that way.
ECV56_Guevara
01-04-2013, 11:45 AM
http://blog.chron.com/fanblogtexans/files/2012/01/Are-We-There-Yet.jpg
:-P:-P
SaQSoN
01-04-2013, 12:04 PM
Sorry SaQSoN, I know that there are supposed to be more complex DMs, but in the game, online, it does not play out that way.
Sorry, ElAurens, I know, it's painful to know, but whatever you believe happens, not always actually happen.
The DM is complex, as I described it and it works for both on-line and off-line in the same exact way. This is a basic fact.
Snake
01-04-2013, 03:40 PM
Is this thread still necessary?
Didn't the 4.12 patch release's countdown start?
ElAurens
01-04-2013, 04:34 PM
Sorry, ElAurens, I know, it's painful to know, but whatever you believe happens, not always actually happen.
The DM is complex, as I described it and it works for both on-line and off-line in the same exact way. This is a basic fact.
I know.
Honestly I do, yet, the "instant stop" engines on these aircraft are still perplexing.
Fearless_1
01-04-2013, 09:23 PM
That is compelling. The engines have always instantly stopped without so much as an over-torqued shaft flying through the side of the plane.
IceFire
01-04-2013, 09:51 PM
Sorry, ElAurens, I know, it's painful to know, but whatever you believe happens, not always actually happen.
The DM is complex, as I described it and it works for both on-line and off-line in the same exact way. This is a basic fact.
I know a decent amount about how the DM works from my time spent over the years involved with the third party modelers and so forth. I don't have hands on experience but I have an idea... what ElAurens says has some merit. I think what it comes down to is we have two types of dead engine behavior and it seems to be consistent to the plane. A FW190 with a dead engine will still have a spinning propeller. So will a LaGG, La-5, Yak, etc. On the other hand a Bf109, P-51, Ki-84 or P-40 tends to get the "insta-stop" propeller behavior where a certain type of damage is sustained and the engine just stops in place. The P-47 gets it too although the chances of it seem to have been reduced from back in the FB1.0 days where it was happening very frequently. They don't all seem to be radial or in-line either.
What I can say is that I've flown the Yak series for a very long time, sustained all varieties of damage so far as I can tell, but never had the engine stop dead. Yeah it'll start to windmill and slowly the RPM drops until it's spinning but mostly useless. It's just a weird thing... Any idea why these behave this way? Because the Yak is older to the game I'm wondering if it doesn't have as complex a model for it?
It's distinctly different between different types. There may be a specific reason in the DM. I just don't know what.
TheGrunch
01-05-2013, 12:13 AM
Honestly I do, yet, the "instant stop" engines on these aircraft are still perplexing.
If anyone could do some tests with a friend online we could possibly get some definitive proof of this behaviour (or lack thereof). A good starting point would be one player parked in a bomber with a turret in front of a MP spawn point and another spawning in and switching their engines on in various aircraft before getting fired upon. For extra points, move the bomber to a different position relative to the aircraft and repeat.
Woke Up Dead
01-07-2013, 08:14 PM
How much difference is there between the dead-stopped and the windmilling engines? I get the impression the crippled Soviet engine might let you glide a little further en-route back to base, but it's just as useless in combat as the dead American engines.
IceFire
01-07-2013, 10:17 PM
How much difference is there between the dead-stopped and the windmilling engines? I get the impression the crippled Soviet engine might let you glide a little further en-route back to base, but it's just as useless in combat as the dead American engines.
Fair point... it's not much different although its harder to tell with the windmilling engine from the attackers perspective. You do seem to be able to glide a bit more with an engine windmilling at low RPM than one utterly dead.
I'm curious why the two behaviours exist and why they happen one way to some and one way to others. I'd have figured it fairly normal if it happened one way to all in-line engines and another way to all radials but it's sort of a smattering back and forth and I never could make sense of it.
I think it may give the impression to some that American engines (for example) are more vulnerable in the aircraft that it happens to when in reality is probably about the same across the board. And perception is 9/10ths... :)
Birdman86
01-08-2013, 10:58 AM
There are actually many engine damage options with prop still rotating but not much power, so which one do you mean with that windmilling engine?
a) inoperable but not jammed engine that is completely stopped in low speed, rotetes slowly with more airspeed and in high speed windmills so fast that it seems to run but bleeds a lot of energy instead
b) engine with magneto failure that behaves like above unless you switch on only the working magneto and manage to restart the engine
c) engine still running but with almost no power left after a lot of hits or just before stopping due to water or oil leak
d) engine with failed prop pitch control that in some planes runs with really low RPM and with little power in low speed but is still running properly and brings you home surprisingly fast if you keep speed up to have a bit higher RPM
With option c the engine is not really dead but almost and it is not really windmilling but running at low RPM and power instead. In this case the prop doesn't bleed energy and you can glide further than with jammed engine and a lot further if there is still some power left. With smoking engine or radiator you'll soon get from c to a, but without smoke you'll stay in option c until ditching.
However, with option a the prop bleeds energy while windmilling and you can't glide as far as with jammed engine but you can reduce the energy loss with low speed. With real windmilling engine in option a and possibly also with jammed engine you can reduce the drag by using 0% prop pitch, but I haven't tested this in game. However, if you want, you can test gliding with engine or magnetos off and measure the distance with 100% and 0% prop pitch in otherwise identical glide.
I also got a couple ideas to improve the engine damage modeling in IL-2:
- Is it possible to simulate coolant leaks better? I mean we could have different effects for oil and coolant leaks together with proper overheating effect in case of coolant leaks. I also hope that all planes with liquid cooling could have proper radiator hitboxes and possibly also realistic options to stop the coolant leak.
- Could we have some random jamming of damaged engines? That would simulate the possible jams when some major parts fail later due to vibration or local overheating with broken cooling or lubrication. That would make returning to base with damaged engine harder and more exciting. The probability of sudden jam could be made a lot higher for high RPM and power settings so that you would have to handle the damaged engine carefully and attempts to fight with damaged engine could end with jammed engine.
I think that the engine damage modeling is so different in different planes because sizes of hitboxes for different engine parts may vary, some of the hitboxes may be missing, and the hitboxes are not always coded to trigger similar damage when hit. Standardizing it all is not really a good option because real planes and engines also had differences, but maybe reworking the hitboxes and damage code of some planes and adding some missing damage options wouldn't be too much work.
Woke Up Dead
01-08-2013, 06:18 PM
There are actually many engine damage options with prop still rotating but not much power, so which one do you mean with that windmilling engine?
a) inoperable but not jammed engine that is completely stopped in low speed, rotetes slowly with more airspeed and in high speed windmills so fast that it seems to run but bleeds a lot of energy instead
b) engine with magneto failure that behaves like above unless you switch on only the working magneto and manage to restart the engine
c) engine still running but with almost no power left after a lot of hits or just before stopping due to water or oil leak
d) engine with failed prop pitch control that in some planes runs with really low RPM and with little power in low speed but is still running properly and brings you home surprisingly fast if you keep speed up to have a bit higher RPM
I was thinking of option a): Yak engine is working fine one second, then it takes a bullet or two and right away it is gasping and gutless. I didn't even know that option b) existed, you mean I might get my engine power back if I cycle the magnetos?
zipper
01-10-2013, 08:18 PM
I was thinking of option a): Yak engine is working fine one second, then it takes a bullet or two and right away it is gasping and gutless. I didn't even know that option b) existed, you mean I might get my engine power back if I cycle the magnetos?
Sounds weird. I've actually experienced a mag failure in flight and I almost completely missed it. If I hadn't been totally bored while buzzing along I wouldn't have noticed my rpm had dropped by about 75/100rpm. Cycled from Both to Right ... no change. Switched from Both to Left ... engine died ... and ... quickly back to Both. The Left mag had lost point gap. Other types of mag failure can cause a rough running engine ... but I don't know of any situation involving just one mag that would result in the engine just not running ...
ohasha
01-12-2013, 03:41 AM
will there be any new maps
TexasJG
01-12-2013, 07:41 AM
Could we have an official DT update please, as the last update is dated November 25.
Thank you Daidalos Team for your first class work. Even though iL2 has been released for some time, iL2 4.11 is still my favorite flight simulation by far. Nothing else has the depth and content that this flight simulation has in it's latest form.
_1SMV_Gitano
01-12-2013, 08:22 AM
will there be any new maps
Sorry, no new maps in 4.12.
Juri_JS
01-12-2013, 10:05 AM
Sorry, no new maps in 4.12.
What happened to the New Guinea map by Team Pacific?
http://forum.1cpublishing.eu/showthread.php?t=32878
Malkav
01-12-2013, 12:30 PM
No maps. No news. No patch.
IceFire
01-12-2013, 01:34 PM
No maps. No news. No patch.
Glass is half empty is it?
ECV56_Guevara
01-12-2013, 02:51 PM
let´s calm down guys..I admit I´m a bit anxious about the 4.12 release but surely will be worth the wait.
FlyingShark
01-12-2013, 05:09 PM
They just posted a new vid:
http://forum.1cpublishing.eu/showthread.php?t=31724&page=2
Looks promissing if you ask me.
~S~
fruitbat
01-12-2013, 05:23 PM
Vids great, really like the fact that you can now choose the formation for each waypoint.
Really looking forward to this TeamD, thanks:cool:
_RAAF_Firestorm
01-12-2013, 06:00 PM
Wow, amazing content in that vid - Runway plates, craters, trees, paved paths, named objects in the FMB, flight formations, taxiing arrows, bomb bay doors, new ordnance, effects, co-pilot flight capability...
For me, the flexibility the FMB will offer in mission building with the new runway plates, craters and flight formations will certainly be the creme de la creme - that's worth a version update on its own!
Love your work TD!!!
nic727
01-12-2013, 06:16 PM
OMG, this will be better than CLOD, lol
thx for this nice patch. Can't wait to download it :)
thx thx thx
EJGr.Ost_Caspar
01-12-2013, 06:24 PM
What happened to the New Guinea map by Team Pacific?
We have it. Its still under correction (slight). There was not time to complete the work. It probably will be in next patch. Darwin and North Cape maps are other candidates... and maybe others.
ECV56_Guevara
01-12-2013, 07:05 PM
Did I tell you that I love you DT???
Really, this will be the greatest patch ever.
Luno13
01-12-2013, 07:08 PM
Seriously...are you guys wizards?
Thanks soo much for this! Truly amazing. No other sim has those kinds of crash effects. Landing gear damage effects are stellar!
i'd prefer video with p-40:mrgreen:, but and here some good things too, especially, these new effects...
Mysticpuma
01-12-2013, 08:15 PM
Having just watched the video it shows a great amount of progress, and you can tell has been done by enthusiasts! The detail is really impressive.
A couple of questions.
1) When we see the ski aircraft taking off, they move like they could all take-off together, rather than one after the other, as we currently have.
The question relates to aircraft on grass airfields. Is it possible (maybe only when set to a 'Scramble' mission), to have the aircraft take off together as shown here at 50-seconds? :
http://www.youtube.com/watch?v=S3sf0eiQ--o
I know this was CloD, but is is possible to have this in 1946 as CloD is no longer being officially developed?
2) I had hoped to see Gurner's effects used in 4.12, but we have some work done, most of which is excellent. My only critique is the flame effect. I love the lighting on the fuselage, but the flame seems to be the original cotton ball effect. Is it not possible to make this less cotton ball and more smooth?
3) Lastly, not shown in the video, is there any thought on actually using the OpenGL routines to create self-shadowing aircraft, which are possible in IL2 1946, but just not implemented yet?
Excellent news and update, cheers, MP
swede94
01-12-2013, 08:25 PM
When I found IL-2 '46, a few years ago, in a bin with many old games that were being sold cheap, I doubt I could have imagined how much joy it would give me, in terms of playing it and seeing the new updates to it.
The new objects being seen in the latest video, like the bomb craters and runway parts I find to be some of the most exiting features personally, as I spend more time in the FMB than anything else. Note that I don't mean anything disrespectful by that, all the work put into this old game is amazing, and I do enjoy to fly the planes even though I'm not very good at it ;)
In short, 4.12 looks fantastic, great work people! :)
stugumby
01-12-2013, 09:57 PM
wow new smoke flame effects, bomb blast ring effects, belly landing skid marks/sparks,padlockable ships,new us frag bombs,bomb bay doors, fmb changable waypoints and runway plates. stunning indeed, exceptional work there TD!!
RegRag1977
01-12-2013, 11:56 PM
There is soooooooooo much in this patch, i cannot believe we are going to get it for free.
Well to sum up:
IL2 1946 rules, people rejoice, and we have got you to thank for it!
Many thanks again, and long live the great Team Daidalos! Hurrah!
PS BTW could we have a heavy weathered skin for the thumb up icon? It would make posts around here far more realistic...
Spinnetti
01-13-2013, 01:00 AM
Though I should be working on building a flying replica instead of playing games, you guys continue to impress. Thanks for all your efforts!
panzer1b
01-13-2013, 01:00 AM
im not sure if im seeing things but did i spy the pilot in the b25 actually bent forward to simulate death?
finally you guys added that....not sure if it will apply to dead rear gunners but still great to see actual models that appear to be dead...
also great job on this, honestly id have to say best patch ever made for il2, i mean just considering how much more is added...
well time to completely remove hsfx from my hdd, this makes mods USELESS....
Pursuivant
01-13-2013, 01:25 AM
Lots of Easter Eggs
* There appear to be new formations for planes.
* New objects - including human figures, bomb craters and Mediterranean-looking buildings.
* Flyable DB-3
* Flyable SB-2
* Slightly changed "no cockpit view" instruments
* Possibly P-51 with slightly revised 3d model (no fillet)?
* Fires can be started spontaneously in planes somehow (in FMB)?
* Improved P-51 cockpit.
* Some self-shadowing (at least for fire effects)
* New 3D model or some change or addition to Bf110 (at 1:40 on the tape)
* Possibly improved DB-3, IL2 models?
* Changes to Pe-2, Mosquito, Ju-88 and Fw-190A models?
* More complex tree shadows and plane shadow models.
* New model for RZ-5 Natacha? (at 4:50)
* Improved SBD-3 cockpit?
* Maybe changes to U.S. Fleet carrier model?
* Improved Fw-190 cockpit?
* New landing gear controls
* Killed crew models for B-25D (and other planes?)?
Tolwyn
01-13-2013, 02:51 AM
With regards to all the new eye candy, can you please comment on how this will affect framerates on older systems?
TD there is so much in that video that has been asked for over the years. Wonderful, epic stuff. You continue to set the bar high!
...
well time to completely remove hsfx from my hdd, this makes mods USELESS....
But this is patently false. If you cant see the titanic improvement in visuals in this pic you need glasses!
http://i55.photobucket.com/albums/g157/micksaf/grab0003-2.jpg
Ill bet that there wont be a noticeable difference in frame rates. TD probably wouldn't implement any frame rate killing content.
Pershing
01-13-2013, 05:55 AM
It seems like new fire is little dim, isn't it? It looks like in UP/HSFX..
Is it realistic? In 4.11 fire is more colorful and bright...
The rest is wonderful. Еspecially landing gear stuff - I hope gear strunts will fall out under enemy's fire now :roll:
Pursuivant, you're seeing way too much.
Fergal69
01-13-2013, 07:54 AM
A 10 year old plus sim that's keeps getting better & better.
Looking forward to the release of 4.12.
IL2, in it's various guises since the original release, hasn't left my hard drive.
Keep up the work guys, there's plenty more life left in this old dog that can still come out.
Claymore
01-13-2013, 09:26 AM
Hi DT !
Thank's for all the new features ;)
I just watch the last video and realize that I will have some additional work on Fw 190 :grin:
Other question:how many time can we see the marks leaving by skis in snow and all other in case of belly landing ? same time as explosions craters ?
SPAD-1949
01-13-2013, 11:38 AM
Thank you for this great piece of work.
Will the airfield tiles match the inclination of environment or are they horizontal only?
Pursuivant
01-13-2013, 11:52 AM
Pursuivant, you're seeing way too much.
You're right. On closer look at the FMB I realize that some objects I thought were new are actually not - either they already exist in the game or they were presented in previous previews.
Bolelas
01-13-2013, 02:02 PM
Persuivant saw a lot of stuff but he forgot to mention: Mixture in a axis!
IceFire
01-13-2013, 03:09 PM
* New model for RZ-5 Natacha? (at 4:50)
I see a R-5 with skis? That's not a new feature. The R-5 was added in... 4.10? We've had it for a bit.
Lagarto
01-13-2013, 04:09 PM
Darwin and North Cape maps are other candidates... and maybe others.
North Cape? Which one?
Fenrir
01-13-2013, 04:37 PM
We have it. Its still under correction (slight). There was not time to complete the work. It probably will be in next patch. Darwin and North Cape maps are other candidates... and maybe others.
I really hope that the Central Med/Malta map by Maraz is one of these; with the Wellington & Beaufort included in 4.12 the planeset is almost complete to represent thoroughly the 1942 ops in the theatre.
Is there a veto on meditterranean content tho?
Malkav
01-13-2013, 04:57 PM
Great addition.
So, '2 weeks', huh?
nic727
01-13-2013, 06:18 PM
Great addition.
So, '2 weeks', huh?
where did you read "2 weeks" :):cool:
Tuco22
01-13-2013, 06:44 PM
where did you read "2 weeks" :):cool:
2 weeks be sure?
Great new additions in the latest 4.12 beta video!
IceFire
01-13-2013, 08:07 PM
2 weeks be sure?
I don't think he knows the old 2 weeks joke :)
stugumby
01-13-2013, 09:24 PM
if the objects list in fmb is now by name and not number, will this effect previously made missions?
Buster_Dee
01-13-2013, 09:56 PM
Soooooo saweet!!! Masters of their craft ;)
Pfeil
01-13-2013, 11:27 PM
if the objects list in fmb is now by name and not number, will this effect previously made missions?
It shouldn't. The names/numbers used in the interface are not the ones actually saved to the mission file.
IceFire
01-14-2013, 12:00 AM
if the objects list in fmb is now by name and not number, will this effect previously made missions?
It's just an abstraction... similar to what already happens to aircraft. So probably not. TD is very good at not breaking old stuff as much as possible.
Anders_And
01-14-2013, 09:42 AM
I would like to see a video with more of the smoke effects and tracer effects in 4.12. After these things have been addressed its time for a major sound rework. The game has been in business for 12 years but the original sounds are still there..
They shoud talk to tiger33 about his flyby sounds over at SAS. They really take the game to a new level!!
EJGr.Ost_Caspar
01-14-2013, 10:33 AM
They shoud talk to tiger33 about his flyby sounds over at SAS. They really take the game to a new level!!
Implementing sound files without save copyright issues could bring us into trouble. Creating quality sounds from scratch on the other side is out of our abilities. Most mod sounds are 'borrowed' somewhere.
robday
01-14-2013, 01:36 PM
Great update guys, thanks for all your hard work, dedication and skill!
Just a quick question about the ability to choose formations. What selection do we have to choose from?
Still no multicrew for Dogfight multiplayer mode :(
But the other things looks really cool!
ckolonko
01-14-2013, 06:20 PM
Proper landing gear damage!!!
FlyingShark
01-14-2013, 07:54 PM
Implementing sound files without save copyright issues could bring us into trouble. Creating quality sounds from scratch on the other side is out of our abilities. Most mod sounds are 'borrowed' somewhere.
Maybe, if enough interest from the others and a bit late for the comming update but for the future, a return to the sound of the original IL2 Sturmovik forgotten Battles before it got patched. It was basically the same sound as we have but much deeper. People who still have that sim should reinstall it and let any plane fly by, you'll hear what I mean.
~S~
anikollag
01-14-2013, 08:41 PM
Thanks for always welcome update :)
Luno13
01-14-2013, 10:36 PM
Maybe, if enough interest from the others and a bit late for the comming update but for the future, a return to the sound of the original IL2 Sturmovik forgotten Battles before it got patched. It was basically the same sound as we have but much deeper. People who still have that sim should reinstall it and let any plane fly by, you'll hear what I mean.
~S~
It has weird echo effects though. I think FB's sound, although not awesome, is an improvement.
ilmavoimat
01-15-2013, 12:14 AM
Quick question,
Re the user interface. Is the 90 degree rotation to vertical view an option or will it be fixed. With a non wide-screen screen it will really chop down the viewing area. Really looking forward to it though!
EJGr.Ost_Caspar
01-15-2013, 06:08 AM
Quick question,
Re the user interface. Is the 90 degree rotation to vertical view an option or will it be fixed. With a non wide-screen screen it will really chop down the viewing area. Really looking forward to it though!
Of course it is an option! In fact it was possible since then, but now it got fully supported. ;)
Pursuivant
01-15-2013, 07:47 AM
Implementing sound files without save copyright issues could bring us into trouble. Creating quality sounds from scratch on the other side is out of our abilities. Most mod sounds are 'borrowed' somewhere.
I don't understand the difficulty. You keep the sounds you've got, but officially allow people to make their own add-on sound packs - like is currently the case for speech packs. In that case, DT and 1c aren't liable for individuals' choice to violate copyright. Problem solved.
Alternately, you work with talented outside sound creators with the stipulation that any sounds they provide must be free of copyright. There's enough copyright free stuff out there that it isn't a limitation.
Finally, copyright for sounds seems to cover music and spoken word recordings, rather than sound effects. As an example, some years ago a U.S. court threw out Harley-Davidson's attempt to copyright the distinctive sound of its motorcycle engines.
Courts in the U.S. also seem to be somewhat favorably inclined towards "sampling" sounds as long as the work isn't entirely copied and it is altered in some substantial fashion. For example, while you might get sued for using the exact tune as the default Windows 7 start-up sound, it would be fair use to incorporate a snipped, sampled or altered version of it in a larger work.
So, even in the unlikely event that someone comes after DT for sampling their recording of a Merlin engine, as long as the original sound was snipped, altered and re-looped in some way, they have no standing.
daidalos.team
01-15-2013, 08:56 AM
Pursuivant please watch this video again and stop at 1:03
http://www.youtube.com/watch?v=95WGJm3KbxA&list=UUL8t_bJa42LMZhhwEwF5Eqw&index=4
I'm sure you can find huge list of easter eggs again, but try to see the relevant thing there. ;)
Probably nobody ever found the easter egg in 4.10, but it is finally revealed in 4.12. You can see a switch related to it at 0:53.
Bearcat
01-15-2013, 11:00 AM
Whoever picks the music for these videos is killing me.. I love it.
ECV56_Guevara
01-15-2013, 12:07 PM
Whoever picks the music for these videos is killing me.. I love it.
indeed. Lovely music. I guess Mr. Kubani is DT´s disc jockey :grin:
Pfeil
01-15-2013, 02:08 PM
Probably nobody ever found the easter egg in 4.10, but it is finally revealed in 4.12. You can see a switch related to it at 0:53.
Morse code comms?
Treetop64
01-15-2013, 04:56 PM
Whoever picks the music for these videos is killing me.. I love it.
IKR. I love classical, and the stuff in DT's vids is good. Someone knows what to look for...
TheGrunch
01-15-2013, 05:40 PM
I'd love it if the music choices from these videos were the new menu music, in fact. :)
Luno13
01-15-2013, 06:16 PM
I think it's possible to change the menu music already.
Pursuivant please watch this video again and stop at 1:03
Oh, that's cool! I must have missed that by not going full screen HD the first time around. :grin:
Claymore
01-15-2013, 08:34 PM
Implementing sound files without save copyright issues could bring us into trouble. Creating quality sounds from scratch on the other side is out of our abilities. Most mod sounds are 'borrowed' somewhere.
Please, ask to Tiger_33 I'm pretty sure that he can created all sounds you want from scratch or not ;)
FlyingShark
01-15-2013, 08:55 PM
Please, ask to Tiger_33 I'm pretty sure that he can created all sounds you want from scratch or not ;)
Still, I'm not sure if he recorded all those sounds himself. Sure, he found a way to use them in the sim but I doubt the sounds are really his copyright.
~S~
X-Raptor
01-15-2013, 09:23 PM
However I thank all D.T. boys for their great and nice add-on in next 4.12 there is really important missing promise: I didn't see ANY MENTION about A.I. debugging as promised to take care from D.T. about the many bugs that still affect A.I. 4.11 like deeply explained in the 4.11 debugging tread in this forum by all guys (like me) pointing out what is still wrong into A.I. of 1946/IL2.
I like graphic and cosmetic improvements like shown in last videos or the possibility to change A.i. formation flight ... but I think was much more important and prioritarie to improve and debug the A.I. of this game as promised. :(
Treetop64
01-15-2013, 10:14 PM
However I thank all D.T. boys for their great and nice add-on in next 4.12 there is really important missing promise: I didn't see ANY MENTION about A.I. debugging as promised to take care from D.T. about the many bugs that still affect A.I. 4.11 like deeply explained in the 4.11 debugging tread in this forum by all guys (like me) pointing out what is still wrong into A.I. of 1946/IL2.
I like graphic and cosmetic improvements like shown in last videos or the possibility to change A.i. formation flight ... but I think was much more important and prioritarie to improve and debug the A.I. of this game as promised. :(
Considering the vast improvements to the AI since v4.11, it's a bit tasteless to come here shouting about how the AI needs fixing. Consider using constructive criticism and offer a practical suggestion, instead of bemoaning how bugs you pointed out apparently didn't get addressed with the sense of urgency you felt it should have.
As long as DT continues to deliver the sort of quality work they've been delivering for years now - on their own time and at no cost to us - they can follow whatever priorities they like, whenever they like.
fruitbat
01-15-2013, 10:23 PM
However I thank all D.T. boys for their great and nice add-on in next 4.12 there is really important missing promise: I didn't see ANY MENTION about A.I. debugging as promised to take care from D.T. about the many bugs that still affect A.I. 4.11 like deeply explained in the 4.11 debugging tread in this forum by all guys (like me) pointing out what is still wrong into A.I. of 1946/IL2.
I like graphic and cosmetic improvements like shown in last videos or the possibility to change A.i. formation flight ... but I think was much more important and prioritarie to improve and debug the A.I. of this game as promised. :(
wait till the readme before moaning.
and then don't moan anyway, cause they do this in there free time.
Treetop64
01-15-2013, 10:41 PM
I'd love it if the music choices from these videos were the new menu music, in fact. :)
Aw, that would spoil it, now wouldn't it? Can't you wait 'til you boot it up yourself to hear the difference? http://www.matrixgames.com/forums/image/s2.gif
DuxCorvan
01-15-2013, 10:51 PM
wait till the readme before moaning.
and then don't moan anyway, cause they do this in there free time.
Amen to that, F-Bat. You don't look a gift horse in the mouth.
wait till the readme before moaning.
and then don't moan anyway, cause they do this in there free time.
Here here!
Seriously, WTF is wrong with people.
DT: " Hi there Ive added some wonderful new content to your favorite flight sim! I hope you enjoy it! Have fun!"
Troll: "This SUCKS, you didn't do what I wanted...WAHHHHHHHHHHHHHHHHHHH!
:roll:
Asheshouse
01-16-2013, 10:21 AM
Lots of great new stuff to look forward to.
Not only new content but loads of new features too.
Thanks TD.
X-Raptor
01-16-2013, 02:22 PM
Considering the vast improvements to the AI since v4.11, it's a bit tasteless to come here shouting about how the AI needs fixing. Consider using constructive criticism and offer a practical suggestion, instead of bemoaning how bugs you pointed out apparently didn't get addressed with the sense of urgency you felt it should have.
As long as DT continues to deliver the sort of quality work they've been delivering for years now - on their own time and at no cost to us - they can follow whatever priorities they like, whenever they like.
Read better before reply with nonsense please: I havn't shout to anyone and first of all I GIVED MY THANK to D.T. for their work. Last but not least you can find my Constructive criticism (like you ask..) into the right place: the A.I. 4.11 debugging tread here in this forum with more others writed there from all people who take care to report to D.T. into the same tread -as they (D.T.) asked to all folks about feedback on 4.11 A.I. bad feature/behaviour/bugs.
Regards.
Lagarto
01-16-2013, 04:09 PM
wait till the readme before moaning.
and then don't moan anyway, cause they do this in there free time.
And who the hell are you to tell anyone when to voice his concerns?
By the way, they do it in their free time, not "there".
fruitbat
01-16-2013, 04:23 PM
Oooh spelling nazi, i feel so scolded.
Anyone's an idiot complaining about what's in and what's not before the damn readme's even out, unless they have a fully working crystal ball. Its almost certain that their will be ai changes, when the readme comes out we'll see what they are.
Concerns is one thing, pre readme whining another.
If you don't like that, tough.
Lagarto
01-16-2013, 04:36 PM
Any developer, paid or unpaid, is – or should be – used to the so-called bitching. People react emotionally, and that’s ok, because it means they care. It means they have balls to say there’s something they don’t like. I don’t think DT really mind it. And I really doubt they need a yapping fanboy to speak in their name. If you ever get off your knees, you might notice that, too.
fruitbat
01-16-2013, 04:40 PM
What a tool you are. What part of the readme's not even out don't you understand, do you need it explained in smaller words? Thank god for the ignore feature.
nic727
01-16-2013, 04:41 PM
When it will be released? Can't wait to download that patch!!!
Malkav
01-16-2013, 05:28 PM
When it will be released? Can't wait to download that patch!!!
2 weeks left
Luno13
01-16-2013, 06:14 PM
Every time someone asks, they push it back another day.
ECV56_Guevara
01-16-2013, 06:41 PM
Every time someone asks, they push it back another day.
+1
plus a kitten die.
IceFire
01-16-2013, 09:09 PM
However I thank all D.T. boys for their great and nice add-on in next 4.12 there is really important missing promise: I didn't see ANY MENTION about A.I. debugging as promised to take care from D.T. about the many bugs that still affect A.I. 4.11 like deeply explained in the 4.11 debugging tread in this forum by all guys (like me) pointing out what is still wrong into A.I. of 1946/IL2.
I like graphic and cosmetic improvements like shown in last videos or the possibility to change A.i. formation flight ... but I think was much more important and prioritarie to improve and debug the A.I. of this game as promised. :(
I think it would be fair to say two things:
1) That TD is continuing to work on the AI implementation (as referenced by a number of replies on this forum).
2) That the video was not meant to be a catch all for all new features but a demonstration of a few new ones.
Actually if I were to add a third... there was one small mention of AI in the video and that would be with regards to the taxiing AI which is now much smarter than before (i.e. before they would blindly follow the route laid out... no longer).
flying
01-17-2013, 12:01 AM
2 weeks leftI guess one month left:grin:
Pursuivant
01-17-2013, 10:17 AM
Pursuivant please watch this video again and stop at 1:03
Wonderful news! Will custom sounds be allowed for offliners?
I'm sure you can find huge list of easter eggs again, but try to see the relevant thing there. ;)
I lost track of all the changes to the UI in that update. There were just too many to list.
Probably nobody ever found the easter egg in 4.10, but it is finally revealed in 4.12. You can see a switch related to it at 0:53.
TD is just too sneaky. :)
AnpeJIb_23
01-17-2013, 01:57 PM
nobody ever found the easter egg in 4.10
this is it? :rolleyes:
11926
EJGr.Ost_Caspar
01-17-2013, 03:01 PM
Wonderful news! Will custom sounds be allowed for offliners?
It will be allowed in general and for all, but it will be possible to disable it for online play (server setting).
jameson
01-17-2013, 03:02 PM
What no vodka?
EJGr.Ost_Caspar
01-17-2013, 03:02 PM
this is it? :rolleyes:
11926
Haha! You remember me to funny time back then, helping on that map! Yes, you can take it as one. ;)
stugumby
01-17-2013, 04:07 PM
The new spawn and taxi will be very interesting to implement,some old missions may need tweaking.. im checking 4 times a day for the read me or release.
nic727
01-17-2013, 04:28 PM
The new spawn and taxi will be very interesting to implement,some old missions may need tweaking.. im checking 4 times a day for the read me or release.
Yeah, it could be nice to add that in the campain as an option "start from parking", but I think it could be done for 4.13 if they make something to don't crash in AI. :)
Malkav
01-18-2013, 07:01 AM
I think, it will be for 4.13+, yep.
Fuel restriction
Claymore
01-18-2013, 08:16 PM
Still, I'm not sure if he recorded all those sounds himself. Sure, he found a way to use them in the sim but I doubt the sounds are really his copyright.
~S~
Ask him where his sounds come from ;)
Sincerely this story of copyright about sounds let me laugh... on youtube and other else, are the sounds copyrighted ? I don't think so...
FlyingShark
01-18-2013, 09:05 PM
Ask him where his sounds come from ;)
Sincerely this story of copyright about sounds let me laugh... on youtube and other else, are the sounds copyrighted ? I don't think so...
Me too but it is the way it is.
~S~
EJGr.Ost_Caspar
01-18-2013, 09:28 PM
No, youtube is full of copyright issues. But noone cares about private people, because they don't smell like money. 1C is a large company instead.
IceFire
01-18-2013, 10:01 PM
Ask him where his sounds come from ;)
Sincerely this story of copyright about sounds let me laugh... on youtube and other else, are the sounds copyrighted ? I don't think so...
Sounds aren't copyrighted but recordings of them are.
Artist
01-18-2013, 10:12 PM
Sincerely this story of copyright about sounds let me laugh...Yes, it may make you laugh - but one little mistake by TD in this direction will make some lawyers greedy, and IL-2 a valley of tears. Accept that we're right in the minefield in the middle of the battle about the future of Intellectual Property.
Treetop64
01-18-2013, 11:39 PM
Ask him where his sounds come from ;)
Sincerely this story of copyright about sounds let me laugh... on youtube and other else, are the sounds copyrighted ? I don't think so...
Natural ambient sounds that you hear while hiking a path, for example, aren't copyrighted, obviously.
However, if you make a recording of ambient sounds to produce relaxation CDs to be distributed, you can (and should) copyright that. It is a product of your work. It's no different from copyrighted painted pictures or written material.
Malkav
01-19-2013, 07:00 AM
The lack of teh Patch in my body
Claymore
01-19-2013, 12:25 PM
Ok ok I surrender :roll:
Anyway I'm very, very, very frustrated to see all the improvements in game but nothing about the sounds :evil:
beazil
01-19-2013, 02:55 PM
Ok ok I surrender :roll:
Anyway I'm very, very, very frustrated to see all the improvements in game but nothing about the sounds :evil:
Somewhere in this thread (or another) the team has explained why they cannot touch the sounds (copyright issues, etc. - my simplified version).
ECV56_Guevara
01-19-2013, 03:20 PM
Sorry for the OT...
Beazil: you are the Beazil from Jg54 in wwiionline?
IceFire
01-19-2013, 03:22 PM
Ok ok I surrender :roll:
Anyway I'm very, very, very frustrated to see all the improvements in game but nothing about the sounds :evil:
http://forum.1cpublishing.eu/showpost.php?p=494635&postcount=728
You missed that?
nic727
01-19-2013, 03:23 PM
I have copyrighted this sound :
http://www.youtube.com/watch?v=SRadFidgoXU
Joke!!!
Pfeil
01-19-2013, 04:36 PM
Just because copyright law is illogical and frustrating that doesn't mean you can simply ignore it.
Unless you're sponsoring to either buy the rights to existing sounds or to record new ones, we'll have to live with what we have now.
If, of course, you just happen to know someone with a library of aircraft sounds they own the rights to, don't hesitate to ask for permission to use them.
KG26_Alpha
01-19-2013, 05:35 PM
Ok ok I surrender :roll:
Anyway I'm very, very, very frustrated to see all the improvements in game but nothing about the sounds :evil:
Its equally frustrating to see the same whining again and again and the same answer........copyright
The only way possibly to take the responsibility away from TD and copyright infringement might be to have a plug-in that allows 3rd party sound to be played by IL2 this could be switchable by the Host machine to allow or block the plug-in server side.
The client could use whatever sound files he wants or a mod-pack file set via the plug-in.
TD wouldn't be supplying the files just the option for 3rd party plug-in solution in the stock game switchable to stock via the Host server/client.
Just a thought ;)
.
EJGr.Ost_Caspar
01-19-2013, 06:10 PM
Too much modal verbs in your post, Alpha! :D
Lagarto
01-19-2013, 06:37 PM
By the way, what custom sounds will be allowed? Guns, engines?
I'd love to be able to disable some sounds, like the one I mentioned here:
http://forum.1cpublishing.eu/showthread.php?t=29734
KG26_Alpha
01-19-2013, 09:29 PM
Too much modal verbs in your post, Alpha! :D
So it not possible ?
No can must or should verbs, I'm just giving an speculative response to an old question, the very question that invoked the mods pack in the first place.
I was one of the old school that was happy with the sound IL2 engine and not too interested in modified exploitive sound files.
That was 7-8 years ago.
A work around must be looked at and a plug-in (backdoor) should be possible.
:)
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