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-   -   Patch 4.10 - Development Updates by Daidalos Team (http://forum.fulqrumpublishing.com/showthread.php?t=12568)

slipper 01-23-2010 05:14 PM

Hi All,

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

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

Would really love to see an allied AI set

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

Some form of countermeasures (Window, Mandrel)

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

regards

slipper:grin:

hiro 01-24-2010 08:38 PM

Thanks
 
That's awesome!!

I'm happy with it!

Hell's_Angel_50 01-25-2010 10:06 PM

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

_1SMV_Gitano 01-25-2010 11:07 PM

Quote:

Originally Posted by Hell's_Angel_50 (Post 139425)
Greetings from a flyer. I have a question Why so fast on this patch? 4.09 was only just released a few months ago. Half the IL2 folks still dont have it yet. And I see that it's a very small patch why not wait and include it into the 4.11? I do like the work your doing but this release just seems to be a wasted release... Although If your team included a new map like lets say the Lae and Salamua area of New Guinea that would make it much more worthy of an early release :-) Please dont kill me...

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

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

FC99 01-25-2010 11:08 PM

Quote:

Originally Posted by Hell's_Angel_50 (Post 139425)
Greetings from a flyer. I have a question Why so fast on this patch? 4.09 was only just released a few months ago.

This is not fast, we only announced patch and posted two updates, patch will not be released before April and that would be ~half year after 4.09.
Quote:

Half the IL2 folks still dont have it yet.
Not something we should worry about, we are working for the people who downloaded 4.09.
Quote:

And I see that it's a very small patch why not wait and include it into the 4.11? I do like the work your doing but this release just seems to be a wasted release...
How do you know that patch is small after you saw just two updates :-P There will be maybe 10 updates before 4.10 is released, we can't show everything at once.

Quote:

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

FC

Galagonya 01-25-2010 11:23 PM

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

PE_Tigar 01-26-2010 03:25 PM

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

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

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

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

Tempest123 01-26-2010 09:07 PM

Quote:

Originally Posted by PE_Tigar (Post 139555)
4.10 looks real good, and I applaud the good intention of DT to implement more realistic navigation. Hopefully, you guys are going to be able to address some of the remaining navigation-related issues. Here are the ones I consider to be the most important.

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

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

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

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

Tigertooo 01-26-2010 09:16 PM

about the Navigation aids: Daidalos Team: you are stars and sun on heaven, all put together in my virtual and real sky.
a sincere thanks to all of you:S!

nearmiss 01-26-2010 09:38 PM

This sim will take a quantum leap forward with navigational tools.

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

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

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

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

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

Now that is a bright thought isn't it?

TheGrunch 01-27-2010 04:39 AM

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

tama 01-27-2010 02:12 PM

Thanks four your work!

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

Link of A FOV enhancer made by San's: IL2FOVChanger

PE_Tigar 01-27-2010 03:18 PM

Quote:

Originally Posted by nearmiss (Post 139635)
Waypoints are fine for AI, because the AI needs routing. The player doesn't need waypoints. Player needs navigational tools that make sense... like those we are getting in 4.10.

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

Fergal69 01-27-2010 06:53 PM

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

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

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

PilotError 01-27-2010 08:21 PM

It is good to see the DT plan for 4.10 , both for contents and with a time scale for release ( along with a time scale for the following patches as well ) :).

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

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

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

Keep up the excellent work.

FC99 01-27-2010 08:38 PM

We will try to release patches at planned time but if some important and complex features are 90% finished than we could postpone release.

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

FC

Viikate 01-27-2010 09:06 PM

Quote:

Originally Posted by PE_Tigar (Post 139555)
- please add the option to leave the waypoints and plotted courses in the map without the little "GPS" plane when flying full real. Ability to edit the map before flight or during the flight (to add comments such as times, observed points of interest or targets, and altitudes between waypoints) would be most welcome too.

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

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

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

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

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

PilotError 01-27-2010 09:13 PM

Quote:

Originally Posted by FC99 (Post 139883)
We will try to release patches at planned time but if some important and complex features are 90% finished than we could postpone release.

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

FC

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

daidalos.team 01-28-2010 03:22 PM

Today's development update posted on the first page. Enjoy.

Tbag 01-28-2010 03:46 PM

Very cool update, the imroved engine controls are most welcome as are the not so blue sky at high altitudes! Thank you very much!

ben_wh 01-28-2010 04:04 PM

Brilliant, thanks for the good work as always.

Several points:

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

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

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

Thank you again and looking forward to the patch.

Cheers,

kendo65 01-28-2010 04:08 PM

Wonderful. Very excited about how this is going. The AI clouds change is particularly welcome.

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

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

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

kendo65 01-28-2010 04:54 PM

Replying to myself :!:

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

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

Revenge will be sweet :cool:

csThor 01-28-2010 05:00 PM

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

kendo65 01-28-2010 05:14 PM

I had a similar experience flying a France 1940 RAF Hurricane campaign - bounced by 109s - never even sniffed them :evil:

My screen just went black. :(

BadAim 01-28-2010 05:18 PM

Fan-freaking-tastic. I'd pay for this one.

BadAim 01-28-2010 05:20 PM

Quote:

Originally Posted by kendo65 (Post 140065)
I had a similar experience flying a France 1940 RAF Hurricane campaign - bounced by 109s - never even sniffed them :evil:

My screen just went black. :(


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

Avimimus 01-28-2010 05:30 PM

Great update!

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

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

Viking 01-28-2010 06:18 PM

I am simply amazed by the on goings in this thread.
Relax and take it easy on your creativity or we won’t need the SoW!

Regards

Viking

kampfjager31 01-28-2010 07:40 PM

Camera on missel
 
Daidalos Team is it possible to have camera on missel, or torpedo, for recording flight of the attack on a track, for review?

Tata 01-28-2010 08:42 PM

Wow! Good news about untransparent clouds for AI. What about sun? Can we come unexpected from direction of sun? :)

Tigertooo 01-28-2010 08:47 PM

Quote:

Originally Posted by daidalos.team (Post 136666)

We appreciate your comments and feedback.

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

Qpassa 01-28-2010 09:45 PM

Quote:

Originally Posted by Tigertooo (Post 140122)
i appreciate, without comments nor feedback, all those things you are all doing for free, for the community,for us, for me.love you all.Much appreciated:!:

agree + ∞ :grin:

Igo kyu 01-28-2010 11:44 PM

Quote:

Originally Posted by BadAim (Post 140067)
Makes one thankful for the "Refly" button, doesn't it?

I may be weird, but not me. I'd much rather play one mission once, then whatever the outcome, go on to the next one.

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

EinsteinEP 01-29-2010 03:40 AM

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

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

Icewolf 01-29-2010 04:14 AM

thanks you Daidalos team for all your hard work

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

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

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

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

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

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

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

Canadians: We are a lighthouse. Your call.

daidalos.team 01-29-2010 08:38 AM

Einstein, as far as we know, VASI/PAPI is not applicable for WW2 era.

Quote:

Originally Posted by EinsteinEP (Post 140180)
Wow! I'm amazed that even with SOW in the works, Oleg et al are pumping out more patches for IL2! Bravo, guys! Bravo!

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


PE_Tigar 01-29-2010 11:14 AM

Quote:

Originally Posted by Viikate (Post 139899)
Thanks for good ideas. Minimap path without icons is already possible. Those labels we have already considered. Maybe each waypoint on map could include bearing and distance to next WP. I personally would like to have some sort of map aid like in Silent Hunter 3 but simplified. Click & hold mouse button do draw a line and it includes distance and heading from line start to end.

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

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

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

TheGrunch 01-29-2010 11:17 AM

Quote:

Originally Posted by PE_Tigar (Post 140236)
I don't know what SH3 has, but any progress in this direction is certainly helpful.

Oh, if you're doing that kind of navigation, anything like the SH3 map would be a godsend for you...it even calculates how long it'll take you to cover the distance at your current speed and puts a time above each waypoint if you're using one of the easier difficulty settings. I think that's fine for Il-2 since you don't have the amount of time to make these calculations that you do on SH3.

Feathered_IV 01-29-2010 11:26 AM

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

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

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

BadAim 01-29-2010 11:26 AM

Quote:

Originally Posted by Igo kyu (Post 140156)
I may be weird, but not me. I'd much rather play one mission once, then whatever the outcome, go on to the next one.

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

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

Eldur 01-29-2010 01:03 PM

Quote:

Originally Posted by daidalos.team (Post 136666)
AI Improvements - AI visibility change

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

Quote:

Multi-throttle/radiator/prop pitch control
That looks incredible! Very nice! But I have to ask:

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

Quote:

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

Quote:

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

Igo kyu 01-29-2010 02:17 PM

Quote:

Originally Posted by BadAim (Post 140246)
LOL, I was thinking more along the lines of the guys who did this stuff for real. There dead was DEAD. No refly.

Oh.

Right.

Sure. :grin:

Avimimus 01-29-2010 03:28 PM

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

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

Insuber 01-29-2010 03:32 PM

Hello DT,


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

Thx in advance,
Insuber

FC99 01-29-2010 04:20 PM

Quote:

Originally Posted by ben_wh (Post 140048)
2) Regarding AI visibility calculation - are all AI units covered? (or perhaps only those units that can shoot at the aircrafts such as AAA, armed ships, AFV and AI aircraft?)

Most likely is that all AI units will be covered.

Quote:

3) AI visibility - will there be any significant impact on performance?
I don't expect performance hit.

Quote:

Originally Posted by Avimimus (Post 140068)
Q: Will there be provision for radar corrected or "acoustically aimed" anti-aircraft fire?

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

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

FC

J9 Austin 01-29-2010 06:48 PM

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

Fall_Pink? 01-29-2010 08:06 PM

DT/TD,

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

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

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

Rgs,
Mark

FC99 01-29-2010 09:37 PM

Quote:

Originally Posted by Fall_Pink? (Post 140433)
Are we also going to see some generic AI updates other than !AI-can-see-through-clouds (improved tactics for fighter, jabos and bombers, etc) or is this reserved for 4.11 and beyond?

There will be changes in AI tactic, we hope these changes will be improvement.:-P

Quote:

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

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

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

FC

akdavis 01-29-2010 11:14 PM

Wonderful updates. Some questions on the new weapons:

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

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

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

http://i470.photobucket.com/albums/r...is78/Azon1.jpg
http://www.youtube.com/watch?v=WkJdl...eature=related

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

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

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

6S.Maraz 01-30-2010 08:19 AM

Thanks for your reply.

Quote:

Originally Posted by akdavis (Post 140471)
1. Is the Hs-293A or Hs-293B modelled? If the former, will some Allied ships be able to jam the weapon's guidance (after the technology was captured at Foggia Airfield in October 1943)? Perhaps a new ship type could be added with a jamming radius around it?

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

Quote:

2. Should not the Hs-293 tail flare be red?
It looks that different colours were tested. Red was found to confuse with tracers, so a light blue flare was adopted at the end.

Quote:

3. Razon was not used in combat during WWII. Why not include the VB-1/VB-2 Azon (AZimuth ONly) that was dropped with significant success by B-24 groups in both Europe and CBI?
Azon is probably of limited use (no big sources of azimuth error in game at the moment). Maybe in further release it will have a sense.

Quote:

4. Multiple Azons/Razons could be dropped and guided simultaneously. Will we be able to do so? Also, the bomb load of different aircraft would have different colored smoke trails so each bombardier could distinguish and guide his load separately from others dropped by his formation. Might this be selectable through loadouts?
Actually multiple Azons/Razons could be dropped, but guidance was the same for all of them, in the wishful thinking that corrections made for one were good for all the bombs. Instead, each bomb had its own tolerance, so dispersion ,when dropped together, was big. Anyway this will be implemented, AI will be able to drop a bunch of Razons, guide one to the target and hope that others willl and close to it.

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

Quote:

5. All these weapons (save the Bat) were controlled by analog joysticks. Will we be able to bind sight increase/decrease and sight azimuth to control axes? This would also be useful for more realistic control of the K-14 gunsight (gunsight range was by analog input through a twist grip on the throttle).
No, at the moment they will be guided like the X-4.

Quote:

6. Will Razons and Bats be AI-use only? We do not have any player-flyable platforms for these weapons. (Or maybe there is a surprise coming? ;))
Bat will be fitted to F4U, as it happened at the end of the war. Razon will be AI use only.

Maraz

akdavis 01-30-2010 02:58 PM

Quote:

Originally Posted by 6S.Maraz (Post 140516)

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

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

Fall_Pink? 01-30-2010 09:42 PM

Quote:

Originally Posted by FC99 (Post 140456)
There will be changes in AI tactic, we hope these changes will be improvement.:-P

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

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

FC

FC,

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

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

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

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

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

Rgs,
Mark

FC99 01-31-2010 11:47 PM

Quote:

Originally Posted by Fall_Pink? (Post 140633)
About losing contact: it works also for jabo's and bombers?

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

I don't know, depend on what their commanding officer says :grin:

Quote:

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

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

FC

crobol 01-31-2010 11:52 PM

Hello.
Before, Thanks to Daidalos Team to this work. The improvements are impressive.

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

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

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

Thanks a lot.

Tempest123 02-01-2010 12:30 AM

Thanks for the update, I am very excited to try out the new AI model, could totally change the sim

Qpassa 02-01-2010 06:35 AM

Quote:

Originally Posted by crobol (Post 140792)
Hello.
Before, Thanks to Daidalos Team to this work. The improvements are impressive.

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

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

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

Thanks a lot.

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

Chiz 02-01-2010 09:04 AM

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

Spectrum 02-01-2010 11:20 AM

Be great to see more major warship targets for the new missiles.

Fall_Pink? 02-01-2010 07:59 PM

Quote:

Originally Posted by FC99 (Post 140791)
I don't know, depend on what their commanding officer says :grin:

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

Rgr, will check

FC

FC,

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

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

Rgs,
Mark

ECV56_Lancelot 02-02-2010 07:55 PM

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

Thanks for the great work!

Avimimus 02-03-2010 05:14 PM

Quote:

Originally Posted by FC99 (Post 140367)
Radar assisted AAA will be able to shoot. "Acoustical aim" is not necessary, hitting anything while shooting in general direction of target is almost impossible so that would only decrease PC performance without significant improvement in realism.

FC

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

Quote:

Originally Posted by FC99 (Post 140456)
Similar thing is with AI fighters but in that case what happens after they lose contact is not done yet. We need to make some new maneuvers and logic for that.

FC

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

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

batbomb 02-03-2010 06:12 PM

I have a small question. On 4.09 you said that the cockpit of Fiat G55 is already worked on. Is still worked on it? Please answer.:)

Sita 02-03-2010 06:28 PM

Quote:

Originally Posted by batbomb (Post 141493)
I have a small question. On 4.09 you said that the cockpit of Fiat G55 is already worked on. Is still worked on it? Please answer.:)

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

daidalos.team 02-04-2010 01:22 PM

Letov was never announced as flyable. And most likely will stay AI only.

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

batbomb 02-04-2010 01:58 PM

OK, thanks for quick answer!

Mysticpuma 02-04-2010 02:23 PM

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

Just asking, cheers, MP.

Mysticpuma 02-04-2010 02:24 PM

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

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

Cheers, MP

Sita 02-04-2010 04:24 PM

today is Thursday оr not? :)

Viikate 02-04-2010 05:28 PM

Quote:

Originally Posted by Sita (Post 141658)
today is Thursday оr not? :)

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

daidalos.team 02-04-2010 06:13 PM

Two new videos posted at first post.

Viking 02-04-2010 06:31 PM

Jetsome and floatsome!

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

Regards

Viking

ben_wh 02-04-2010 06:32 PM

Excellent work.

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

Cheers,

Sita 02-04-2010 07:08 PM

new Ju??? :))))

SG2_Wasy 02-04-2010 07:11 PM

Quote:

Originally Posted by ben_wh (Post 141700)
Excellent work.

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

Cheers,

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

AndyJWest 02-04-2010 07:14 PM

Someone at TD is a big fan of torpedo bombers, by the look of it. Nice work.

ben_wh 02-04-2010 07:22 PM

You're right - not an A-17. Noticed the ventral gondola after I posted.

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

AndyJWest 02-04-2010 07:45 PM

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

Sita 02-04-2010 07:57 PM

that Ju for 4.10 or for the next patch?

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

SPITACE 02-04-2010 08:39 PM

I hope they can do a ju88c with the guns on the nose that will be cool ;) also will there be any new things added to the cockpit along with the new topedoe sight?

Avimimus 02-04-2010 09:32 PM

Quote:

Originally Posted by SPITACE (Post 141736)
I hope they can do a ju88c with the guns on the nose that will be cool ;) also will there be any new things added to the cockpit along with the new topedoe sight?

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

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

76.IAP-Blackbird 02-04-2010 10:36 PM

Ok TD, that`s enough ... some years ago it was kind of predictable of wha comes next as a Dev update but your stuff is ... amazing!!!! It`s damn more than I have ever expected from il2!

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

woohoooooo;)

13th Hsqn Protos 02-05-2010 03:08 PM

Feature Request: Dedicated Server

S~!

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

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

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

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

akdavis 02-05-2010 03:08 PM

Very cool stuff (soo Silent Hunter!), but how about:

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

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

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

4. Giving the tanker a wartime paintscheme.

Sutts 02-07-2010 02:11 PM

Team Daidalos,

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

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

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

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

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

Sutts 02-07-2010 02:19 PM

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

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

Thanks!

Wolkenbeisser 02-08-2010 09:51 AM

Hi Daidalos

What just came into my mind:

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

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

Just an Idea

Thanks, Daidalos

Thunderbolt56 02-08-2010 01:54 PM

@ Fatcat:

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

:)

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

FC99 02-08-2010 10:49 PM

Quote:

Originally Posted by Thunderbolt56
Why is your TD sig pic smaller and in B&W while others on the team have shiny, bigger, colorful sig pics?

I accidentally washed it in washing machine :grin:

Quote:

Originally Posted by Sutts (Post 142243)
Team Daidalos,
If you could give us proper mixture controls on US aircraft I'd be over the moon. If (one day) the use of Auto Lean allowed us to reduce fuel consumption and extend range then I'd be wetting myself.:grin: The ability to switch between fuel tanks with a fuel booster pump switch to avoid feed problems during switch over would also improve immersion no end.


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

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

Quote:

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

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

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

4. Giving the tanker a wartime paintscheme.

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

FC

=BLW=Pablo 02-09-2010 06:50 AM

Team Daidalos

congratulations on your great work.

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

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

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

it is possible to do this?:confused:

daidalos.team 02-09-2010 07:40 AM

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

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

Sutts 02-09-2010 08:37 AM

Thanks for the quick response FC. I live in hope!

MikkOwl 02-12-2010 06:25 AM

Regarding engine management:

1. Will fuel mixture be supported on axis?

2. Fuel Mixture for individual engines?

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

4. Seperate engine start/stop/feather buttons?

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

daidalos.team 02-12-2010 07:31 AM

FYI, since 1C forum was not available yesterday when we planned to make the weekly update, we will be posting it later today.

AndyJWest 02-12-2010 07:40 AM

Quote:

FYI, since 1C forum was not available yesterday when we planned to make the weekly update, we will be posting it later today.
Good to hear this. Some of us were suffering withdrawal symptoms...

Qpassa 02-12-2010 07:40 AM

Quote:

Originally Posted by daidalos.team (Post 142944)
FYI, since 1C forum was not available yesterday when we planned to make the weekly update, we will be posting it later today.

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

EJGr.Ost_Caspar 02-12-2010 08:43 AM

Quote:

Originally Posted by Qpassa (Post 142948)
Thanks, It would be nice if you add a sound when you are inside the cockpit and it is raining(you should hear it louder when the engine is off)

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

F19_Klunk 02-12-2010 03:33 PM

Quote:

Originally Posted by daidalos.team (Post 142944)
FYI, since 1C forum was not available yesterday when we planned to make the weekly update, we will be posting it later today.


yes please? :)

Qpassa 02-12-2010 04:48 PM

Quote:

Originally Posted by EJGr.Ost_Caspar (Post 142972)
This is already implemented in stock game and you can adjust volume level of surrounding sounds independantly. Its a nice, sedative sound IMHO. :rolleyes:

Mmm,I just can hear it when i have the engine off,with engine on and 0% its impossible to hear :S

Update please ^^

daidalos.team 02-12-2010 06:13 PM

Update posted.


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