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-   -   4.11 Development Update (http://forum.fulqrumpublishing.com/showthread.php?t=20318)

EJGr.Ost_Caspar 05-17-2011 07:56 AM

Quote:

Originally Posted by IceFire (Post 284264)
We don't have any Merlin P-40s right now :)

Just the E and M which are Allison powered.

Ah yes... my fault! I'm not so informed in engines. I meant the ones with the large 'mouth'.

EJGr.Ost_Caspar 05-17-2011 07:58 AM

Quote:

Originally Posted by Fighterace (Post 284271)
3rd Party or not...I cant wait to see the P-40's wings to be fixed. Can the damage model be improved?


Probably it will be revised, since the 3D model will change. But not for 4.11.
Don't misunderstand pls.

76.IAP-Blackbird 05-17-2011 09:04 AM

Doesn`t matter if for 4.11, you are doing a great job. I`m still a big fan of il2 so take your time and I think most of us are happy with the stuff you have done so far.

All new stuff is a welcomed addition to this series ;)

albx 05-17-2011 10:49 AM

hi team daidalos, with good graphic cards, and recent drivers, it seems IL-2 is getting worse (with an ATI 6950 and latest drivers 11.5 i have so many microstutters)... do you guys have the possibility to update the graphic engine or you don't have the source code of those dll's or don't have the rights to do it?

thank you
Alberto

TitusFlavius 05-17-2011 03:16 PM

Exist a release date for the 4.11 update?

JG601_Rommel 05-17-2011 03:22 PM

Quote:

Originally Posted by TitusFlavius (Post 284480)
Exist a release date for the 4.11 update?

+1:)

Letum 05-17-2011 03:43 PM

It will be released in exactly two weeks.

Or when it's done.

_1SMV_Gitano 05-17-2011 03:58 PM

If you travel very fast, then Mr. Albert Einstein will "magically" compress our life and you'll get your patch in two weeks, or less, if you are fast enough!

:P

Azimech 05-19-2011 12:19 PM

Yeah, something close to Mach 893019. But don't forget your brake parachute otherwise you'll have some more updating to do than just 4.11.

EJGr.Ost_Caspar 05-19-2011 01:52 PM

If I could go so fast, I wouldn't care for my PC or anything materialistic anymore. :)

JG601_Rommel 05-19-2011 05:25 PM

any news? :rolleyes:

EJGr.Ost_Caspar 05-19-2011 07:00 PM

Yes... we can travel with light-speed now. :D

JG601_Rommel 05-19-2011 07:46 PM

Me too... :grin:

K_Freddie 05-19-2011 10:38 PM

Tell me... Does TD take donations... considering the work they're doing is breaking more ground than Clod ;)

_1SMV_Gitano 05-19-2011 11:46 PM

Quote:

Originally Posted by EJGr.Ost_Caspar (Post 285729)
Yes... we can travel with light-speed now. :D

LOL!

almost light speed, almost... light speed is for massless particles! ;)

JG601_Rommel 05-20-2011 04:18 AM

Quote:

Originally Posted by _1SMV_Gitano (Post 285885)
LOL!

almost light speed, almost... light speed is for massless particles! ;)

Good news!!!!
Thank you very much!
Good luck! ;)

EJGr.Ost_Caspar 05-20-2011 08:27 AM

Quote:

Originally Posted by K_Freddie (Post 285861)
Tell me... Does TD take donations...

No, but the pure will to do so is equally supporting. :-P

harryRIEDL 05-20-2011 11:01 PM

Just wondering is their going to be an IL4 bombardiers position as their wasn't one in in the dev vid

Azimech 05-21-2011 12:26 AM

You have to watch the movie frame by frame. Light speed ya know ...

Fafnir_6 05-21-2011 05:58 AM

Quote:

Originally Posted by harryRIEDL (Post 286524)
Just wondering is their going to be an IL4 bombardiers position as their wasn't one in in the dev vid

What is the point of making cockpits for a level bomber if there is no level bombing sight?? I don't think you need to worry.

Cheers,

Fafnir_6

EJGr.Ost_Caspar 05-21-2011 10:15 AM

At the time the movie was made, it wasn't finished yet. And of course there will be a working bombsight.

harryRIEDL 05-21-2011 11:35 AM

Quote:

Originally Posted by EJGr.Ost_Caspar (Post 286748)
At the time the movie was made, it wasn't finished yet. And of course there will be a working bombsight.

thanks for the speedy reply

_RAAF_Mini 05-21-2011 06:12 PM

On the topic of Static Plane Spawning.

If a mission is created BEFORE the release of 4.11 so does not include this feature will the option just need to be checked in the Home Base menu to enable it?
SO a mission created in 4.10.1 with static aircraft can it be edited in 4.11 so that pilots can spawn in those same static aircraft?

As i write i guess this will be the case just needed to confirm =]

S!
Mini

Mysticpuma 05-22-2011 08:59 PM

Quote:

Originally Posted by Mysticpuma (Post 283496)
Ah, just found out you moved up here rather than in the 1946 forums!

Okay, here is a question for you regarding the (briliiant!) addition of Static aircraft Spawning.

http://youtu.be/CNjbe2GqHB4

At the 1m 50s point when the aircraft start to take-off is there any chance that the timing can be off-set so that the aircraft don't have to wait in turn to take-off?

I make the assumption that the spawning positin has changed only, not the sequence? So if the aircraft were lined upas in the original non-modded version, Aircraft A takes off, B then follows, C then follows, etc, etc.

However, what you have managed to create is the possibility of an Historical take-off with aircraft taking off side-by-side in a formation of 2, or even a Formation of 4 (like a Scramble take-off). I again make the assumption that it would be possible, if the code could be written so-that the newly positioned aircraft (in a Mission created in FMB) could be allowed to start their engines and take-off in synchronisation, rather than A then B then C etc.

Is this at-least a possibility as what you have done is really getting me interested in all the future possibilities!

Brilliant work TD, cheers, MP


Excuse me for bumping this question...is it, could it be possible?

Cheers, MP

MicroWave 05-24-2011 06:10 PM

Quote:

Originally Posted by Mysticpuma (Post 287484)
Excuse me for bumping this question...is it, could it be possible?

Cheers, MP

This is all IIRC, but aircrafts are pretty independent during takeoff. There is some preference for leader to start first, but not too big. In my tests on another similar feature I get number 2 taking off first most of the time. Individual aircrafts are mostly concerned about free path for takeoff and they probably want too much clearance. So in principle this is more of a problem of synchronizing aircrafts during takeoff. We are interested in making them more synchronized, so we will definitely look into it. It is not considered to be a dealbreaker, though.

Mysticpuma 05-24-2011 06:53 PM

Thank you for the answer, much appreciated.

Hopefully it can be set up so we can have a 'Scramble' Four-abreast take-off, but I leave it in the hands of you guys who have served us so well.

Cheers, MP

Tempest123 05-25-2011 02:30 PM

Just checking in, great work guys, looking forward to the new Hawks, and that pit is awesome.

daidalos.team 06-03-2011 08:18 AM

Small text & pics only update posted at first page.

Mysticpuma 06-03-2011 08:42 AM

Some interesting new features. I like;

"No Players Own View option:
When this options is enabled, the player cannot view his own plane in external view. However this has one exception. When player is on ground, he still can access the external view for easier taxing. As soon as the player gets airborne, he is forced back to cockpit view."

If you fly online and have a crowded take-off area this would be pretty cool.

I should ask, now this has triggered a memory; A while back there were requests for the F6 key to possibly be disabled "Server Side".

This was so those players who want to fly Servers like UK Dedicated 1, or any server with External views, would not be able to Padlock an enemy effectively 'cheating' an attacking player from a surprise attack.

Additional to the above, I just wonder if it would be at-all possible to disable enemy Arrows in external view but keep Friendly arrows (or disable all arrows) Server Side?

I just think that this would give a nice option for those servers that want to run settings, maybe with a Forced Cockpit but allowing External Views. This would mean a new variation for Servers?

I'm just asking in-case it is possible and now that you have access to the workings of the code, that something that was much requested (disable F6 key) may be possible now?

Cheers, MP

Majo 06-03-2011 12:48 PM

Thank you!
 
Thank you for the update!!!

Salutes.

Ace1staller 06-03-2011 02:45 PM

Yeah, new features, I love it (:

_RAAF_Firestorm 06-03-2011 08:10 PM

Well prioritised inclusion of features.

rakinroll 06-04-2011 08:30 AM

Thank you.

daidalos.team 06-04-2011 11:39 AM

External view padlock views in 4.11 are disabled when the pit padlock is disabled.

anikollag 06-04-2011 02:04 PM

Very nice, tanks for update!

ElAurens 06-04-2011 02:35 PM

Quote:

Originally Posted by daidalos.team (Post 293316)
External view padlock views in 4.11 are disabled when the pit padlock is disabled.


Excellent.

Thanks for that.

_RAAF_Smouch 06-05-2011 05:21 AM

Great update guys!!! http://www.mission4today.com/images/smiles/023.gif

Mysticpuma 06-05-2011 09:03 AM

Quote:

Originally Posted by daidalos.team (Post 293316)
External view padlock views in 4.11 are disabled when the pit padlock is disabled.

Could that also mean that in external view (Server Side) the arrows indicating proximity of aircraft can be disabled too? Maybe just friendly 'arrows' shown, while the enemy 'arrows' hidden?

Just asking again, but great news on the above, cheers, MP

Ace1staller 06-05-2011 01:54 PM

By thinking of the static plane spawn update, I have a couple of questions

1. If you spawn a static bomber, would you be able to control the gunnery positions ?

2.If take off from a static plane from a Hangar or under a shed, would the plane collapse if it was put on grass or in any places put the runway. (I played few missions that are like this and the plane just brakes up) ?

3. Is it possible that you can control it on autopilot to the direction you want or it just returns to the base that it came from ?

I could come up with more questions soon, however that is my current questions for the Static plane spawn.

Avimimus 06-05-2011 08:27 PM

I'm not sure if this was raised here, but:
I would very much like to be able to switch off external views for parachutes.
A lot of us would actually.

daidalos.team 06-06-2011 08:38 AM

Quote:

Originally Posted by Avimimus (Post 293938)
I'm not sure if this was raised here, but:
I would very much like to be able to switch off external views for parachutes.
A lot of us would actually.

We did originally have "No Paratrooper Views" in the diff UI, but it was removed since it doesn't really feel like difficulty option. More like personal preference. So it is now as additional conf.ini parameter which player can set and exclude parachutes from external views.

Quote:

Originally Posted by Ace1staller (Post 293748)
By thinking of the static plane spawn update, I have a couple of questions.

Everything works as usual. Only difference with this feature is that the static plane determines the position and orientation of the plane which spawn in mission.

You can spawn inside hangars, blast pen/shed, etc. Old camo nets had solid collision mesh so it was not possible to taxi under these or spawn under the net. We've changed the collision mesh so that now it is possible to spawn under camo net. Also we added few new nets. Medium sized for medium planes and large net for large planes.

_RAAF_Firestorm 06-06-2011 10:46 AM

Brilliant!

Rainmaker 06-06-2011 11:35 AM

I got a very serious question for you guys. I have been flying il2 for a very, very long time so I know what I am talking about and I met people saying same thing. When you released 4.10 & 4.10.1 patches, we played it since the very first hour of release. We noticed that the plane moves very slow compared to 4.09 version. For example, it takes ages to close in on contacts 6 o'clock, when you dive on contact with 800 km/h it also takes ages to get to him, compared to 4.09. It is kinda weird. Did you change some code of the game? Can you explain a little? And will you change this in 4.11 to be like in the old times?

Thank you, all the best!

SaQSoN 06-06-2011 01:38 PM

Quote:

Originally Posted by Rainmaker (Post 294143)
Did you change some code of the game? Can you explain a little?

Yes, DT introduced the new visual effect, called "placebo". As for the future development, I can say, you can expect a newer versions of this effect in most unexpected places.



:grin: Sorry, I couldn't resist. :grin:

Ace1staller 06-06-2011 02:19 PM

Quote:

Originally Posted by daidalos.team (Post 294081)
We did originally have "No Paratrooper Views" in the diff UI, but it was removed since it doesn't really feel like difficulty option. More like personal preference. So it is now as additional conf.ini parameter which player can set and exclude parachutes from external views.



Everything works as usual. Only difference with this feature is that the static plane determines the position and orientation of the plane which spawn in mission.

You can spawn inside hangars, blast pen/shed, etc. Old camo nets had solid collision mesh so it was not possible to taxi under these or spawn under the net. We've changed the collision mesh so that now it is possible to spawn under camo net. Also we added few new nets. Medium sized for medium planes and large net for large planes.


Thanks TD, I would look for more features, keep working hard :)

EJGr.Ost_Caspar 06-06-2011 07:58 PM

Quote:

Originally Posted by Rainmaker (Post 294143)
I got a very serious question for you guys. I have been flying il2 for a very, very long time so I know what I am talking about and I met people saying same thing ... compared to 4.09. It is kinda weird.

Nothing was changed. Not one line.
Its alone your impression, that seems to have changed.
All we can do for you, is to suggest to ask yourself, why this did happen to you and to the guys you met. Maybe its because of the 'very, very long time'...? ;)

I remember very well, that the game made a compeltely different impression on me, as I started with it and that doesn't refer to FMs only. And that impression constantly changed during the years and still does.

_RAAF_Smouch 06-07-2011 10:10 AM

Quote:

Originally Posted by daidalos.team (Post 294081)
You can spawn inside hangars, blast pen/shed, etc. Old camo nets had solid collision mesh so it was not possible to taxi under these or spawn under the net. We've changed the collision mesh so that now it is possible to spawn under camo net. Also we added few new nets. Medium sized for medium planes and large net for large planes.


Awesome Guys!!!!!!!

looking forward to the release....

2 weeks?

:-P:-P:-P


j/k with the 2 weeks bit. ;)

dFrog 06-07-2011 03:48 PM

Quote:

Originally Posted by daidalos.team (Post 294081)
...Old camo nets had solid collision mesh so it was not possible to taxi under these or spawn under the net. We've changed the collision mesh so that now it is possible to spawn under camo net...

Does this mean the camo net is no longer bulletproof ?

SturmKreator 06-07-2011 03:58 PM

Could you please fix the FM Focke Wulf?

_RAAF_Mini 06-07-2011 05:07 PM

Excellent news on the camo nets!

Keep it up!

ElAurens 06-07-2011 08:25 PM

Quote:

Originally Posted by SturmKreator (Post 294625)
Could you please fix the FM Focke Wulf?


Pretty open ended statement, don't you think?

No indication of what needs "fixed".

No evidence to back up what you want "fixed".

Translation: "I got shot down and didn't like it much."

SturmKreator 06-07-2011 09:13 PM

Acceleration, energy retention and final velocities are wrong

Grach 06-08-2011 02:02 AM

Quote:

Originally Posted by SturmKreator (Post 294738)
Acceleration, energy retention and final velocities are wrong

That doesn't really answer his question you know... :rolleyes:
There are quite a few of the Fw-190 family in game, are they all wrong? What about the Ta-152s?

"Translation: "I got shot down and didn't like it much." Nail on the head perhaps? ;)

Good news about the camo nets, I've bounced bullets off the damn things often enough trying to get at the prizes lurking within. :cool:

IceFire 06-08-2011 03:58 AM

Quote:

Originally Posted by SturmKreator (Post 294738)
Acceleration, energy retention and final velocities are wrong

I'm sure if you can provide all of the relevant details including the numbers and figures as well as the sources for the data they will get right on that.

Treetop64 06-08-2011 05:10 AM

Quote:

Originally Posted by IceFire (Post 294825)
I'm sure if you can provide all of the relevant details including the numbers and figures as well as the sources for the data they will get right on that.

I think you might be asking a bit much of the guy... http://www.subsim.com/radioroom/images/smilies/21.gif

EJGr.Ost_Caspar 06-08-2011 09:27 AM

We will include a new difficulty option: 'sensitive matters' (if activated, it includes new FMs, DMs and anything else, that can be based on feelings... polished with a random pattern - for bad days and good days). :D

Romanator21 06-08-2011 10:54 AM

:grin::grin:

DD_crash 06-08-2011 06:57 PM

Quote:

Originally Posted by SturmKreator (Post 294738)
Acceleration, energy retention and final velocities are wrong

When I was flying FW190s during the war they were never as in the game. Or was it they arn`t like I expect them to be?

Ace1staller 06-08-2011 08:13 PM

New question,

If you request more planes in combat from the home base, would the Stationary aircraft would be moving from its position.

Avimimus 06-09-2011 02:52 AM

Quote:

Originally Posted by daidalos.team (Post 294081)
We did originally have "No Paratrooper Views" in the diff UI, but it was removed since it doesn't really feel like difficulty option. More like personal preference. So it is now as additional conf.ini parameter which player can set and exclude parachutes from external views.

Excellent, good to hear.

Thanks for the reply,

SturmKreator 06-09-2011 07:15 PM

Quote:

Originally Posted by IceFire (Post 294825)
I'm sure if you can provide all of the relevant details including the numbers and figures as well as the sources for the data they will get right on that.

Look, Im not a english speaker, so its a little difficult to me explain many things, but I speak spanish, if someone could translated would be great, I have 3 books were you see all Fockes FM all wrong, but WRONG, Doras, TAs, Antons, etc...

JtD 06-09-2011 07:24 PM

Data is numbers, and numbers have no language. Feel free to post them.

Or as google would say:
Datos son números, y números no tienen idioma.

SturmKreator 06-09-2011 07:56 PM

Quote:

Originally Posted by JtD (Post 295511)
Data is numbers, and numbers have no language. Feel free to post them.

Or as google would say:
Datos son números, y números no tienen idioma.

Or as google would say:

Los datos son números, y los números no tienen habla.

Thats the rigth form, In the last case the books was reviced by focke wulf pilots ;)

ECV56_Guevara 06-09-2011 08:39 PM

Quote:

Originally Posted by SturmKreator (Post 295522)
Or as google would say:

Los datos son números, y los números no tienen habla.

Thats the rigth form, In the last case the books was reviced by focke wulf pilots ;)

Sorry Sturm, the original google translation is ok. It talks about the universal understanding of maths. There s no need of translation where we talk about numbers.
Los numeros no tienen "idioma".
Y si, Sturm , es una de las pocas veces que el google la pega. Saludos!

SturmKreator 06-09-2011 08:54 PM

Quote:

Originally Posted by ECV56_Guevara (Post 295541)
Sorry Sturm, the original google translation is ok. It talks about the universal understanding of maths. There s no need of translation where we talk about numbers.
Los numeros no tienen "idioma".
Y si, Sturm , es una de las pocas veces que el google la pega. Saludos!

Se guevara que estaba bien, pero para que se de a entender que aunque quiera expresar el conocimiento de los libros, testimonios, datos etc... necesito un nivel mucho mayor de ingles, la idea es apoyar los datos con testimonios, pero me dare el trabajo uno de estos dias de postearlo S!

IceFire 06-09-2011 10:01 PM

Quote:

Originally Posted by SturmKreator (Post 295509)
Look, Im not a english speaker, so its a little difficult to me explain many things, but I speak spanish, if someone could translated would be great, I have 3 books were you see all Fockes FM all wrong, but WRONG, Doras, TAs, Antons, etc...

Although the forums are in English there are a great many speakers of all different languages. Not myself but numbers are numbers and explanations can be translated.

For the Yak-9UT armament and ammo corrections I ran a couple of documents through Google translate from Russian to English. Different alphabet even. But the translator made it make enough sense to establish what they were saying and data is data...so it was "easy" enough after the documentation was tracked.

No matter what language... if you just pop over and say "Hey it's wrong" with nothing else. Magic isn't going to happen, on the other hand, something substantive would be really interesting.

Grach 06-10-2011 01:47 AM

Indeed, or you could perhaps name these books and provide ISBN so that others can look at the data for themselves.
Is that too hard to do?

Ace1staller 06-10-2011 02:52 PM

Quote:

Originally Posted by daidalos.team (Post 249644)
Dear IL-2 fans.

We would like to show a small development update of the 4.11 patch and some of its features.

New AI planes:
Henschel Hs 123
Rogožarski IK-3
Douglas TBD Devastator

New flyable planes:
Pe-8
IL-4

Other features:
Bomb fuzes

http://www.youtube.com/watch?v=0zY6X10zo4E

Notice that this is not the complete features list of 4.11. Just few things that can be shown now on video.

Daidalos Team would like to thank the following community members for their contributions.

IK-3: Zimbower & Turelio
IL-4: Vert
TBD: Jason from 777 Studios


Update 12 May 2011

Here is one of the new features in 4.11. Ability to use stationary planes as spawning points.

http://www.youtube.com/watch?v=CNjbe2GqHB4


Update 3 June 2011

Today we would like to introduce two new features in 4.11. Sorry no video this time. Later we might do more these mini updates with text only.

Difficulty menu changes:

In 4.11 the difficulty options are divided and grouped logically into five separate sub-pages for easier navigation. "Weapons & Stores" page has two new options and "Views" page has five new difficulty options.

Bomb Fuzes option:
When Bomb Fuzes is enabled, the arming dialog shows the new fuze selection combo boxes that were shown in earlier update and fuzes are active in the sim. When the option is disabled, the arming dialog shows same components as in 4.09 and bombs behave same way as in 4.09.

Fragile Torpedoes option:
When this options is enabled, the torpedoes can be broken easily when dropped and all the constraints introduced in 4.10 apply.

No Players Own View option:
When this options is enabled, the player cannot view his own plane in external view. However this has one exception. When player is on ground, he still can access the external view for easier taxing. As soon as the player gets airborne, he is forced back to cockpit view.

No Enemy Views option:
When this option is enabled, player cannot view any enemy external views. This also includes any static cameras which have different army color than player's own army.

No Friendly Views option:
Basically same thing as above, but for friendly external views.

No Aircraft Views option:
When this option is enabled, all aircraft (excluding player’s own) views are disabled.

No Carrier Views:
Normally the external views have always included aircraft carriers too. In some cases these views might reveal too much information for the players. When this option is enabled, the carrier views are not available.

Static cameras in 4.11 have new “army” parameter, so for example it is possible to add “red” camera to red home base which blue players cannot access. Later this might be used to create “recon cameras” that are enabled by certain triggered event or presence of recon plane.


Smart Axis feature:

Many players with dual throttle setup have realized that flying planes with more engines than two can be little hassle. If engine power 1 & power 2 axis are mapped the throttles, that still leaves two unmapped throttle axis 3 & 4 if player is flying 4 engine plane. In this case players usually needs to go to controls menu and map one throttle axis to the old power which controls all engines.

The smart axis feature notices the situation when player’s aircraft has more engines than mapped axis (both throttle and prop pitch). For example with four engines and two mapped axis, both left engines are controlled by one mapped axis and both right engines are controlled by the other mapped axis. In case of three engines and two axis, the center engine gets the average value between left & right engines, so all three engines are throttled up/down roughly same way.

Thanks for the June 3rd update but, I take off blindly from the cockpit view, I'm praticing the cockpit only view on some missions.

SturmKreator 06-10-2011 05:01 PM

Quote:

Originally Posted by Grach (Post 295607)
Indeed, or you could perhaps name these books and provide ISBN so that others can look at the data for themselves.
Is that too hard to do?

Dietmar Hermman series, the best in this kind

nimitstexan 06-11-2011 05:14 PM

Quote:

Originally Posted by Treetop64 (Post 255088)
It's a measure of the quality of TD's work that I'm looking more forward to their IL-2 patches than CoD.

Great that we finally have the TBD. Long overdue. All we need now is the Curtis SB2-C and Mitsubishi G3M, and we're all set in the Pacific as far as planes are concerned. Maybe the Japanese types that served in China might be included later (the Ki-36 "Ida" and Ki-51 "Sonia")?

Unfortunately, not ability to use them in DGen . . .

Treetop64 06-11-2011 07:25 PM

Quote:

Originally Posted by nimitstexan (Post 296120)
Unfortunately, not ability to use them in DGen . . .

Well, technically, you could use them in DGen if you know how to amend the .mis, .dat, etc files in the specific campaign DGen folders...;)

nimitstexan 06-12-2011 04:49 AM

Quote:

Originally Posted by Treetop64 (Post 296157)
Well, technically, you could use them in DGen if you know how to amend the .mis, .dat, etc files in the specific campaign DGen folders...;)

I know how to edit the .mis, .dat, etc. files, but there are issues with getting things to work which aren't hardcoded in DGen.

Last time I tried to mod/build campaigns for DGen, it was somewhat dodgy getting planes to be used properly if they were not already programmed into DGen, which doesn't happen anymore since Starshoy dissappeared.

_RAAF_Mini 06-12-2011 06:10 PM

A question about the static planes and FMB.

Can we get an option to see where the default spawn points are on a specific base within each map.

This will allow Mission Builders to see where default spawn points are so that when static spawn plane spawn points are exhausted the default ones are not blocked with static objects. Haulting play for some pilots.

Cheers
Mini

EJGr.Ost_Caspar 06-13-2011 11:20 AM

Quote:

Originally Posted by _RAAF_Mini (Post 296429)

Can we get an option to see where the default spawn points are on a specific base within each map.

Thats already done and will be in 4.11. ;)

http://i25.photobucket.com/albums/c6...2/GR_field.jpg

http://i25.photobucket.com/albums/c6.../SEA_field.jpg

ElAurens 06-13-2011 11:34 AM

Excellent!!!!

Ace1staller 06-13-2011 06:43 PM

Is there any more planes that are Ai only and new flyable aircraft added to 4.11 that is not include in the update ?

IceFire 06-13-2011 09:44 PM

Quote:

Originally Posted by EJGr.Ost_Caspar (Post 296663)

Now THAT is amazingly useful! Thanks!

ovrucm 06-13-2011 09:57 PM

Quote:

Originally Posted by daidalos.team (Post 296910)
[B]Difficulty menu changes:

In 4.11 the difficulty options are divided and grouped logically into five separate sub-pages for easier navigation. "Weapons & Stores" page has two new options and "Views" page has five new difficulty options.

Bomb Fuzes option:
When Bomb Fuzes is enabled, the arming dialog shows the new fuze selection combo boxes that were shown in earlier update and fuzes are active in the sim. When the option is disabled, the arming dialog shows same components as in 4.09 and bombs behave same way as in 4.09.

Fragile Torpedoes option:
When this options is enabled, the torpedoes can be broken easily when dropped and all the constraints introduced in 4.10 apply.

No Players Own View option:
When this options is enabled, the player cannot view his own plane in external view. However this has one exception. When player is on ground, he still can access the external view for easier taxing. As soon as the player gets airborne, he is forced back to cockpit view.

No Enemy Views option:
When this option is enabled, player cannot view any enemy external views. This also includes any static cameras which have different army color than player's own army.

No Friendly Views option:
Basically same thing as above, but for friendly external views.

No Aircraft Views option:
When this option is enabled, all aircraft (excluding player’s own) views are disabled.

No Carrier Views:
Normally the external views have always included aircraft carriers too. In some cases these views might reveal too much information for the players. When this option is enabled, the carrier views are not available.

Static cameras in 4.11 have new “army” parameter, so for example it is possible to add “red” camera to red home base which blue players cannot access. Later this might be used to create “recon cameras” that are enabled by certain triggered event or presence of recon plane.

In the Flight Model options do you really mean "Flutter Effect” (aerodynamic structural interaction phenomenon) or "Buffeting Effect" (pure aerodynamic phenomenon)?

Stealth_Eagle 06-14-2011 02:34 AM

Quote:

Originally Posted by EJGr.Ost_Caspar (Post 296663)

Good job, you taught the AI how to taxi to runways. Thanks a bunch.

_RAAF_Mini 06-15-2011 08:42 PM

Thanks TD!

Mini

daidalos.team 06-19-2011 11:12 AM

Update at first page.

Fighterace 06-19-2011 12:30 PM

Great work TD, you never cease to amaze us with your hard work and effort. Keep up the great work and keep the updates coming :)

PilotError 06-19-2011 12:31 PM

Thanks for the update DT.
The dated skins feature looks really good.:grin:
I was wondering if this feature will also address the the occasional problem in an offline campaign when your own plane's skin is different from the rest of your squadron ?

Again, thanks for all your hard (and it should be remembered unpaid) work.

csThor 06-19-2011 12:58 PM

Quote:

Originally Posted by PilotError (Post 299298)
Thanks for the update DT.
The dated skins feature looks really good.:grin:
I was wondering if this feature will also address the the occasional problem in an offline campaign when your own plane's skin is different from the rest of your squadron ?

Again, thanks for all your hard (and it should be remembered unpaid) work.

I am not aware of such an issue. But then it sounds as if the campaign maker designated a certain 3rd Party skin to the aircraft in question, but due to the way Il-2 handles player skins it is not enforced on the player's aircraft. As such the player needs to choose a skin if the campaign maker wants him to use it. It does not work automatically.

Sita 06-19-2011 01:15 PM

Verrrrrry Nice!!!

on the last pictures, Gladiator with three-blade propeller, he will be flyable?)

Ace1staller 06-19-2011 02:51 PM

Nice, I would look forward to the patch even more.

MrBaato 06-19-2011 03:40 PM

Nice work! Good looking Finnish skins with the MS.406 included, (sorry for asking but..) any chance it will be flyable? :rolleyes:

Romanator21 06-19-2011 09:20 PM

Excellent update! Wow, this is far and beyond anything I imagined was possible in this game, great idea!

EDIT - looking at the Brewster, I see it has grey undersides. According to my research, they were initially left in the factory applied silver-dope. At least some Brewsters even had the original serial codes on the wing bottoms. Later on, when some were serviced, they were repainted on the bottom with grey, covering up the serials as well. Not a huge issue, and I don't think it's possible to get codes on the wings, but it would be nice to see silver-bottomed Brewsters :)

anikollag 06-19-2011 09:54 PM

Thanks for update!
Camo & marking are a real good addition!

Majo 06-20-2011 09:18 AM

Thank you again...
 
lots of small details make a great improvement!!!

Thank you again.

Phil_K 06-20-2011 01:27 PM

With the new default skins, will it be possible to have proper RAF SEAC markings for the Burma map?

_1SMV_Gitano 06-20-2011 02:39 PM

Quote:

Originally Posted by Phil_K (Post 299694)
With the new default skins, will it be possible to have proper RAF SEAC markings for the Burma map?

A new camouflage option will be associated to the Burma map but at the moment no dedicated skins are planned.

Ace1staller 06-20-2011 03:07 PM

yeah, and with the IK-3, now I can make the invasion of Yugoslavia.

IceFire 06-20-2011 10:11 PM

Quote:

Originally Posted by Phil_K (Post 299694)
With the new default skins, will it be possible to have proper RAF SEAC markings for the Burma map?

Good one! I was thinking about that... and the Royal Navy markings on Seafires, Corsairs and Hellcats in the Pacific versus in Europe.

I guess we all have too many interests :) Obviously it'll take time to follow through on even a few of these.

Tempest123 06-21-2011 06:04 PM

Hoo-ee guys, looks great. Love the new default skins, that TBD will be a nice addition. The new view options are something I've wanted to see for while, instead of having to cycle through all the aircraft, It will be nice to play a mission with external views without 'compromising' the objective of the mission.

Fafnir_6 06-22-2011 04:12 PM

Hello,

Great updates, DT! I have one small question concerning the new default skin management scheme. Will it be possible to have the option to set the date for quick missions and multi-play dogfight servers so that a specific default skins can be selected by the user/server admin?

Thanks,

Fafnir_6

EJGr.Ost_Caspar 06-22-2011 05:06 PM

That has to be set in mission file, when a mission is build/generated, then yes, its working in all situations.

JaboMan 06-22-2011 07:16 PM

Will it be possible to have stationary planes assigned into regiments?
It would be really cool with the regiment-specific skins.

Aviar 06-22-2011 08:11 PM

Will the Static Plane Spawn be available for Dogfight servers? UP 3.0 RC already has this (it's called Stand Alone Home Base) and it's one of my favorite features. Very simply, you can designate spawn point locations on Home Bases. Not only is it very easy to accomplish in the FMB, it gives you a lot of cool options that were not available before.

Personally, I like to place spawn points in more conveniant locations, such as near the end of runways. This cuts down on taxi time and encourages players to actually USE the runway. Sometimes I like to place hangars and have players spawn inside of them. They get a kick out of that as well as a little extra protection from vulchers.

Aviar

Fafnir_6 06-22-2011 09:02 PM

Quote:

Originally Posted by EJGr.Ost_Caspar (Post 300677)
That has to be set in mission file, when a mission is build/generated, then yes, its working in all situations.

...But not selectable in the QMB? The advantage for period dogfight servers is obvious. Thanks for the response.

Fafnir_6


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