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-   -   4.12 development update discussion and feedback (http://forum.fulqrumpublishing.com/showthread.php?t=31734)

RegRag1977 09-18-2012 08:18 PM

Fw190A
 
Quote:

Originally Posted by CWMV (Post 461898)
Would love to see the 109 get a rework!

I too, especially Emils, but to me the Luftwaffe most important 3D refinement/fix should be Fw190A engine frontal part. Now the Anton just don't look correct, the engine air intake is too wide open...
It really makes the FW190A as weird as the P40E wings...

check here:

http://www.ipmsstockholm.org/magazin...fw190a8_04.htm

MiG3 would also need some good 3D work and new pit textures..

CWMV 09-19-2012 01:55 AM

Quote:

Originally Posted by RegRag1977 (Post 462194)
I too, especially Emils, but to me the Luftwaffe most important 3D refinement/fix should be Fw190A engine frontal part. Now the Anton just don't look correct, the engine air intake is too wide open...
It really makes the FW190A as weird as the P40E wings...

check here:

http://www.ipmsstockholm.org/magazin...fw190a8_04.htm

MiG3 would also need some good 3D work and new pit textures..

Everything you want has alreaydy been done in mods.
http://www.zargos-skins.net/images/p...mod-wip-01.jpg
http://www.zargos-skins.net/images/p...mod-wip-04.jpg

Claymore has released the 190 pack that covers no less than 52 models of the aircraft, painstakingly modeled and beautiful. The 109 got a rework a few years ago, but none of them have been implemented officially.

ElAurens 09-19-2012 03:29 AM

But many mods are offline only stuff yes?

This discussion is about the official release version of the sim, so, how many polys are in that Mig? Will it pass TD standards? Can it be put in the stock game?

Just posting pics of mods does a lot of us no good, as most mod planes still won't pass QC.

CWMV 09-19-2012 03:33 AM

Well as of now it looks better than near any other aircraft in game, and has been out long enough to show that it is compatible with just about everything.
If this is 'beyond' TD standards, they may want to reevaluate where they are set.

EDIT: And no they aren't offline only. Every mod I mentioned above is included in UP3 (RIP) and HSFX6.

csThor 09-19-2012 05:45 AM

Daidalos follows the official Maddox Games standards. That has been made clear time and time again ...

Blaf 09-19-2012 10:17 AM

Quote:

Originally Posted by csThor (Post 462251)
Daidalos follows the official Maddox Games standards. That has been made clear time and time again ...

Thank you for this - i really appreciate keeping these quality standarts.
(since many of mods being just crap messing the game)

ElAurens 09-19-2012 11:27 AM

Quote:

Originally Posted by CWMV (Post 462239)
Well as of now it looks better than near any other aircraft in game, and has been out long enough to show that it is compatible with just about everything.
If this is 'beyond' TD standards, they may want to reevaluate where they are set.

EDIT: And no they aren't offline only. Every mod I mentioned above is included in UP3 (RIP) and HSFX6.

The Curtiss Hawk III is in HSFX?

IceFire 09-19-2012 09:21 PM

Quote:

Originally Posted by CWMV (Post 462239)
Well as of now it looks better than near any other aircraft in game, and has been out long enough to show that it is compatible with just about everything.
If this is 'beyond' TD standards, they may want to reevaluate where they are set.

EDIT: And no they aren't offline only. Every mod I mentioned above is included in UP3 (RIP) and HSFX6.

I know from working with other MOD packs in other games that it's usually a good idea to stick to the official specs if possible. Most aircraft are now higher poly than they used to be. The Tempest has more polys than the MiG-3 for example... so the specs can be upped and some old aircraft can get some facelifts in theory but often times the specs are way outside of what is really necessary.

I'd love it if some of these folks went that little extra mile to bring things to the established guidelines and work on the implementation. It'd really benefit everyone.

Pursuivant 09-22-2012 01:13 AM

It seem to me that it wouldn't take that much work or extra polygons to improve the appearance of the older planes.

All that is really needed is a bit of smoothing on the upper leading edges of the wings, and increasing the number of polygons for prop spinners and/or radial engines. Maybe +100 polygons, tops, for a single-engined plane.

Dami55an 09-22-2012 03:30 AM

Always pleased to see and hear news of the original
http://www.gqth.info/0.jpghttp://www.gqth.info/7.jpghttp://www.gqth.info/8.jpghttp://www.gqth.info/9.jpghttp://www.ymeu.info/test5.jpg

RegRag1977 09-22-2012 02:41 PM

True wide screen support: TD you made my day!
 
This is awesome news: true wide screen for IL2 1946!

Many thanks for this!

anikollag 09-22-2012 03:12 PM

Excellent news! Thanks for the update! :)

IceFire 09-22-2012 03:58 PM

Looking very good folks! Great job!

JG601_Rommel 09-22-2012 03:59 PM

This is 5!!! Many thanks! :smile:

Lagarto 09-22-2012 04:00 PM

true wide screen support, that's really something! :) thank you

Fighterace 09-22-2012 04:14 PM

Impressive...Most impressive. I can't wait for 4.12

I love all of TD videos, please add more ;)

nic727 09-22-2012 04:38 PM

Nice update. Will you put that you can do max setting without having a good graphic card. It doesn't work with me even if I put water=3 in conf.ini:(

Luno13 09-22-2012 05:01 PM

I saw an option that looked like it allowed for custom sounds online...is DT opening up the sound engine for easy modification by users, or is that for special server features? How does morse chat work?

And finally, selectable skins for stationary aircraft.

And look at that beautiful GUI - fully customizable!! The map changes are amazing. If you fly a mission that transitions into night time, does it change automatically?

New HUD options is something I've been dying to have, especially the ability to turn off kill notifications....thank you!!!

:grin::grin::grin:

Alan Grey 09-22-2012 05:51 PM

Hi all
will be possible to change the font size?

thank you

Jarda "Alan Grey"

Fenrir 09-22-2012 06:05 PM

:shock: 8-) :mrgreen:

Thanks guys, this is just something else!

The_WOZ 09-22-2012 07:28 PM

Thank you! Thank you! Thank you!

Separated settings for ground and air padlock make me a happy groundpounder :)

fruitbat 09-22-2012 07:36 PM

True widescreen support at last, the holy grail, thank you very much indeed.

One question, i didn't see 1920 by 1200 in the options, will you still be able to force through the conf.ini, with no ill effect?

Feathered_IV 09-23-2012 01:18 AM

Good God. Speechless!

TelluricSummer 09-23-2012 01:27 AM

Fantastic DT.

Great News again! Many many Tkx!

Zorin 09-23-2012 02:44 AM

Quote:

LOD_0 polycount:

1. Smaller bombs/rockets (below 200kg) - up to 200 triangles.
2. Medium bombs/rockets (between 200 and 1000kg) - up to 300 triangles
3. Larger bombs (1000kg and larger), torpedoes, guided bombs, etc. - up to 500 triangles.
Are these old guide lines still valid? Just asking if there is a point in bothering with submiting the updated ordnance meshes or if they still need to be dumbed down to 12 year old standards of game design.

Aviar 09-23-2012 02:46 AM

Quote:

Originally Posted by fruitbat (Post 463042)
True widescreen support at last, the holy grail, thank you very much indeed.

One question, i didn't see 1920 by 1200 in the options, will you still be able to force through the conf.ini, with no ill effect?

I was thinking the same thing...only because that is the native resolution for my monitor. 1920x1200 is not a 'strange' resolution and is used by many players.

Can you tell us if that resolution will be supported?

Aviar

IceFire 09-23-2012 03:35 AM

Quote:

Originally Posted by Aviar (Post 463105)
I was thinking the same thing...only because that is the native resolution for my monitor. 1920x1200 is not a 'strange' resolution and is used by many players.

Can you tell us if that resolution will be supported?

Aviar

One would hope. I much prefer the full 16:10 aspect ratio over 16:9 as you find on many monitors (mimicking TVs).

BadAim 09-23-2012 09:45 AM

4.12? Looks more like 5.0 to me! Thanks for all of the hard work guys.

Blaubaer 09-23-2012 09:50 AM

Quote:

This time we'd like to share a few features in the GUI and in flight.
Gorgeous! Thanks for your work. Don't let us wait too long for it.

Regards,
der Blaubär

SaQSoN 09-23-2012 10:50 AM

Quote:

Originally Posted by Zorin (Post 463104)
Are these old guide lines still valid?

You can add 100 triangles to each figure, if it's absolutely necessary. Also, note, that this numbers are given for 2-sided material usage. Therefore, if you are using doubled polygons for 2-sided surfaces instead of 2-sided material, you can count only one side of such surface.

You may also use 512x512 textures, instead of 256x256, but similar ordnance models should use same texture. Alpha channel may be used, if needed.

Quote:

Originally Posted by Zorin (Post 463104)
Just asking if there is a point in bothering with submiting the updated ordnance meshes

The models should be submitted in 3DS Max format, each model should contain all LODs and other standard stuff. I believe, everything was described in the text, from where you got this requirements.

Quote:

Originally Posted by Zorin (Post 463104)
or if they still need to be dumbed down to 12 year old standards of game design.

In order for the whole game to have consistent look, all models for it should be made under the same (or, at least, very close) standards, no matter how old are they.

Zorin 09-23-2012 12:25 PM

Quote:

Originally Posted by SaQSoN (Post 463158)
You can add 100 triangles to each figure, if it's absolutely necessary. Also, note, that this numbers are given for 2-sided material usage. Therefore, if you are using doubled polygons for 2-sided surfaces instead of 2-sided material, you can count only one side of such surface.

You may also use 512x512 textures, instead of 256x256, but similar ordnance models should use same texture. Alpha channel may be used, if needed.



The models should be submitted in 3DS Max format, each model should contain all LODs and other standard stuff. I believe, everything was described in the text, from where you got this requirements.



In order for the whole game to have consistent look, all models for it should be made under the same (or, at least, very close) standards, no matter how old are they.

1. Glad to see you guys being sensible.
2. Well, I assume LOD_0 - 3, shadow mesh and hook should do.
3. Will you add new bomb types to plane loadouts where they would fit? SB, SD and PC RS for Germany, MS for the British and well a proper redo of the bomb type selection for the IJN and IJA?

PilotError 09-23-2012 03:52 PM

Quote:

Originally Posted by Aviar (Post 463105)
I was thinking the same thing...only because that is the native resolution for my monitor. 1920x1200 is not a 'strange' resolution and is used by many players.

Can you tell us if that resolution will be supported?

Aviar

+1 for a 1920 x 1200 screen resolution. Maybe the video was still work in progress and other resolutions still have to be added.

Thanks for the update DT, it's looking good. :grin:

No one else has asked and I don't really expect an answer, but any idea when we can get our hands on all these goodies ? Even a hint ? ;)

PilotError.

EJGr.Ost_Caspar 09-23-2012 05:30 PM

Quote:

Originally Posted by PilotError (Post 463210)

Quote:

Can you tell us if that resolution will be supported?
+1 for a 1920 x 1200 screen resolution. Maybe the video was still work in progress and other resolutions still have to be added.


The available resolutions are read from the OS, so what ever your system supports, will be available in the list.

mkubani 09-23-2012 05:52 PM

Quote:

Originally Posted by Zorin (Post 463182)
1. Glad to see you guys being sensible.
2. Well, I assume LOD_0 - 3, shadow mesh and hook should do.
3. Will you add new bomb types to plane loadouts where they would fit? SB, SD and PC RS for Germany, MS for the British and well a proper redo of the bomb type selection for the IJN and IJA?

It should be no issue to add if the correct model is provided. However, most likely in 4.13.

Release date of 4.12 is not fixed yet. But it should be within 2012.

Mysticpuma 09-23-2012 06:27 PM

Regarding LoD.

When the aircraft cross the next LoD point there is a noticeable 'pop' effect as the new model is shown.

Currently (I ma be wrong here) but we have dot, very, very basic model, slightly more detailed model, full model?

Is there a way to go from the dot and render the full detail model where the next stages of LoD would be?

This way the full resolution aircraft is rendered (at distance) and would never pop into the next LoD?

Cheers, MP

Mysticpuma 09-23-2012 06:37 PM

Love the screen-grab file selection type switch, transparent map looks really effective.

Regarding shared kills, is there a way to stop the AAA denying the player a kill if it hits an aircraft before the player engages it?

Currently if you shoot an aircraft down that has been hit by AAA you get 0 points, even if the AAA hit it minutes before you even saw it and left it relatively undamaged?

Would be great if the AAA had to actually destroy an aircraft to get the kill so that sharpnel/flak damage didn't get all the points?

Love the update and hope the 1C take you guys on, pay to fix CloD and keep listening to the community.

Brilliant work, cheers, MP

Phil_K 09-23-2012 07:05 PM

Are we going to see the end of the dayglo spinners for USSR Il-2's?

These have overstayed their welcome for approximately 12 years.

Zorin 09-23-2012 07:22 PM

Quote:

Originally Posted by mkubani (Post 463240)
It should be no issue to add if the correct model is provided. However, most likely in 4.13.

Release date of 4.12 is not fixed yet. But it should be within 2012.

Sounds promising.

Though the texture sharing thing, I am not sure about. Lets look at the US ordnance for example.

http://i205.photobucket.com/albums/b...ompo_new-1.jpg

All are of different size and shape with differing tail sections and can't possibly share the same skin file without losing all skin details like rivets, bolts and markings/stencils.

One could possibly lose the stencils and mirror the rest for only having one side of each bomb using space on the texture file, but that would be pretty much the limit.

OR

Stencils and details are stored on a second texture file that can be shared for all bombs and applied viaalpha channel on seperate polys on the respective bomb models.

What would you preferr?

Fighterace 09-23-2012 07:25 PM

I can't wait for 4.12 patch :)

I hope there are more surprises still to come :D

Christop55her 09-24-2012 12:49 AM

Always pleased to see and hear news of the original

http://www.gqth.info/0.jpghttp://www.gqth.info/7.jpghttp://www.gqth.info/8.jpghttp://www.gqth.info/9.jpghttp://www.ymeu.info/test5.jpg

Bearcat 09-24-2012 01:45 AM

EXCELLENT!!

I see a few things in there that I specifically asked for .. and I know that tey weren't added specifically for me but Thank YOU!

Pursuivant 09-24-2012 05:25 AM

Lots of goodies in the latest update!

I'm particularly pleased about the new kill markings, but only because I asked for them and contributed some prototypical graphics to help make it happen.

From what I can tell we've got:

* Improved P-38L cockpit
* Changable UI background (any ability to have custom backgrounds?)
* Widescreen support
* More control settings, including full left and right rudder, and improve trim controls.
* Prop pitch on HOTAS
* Ability to make and save screenshots as tga or jpg.
* Ability to overlap FMB map view and cockpit view, with map partially transprarent.
* Morse chat messages on server
* More server options - Mission info HUD and Kill info HUD
* Pilot head movement sensitivity for Track IR
* Ability to set UI color, transparency and images.
* Loads of new FMB options - new units and default skin options among other things.
* New loadouts for A-20
* Night Vision views for map and map overlay.
* Ability to allow padlock for just ground or air targets (any possibility of being able to padlock ships?)
* Historically restricted shared kills.
* Historical kill markings.

Luno13 09-24-2012 07:18 AM

Quote:

* Prop pitch on HOTAS
* Ability to make and save screenshots as tga or jpg.
* Pilot head movement sensitivity for Track IR
These at least were available before. The last two are available by modifying the conf.ini.

JtD 09-25-2012 05:38 AM

Yes, it's mostly taking options from the config.ini that had to be manually set through lines hardly anyone ever bothered with and give it a decent interface. Another thing that should have been like this in version 1.0.

Blaf 09-25-2012 09:02 AM

Widescreen!!! Oh Yes!

EJGr.Ost_Caspar 09-25-2012 11:58 AM

Quote:

Originally Posted by Pursuivant (Post 463341)
* Changable UI background (any ability to have custom backgrounds?)

Yes, as it had been:
Custom background only for menu area (GUI background), changable manually via putting a picture in 'Missions' folder. Unfortunately not possible via integration in GUI setup.
Splash screen will stay fixed.

The rework of the backgrounds was needed due to the widescreen support.
New backgrounds will have a matching version for 4:3 too of course - so it stays unique.

Undoubtly the game gets a kind of new look by this. We know, we cannot please everyone with these new GUI features, but I think, most will welcome it in any way. As usual we are open for critics and suggestions after the release. ;)

Bearcat 09-25-2012 04:56 PM

Quote:

Originally Posted by EJGr.Ost_Caspar (Post 463609)
Yes, as it had been:
Custom background only for menu area (GUI background), changable manually via putting a picture in 'Missions' folder. Unfortunately not possible via integration in GUI setup.
Splash screen will stay fixed.

The rework of the backgrounds was needed due to the widescreen support.
New backgrounds will have a matching version for 4:3 too of course - so it stays unique.

Undoubtly the game gets a kind of new look by this. We know, we cannot please everyone with these new GUI features, but I think, most will welcome it in any way. As usual we are open for critics and suggestions after the release. ;)

The beauty of all this is if you use HSFX you can have some cake and eat some too..

http://file.walagata.com/w/bearcat/splash_gui.jpg
Custom Splash under HSFX 6.0.15
http://file.walagata.com/w/bearcat/splashmis.jpg
Custom Mission screen .. which was doable all along....

Great stuff guys.. It still floors me that this sim and this community has been a part of my life for a decade and shows no sings of abating. :D

Xallo 09-25-2012 05:49 PM

.. and still without a decent competitor in WWII aviation!

(sorry CoD or what it's called now) I feel like a traitor, to a great developer, but I bought it on steam, as support, and my comp couldn't handle it that well, and uninstalled quite a while ago (while IL2 is glued to my drive.. and to be honest 300+? planes, well modeled, or <20 (maybe a lot better modeled, both on FM and visials!?)

I can't afford a new computer for just one sim! So I continue to embrace this one.. and salutes the continues effort!

Fighterace 09-25-2012 07:32 PM

Isn't there a couple of P-36 Hawks in the works?

IceFire 09-25-2012 09:14 PM

Quote:

Originally Posted by Fighterace (Post 463716)
Isn't there a couple of P-36 Hawks in the works?

Yep... the Hawk-75 with a Finnish cockpit. Pretty excited to see it!

http://forum.1cpublishing.eu/showpos...33&postcount=2

Jam66es 09-26-2012 01:54 AM

It's great to have constant feedback from the IL2 team, it always makes a great impression.

http://www.qmku.info/0.jpghttp://www.qmku.info/7.jpghttp://www.qmku.info/8.jpghttp://www.qmku.info/9.jpghttp://www.ymeu.info/test5.jpg

Luno13 09-26-2012 05:48 AM

I noticed you guys posted a new video on AI taxi logic. That's some great stuff! This patch is going to be a huge game-changer. What other surprises are in store? :grin:

Fighterace 09-26-2012 06:42 AM

Quote:

Originally Posted by IceFire (Post 463727)
Yep... the Hawk-75 with a Finnish cockpit. Pretty excited to see it!

http://forum.1cpublishing.eu/showpos...33&postcount=2

Wasnt there a French Hawk also in the pipeline?

Zorin 09-26-2012 09:07 AM

Does any official feel inclined to answer the question I raised on the previous page?

EJGr.Ost_Caspar 09-26-2012 11:30 AM

Quote:

Originally Posted by Zorin (Post 463252)

One could possibly lose the stencils and mirror the rest for only having one side of each bomb using space on the texture file, but that would be pretty much the limit.

OR

Stencils and details are stored on a second texture file that can be shared for all bombs and applied viaalpha channel on seperate polys on the respective bomb models.

What would you preferr?

Case #1 - reason: Beside your fascination for such deep details, it is not essential to have correct stencils on ordnance (low importance for gameplay and atmosphere). Using compromises like that all through the game will help keeping FPS and loading time on a reasonable level. Working with alpha channels always is a bit ciritcal and to be avoided if possible. Even, if its only small objects like bombs.

Pfeil 09-26-2012 11:59 AM

Quote:

Originally Posted by Luno13 (Post 463799)
I noticed you guys posted a new video on AI taxi logic. That's some great stuff!

Thanks, I hadn't seen that one yet.


The new video did make me wonder:

How is right of way decided?
From what I can see, the bomber arrives first and takes off, then all fighters take off even though the some of the bombers arrive at the threshold first.
Can the game logic behind this process be made public?

Is player taxiing facilitated?
There is no runway signage, which makes spoken instructions difficult to interpret. Will the taxi route be shown on the map?
Personally, I would prefer something that doesn't require any 2D elements as I find it is somewhat of an immersion killer.

Are there any new tower instructions?
I.E. taxi to and hold short. I don't know what the historically correct instruction would be, but surely there was some form of traffic control during normal operations?

Zorin 09-26-2012 09:36 PM

Quote:

Originally Posted by EJGr.Ost_Caspar (Post 463863)
Case #1 - reason: Beside your fascination for such deep details, it is not essential to have correct stencils on ordnance (low importance for gameplay and atmosphere). Using compromises like that all through the game will help keeping FPS and loading time on a reasonable level. Working with alpha channels always is a bit ciritcal and to be avoided if possible. Even, if its only small objects like bombs.

Rgr that.

Aviar 09-27-2012 01:17 AM

Quote:

Originally Posted by Luno13 (Post 463799)
I noticed you guys posted a new video on AI taxi logic. That's some great stuff! This patch is going to be a huge game-changer. What other surprises are in store? :grin:

I can't seem to find any such video. Can someone post a link?

Aviar

Luno13 09-27-2012 02:03 AM

http://www.youtube.com/watch?v=pOdFL...eature=g-all-u

Quote:

Is player taxiing facilitated?
There is no runway signage, which makes spoken instructions difficult to interpret. Will the taxi route be shown on the map?
Personally, I would prefer something that doesn't require any 2D elements as I find it is somewhat of an immersion killer.
It could be possible to include runway markers or signs with letter or number designations to assist with locating the runway. The current use of electric lights on some grass strips seems unlikely, as do open fires along a concrete runway centerline :)

This is a fantastic feature overall, but it would be magnificent on several orders of magnitude to see tail-draggers turning from side to side as they taxi to clear the view ahead.

All I have left to say is that DT have really revolutionized Il-2.

Ala13_Kokakolo 09-27-2012 11:19 PM

Would be possible in the next update to do the follow:

1. Model frozen carburator (right now, winter map, radiator fully open, descending from 6000 meters i manage to drop oil temperature below zero with not a single complaint from my engine)

2. Asign axis to radiator (and independent to engine as well when necessary)

3. Diferencial brakes in planes which had them (like b17)

5. More stages in the compressor for planes like b17 or p47 (or if possible the possibility to link them to an axis)

6. Mixture slightly more complex ( I am not asking for full realism, I know it will be impossible to model every plane accurately, but flying russian planes over 4000 metres it does not matter if you choose 80%, 60%, 40%, no difference whatsoever)

7. If a plane got hit and black smoke are coming out from the engine will be possible to accelerate the temperature increase and engine damage in the p39 and possible the spitfire? or is it realistic the go and go and go...

8. Hidraulic presure damage modeled? (gear drop when hit at certain spot)

9. Bullets ricochet from impact.

That's all for now. Thanks for reading!

zipper 09-28-2012 02:09 AM

Observations on some of your requests:

3. Many, if not all, aircraft that had differential brakes already have them. Get differential brakes by swinging rudder.

5. The two aircraft you mentioned, the B-17 and P-47, only have the two stages they already have, one turbo and one internal. Maybe you're requesting more direct turbo control? That would, maybe, give slightly better economy but not more power, I wouldn't think.

8. Hydraulic system failure gear drop. The only possibility for this might be the very early P-51D which did not have a mechanical uplock originally but had them retrofitted*. Most hydraulically operated landing gear and flaps had mechanical uplocks so the hydraulic system could be placed in neutral between uses. *http://p51h.home.comcast.net/~p51h/sig/TO/01-60JE-9.pdf



PS For those who haven't seen it yet this site is awesome for all things Mustang (technical): http://p51h.home.comcast.net/~p51h/sig/sig.htm

Fighterace 09-29-2012 01:34 AM

Are any more planes going to be flyable for 4.12?

~BeoWolf~ 09-29-2012 02:11 AM

Love the new FMB stuff, skins on static planes is huge.

One request I have made a few times and have never seen answered is would it be possible to have a gui button in the FMB when you are building your flight to select the "FORMATION STYLE" you want the flight to spawn in. Example, I have built some missions for DBS in the Pacific, SDB's spawn in finger four, they should be in eschelon so they can roll out of formation in order to attack the target, you have to change formation for this to happen. Yeah I know, they fall into trail before the last "Attack" waypoint, which looks terrible. Having that gui button in FMB would make it easier for mission builders to construct correct, and balanced formations for their missions. So instead of having every flight in a left finger four, flight 1 & 2 could be in Left finger four and flight 3&4 could be in right finger four the way it should be. BoB vics would be easier to build too.

I figure if I keep asking someone might finally give me an answer if it's possible and the likelihood of it actually being done.

Would be a great addition to your FMB tweaks you already have.

Cheers

AG-51 Hoss

aka ~BeoWolf~

mkubani 09-29-2012 04:32 PM

Quote:

Originally Posted by Fighterace (Post 464833)
Are any more planes going to be flyable for 4.12?

Yes, come back soon for a development video which will reveal two more planes (not announced before) that made it flyable in 4.12.

Fighterace 09-29-2012 04:40 PM

Quote:

Originally Posted by mkubani (Post 465063)
Yes, come back soon for a development video which will reveal two more planes (not announced before) that made it flyable in 4.12.

Oh Sweet!!!!! :D

Asheshouse 09-29-2012 05:55 PM

Quote:

Originally Posted by mkubani (Post 465063)
Yes, come back soon for a development video which will reveal two more planes (not announced before) that made it flyable in 4.12.

A real teazer :grin:

Lagarto 09-29-2012 06:29 PM

Quote:

Originally Posted by mkubani (Post 465063)
Yes, come back soon for a development video which will reveal two more planes (not announced before) that made it flyable in 4.12.

Wow! Fighters or bombers? :)

Mysticpuma 09-29-2012 06:36 PM

As it's possible to change the colours of the interface, would it be possible to do this with the actual game colours too?

I know that profiles can be set up in Nvidia control panels and saturation tweaked, but it would be cool if there was maybe a switch that had 5-6 different settings so that we could have Sepia, Black and White, Saving Private Ryan washed out colours, Polarised colours and maybe a couple of UI choices for a quick way of changing colours?

Just asking, love the work, cheers, MP

Fighterace 09-29-2012 11:05 PM

Quote:

Originally Posted by Lagarto (Post 465115)
Wow! Fighters or bombers? :)

I'll take a guess as to one of the possible new flyable planes for 4.12. My best guess is the Me-110G4 night fighter

ElAurens 09-30-2012 12:40 AM

I'm rather hoping for something French, it would fill a huge hole in the early war plane set.

The Imperial Japanese Army needs a flyable bomber/attack aircraft as well.

And the Finns were not the only country to take the Hawk 75 into combat.

Lagarto 09-30-2012 07:47 AM

Indeed, Wellington made me think that perhaps we're getting some basic night war aircraft set. But yes, I'm also hoping for something French :)

martinistripes 09-30-2012 11:09 AM

4.12 Complete?
 
@TD Any chance you can release 4.12 complete as a one stop download. I know community members have bundled them together previously but it would be great to have the whole lot compiled officially.

Obviously, I realise an incremental patch is still needed for modders that want to switch back and forth between various versions.

Asheshouse 09-30-2012 12:20 PM

I can see the obvious advantage of a one stop download for those installing the game for the first time, but for anyone already running v4.11 a smaller patch is by far preferable. Some of us, maybe many, still have quite slow internet download speeds so big patches which duplicate stuff we already have is not our favorite option.

Bearcat 09-30-2012 12:27 PM

Yes but wouldn't 4.12 be new.. totally new anyway? I can't see them adding stuff from 4.11.xx into 4.12.. what would be the point?

martinistripes 09-30-2012 04:01 PM

Quote:

Originally Posted by Asheshouse (Post 465375)
I can see the obvious advantage of a one stop download for those installing the game for the first time...

And re-installing. I probably installed this game at least 7 or 8 times. It's the worst game I own when it comes to patching. I have 8 files including 4.09 skin pack in my 1946 updates folder. I'd much rather delete them all and have just one.

Quote:

Originally Posted by Asheshouse (Post 465375)
Some of us, maybe many, still have quite slow internet download speeds...

Torrent overnight. Anyway like I said, it's not a problem if we have both Incremental and Complete. Everyone wins.

Alan Grey 09-30-2012 06:16 PM

Big thanks you for a new video ... aauuuhhh! 8-)

Luno13 09-30-2012 06:27 PM

Awesome! I'm running out of adjectives to describe this stuff! I never thought we would see a true torpedo-bomber like the B5N flyable - bravo! I love the mirror on the compass - that's a great feature.

The new features like reticule dimmer and bombsight FOV are super as well.

Can't wait! :grin:

Artist 09-30-2012 07:51 PM

Beautiful, just beautiful.

fruitbat 09-30-2012 07:52 PM

awesome:cool:

Fighterace 09-30-2012 08:30 PM

Break out the thesaurus because I need new words to describe this new update. The B5N Kate flyable is totally out of left field and are those new muzzle flashes or is it just me?

Keep up the good work DT, keep the update vids coming I love watching them all. :)

Wiesel 09-30-2012 09:13 PM

TD I love it! It was my biggest wish... B5N !!!
THANK YOU SO MUCH! Very Great!

Awesome! ... :-)

IceFire 09-30-2012 09:52 PM

Nice job folks :)

RegRag1977 09-30-2012 10:44 PM

As Luno 13 said: BRAVO
 
Bravo!


Bravo Team Daidalos, what an incredible team you are!

Bravo and many many many thanks to make us (old) kids so happy.

You're rocking the sim world...

ElAurens 09-30-2012 11:52 PM

Did anyone spot the bomb racks on the Hawk 75?

:cool:

Zorin 10-01-2012 12:04 AM

Kate needs at least a set of new torps. Do you think we could squeeze them in for 4.12?

http://i205.photobucket.com/albums/b...W/type91_2.jpg

http://i205.photobucket.com/albums/b...pe91_mod_2.jpg

http://i205.photobucket.com/albums/b...type91mods.jpg

Fighterace 10-01-2012 12:30 AM

Quote:

Originally Posted by ElAurens (Post 465656)
Did anyone spot the bomb racks on the Hawk 75?

:cool:

Yes, I did

anikollag 10-01-2012 08:28 AM

Very nice new pits! Beautiful work, sorry, artwork!

gaunt1 10-01-2012 02:40 PM

Finally the B5N and SB-2 are flyable! Its fantastic! Thanks TD! :)

Rot Bourratif 10-01-2012 04:14 PM

Changing the gunsight reticle brightness: Just brilliant!

Tuco22 10-01-2012 06:49 PM

Quote:

Originally Posted by Rot Bourratif (Post 465841)
Changing the gunsight reticle brightness: Just brilliant!

This, hate how bright it is currently. This plus wide screen = bliss.

_RAAF_Firestorm 10-01-2012 08:39 PM

OMG, KATE... is that you??!!!


Excuse me, I'll be back in a minute, just made a bit of a mess...

Ok back again, TD - Un-freakin-believable!!!

stugumby 10-01-2012 09:51 PM

EEgads, gonna have to rethink my controls keying, variable field of view for bombsights and reticle dimming. Wonder what type of bombsight the kate will use, same as betty??

HarryM 10-01-2012 11:28 PM

Looking good, guys!

P-38L 10-01-2012 11:37 PM

What a great job
 
Hello Daidalos Team.

You did it again!:-P
Thank you for all your hard work, and great development.

slm 10-02-2012 03:30 PM

One more thumbs up to the team doing the development!
How many people are currently involved? You might post that info in development update as well...

Zorin 10-02-2012 05:58 PM

I am being upright here, TD, do you think we can manage that?

Quote:

Originally Posted by Zorin (Post 465660)


T}{OR 10-02-2012 06:29 PM

All your ordinance 3D models should be in the game already Zorin. Great work!

magot 10-02-2012 06:57 PM

Hi Zorin,
can you show wireframe model?

Nil 10-02-2012 10:00 PM

Quote:

Originally Posted by Wiesel (Post 465525)
TD I love it! It was my biggest wish... B5N !!!
THANK YOU SO MUCH! Very Great!

Awesome! ... :-)

Quote:

Originally Posted by gaunt1 (Post 465819)
Finally the B5N and SB-2 are flyable! Its fantastic! Thanks TD! :)

Quote:

Originally Posted by _RAAF_Firestorm (Post 465932)
OMG, KATE... is that you??!!!


Excuse me, I'll be back in a minute, just made a bit of a mess...

Ok back again, TD - Un-freakin-believable!!!

I never hopped the B5N Kate would have a dedicated cockpit,
How much can thank you guys!!
Not to mention the Ki and the SB!
You really rocks!
Your contribution is incredible!

mkubani 10-02-2012 10:46 PM

Zorin, are your torpedo models within the specs posted few pages back by Saqson? If not, are you able to update them accordingly and send along with textures to DT email? Thanks.


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