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

daidalos.team 01-16-2010 03:39 PM

Patch 4.10 - Development Updates by Daidalos Team
 
Dear IL-2 fans,

Since the release of patch 4.09, Daidalos Team has been working on the next official patch 4.10. We have done a substantial progress already and we would like to start showing you our latest development and gradually revealing the content of the patch until its release.

All the official updates for patch 4.10 are going to be shown in this first post, please use the rest of the thread for comments and questions.

We would like to emphasize that everything we are showing here has WIP status and is not a finished yet. Please take it into account.

Thank you.

Daidalos Team

4.10 Patch Overview - updated weekly
- all listed planning and content is subject to change by DT or 1C/MG

http://img188.imageshack.us/img188/9...0042200.th.jpg

*** For High-Res videos, please go to Mission4Today.com ***


Development Update - 2010-05-28

Well yes... today is Friday! As we are quite busy, we didn't manage to prepare an update for yesterday.
Nethertheless we would like to show you something - RE.2000 cockpit in finalisation status (WIP):

http://img9.imageshack.us/img9/3953/re2kcp01.th.jpg

http://img266.imageshack.us/img266/7263/re2kcp02.th.jpg

http://img294.imageshack.us/img294/1435/re2kcp03.th.jpg

http://img69.imageshack.us/img69/4648/re2kcp04.th.jpg

http://img180.imageshack.us/img180/3144/re2kcp05.th.jpg

Thanks!



Development Update - 2010-05-20

Dear IL-2 fans. We would like to inform that after several months of negotiations with Oleg, Ilya and MG/1C management, our team has signed a non-exclusive license agreement. Basically this agreement will give Team Daidalos full access to all assets related to the sim, but our work still remains non-commercial. Most important assets for us now is the SFS tools so that we can build the patch independently and don't need to sacrifice MG team's precious time. Also this will speed up the releasing process, since we can do a new build ourselves if we find bugs from release candidate build.

This past month we have been learning the use the new tools which has taken some time. Also we had to build up a proper codebase for the tools and overall adjust our ways of working. So please have patience and excuse us for the delay. We still do this for free as a hobby and not from 9 to 5 and probably everyone has had less time to give to TD than they wanted to give. Good news is that we don't have any major bugs open. Just some integration work left, finishing some WIP default skins, adjusting some small things and testing that we didn't break anything.


Video for today doesn't have any single theme, but it's more like random picks of things not shown on video before. Enjoy!

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


Development Update - 2010-04-22

Our work and testing of patch 4.10 continues. There is no need to have any concerns about the patch. It will be released when it is finished. We are aware of our delay and we will communicate our release date to public when we are ready. For now, please stay patient. Thank you for your support.

Today, we would like to show you 2 new AI bombers.

Do 217 - AI - internal DT development

Do 217 will carry Fritz X and Hs 293. Default skin is still WIP.

http://img408.imageshack.us/img408/3...0042201.th.jpg

http://img541.imageshack.us/img541/3...0042202.th.jpg

http://img717.imageshack.us/img717/6...0042203.th.jpg

http://img406.imageshack.us/img406/2...0042204.th.jpg


Cant Z.1007 - AI - external 3rd party development with DT modelling support

An example of a well built model within DT specifications and with our direct modelling support. The modeller has received a detailed feedback from one of our experienced modellers, learned new modelling techniques and reworked the 3D model. Now, the plane is ready to be included in the patch. Well done model and skin, thank you!

http://img217.imageshack.us/img217/3...0042205.th.jpg

http://img156.imageshack.us/img156/4...0042206.th.jpg

http://img443.imageshack.us/img443/9...0042207.th.jpg

http://img717.imageshack.us/img717/4...0042208.th.jpg

http://img101.imageshack.us/img101/9...042209l.th.jpg

http://img94.imageshack.us/img94/1878/2010042210.th.jpg


Development Update - 2010-04-09

Testing & bug fixing continues, so not much news this week either. But we can try to capture on video some of the things we test which haven't been yet introduced. This weeks video is about circling torpedos and Ju-88 variants.

http://www.youtube.com/watch?v=Pe6ov...layer_embedded

Torpedos:

The "Motobomba FFF" was a circular running torpedo, designed for Regia Aeronautica by Freri, Filpa and Fiore (hence the name FFF), designed to be dropped from high altitude on enemy harbours or amidst enemy convoys.

This bomb was adopted by Regia Aeronautica, but used in very small numbers (large stores of unused bombs were found still in 1978!) but was adopted in large number an employed with success by the Luftwaffe, under the name LT 350.

This bomb was dropped from high altitude (from 500 to 4000m). It had a first small "pilot" parachute to stabilize the speed around 100m/s. At an altitude of about 130 m, a larger parachute opened. Once in water, the bomb had a circular - spiral trajectory, it run at slow speed (22 Km/h) for about 15 to 30 minutes.

Another similar torpedo we have done is the Russian torpedo 45-36АВ-А (45-36AV-A) which was based on submarine torpedo 45-36. Functionality is much like Motobomba FFF, but range is only 4 km with 39 knots speed.

Ju-88 variants:

Existing Ju-88 A-4 has gone through a small facelift and we've also included two new variants. A-17 & A-4/Torp.

Changes include texture mapping fixes so now it's easier to dress up nicely. Cpt_Farrel is doing great new default skins for all variants (still slightly WIP in the video). Damage model has been improved and some bugs have been fix. Also few of the holes in cockpits have been fixed. Both new torpedo variants have ToKG (torpedo-kommandogerät) installed which was introduced already earlier. Also they have a binocular view for better spotting of ships. This helps with determing ships AoB and speed which are fed to the ToKG.


Development Update - 2010-04-01

We are still very busy finalizing and testing patch content, so only simple Hs-129 video this thursday. Don't mind the bad camera work. Video was made in big hurry.

http://www.youtube.com/watch?v=MfvTrPWiHE8

This video shows some of the new & updated loadout options and details of the cockpit. External cannons/MGs have their own indicator lights that show if the weapon is ready to fire. Bombs have indicator lights also. Cockpit of B-3 variant with BK7.5 cannon has some minor differences, including a own ammo counter for BK7.5. The cannon can also be dropped (causes score penalty) since the B-3 flies very badly with one engine & BK7.5. Even the BK7.5 creates lots of drag and weights a lot, it also increases the stability of the plane, since it's acting like big vertical stabilizer. Drag, weight & stability changes noticeably when the cannon is dropped.

Development Update - 2010-03-18

First we would like to communicate 2 things:

1. We are entering the beta phase of the 4.10 patch, so we will reduce the quantity of development updates and focus on the testing of the patch.
2. We are in a time delay and we will inform you about the new patch release date and update the schedule accordingly.


And some more planes to come in 4.10:

Reggiane Re.2002 (internal DT development)
AI for now.

http://img401.imageshack.us/img401/6...0031801.th.jpg

Fairey Fulmar (external development)
AI for now.

http://img524.imageshack.us/img524/5...0031803.th.jpg

Fairey Swordfish (external development)
AI for now.

http://img717.imageshack.us/img717/8...0031802.th.jpg



Development Update - 2010-03-11

Multi-Crew option on dogfight servers

One of the main advantages of coop mission mode over dogfight servers is the ability for human players to man together the multi-crew planes. We are about to change this. The following video demonstrates work that is currently being undertaken to bring multi-crew option to dedicated/dogfight online games. This feature is still in development but if the testing is successful and we don't find any major issue, we are aiming to release it in patch 4.10. More info to come...


http://www.youtube.com/watch?v=TXN7CqgmKY0


Increased DM of bridges + winter version

Rework of bridges includes:

1) Fixed a bug which caused misses up to 100m to register as direct hits

2) Increased toughness of bridges. Rail and Highway bridge types will most likely be immune
to anything smaller than SC250 kg bombs as historical evidence suggests. Still WIP.

3) While we were at it, we added support for bridge winter skins on winter maps and retextured summer skins.


http://img690.imageshack.us/img690/5...0031104.th.jpg

http://img706.imageshack.us/img706/8...0031101.th.jpg

http://img534.imageshack.us/img534/1...031102s.th.jpg

http://img697.imageshack.us/img697/8...0031103.th.jpg



Development Update - 2010-03-04

Structural G Limits & Multiple Joystick Profiles (internal DT development)

At present all aircraft in IL2 have a single fixed Structural G limit of +13G. It only really becomes an issue with aircraft with exceptionally light elevators such as the P51. Pull more than +13G and you loose your wings. The real life situation is a little more complicated. Real aircraft are designed with an Ultimate load and In Service design load. Both are for a defined configuration and weight.

The in Service load is the typical G available to the pilot. As long as this the G is not exceeded then no aircraft damage will occur. Exceed the In service G limit then damage of varying degrees may occur .. like bent airframes etc. Exceed the Ultimate load then severe damage will occur typically resulting in structural failure ... like wings coming off etc.Typically a safety factor of 1.5 is used. So an Fighter aeroplane with a design In service G limit of say +8G will have an Ultimate load of +12G. As external stores and or weight is increased above the design weight both G limits reduce accordingly. Reduce weight (by dropping bombs or burning fuel etc) and your G limits increase. Bomber and Transport aircraft have G limits much lower than fighters.
So if you abuse the limits you damage the aircraft. Once damaged then its structural integrity is reduced so the ultimate load reduces as well. In other words keep bending the airframe and you will eventually weaken it to the point that very little extra G is required to induce structural failure. A bent airframe wont perform as well either.

The DT team have now simulated this for the first time in IL2. Each aircraft has been given a unique Structural G profile for Ultimate load, In service limit, and dynamic Weight based limits . In addition this is dynamically modified with its own G induced damage profile. The basic Design Ultimate load configuration and weight has been defined as Default load + 100% Fuel. The actual Ultimate design load has been based on Historical values where they are known and guesstimation where they are not known. In broad brush terms for fighters have an Ultimate design load of +12G with an In service limit of +8G. Lets abbreviate this to 8G/12G

How does this work in game ? You take your stock standard Fighter MK 1 with Default armament +100% Fuel your limits are +8G/+12G. You add 2 x 500lbs bombs. your limits now reduce to 5G/8G. So prior to the target you need to be a little more careful with your aeroplane. Lets say pre target you pull + 6G, you have exceeded the In service limit, you will hear a damage sound cue and suffer a slight aerodynamic penalty. In addition your G limits have now reduced to say 4G/6G. (Bust these again and further aerodynamic penalties and further reductions will apply). You progress to the target and release your bombs. Since the weight is reduced your limits will increase but since you already bent the airframe you wont get back your original limits. You might then get say +6G/+9G. As you can see if you keep abusing the limits you will end with a very weakened airframe.

In the case of heavy bombers G limits will prevent any real aerobatic manoeuvers. You will still be able to evade quite well but you wont be able to BFM with aeroplanes like the A20 anymore. Bombers will be just that: Bombers. G limits will be applicable to AI planes as well and they will fly in a more realistic way too.

Is G displayed? Unless the aircraft in game is equipped with a G meter then no. So you will need to re think how you fly. Random snatches particularly at high speeds are going to hurt .... just as they do in real life. You will need to be aware of Corner speeds because any time you are faster than Corner speed you run the risk of an Over G event. (We are yet to finalise the display side of things)

Coupled with this is a new Joystick module that allows the player to save and store up to 4 different stick sensitivity routines. These can all be adjusted or loaded in the arming screen. So once you have selected your aeroplane type you can select your customised stick profile.

We understand that such an important development in the sim's FM needs a thorough testing. We are cooperating with a group of real life pilots who are doing a fantastic job testing this new core feature with us. Salute!

Tester 1
14,500hrs flying Command Ratings on the following types
PA28,C172,Winjeel, Macchi MB326,MirageIII,F18,Boeing 767,Boeing 747-400,A330,A380
*Was Fighter Combat Instructor on Mirage III and F18 , now A380 Captain)

Tester 2
7000hrs rated on the following types:
CAP-10,C182,PA28,C152,BE76,Boeing 737,Boeing 767,A380
(Has full aerobatic rating now First Officer on A380)

Tester 3
Unknown number of hours very knowledgeable Private pilot.

Tester 4
Unknown number of hours. Former Military test pilot with ratings on more aircraft than one could ever dream of, and a Graduate of the Empire test pilots School (ETPS).


http://www.youtube.com/watch?v=8qBjYuwhjnE



The Slot map by Team Pacific (3rd party development)

An important addition to Pacific war scenario.

http://img200.imageshack.us/img200/7...1003001.th.jpg

http://img18.imageshack.us/img18/8989/201003003.th.jpg

http://img90.imageshack.us/img90/1605/201003002.th.jpg



Development Update - 2010-02-25

Only one video this week due to real life commitments. A bit more on AI vs. AI visibility.

http://www.youtube.com/watch?v=nGKtVW1gL9c


Development Update - 2010-02-18

Re2000 cockpit WIP


http://img13.imageshack.us/img13/8041/render3jg.jpg



New QMB options

First of all QMB is now expanded to 3 windows. First one is same old standard one with just a few changes.



It can be seen on picture that there is a new window "Plane List". Users can chose between 4 different plane lists: Standard,Alphabetical,Custom1,Custom2



That way user don't have to scroll through the huge list, he can simply make a list with his favorite planes only and easily set up his QMB missions. For example next picture show Custom list with American and Japanese planes only, ideal for PTO fans.



Another novelty is FMB button for quick access to FMB. In 4.10 users will be able to add new maps and missions to QMB. Unlike in old QMB in new one there is no limits in number of missions of same type for map. If there are more than one mission than QMB pick one randomly. That way you can have plenty of variety in QMB missions.

Lets see next page.


As you can see number of flights is doubled in 4.10, having 32 vs. 32 fights is lot of fun or maybe 1 vs. 32 :))


That didn't turn out too good but in 1 vs. 4 things were little bit better so we can check another new feature,Stats page.



That's it for today's update, keep in mind that QMB is still WIP and there will be more surprises in final release.

For older DT development updates – please click here.


Thank you. Daidalos Team

Lucas_From_Hell 01-16-2010 03:48 PM

Yessss!!

Bring in the Henschels and the FMB :cool:!

Thank you so much for this! Will bring the vanilla multiplayer back to the good 'ol days, also called B.M. (Before Mods).

And for those who say this is madness, I reply: Madness? THIS IS DAIDALOS!! :mrgreen:

Team Daidalos, bringing the best to its best since 2009 :grin:

KG26_Alpha 01-16-2010 03:49 PM

Well Done

Copy and Paste at last :)

Nice to see the development time line too.

Re: HS129 AP for the Bk 37 ? iirc its got HE at the moment.

Edit: Spelling

daidalos.team 01-16-2010 03:49 PM

OLDER DEVELOPMENT UPDATES BY DAIDALOS TEAM:

Development Update - 2010-02-12


IL2 4.10 MDS - Moving dogfight server

Developed independently by one of DT members with remote support of our team.

Some might know/use this already but for those that are unfamiliar with it, MDS (Moving Dogfight Server) is meant to enrich players online experiences. Originally, IL2 Dedicated Server does not provide usage of AI controlled units. Only cooperative game mode gives you that. But MDS changes this. And adds few extra things. To sum it up:

- add AI controlled units to your missions
- set up simple or advanced Fog of War conditions for your briefing and minimap screens
- limit your plane setups on your home bases (plane numbers, plane loadouts)
- limit selectable countries on your home bases
- ream, refuel and repair your aircraft
- disable ability for players to hit refly button and force them to fly with their head, instead with their ...
- manage your HUD scoring texts
- capture your home bases and specify planes, their loadouts and country options depending on the capturing army
- place home base on a moving carrier and take off from it
- more stuff...

For a couple of features, see provided movies.

http://www.youtube.com/watch?v=vT_e2XoCuuo

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



More loadout options for Bf 109s

Bf-109F-2:
MG151/20 Nose Cannon (field mod)
1xSC250
4xSC50
1xType D drotank

Bf-109F-4:
1xSC250
4xSC50
1xType D droptank
2xMG151/15 Gunpods

Bf-109G-6:
U4/R3: Mk108 + Droptank
2xWfrGr21
2xWfrGr21 + Droptank

Bf-109G-6Late
U4/R3: Mk108 + Droptank
2xWfrGr21
2xWfrGr21 + Droptank (R3)

Bf-109G-6/AS:
U4R3: Mk108 + Droptank

Bf-109G-14:
MG151/20 Nose Cannon
U4: Mk108 Nose Cannon
U4/R3: Mk108 + Droptank

Bf-109G-10:
MG151/20 Nose Cannon
U4: Mk108 Nose Cannon
U4/R3: Mk108 + Droptank

http://img695.imageshack.us/img695/7...0021201.th.jpg

http://img402.imageshack.us/img402/9...0021202.th.jpg

http://img693.imageshack.us/img693/8...0021203.th.jpg



Henschel Hs 129 - external & cockpit

We are close to finish the cockpit and external model upgrade for this interesting plane. In order to be able to model the cockpit as accurate as possible, one of our member was fortunate enough to spend 6 hours with Mr. Martin Mednis and his Hs 129 cockpit restoration. We have been able to receive first hand data and make several important improvements to our cockpit model. We would like to thank Mr. Mednis for sharing his Hs 129 treasures with us.

Current external model with WIP default skin by Capt. Farrel:

http://img534.imageshack.us/img534/8...0021204.th.jpg

http://img709.imageshack.us/img709/6...0021205.th.jpg

http://img641.imageshack.us/img641/2...0021206.th.jpg


Cockpit (WIP):

http://img99.imageshack.us/img99/794...0021207.th.jpg

http://img18.imageshack.us/img18/218...0021208.th.jpg

http://img707.imageshack.us/img707/7...0021209.th.jpg


Few highlights from Mr. Mednis restoration shop:

http://img687.imageshack.us/img687/4...0021210.th.jpg

http://img21.imageshack.us/img21/555...0021211.th.jpg

http://img651.imageshack.us/img651/2...0021212.th.jpg

http://img521.imageshack.us/img521/9...0021213.th.jpg

Development Update - 2010-02-04

New ship damage
This video shows some visual enhancements in naval warfare. This is still WIP and all of the new effects and 3d models are just placeholders.

http://www.youtube.com/watch?v=xO42TA8xMPg


Torpedo-Kommandogerät
This device is like simplified torpedo data computer found from subs. Better explanation is embedded in the video.

http://www.youtube.com/watch?v=dKFbIFu4v6o



Development Update - 2010-01-28

AI Improvements - AI visibility change


The following video demonstrates one of the new AI features our team is currently working on. In patch 4.10 players (as well as friendly AI units) will be able to hide in clouds from enemy AI. With the new AI model, AI‘s visual ability will be similar to the one of human's.

In today‘s demo video we have AAA-vs-Aircraft pair but similar method will be used for other AI units, with optimized code for each type of unit.

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!". :)

http://www.youtube.com/watch?v=6sx4W9z9MXQ

Multi-throttle/radiator/prop pitch control

This is another frequently requested feature by many virtual IL-2 pilots. Our plan is to introduce multi-throttle/radiator/prop pitch control setup via standard IL-2 interface.

http://www.youtube.com/watch?v=odGem2rvebo

New guided weapons

In patch 4.10 we also plan to introduce some more guided weapons: German Fritz-X, Hs 293, US Razon & Bat which:

- can be aimed & dropped like normal bombs
- can be guided like X-4 missile with bombsight keys (except the Bat)
- can be used by human and AI


http://www.youtube.com/watch?v=IryQHLG4ySA

http://www.youtube.com/watch?v=Rt0LtUzHa9I

Environmental changes

In the upcoming patch we intend to change several environmental conditions in order to set the proper scenario for the radio navigation (4.10), radar and nightfighters (4.11). Today we are going to show you the colour change for high altitude sky.

That is all for this week. We appreciate your comments and feedback. Thank you.


http://img691.imageshack.us/img691/3...0012801.th.jpg

http://img31.imageshack.us/img31/226...0012802.th.jpg

Development Update - 2010-01-21

Navigation improvements

One thing that has been requested often is improved navigation. The whole art of navigation in it's all forms is very complicated subject, but radio navigation is one small part that we decided to concentrate on. Currently the balance between playability and realism is such that the waypoints in mission act as sort of radio beacons and repeater compass has a needle that points towards the "beacons". This obviously has two issues. The "virtual beacons" can be located in too favorable and unrealistic positions such as middle of ocean or deep within enemy territory. Also most of the repeater compasses work like radio compasses which they didn't do in real life. Programmable waypoints for aircraft would be post-WW2 technology.

Here's Team Daidalos' solution for this matter:

Non-directional beacon object (NDB):
New stationary radio beacon object that can be placed on map. If any of these are present on map, all navigation instruments work only with beacons and not with waypoints anymore. waypoints are still there as usual (for AI), but they are just abstract points on map and compasses don't know anything about these. Old missions work as usual, since they don't have the new beacon objects.

Each beacon is given an unique two letter ID and also the friendly beacon icons & IDs are always visible in map, since their positions are known. Pilot will have two new keys. Next Beacon & Prev Beacon. These are used to tune radio to selected beacon frequency (based on ID). Beacon will broadcast it's ID as Morse code once in minute so pilot can hear if he is tuned to correct beacon. Also pilot can hear a static (chirring) background noise when beacon is transmitting constantly, but there is no modulated signal. Cone of silence is also included, so pilot knows when he has flown directly over the beacon.

Meacon object (masking beacon):
Meacons were trick to render beacons less usable for the enemy. Meacon basically captures enemy beacon signal and re-radiates the same signal from different location. Therefore confusing the enemy trying to use it's own beacons for navigating. This is a stationary object like the NDB.

ZB/YE "Hayrake" directional beacon:
The ZB/YE system that allied used was one way of finding a way back home to own aircraft carrier. ZB beign the receiver in plane and YE the rotating directional beacon installed to allied aircraft carriers. This device broadcast a different letter of the (Morse code) alphabet every thirty degrees as it rotated. These letters could be picked up by the ZB receiver in a plane as it moved into the radio signal range. From the letter heard the pilot could determine a bearing to the ship. In the corner of each pilot's plotting board was a compass rose. When preparing flight data before starting a mission, the pilot filled in each slice of the pie with letters designated for the YE that day.

In game this works as following way. Root of the orders menu (tab) includes details of all friendly "hayrake" carriers. For example

Lexington CV2 ID: FC Code: EWQ / KPT / VXZ / ADJ

Pilot will use again the Next Beacon & Prev Beacon keys to tune the radio to certain frequency (based on ID). If player would tune his radio to listen this CV2, he would hear Morse code about twice in a minute as the carrier's "hayrake" antenna rotates at 2 RPM and sending the signal. Code after the carrier name is the Morse code pattern that the YE sends to different directions. Each letter in code represents 30 dec segment starting from 0 dec. For example carrier transmits K to 90-120 dec. So pilot hears K (dash dot dash), the carrier is at bearing 270-300. Code is randomly generated, but still same for all online players.

IJN carriers have normal NDBs, since Zeros & Val have fixed D/F-loops and homing indicators. Acccording to our current knowledge, Axis didn't have similar system in use.

YG shore based "Hayrake":
YG was simplified version of the YE which was used on land. This is a stationary ground object like the NDB that can be placed on ground and is always visible in map with ID. Functionality is same as with YE, except the code is fixed and same for all beacons. Carrier's YE code was changed daily in order to protect the carrier in case enemy would have found out the code.

Lorenz blind landing beacon:
This is similar stationary object like the NDB beacon. It must be placed certain way at airports in order to work correctly. Again pilot user the Next Beacon & Prev Beacon keys to tune to correct frequency. Aircrafts approaching the runway in dark or bad weather would tune their radios to the broadcast frequency and listen for the signal. If they heard a series of dots, they knew they were off the runway centerline to the left (the dot-sector) and had to turn to the right to line up with the runway. If they were off to the right, they would hear a series of dashes instead (the dash-sector), and turned left. Key to the easy operation of the system was an area in the middle where the two signals overlapped, where the dots of the one signal "filled in" the dashes of the other, resulting in a steady tone known as the equi-signal. By adjusting their path until they heard the equi-signal, the pilot could align their aircraft with the runway for landing.

Two small marker beacons were also used with Lorenz, one 300 m off the end of runway, the HEZ, and another 3 km away, the VEZ, modulated at 1700 and 700 Hz, respectively. These signals were broadcast directly upward, and would be heard briefly as the aircraft flew over them. To approach the runway, the aircraft would fly to a published altitude and then use the main directional signals to line up with the runway and started flying toward it. When they flew over the VEZ they would start descending on a standard glide slope, continuing to land or abort at the HEZ depending on whether or not they could see the runway.

Many Luftwaffe planes have a combined blind landing & homing gauge AFN-1 or AFN-2 to show a visual indication of the Lorenz beam & markers. There are made fully functional with Lorenz blind landing beacon.

Lorenz blind landing beacon (internal DT development)

http://img714.imageshack.us/img714/2...0012101.th.jpg

Realistic navigation instruments difficulty option:
Currently there are several navigational instruments in game which give too much information for player. For example the standard Luftwaffe & US repeater compasses work like radio compass. Pointing towards next waypoint or NDB. In real life these instruments didn't have any D/F (direction finding) ability. In order to have this, the plane needs a D/F-loop antenna.

Team Daidalos added a new difficulty option to enable more realistic navigation instruments. This is what happens when it's turned on:

-All repeater compasses stop working as radio compass.

-Manually heading indicators in repeater compasses are adjustable with two new keys. In LW compass this is the circular compass rose while the plane icon indicates magnetic heading. In US compass this is the fork like heading indicator which previously was pointing to waypoint.

-AFN-1 & AFN-2 gauges in Luftwaffe planes are operational in their homing mode indicating when plane if flying towards/away from beacon. The limitation of fixed D/F-loop antenna is included, so that it only measures signal strength, but cannot know it plane is flying straight towards beacon or away from it. Also AFN range needle is working. Some level of radio signal attenuation is modelled, so that the signal gets weaker/stronger based on distance, alt, sun and landmasses between transmitter & receiver.

-Similar gauges in other planes are working also as expected.

-In Russian planes these instruments are disabled IF the plane doesn't have D/F-loop. Acccording to our current knowledge, many russian fighters had an option to install direction finding eqipment, but they didn't have these installed.

-Planes that have a real radio compass (rotating D/F-loop), such as B-25, Bf-110, Ju-88, Beaufighter, etc. have their radio compass working as expected. Indicating relative bearing to selected NDB.

http://www.youtube.com/watch?v=9ljgmXx07R8

We are going to provide a higher quality version of the following video later this week, Youtube has compressed the original video and too many details have been lost.

I-15bis as flyable (internal DT development, textures with external cooperation)

http://img194.imageshack.us/img194/6...0012102.th.jpg

http://img651.imageshack.us/img651/2...0012103.th.jpg

CW-21 as flyable (3D model unfinished from PF development, textures upgrade and implementation by DT)

http://img651.imageshack.us/img651/8...0012104.th.jpg

http://img85.imageshack.us/img85/507...0012105.th.jpg

http://img651.imageshack.us/img651/4...0012106.th.jpg

Development Update - 2010-01-16

New FMB features - more to come... (internal DT dev.)
Polikarpov R-5 - AI only - 4000 polygons (internal DT dev.)
Henschel Hs 129 - flyable with historical cockpit (internal DT dev.)
Henschel Hs 129 - upgrade of original 3D model + new weapons + new skin - 4500 polygons (internal DT dev.)

Videos:
http://www.youtube.com/user/DaidalosTeam

Screenshots:
http://img695.imageshack.us/g/dt20100116content.jpg/

TheGrunch 01-16-2010 04:12 PM

Awesome...SoW development updates and now this. It's like Christmas every week. :grin:

csThor 01-16-2010 05:18 PM

Actually, regarding the Hs 129 B-2, a good number of currently available loadouts should be deleted because they aren't historical (that doesn't work, though, due to bad experiences with the IAR 80/81 way back). The BK 3,7 is among them as is the loadout with the 4x 7,92mm MG17 and the SC 250 as no evidence for their use on the front has come to the light so far (and people far more knowledgable on the subject than us looked). In the case of the Bk 3,7 it's interesting to note that tests were aborted very early as the cannon (or rather the gondola installation) had a very ugly effect on plane performance so the Hs 129 kept using Mk 101 and Mk 103 (from early 1943 on) autocannons for tank busting.

Sita 01-16-2010 05:27 PM

OMG!!!!!!!! Great Job!!! :D

R-5!!! Save the Cheluskin :D!!!

спасём Челюскинцев в смысле :)

IceFire 01-16-2010 05:32 PM

Thank you Team Daidalos! The additions are very much appreciated! I was never expecting to be able to have any fun with the Hs-129 but now I'm really excited and looking forward to that possibility.

Out of curiosity... which loadouts should be historical and what is going to be included in the patch?

76.IAP-Blackbird 01-16-2010 05:34 PM

Nothing more to say than WOW!!!! Great news and nice work!

Zorin 01-16-2010 05:46 PM

That is fantastic news about the Henschel.

Have you considered adding a mirror? Perhaps bound to a skin, like you did with the gunsights in 4.09?

http://i205.photobucket.com/albums/b...s129mirror.jpg

http://www.cockpitinstrumente.de/arc...%20B-1/003.jpg

http://www.hranitels.ru/forum/photop...s129-B2-11.jpg

76.IAP-Blackbird 01-16-2010 05:52 PM

I have to add that I love those small details like the bulletbelt in the Avia or the open window mechanism modeled in the DXX. TEAM DAIDALOS add so much attention to small but very cool details and I think the comunity loves it!! Damn good work keep it coming!

http://www.airwar.ru/image/idop/aww2/hs129/hs129-4.gif

MikkOwl 01-16-2010 05:55 PM

Keep up the good work.

Questions:

1. Regarding the 3d models and cockpit views: What models are used exactly from the cockpit view?

A seperate for the internals only, and everything not inside is the regular exterior model just seen up close? I have been wondering if there is any way to increase the detail, especially on the textures, of the plane seen from inside the cockpit. The engines in twin engined planes tend to look especially rough, like the Bf 110.

An effort to somehow prioritize exterior details for the areas which are seen from inside the cockpit would raise the graphics more than many other possible updates.

2. What is the word on Twin Throttle support? I don't mind lacking radars, but I do have a G940 and a quadrant, with a huge itch towards flying those twin engined heavy fighters.

Viking 01-16-2010 05:56 PM

Fan-tastic!
 
Only a little worried about the timeline!

Will SOW not come untill june 2011??

regards

viking

csThor 01-16-2010 05:58 PM

Timeline is strictly Team Daidalos. Nothing to do with Maddox Games's plans at all.

Flanker35M 01-16-2010 05:58 PM

...
 
S!

Good to see IL-2 is not dead :) New additions look very nice. Are there any plans on updating the graphics card and sound card support in any way in upcoming patches? Thank you for the continuing support Team Daidalos!

Zorin 01-16-2010 06:17 PM

Another question. Will the instruments on the engine nacelles be visible from the cockpit?

http://s205.photobucket.com/albums/b...nstruments.jpg

Loadouts should be:

4x SC50 centerline on single ETC 50s

1x SC250kg (Romanian units)

or

MK 101
MK 103

All with the option for 2x SC50 (one per wing)

http://s205.photobucket.com/albums/b...=hs129rack.jpg

Qpassa 01-16-2010 07:21 PM

Thanks for improve IL2 ;)

Eldur 01-16-2010 07:42 PM

Looks like FMB+... I hope this works then (because the mod doesn't in my case).

Anyway, I want suggest the possibility to save and load object groups. It would be great if we could do so because this makes it possible to re-use certian groups like artillery positions, AAA nests etc in several missions plus we could share them for others. That would make the upgrade perfect.

KG26_Alpha 01-16-2010 09:13 PM

[QUOTE=csThor;136693]Actually, regarding the Hs 129 B-2, a good number of currently available loadouts should be deleted because they aren't historical (that doesn't work, though, due to bad experiences with the IAR 80/81 way back). The BK 3,7 is among them as is the loadout with the 4x 7,92mm MG17 and the SC 250 as no evidence for their use on the front has come to the light so far (and people far more knowledgable on the subject than us looked). In the case of the Bk 3,7 it's interesting to note that tests were aborted very early as the cannon (or rather the gondola installation) had a very ugly effect on plane performance so the Hs 129 kept using Mk 101 and Mk 103 (from early 1943 on) autocannons for tank busting.[/QUOTE


What about the B3, is that not going to be flyable then ?

rakinroll 01-16-2010 09:29 PM

Thank you DT, Horrido!

76.IAP-Blackbird 01-16-2010 09:37 PM

Will you add more detail to the engines? When you looks from the front, the engines are flat and had only a texture, there are some birds with 3D engine detail, not much but this small update is very welcomed.

EJGr.Ost_Caspar 01-16-2010 09:50 PM

Quote:

Originally Posted by Zorin (Post 136703)

Have you considered adding a mirror? Perhaps bound to a skin, like you did with the gunsights in 4.09?

http://i205.photobucket.com/albums/b...s129mirror.jpg

Yes, either depending on skin or happening randomly. Or even both (forcing by skin).

Quote:

Originally Posted by Zorin (Post 136719)
Another question. Will the instruments on the engine nacelles be visible from the cockpit?

http://s205.photobucket.com/albums/b...nstruments.jpg

Sure.

Quote:

Originally Posted by MikkOwl (Post 136706)

1. Regarding the 3d models and cockpit views: What models are used exactly from the cockpit view?

A seperate for the internals only, and everything not inside is the regular exterior model just seen up close? I have been wondering if there is any way to increase the detail, especially on the textures, of the plane seen from inside the cockpit. The engines in twin engined planes tend to look especially rough, like the Bf 110.

An effort to somehow prioritize exterior details for the areas which are seen from inside the cockpit would raise the graphics more than many other possible updates.

Its generally possible to have i.e. different models for engine nacelles for intern and extern model. At one point these has to 'fade' into each other, since the corresponding animations like ailerons, elevators must be visible from intern. The only problem I do see, is the damage, it might be not easy to do this equally on two different models.

ben_wh 01-16-2010 09:58 PM

Thank you for the update and great job.

Looking forward to the weekly updates of the 4.10 and beyond.

Cheers,

76.IAP-Blackbird 01-16-2010 10:03 PM

Hi Casper

From the programing point I do not see a prob to have similar or same damage to a engine nacel. visualy maybe but it`s doabel ;)

Greetings from the 76.IAP ;)

EJGr.Ost_Caspar 01-16-2010 10:08 PM

Quote:

Originally Posted by KG26_Alpha (Post 136741)

What about the B3, is that not going to be flyable then ?

The B-3 is a different topic. Especially designed to carry the BK 7.5 it has its place in history. We thought about renaming the B-3/Wa into B-3, as its generally the plane we have in game, but this maybe would destroy existing missions/campaigns. However, the BK7.5 version will be flyable too with an own cockpit.

Insuber 01-16-2010 11:36 PM

Hi Team Daidalos,

Thank you for the excellent work, respect !

What about Italy_Online map, I think it's the worst map ever, totally wrong from A to Z. Better to suppress it, it's a slap in the face of reality, all the cities are mixed up, distances and relative positions are all messed up.

Bye,
Insuber

IceFire 01-17-2010 12:16 AM

Quote:

Originally Posted by Insuber (Post 136778)
Hi Team Daidalos,

Thank you for the excellent work, respect !

What about Italy_Online map, I think it's the worst map ever, totally wrong from A to Z. Better to suppress it, it's a slap in the face of reality, all the cities are mixed up, distances and relative positions are all messed up.

Bye,
Insuber

It should be called Italy Dogfight... then some more people would be happy. The Ardennes map is nearly as messed up... barely has any relation to real world geography but it was really handy to have some sort of "west" front map to work with outside of Normandy. Taking something out would cause compatibility problems... not to mention there are at least one or two excellent campaigns that make use of this map and it's visuals.

Tempest123 01-17-2010 12:31 AM

Great work! Looking forward to 4.10

csThor 01-17-2010 04:49 AM

@ Insuber

When that map was made Maddox Games had issued a ban on any realistic MTO maps (same is true for the desert map that came with 4.09). It never wanted to be realistic so it isn't.

Feathered_IV 01-17-2010 06:43 AM

Couldn't be more excited about that Hs129. Absolutely can't wait. :grin:

Foo'bar 01-17-2010 10:22 AM

And what an outstanding skin she has ;)

EJGr.Ost_Caspar 01-17-2010 11:06 AM

Quote:

Originally Posted by 76.IAP-Blackbird (Post 136759)
Hi Casper

From the programing point I do not see a prob to have similar or same damage to a engine nacel. visualy maybe but it`s doabel ;)

Greetings from the 76.IAP ;)


The nacelle and inner wing would hardly be able to break away from the fuselage (from inside view).
I don't say, its impossible, but I tend to think, its more worthy to rework the extern LoD00 (you hit two flies with one slap).

Viikate 01-17-2010 12:31 PM

Quote:

Originally Posted by Foo'bar (Post 136854)
And what an outstanding skin she has ;)

Indeed... It has now FooBar's excellent skin as a place holder, but it will need lot of changes. All parts in the external mesh were changed somehow. It was impossible to maintain perfect fit with existing skins, because these changes. For example the top side of fuselage & tail was mapped originally to single line of pixels, so it was impossible to paint it properly.

Insuber 01-17-2010 02:17 PM

Quote:

Originally Posted by csThor (Post 136817)
@ Insuber

When that map was made Maddox Games had issued a ban on any realistic MTO maps (same is true for the desert map that came with 4.09). It never wanted to be realistic so it isn't.


Ahaaah! Thank you Thor, I didn't know that!

ElAurens 01-17-2010 02:50 PM

Thank you gentlemen for more great work!

I am particularly interested in the Polikarpov R-5. An aircraft that is new to my experience. I can see it filling a spot in early China scenarios as it is very similar looking to some early Japanese biplanes. Any chance of it being flyable in the future? I really love these older birds.

And thanks for the fixes to the FMB as well, this will make our lives a lot easier.

S!

SPITACE 01-17-2010 09:11 PM

this is great news! is there any chance of doing a flyable wellington/lanc this year it will be great to be a rear gunner at night in the sim. :cool:

WTE-Newy 01-17-2010 09:42 PM

Will any of the magic that is |Zuti| be added to your great work?

ElAurens 01-17-2010 11:20 PM

Zuti's "Moving Dogfight" stuff, while cool, is still too buggy for prime time, IMHO.

akdavis 01-18-2010 04:01 AM

Quote:

Originally Posted by Zorin (Post 136719)
Another question. Will the instruments on the engine nacelles be visible from the cockpit?

http://s205.photobucket.com/albums/b...nstruments.jpg

Loadouts should be:

4x SC50 centerline on single ETC 50s

1x SC250kg (Romanian units)

or

MK 101
MK 103

All with the option for 2x SC50 (one per wing)

http://s205.photobucket.com/albums/b...=hs129rack.jpg

The ER 4 and similar adapters (for 4 x SC 50 or 96 x SD2) are, of course, missing from all LW aircraft in game that should have them, AFAIK. It would be a most-appreciated visual update (and the potential additional loadouts would be nice, too).

Qpassa 01-18-2010 06:40 AM

Quote:

Originally Posted by WTE-Newy (Post 137030)
Will any of the magic that is |Zuti| be added to your great work?

I am also waiting for his work into the daidalos team. He can do incredible things with the IL-2.
I hope one day IL-2 vanilla will have dynamic cooperatives

waffen-79 01-18-2010 07:15 AM

Excellent news, I'm very grateful, especially for the 128 cockpit :grin:

LukeFF 01-18-2010 08:04 AM

Nice to see the Hs 129 finally get some love. I really wanted to model the cockpit for it, but real life got in the way. I uploaded all my Hs 129 visual references (including some for the B-3) to this link:

http://smg.photobucket.com/albums/v258/LukeFF/Hs%20129/

mkubani 01-18-2010 09:36 AM

Hello Luke, thanks, we will take a look at the refs it it includes something we may not have.

Thank you for modelling the He-162 pit. :cool:

=BLW=Pablo 01-18-2010 10:44 AM

congratulations to the team Daidalos,

I would like to ask a question directly to Daidalos team.

would be possible, you ask permission of Peter D and include the MiG-15 and F-86 in the next patch?

Thus, it could be released a new DVD, which could be called IL-2 1953 Korean Theater.

And with that, get more money , which can be reinvested in research to improvements in IL-2

what you think that?




one more thing, it is possible to bring the textures of ground of Wings of Prey
for IL-2?

if we had the graphics of "Wings of Prey" in the "IL-2"
IL-2 would be the best simulator in the world.

cheers


sorry my bad english, i am Brazilian, and a non native english speaker

mkubani 01-18-2010 10:54 AM

1. DT patches are non-commercial only. Such decisions are up to 1C/MG.

2. Theaters of operation - WW2 up to 1946. BoB excluded for obvious reasons. Korea is beyond the scope of DT. Reserved for future SoW products anyway.

3. No, no Wings of Prey textures or any other files/data from other games. That would be illegal + the terrain engine and texture pattern system is different in WoP and would not work copy/paste style in IL-2.

=BLW=Pablo 01-18-2010 11:11 AM

thanks for Quick Reply

ECV56_Lancelot 01-18-2010 11:14 AM

Excellent news about the flyable Hs-129 and the FMB improvements. I wish, with nostalgic, that i had this new fmb tools and the hs-129 when i made campaigns for my squadron and had time to expend on the FMB. Now, married and with two kids, using the FMB seems as unlikely as winning the lotery, specially since i never buy a lotery ticket :D.
GREAT Work TD!

Lemmi 01-18-2010 07:52 PM

nice to have the "Büchsenöffner" flyable. Finally :-)

slipper 01-18-2010 08:05 PM

Hi all

Not really concerning this patch, but wondering for the future with maybe the release of the German AI radar


Are there any plans to implement the Allied radars at any stage? maybe also ASV? Also are there any plans to add other detectors and/or jammers. Some examples are below (long list sorry). I am a great fan of the Bomber versus Nachtjagd battle, especially towards the end of the War with all the new Electronic Warfare equipment coming out. I know the list is quite exhaustive but there are few i would really love to see.

Any A.I or German radar
some sort of bombing aid (oboe,G-H,H2S)
some sort of radio navigation/ and or landing aids (GEE,SBA,Lorenz)
Any form of jamming

a good general site on WW2 Radar

http://www.vectorsite.net/ttwiz.html


# AI (Airborne Interception) – British night fighter radars
# Airborne Cigar (A.B.C.) – jamming transmitter carried by No. 101 Sqn Lancasters using 8th crew member to monitor and then jam German night fighters utilising Lichtenstein radar
# Airborne Grocer – British 50cm Lichtenstein radar jammer - see also Grocer/Ground Grocer
# ASDIC – Early British sonar system used for hunting U boats
# Aspirin – British Knickebein jammer
# ASH – Air to Surface H or AI Mk XV (U.S -AN/APS4). Centimetric airborne air-air radar derived from ASV operating at 3 cm wavelength at a frequency of 10 GHz. Used by 100 Group Mosquitos; postwar Sea Hornet N.F. Mark 21.
# ASV – Air to Surface Vessel radar. A 1.5 metre radar that could detect surfaced submarines at up to 36 miles.
# BABS (Beam Approach Beacon System) - British blind-landing system using Rebecca
# Benjamin – British Y-Gerät jammer - see also Domino
# Berlin – FuG 240, German night fighter radar, introduced April 1945, centrimetic (microwave) frequency radar (9 cm/3GHz)
# Boozer – fighter radar early warning device fitted to British bombers
# Bremenanlage - FuG 244/245, German airborne search radar
# Bromide – British X-Gerät jammer
# Carpet – 100 Group W/T (morse radio) jammer
# Cigar (later "Ground Cigar") – earlier ground-based version of Airborne Cigar
# Corona – 100 Group radio transmissions to German fighters designed to confuse German counter-attacks
# Chain Home radar – British land based early warning radar used during the Battle of Britain
# Düppel – German radar countermeasure called chaff in the US or Window in England
# Darky – RAF a backup system in case the other systems were broken or the operator of the other direction finding systems was dead. Using his radio, on 6.440 MHz the pilot could be talked back to his home base.[1]
# Domino – British Y-Gerät jammer - see also Benjamin
# Eureka – portable homing beacon system - ground transmitter - see also Rebecca
# Filbert - 29-foot long naval barrage balloon fitted with internal 9-ft radar reflector - for Operation Glimmer and Taxable.
# Fishpond – British fighter warning radar add-on to H2S, fitted early 1944 to some bombers
# Flensburg – FuG 227, German radar device fitted to night fighters that detected British Monica transmissions
# Freya – German ground based air search radar
# G-H – British radio navigation system used for blind bombing
# GEE – British radio navigation system forerunner of LORAN
# Grocer (later "Ground Grocer") – ground-based version of Airborne Grocer
# H.F. D/F (High Frequency Direction Finding) [2] – provided a radio position fix for the RAF up to 100 miles from the transmitters in Britain. The system was based on voice communications, and was used for aircraft to find their home bases. The development of GEE its primary function ceased but it remained in use until the end of the war as a back up system and a communications system between aircraft and their base.[3]
# H2S – British ground mapping radar to see target at night and through cloud cover
# H2X – American ground mapping radar, development of British H2S
# Himmelbett – German controlled night fighter method
# Hohentwiel – FuG 200, German UHF airborne radar optimized for maritime (anti-ship) use
# Huff-Duff – Allied HF/DF High Frequency Direction Finding
# Jay beams – were introduced partly as a deception to help to confuse the Germans over the use of GEE. It was nevertheless just as useful as a homing beacon. A number of transmitters, from Lossiemouth to Manston in Kent transmitted on slightly different frequencies transmitted a narrow beam across the North Sea using a S.B.A. (Standard Beam Approach) transmitter, receivers for-which were fitted to all British bombers and could be received over a range of 350 miles at 10,000 feet. Once a bomber found a beam it could fly down it back to Britain. In late 1943, all but two beams were closed down with these final two shutting down towards the end of 1944 because GEE could do the job better and their use to deceive the Germans was by now redundant.[4]
# Jostle – 2.5kW airborne jamming transmitter carried in sealed bomb bays of 100 Group Fortresses
# Kehl – series of German aircraft-mounted radio control sets for use in aerial guidance of the Hs 293 and Fritz X weapons.
# Kettenhund – German Eureka jammer
# Knickebein – German dual beam radar navigation aid, used early 1940
# Lichtenstein – German UHF (B/C and C-1 versions), later VHF (SN-2 version) night fighter radar, introduced 1941/1942
# Lorenz – Germans blind-landing aid
# LORAN – American navigation aid
# Lucero – British homing system carried by some Mosquitoes for homing-in on Kettenhund (Eureka jammer)
# Mandrel – No. 100 Group RAF swamping of Freya and Würzburg radar
# Metox – receiver installed on German submarines that gave warning of approaching aircraft by detecting changes in the transmissions from the radar.
# Meacon – Masking BEACON - British long wave jamming station
# M.F. D/F (Medium Frequency Direction Finding) - provided a radio position fix for the RAF up to 230 miles from the transmitters in Britain. The system was based on voice communications.[3]
# Monica – Fighter radar early warning device fitted to British bombers
# Moonshine – British airborne Freya spoofer/radar jammer installed in 20 modified Boulton Paul Defiants (No. 515 Squadron RAF)
# Naxos – FuG 350, German H2S detection and homing device
# Neptun – FuG 218, German night fighter radar, introduced mid/late 1944
# Newhaven – target marking blind using H2S then with visual backup marking - from Newhaven
# Oboe – British twin beam navigation system, similar to Knickebein but pulse-based
# Paramatta – target marking by blind dropped ground markers - prefixed with 'musical' when Oboe guided - from Paramatta
# Perfectos – device carried by night fighting Mosquito's for homing-in on German nightfighter radar transmissions/triggering IFF
# Ping-Pong - ground-based plotting system for triangulating German radar site positions, allowing them to be attacked and disabled immediately prior to Overlord
# Piperack – airborne jamming transmitter carried by a lead aircraft that produced a cone of jamming behind it within which the following bomber stream could shelter
# Pipsqueak – was a code name for a Huff-Duff IFF mechanism used by the RAF in the Battle of Britain, to track the location of their fighter squadrons in the air. RAF fighters had an HF channel of their radios set to broadcast a signal for fourteen seconds of every minute. A clockwork mechanism regulated this broadcast.
# Rebecca – portable homing beacon system - airborne receiver - see also Eureka
# Rope - extended-length Window suspended from small parachute and dropped by aircraft of 218 and 617 Squadrons intended to deceive German Seetakt coastal radars - for Operation Glimmer and Taxable
# Seetakt – a shipborne radar developed in the 1930s and used by the German Navy, later improved into Freya air search radar.
# Serrate – Allied Lichtenstein detection and homing device, used in night fighter to track down German night fighters with Lichtenstein radar
# Shiver – first attempts at jamming Würzburg radar using ground transmissions
# Tinsel – British technique of feeding amplified engine noise via radio onto German night fighter voice frequencies to hinder them.
# Turbinlite – British searchlight & radar-equipped Douglas Havoc intended for illuminating attacking Luftwaffe bombers at night
# Village Inn – AGLT - British radar-aimed rear turret fitted to some Lancasters in 1944
# Wanganui – target marking by blind-dropped sky markers - prefixed with 'musical' when Oboe guided - from Wanganui
# Window – strips of aluminium foil dropped to flood German radar and radar operated anti aircraft guns and searchlights
# Würzburg – German ground based air search radar, very accurate and often used to direct FlaK
# X-Gerät, Y-Gerät – German beam guided blind bombing systems
# Z Equipment, British Infra red lamp system to allow friendly aircraft to be recognised by Village Inn-equipped bomber


This is by no means a request for the above things, just a list of things i would like to see in an ideal simulation of the Night Bomber Campaign. I will be more than gratefull for any extra content we recieve

regards

slipper

IceFire 01-18-2010 10:44 PM

Slipper.... that is quite the list! Probably more something for Storm of War since Oleg is doing (or has said he was) realistic radar modeling.

MD_Zebo 01-19-2010 01:22 AM

Quote:

Originally Posted by ElAurens (Post 137047)
Zuti's "Moving Dogfight" stuff, while cool, is still too buggy for prime time, IMHO.

Im my opinion, Zuti , though you say it's buggy, has transformed the game, if you're not using zuti's "buggy stuff" will copy paste work with the zuti MDS??
Our server has been running 1.8, then 2.0 since 48 hours hours of their release, no major bugs I can see.
It's good to see new stuff, and these mods are now getting so confuseing... but thanks all modders for your work, 8(ish) year old game still breathing :-P
While I'm posting, I have to moan about the mkIIa and B spitfire models... I don't know who did 'em, but god, they're poor.... mk8 seems to be about right (just slow it down??), not that I've ever flown a spit... please, with a flake in it, while you're patching, please!

ElAurens 01-19-2010 02:09 AM

Let's just say that in very large missions the MDS has issues and agree to disagree.

Um, so you want to change the Spits because why? "Slow it down" Why?

Have you compared in game performance to real world?

Or are you just whining because you got shot down by one?

Buster_Dee 01-19-2010 03:24 AM

Slipper, I like the same aspect and try to model such things for my own enjoyment. Do you know if the term H2X referred to the APQ-13 or APS-15 (or something even older)? There ar good pics of H2S in its vaious iterations, but I have never been clear on how the early US equivalent looked.

LukeFF 01-19-2010 06:02 AM

Quote:

Originally Posted by mkubani (Post 137151)
Hello Luke, thanks, we will take a look at the refs it it includes something we may not have.

Thank you for modelling the He-162 pit. :cool:

No problem. :) I have some more references (line drawings, etc.) if you need them.

Qpassa 01-19-2010 07:30 AM

Would be great a support for Wide Screen... now I have two beautiful black stripes
There's a mod which changes menus for Wide Screen
I hope you can make a fix of the IL-2
Thanks!

KG26_Alpha 01-19-2010 08:17 AM

Quote:

Originally Posted by Qpassa (Post 137443)
Would be great a support for Wide Screen... now I have to beautiful black stripes
There's a mod which changes menus for Wide Screen
I hope you can make a fix of the IL-2
Thanks!

No mod needed.

SaveAspect=0

But if you have to use a mod pack !!

UP v2.0 has Ecran Wide

http://img.photobucket.com/albums/v1...1022-45-36.jpg
http://img.photobucket.com/albums/v1...0922-34-28.jpg

Qpassa 01-19-2010 08:22 AM

I have it in 0
I am going to show some screenshots(In 4 hours)

[window]
width=1280
height=800
ColourBits=32
DepthBits=24
StencilBits=8
ChangeScreenRes=1
FullScreen=1
DrawIfNotFocused=0
EnableResize=0
EnableClose=1
SaveAspect=0
Use3Renders=0

Qpassa 01-19-2010 08:33 AM

.... I know I have to use a mod lol.
But I have said it for Daidalos Team , to enable Wide Screen Support in Vanilla 4.10

|ZUTI| 01-19-2010 08:54 AM

Yes, my work will be in 4.10, hopefully, if all goes as planed.

And while I agree that there are bugs with MDS I often find out that it is not because of MDS itself but because of users not reading what manuals say about it. And some also forget that with it's functions enabled, MDS takes much greater tool on the system than original DS. Furthermore, some took MDS from UP release and used it as standalone, then bitch about problems, claiming that they use it in UP etc... and none reported log file issues or console output. You can guess why that is. Most of the issues that users reported and were verified as valid issues were fixed. I say most because in all probability, it will never be completely bug free, there is always one that will use it as it is not mean to be used and complain. Last not is that MDS is not for COOP servers. While it works, some features were not designed to work with that game style.

You all probably know where to find me and I do my very best to answer your questions or try to solve your issues. If you report them.

Cheers.

Flanker35M 01-19-2010 11:46 AM

S!

Great to hear Zuti if your MDS will be integrated to IL2 officially :) It is truly a masterpiece. And for those doubting Zuti's skills I can say he fixed bugs and errors very fast, even within moments of reporting them while we were testing UP v2.0 beta. And agree with this: people should READ THE MANUAL! If not understanding read it again and ask on forum :) Less hassle and flaming.

Hopefully TD and Oleg see that there are many talented guys out there that could contribute a lot to IL2 ;) Waiting a lot for the patches and wishing more hardware support brought up to today's standards or at least closer. We are not living in 2001 anymore ;) :D

csThor 01-19-2010 11:54 AM

I hate to burst your bubble, Flanker, but you can't expect DT to cram 2010 hardware features into 1999 engine. That isn't going to work. The engine is ten years old, that's ancient history in hardware terms and software capabilities.

Flanker35M 01-19-2010 12:09 PM

S!

Well, DT is not MG and for MG it is not feasible to waste any time on IL2 when SoW and it's continuum are coming out this year. It is not about it can not be done, just not purposefull ;) It is a code and it can be changed, but another issue is what I said..worth the time and effort? So not bursting any bubbles Thor ;) But DLL's have an impact on the game from my testing so maybe these could help improve things if not making new :) Agree?

csThor 01-19-2010 12:13 PM

The DLLs in 4.09 caused more problems than anything else and up to this point I have not seen any evidence that those among us who can actually make sense of code (which means I certainly can't :mrgreen: ) will go that deep into the engine. Maddox Games for sure won't lift a finger for Il-2 anymore - that much should be clear.

Flanker35M 01-19-2010 12:19 PM

S!

DLL's did cure some and break some things. I settled with some older DLL's with my ATI as they provided best performance without artifacts etc. And if you fiddle with DLL's would you not need development tools and documentation on it, which only MG has so I understand what you say :) I am happy that DT still works on IL2 and fully understand why MG is not lifting a finger to IL2 anymore, their new game is around the corner so why invest in a "dead horse" ;) :D Seriously speaking reasons why MG is not looking into IL2 is very understandable and not whining about that. Just asked for some updates IF possible..

Qpassa 01-19-2010 03:34 PM

This have to be fixed ...
With Mods -> http://i45.tinypic.com/25q8769.png
Without
http://i45.tinypic.com/25q8769.jpg

Without mods(just an expansion http://wwiies.com/index.php?idioma=spa&pag=britain)
http://i47.tinypic.com/2dv2a3d.png

With MODS
http://i47.tinypic.com/2qjde8y.png

Oktoberfest 01-19-2010 05:37 PM

Great update guys, very much appreciated, be sure :)

But because I'm a twin engine fighter pilot, I will ask (whine) for one minute if there is a plan to build a 410 to give the Lufties the late war heavy bomber it lacks ? (:D) The Hs129 cockpit just looks amazing, and if we could have such a high level cockpit for the 410 :)

Keep the good work guys, you're doing well.

Majo 01-19-2010 08:33 PM

Great to know ZUTI's work will be around in this patch!!!
I do not quite understand why this was not mentioned in the development update...:confused:
What about 6dof... Did I miss something?

Salutes!

Urufu_Shinjiro 01-19-2010 10:56 PM

I really want to know about the multi-throttle support, can you guys tell us anything about that?

_RAAF_Smouch 01-19-2010 11:31 PM

Thanks TD for the news, great stuff :grin: http://www.mission4today.com/images/smiles/023.gif

A question from an Aussie,

Will these patches include some maps of Northern Australia and some of our aircraft such as the Wirraway and Boomerang? http://www.mission4today.com/images/.../icon_pray.gif

Viikate 01-20-2010 06:52 AM

Quote:

Originally Posted by Majo (Post 137657)
Great to know ZUTI's work will be around in this patch!!!
I do not quite understand why this was not mentioned in the development update...:confused:

Well there's lots of things not YET mentioned in the dev. update. The idea was to update it every week.

BadAim 01-20-2010 10:32 AM

+1 on the FOV issue. If it's possible FOV options up to 120 degrees would fit the bill nicely for widescreen users and even older 3/4 panels can use out to 100 or 105.

N345SD_Bear 01-20-2010 04:14 PM

patch question
 
~S~ to all.
I'm a member of Joint-Ops, we are a school for IL2 and have been involved with IL2 for a number of years now instructing hundreds in the art of flying. We teach for out-of-the-box pilots and offer a variety of courses to compliment the IL2 game right from learning to land and take off right to advanced fighter and bomber tactics and skills. Personally i am a bomber instructor and have loved bombing ever since the old days of CFS1. I love the challenges of high level bombing in IL2 and of course have the question of are there future plans in developing the 4 engine bombers such as the FW200, B17, B24 and B29 aircraft in IL2?
I realize this question must have been asked several times in the past and don't wish to beat a dead dog but i don't see such questions asked in the forums i have read.
I know the mods have made them available but we feel they (the mods) have no place in representing the real IL2 game and stick to whats available.

~S~ N345SD_Bear

Red Dragon-DK 01-20-2010 07:57 PM

Quote:

Originally Posted by N345SD_Bear (Post 137892)
~S~ to all.
I'm a member of Joint-Ops, we are a school for IL2 and have been involved with IL2 for a number of years now instructing hundreds in the art of flying. We teach for out-of-the-box pilots and offer a variety of courses to compliment the IL2 game right from learning to land and take off right to advanced fighter and bomber tactics and skills. Personally i am a bomber instructor and have loved bombing ever since the old days of CFS1. I love the challenges of high level bombing in IL2 and of course have the question of are there future plans in developing the 4 engine bombers such as the FW200, B17, B24 and B29 aircraft in IL2?
I realize this question must have been asked several times in the past and don't wish to beat a dead dog but i don't see such questions asked in the forums i have read.
I know the mods have made them available but we feel they (the mods) have no place in representing the real IL2 game and stick to whats available.

~S~ N345SD_Bear

~S~ Mr Bear.

I agree 100% since I have had the plasure, to be on yours and Mr. Fifties ABS. We miss the big toys and would be happy to have them in Venilia. There have been posts about it before, but I dont think DT know how importent this is for all of us, who love flying a bomber, and not beeing a fighterpilot all the time.
Beside this wee need 6 dof. Hate when my wingman are hitten in the frame of the cockpit.


~S~ V435FE_Otto

bigchump 01-21-2010 11:21 AM

Will FMB have the ability to place *real* runways and other airfield stuff?
Thanks for all the good work!

daidalos.team 01-21-2010 12:45 PM

Today's update posted - check first post again.

76.IAP-Blackbird 01-21-2010 12:57 PM

Great News!!! Impressiv Video with a very nice touch of detail in your projects

Viikate 01-21-2010 12:58 PM

Oh great... YouTube removed all the interesting small details from the video. Hopefully M4T guys can host the original video.

Tbag 01-21-2010 01:01 PM

Very cool stuff! Thanks DT!

KG26_Alpha 01-21-2010 01:03 PM

Nice I hope your hard work gets used to its full potential.

Are TD going to make the map night textures so we get a real night sky instead of the half light we have now (full moon exception of course) ?

Also as a FOD member I have great interest in the HE111 restoration there and the Bad weather navigation landing equipment the recovered from the project.

http://s110605900.websitehome.co.uk/beams/beampage.htm

Would be great to have the Sperry auto pilot on the Beau too !!!!

Tempest123 01-21-2010 01:03 PM

Wow, I just keep getting more and more impressed with the work of DT, the radio navigation will really improve the realism, awesome work! BTW the runway lights are also something that I think many players have wanted for years, and I love the addition of the nightfighters.

MicroWave 01-21-2010 01:07 PM

Quote:

Originally Posted by bigchump (Post 138135)
Will FMB have the ability to place *real* runways and other airfield stuff?
Thanks for all the good work!

No. Just standard objects can be placed on the map as was the case before.
Also moving actors can't be 'multiselected'. Some stationary objects like Frontline markers are also excluded from the 'multiselect' command.

ECV56_Guevara 01-21-2010 01:43 PM

Amazing news DT!

Including Nightfigthers an Airborne radars maybe will be in 4.10?
Thanks!

Tempest123 01-21-2010 01:46 PM

Hey, just a quick bug report. If you take the He-111 up to altitude and watch the pilots oxygen mask, it floats around the cockpit, occasionally leaving the aircraft and flying along beside it, its not bound to the pilot. Pretty funny looking

Qpassa 01-21-2010 03:20 PM

thanks DT,keep hard working!

EJGr.Ost_Caspar 01-21-2010 05:26 PM

Quote:

Originally Posted by Tempest123 (Post 138178)
Hey, just a quick bug report. If you take the He-111 up to altitude and watch the pilots oxygen mask, it floats around the cockpit, occasionally leaving the aircraft and flying along beside it, its not bound to the pilot. Pretty funny looking


Wrong place. There are special threads for this and if you expect to get it read, use them! Anyway, acknowledged. Will try to repeat this.

Chiz 01-22-2010 04:46 AM

Wow, I'm really impressed by the radio navigation that you guys are working on, I think this will add a HUGE amount of enjoyment for many flyers. That night landing in the video was fantastic, I never thought I'd see something like that in IL2. Keep up the great work!

150GCT_Veltro 01-22-2010 08:32 AM

Guys, would be possible if Oleg agree have this stuff:

- BF-109F4/B;

Plus:

- Fix Mk.Vc cockpit bug;

- Add fuel tank and bombs to Mk.Vc and Mk.VIII;

- Add the MG 151/20mm to BF-109G-10;

_1SMV_Gitano 01-22-2010 08:58 AM

Quote:

Originally Posted by 150GCT_Veltro (Post 138410)
Guys, would be possible if Oleg agree have this stuff:

- BF-109F4/B;

Plus:

- Fix Mk.Vc cockpit bug;

- Add fuel tank and bombs to Mk.Vc and Mk.VIII;

- Add the MG 151/20mm to BF-109G-10;

- New slot for F-4/B: probably not, new bombs loadouts on stock F-4, probably yes

- Probably yes

- Probably yes

- Probably yes, both G-14 and G-10, with Mk108 as U4 option

150GCT_Veltro 01-22-2010 10:32 AM

Quote:

Originally Posted by _1SMV_Gitano (Post 138415)
- New slot for F-4/B: probably not, new bombs loadouts on stock F-4, probably yes

- Probably yes

- Probably yes

- Probably yes, both G-14 and G-10, with Mk108 as U4 option

Rgr.

Thank for the info Gitano!

SPITACE 01-22-2010 11:38 AM

the CW-21? who few this and were did fly in ww2? thanks.

steppie 01-22-2010 12:00 PM

I think that yous guy are doing a good job and i like the direction finders and "some" of the aircraft but if you are going to make a patch think what people would love and make the game what it should be by having,
moving dogfights
6dof trackir
catapults for aircraft carriers.
Zuti MDS
i know it a big asks but i think these are more urgent then the needed for new aircraft

David603 01-22-2010 12:29 PM

Quote:

Originally Posted by SPITACE (Post 138439)
the CW-21? who few this and were did fly in ww2? thanks.

The CW-21 was operated in small numbers by the Chinese and Dutch air forces, who flew them rather unsuccessfully against the Japanese.

Wolkenbeisser 01-22-2010 01:23 PM

@Daidalos-Team:

Thanks for the neu radio navigation!

I have a question about this. What happens if there are NDB's on the map and your plane has waypoints, and you press the "A" key?

- Does the plane follow the "old" waypoints?
- Does the plane follow to the tuned NDB?
- Is the "A" key disabled if you use NDB's on the map?

Btw: What's the range of the NDB's in the game?

Thanks for your effort, Daidalos

Viikate 01-22-2010 02:25 PM

Autopilot flies like AI so it's still using the old waypoints as usual. Disabling autopilot would of course be possible when the realistic navigation option is turned on, but that might be too hardcore for some pilots. (I get lazy sometimes too).

Range of NDB is around 100 miles but that varies. At hi alt you have better reception that very low alt. And if you position your self so that there is some big hill/mountain between you and the NDB, then the reception is really bad.

jermin 01-22-2010 02:38 PM

I've just seen the radio navigation video on Youtube. I have to say this feature adds a whole lot more immersion to the sim.

I hear the raining sound at the end of the blind landing. So I'm asking whether you are thinking of adding more versatile weather effect like overcast and raining? Also is it possible to add raindrops on the windshield and side windows?

MrBaato 01-22-2010 06:00 PM

I just love the Cw21b, and the instrument panel is in Dutch !!

couldnt be any better ^^

Viking 01-22-2010 07:04 PM

Mayor steps for Il-2 and SoW today. Il-2 took a step further from game to simulation with this radio navigation add on and Sow….? Well just take a look at that video of that Spit and you will understand.
I almost feel sad that we must move on and eventually abandon Il-2 all together… but all love is like that I guess.

Regards

Viking

RAF74_Winger 01-22-2010 08:44 PM

Very impressed with the radio navigation aids. Do we get some nice overcast layers and wind profiles to go with that?

W.

LAL_R-One 01-23-2010 08:01 AM

Hi evreybody !

I would like something. Could all ships (like destroyer or trawlerman boat) become a moving radio beacon ?

And THANKS for this marvellous add-on !!!
Good Luck for the suite.

Viikate 01-23-2010 10:28 AM

Quote:

Originally Posted by LAL_R-One (Post 138734)
Hi evreybody !

I would like something. Could all ships (like destroyer or trawlerman boat) become a moving radio beacon ?

Very good idea R-One. It is possible.

Do you know historical background of this? I recall that Waldo.Pepper mentioned that Japanese submarines could carry NDBs to help planes navigate to their target.


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