Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik: Cliffs of Dover

IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games.

Reply
 
Thread Tools Display Modes
  #111  
Old 04-01-2011, 10:31 PM
335th_GRAthos 335th_GRAthos is offline
Approved Member
 
Join Date: Oct 2007
Posts: 1,240
Default

Wow! so fast!

Thank you for the heads up Kalimba !

Looking forward to it !!!!


~S~
Reply With Quote
  #112  
Old 04-01-2011, 10:42 PM
Buzpilot Buzpilot is offline
Approved Member
 
Join Date: Jan 2010
Posts: 172
Default

Quote:
Originally Posted by 41Sqn_Stormcrow View Post
A bit OT but since you brought it up:

I tried to equip my spit with tracers to, at least for the four outboard guns.

Can you help me how to do it?

And also how to use it in quick mission?

I saved my customized ammo belt with the name Angepasst. I load this during quick mission (usually only empty or Angepasst available at the quick mission configuration screen). But all that I get seems to be the default belts ...
I did it in mission builder, haven't figured it out yet to do it in quick missions.
Reply With Quote
  #113  
Old 04-01-2011, 10:44 PM
SLEVIN SLEVIN is offline
Registered Member
 
Join Date: Jul 2009
Posts: 4
Default

I have a question, why do not you put a beta release?
Why do not you have warned users of all these problems before they buy the game?
I understand that you are working hard on the project and I hope that from next patch the problem is resolved.
Thanks
Reply With Quote
  #114  
Old 04-01-2011, 11:52 PM
Deadstick's Avatar
Deadstick Deadstick is offline
Approved Member
 
Join Date: Jun 2010
Posts: 71
Default

Thanks for the update. I am looking forward to the development of this game.
__________________
Reply With Quote
  #115  
Old 04-02-2011, 07:56 AM
ATAG_Doc ATAG_Doc is offline
Approved Member
 
Join Date: May 2010
Location: A brothel in the Mekong Delta
Posts: 1,546
Default

Thanks for the update.
Reply With Quote
  #116  
Old 04-02-2011, 09:21 AM
Sutts Sutts is offline
Approved Member
 
Join Date: Jan 2010
Posts: 566
Default

Thanks for the update Luthier. I know there are problems but what you have produced is truly remarkable, especially with such a small team. I can see such huge potential with this so please don't give up.
Reply With Quote
  #117  
Old 04-02-2011, 09:37 AM
madrebel madrebel is offline
Approved Member
 
Join Date: Feb 2011
Posts: 85
Default

and what about the dedicated server piece?
Reply With Quote
  #118  
Old 04-02-2011, 10:22 AM
41Sqn_Stormcrow
Guest
 
Posts: n/a
Default

There are still a lot of issues - many which do itch me quite a bit and which need quick fix.

However I also don't want to hide points of satisfaction and astonishment.

One of the most outstanding things and of which I cannot get enough: Water modelling over the channel is something unseen before. I am so much at awe when flying over the channel. You outdid yourself with this!
Reply With Quote
  #119  
Old 04-02-2011, 12:21 PM
Strike Strike is offline
Approved Member
 
Join Date: Jul 2010
Location: Norway
Posts: 684
Default

Quote:
Originally Posted by luthier View Post
Hi everyone. I’m very sorry to see that some of you are having technical difficulties with the game. It pains me personally to see that these problems are preventing you from enjoying everything the game has to offer.

The team has been working at a frantic pace since mid-summer. I personally have been working 12+ hour days 7 days a week pretty much non-stop, with only a short breather around Christmas. Optimization has always been our top priority; for example, the game you are playing now is roughly twice as fast as the version shown at Igromir.

We are continuing to work at the same pace now, after the release – no weekends in sight. We are working very hard to make the game better, and we hope that even those of you who are unhappy with the state of the game are still able to see that it is worth the wait, and that you have faith in our ability to improve on your experience.

Here’s what we are working on at the moment:

1. Performance increase. Over terrain, the two things that slow things down the most are trees and buildings. We are currently in final stages of testing optimized buildings that almost double the FPS over London on a test machine.
Tree optimization is a little farther away. You will probably see changes in how trees are rendered, they’ll take longer to appear over terrain, but once again, performance increase should be significant.
If everything tests correctly over the weekend, both of these should be released by early to mid next week.

2. Enhanced multicore support. The mode that we unfortunately were not able to finish in time is sending all render to a dedicated CPU core. The mode is working but somewhat buggy. It easily doubles the FPS, and the performance boost is especially noticeable in larger missions with lots of stuff going on.
This is probably at least two to three weeks away, and we will probably do a short public beta of this major change before it’s made live to everyone.

3. Multiplayer. There is something in steam filters that prevents game servers from being found. This is only happening with live retail versions of the game. This apparently isn’t caused by us – hopefully it’s just a simple oversight somewhere and the fix will be a simple flick of a switch.

4. FM and ballistics. We have already addressed the issue where rounds appeared to leave aircraft sideways. This was caused by the difference between physical and rendered position of the aircraft, i.e. the rendered position lagged behind the actual aircraft position.
Our aircraft programmer has a huge bucket list of things to check, which he’s going over at a rather brisk pace.

5. Resurrecting SLI support. This is our next biggest priority; it’s done by the same programmer now in final stages of optimizing buildings. We are really hoping this will be a quick task, but I don’t have an ETA at this point. It’ll either be a couple of days, or a much longer undetermined amount of time if we have to submit versions to card manufacturers and ask for their input.

6. Bug fixes and support. We are reading this forum a lot and some Russian-language forums, and working very hard to address all issues as they are being reported.

7. New stuff – larger online maps, some new aircraft such as the 109E1 and E4 etc – are all in the pipeline too, but obviously we need to solve the bigger issues first and then deal with the freebies.


Thank you all for your continuing support! Just FYI, I’m constantly doing 20 things at once, so if I don’t respond to your question it doesn’t mean I didn’t read it! I’d love to spend more time on the forums talking to the community and answering questions, but unfortunately I just cannot do it as much as I should at the moment. Please bear with us, we do really want to make all of you very happy!
This is all the news I could dream of right now! Made my day! Thanks, I gotta go play some more
Reply With Quote
  #120  
Old 04-02-2011, 01:17 PM
HC_Coyote HC_Coyote is offline
Registered Member
 
Join Date: Jan 2011
Posts: 3
Default

thanks luthier! Keep on the hard Work, we support you! (btw i'm having the same 3rd point multiplayer issue and have the ubisoft/steam digital download version)
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 02:18 AM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.