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Mysticpuma 12-23-2012 06:37 PM

Blimey, that is an AWESOME map in Kursk!!!

My only (ongoing) issue is that horrible 'draw bubble', which means we can see all those amazing building, popping up like popcorn when they arrive inside 'the bubble'.

I wish it was possible to have a user switch so that those with 'high-end' machines could toggle the bubble size.

The main issue is it kills the immersion of video when you can see buildings being drawn into the frame. I know camera angles can be used to disguise this (trust me I really do), but just to be able to increase the draw bubble size would be great!

Cheers, MP

CWMV 12-23-2012 11:25 PM

Hes done almost all of the stock east front maps now. Kursk, Crimea, Porokohvia(sp?), and Kuban.
They are all excellent.

SPAD-1949 12-24-2012 10:11 AM

[QUOTE

By the way, are we getting any new map in 4.12? Someone spill the beans, please? :)[/QUOTE]

Yo please!
The Grand Canyon map is fun to fly (still on 4.101 with all the AI issues according mountains... BTW, will thayt be better in 4.12?) and since ClOD is about to be abandoned as it seems, the Circus map would be great either.

What takes me most wonder, is that there is no Poland map at all.
No "05:45 shooting back", no Blitzkrieg.

Lagarto 12-24-2012 12:21 PM

Quote:

Originally Posted by SPAD-1949 (Post 489869)
What takes me most wonder, is that there is no Poland map at all.
No "05:45 shooting back", no Blitzkrieg.

All the more because, contrary to popular belief, there was quite a lot of "shooting back" in the air over Poland in September 1939. The Luftwaffe lost some 250 aircraft by the month's end, including some 170 shot down by Polish fighters.
However, it would take more than a map to reenact this. More aircraft like PZL.23 Karas and PZL.37 Los. On the other hand, the two would come in handy for Bessarabian scenarios since they were later flown by Romanians against the Soviet Union.
Also, it would take some more German types, which have been banned so far, like Do-17 and early Bf 109E variants. Hs 126 would be great, too.

1984 12-24-2012 05:08 PM

Quote:

Originally Posted by Lagarto (Post 489891)
Hs 126 would be great, too.

agree, planes like hs-126 and fw-189 (especially) it's VERY good addition for soviet-german front, maybe, like german attack plane hs-129, because now no? any flyable reconnaissance planes and spotters like these planes (and like il-2kr, r-10, su-2 etc), which was important planes in RL and can be successfully used in some online...

DuxCorvan 12-24-2012 10:41 PM

Quote:

Originally Posted by Lagarto (Post 489891)
All the more because, contrary to popular belief, there was quite a lot of "shooting back" in the air over Poland in September 1939. The Luftwaffe lost some 250 aircraft by the month's end, including some 170 shot down by Polish fighters.
However, it would take more than a map to reenact this. More aircraft like PZL.23 Karas and PZL.37 Los. On the other hand, the two would come in handy for Bessarabian scenarios since they were later flown by Romanians against the Soviet Union.
Also, it would take some more German types, which have been banned so far, like Do-17 and early Bf 109E variants. Hs 126 would be great, too.

The P.11, on the other side, though really being a "cr*pplane" by 1939 most advanced standards, was still rather capable and rough, and is in fact quite undermodeled in Il-2, basically because no one has put a finger on it (nor its awful-looking cockpit) since it was put into the game, and I think it's a pity.

JtD 12-25-2012 06:50 AM

The external model and the flight model of the P.11 were updated I think with one of the last two patches.

ElAurens 12-25-2012 01:48 PM

The P.11 points out the rapid change in aircraft technology between the wars really well.

In 1933 it was one of the two or three best fighter aircraft on the planet. Six years later it was totally obsolete.

I have not flown it in a long while, but I always liked it. We had a blast with it when it was first introduced to the sim.

1984 12-25-2012 03:58 PM

if i'm not mistaken, in 39 p11s has lower performance because were old, so, interesting, this was included in fix or not...


and custom quote about fw-189 at soviet-german front in 43 (few emotionally, and, i think, mainly based on other people's stories, but in total consistent with other views) - Zaharov -
Quote:

А весной сорок третьего года немцы вели интенсивную авиаразведку нашего переднего края, глубоких тылов.

...беспрерывно висели над передним краем "фокке-вульфы". За двойной фюзеляж наши бойцы ФВ-189 прозвали "рамой".

Ненавидели "раму" люто — больше, чем любой другой немецкий самолет. Когда она висела над траншеями, некуда было деваться от точного артиллерийского огня. И просьбы командиров сухопутных частей в это время сводились чаще всего к одной: "Сбейте "раму"!.."

Между тем сбить "раму" было не очень просто (here skip interesting details)...

В общем, мы немало поломали голову, вырабатывая методы борьбы с "рамой".

Pershing 12-25-2012 04:43 PM

Quote:

Originally Posted by 1984 (Post 490004)
А весной сорок третьего года немцы вели интенсивную авиаразведку нашего переднего края, глубоких тылов.

...беспрерывно висели над передним краем "фокке-вульфы". За двойной фюзеляж наши бойцы ФВ-189 прозвали "рамой".

Ненавидели "раму" люто — больше, чем любой другой немецкий самолет. Когда она висела над траншеями, некуда было деваться от точного артиллерийского огня. И просьбы командиров сухопутных частей в это время сводились чаще всего к одной: "Сбейте "раму"!.."

Между тем сбить "раму" было не очень просто (here skip interesting details)...

В общем, мы немало поломали голову, вырабатывая методы борьбы с "рамой".

Let me try to translate to English:

"In spring of 1943 the germans do intensieve aerial reconnaissance of our positions and heartlands
...fokke-wulfs hung over our position constantly. Because of double fuzelage our soldiers calls them "frame" ("rama").
They hate "frame" fiercely - more then any other german plane. There was no place to hide from artillery fire when it was over trenches. So all ground's commanders requests were - "Shoot down the frame!"
By the way, shooting down a "frame" was a difficult task...
So we thought very hard to make "anti-frame" technique.. "

By the way, I've noticed that shooting down FW-189 in the game is very simple..

302_Corsair 12-25-2012 11:27 PM

Quote:

Originally Posted by Pershing (Post 490011)
By the way, I've noticed that getting down FW-189 in the game is very simple..

Did you use Makarov or ppsh?

Pershing 12-26-2012 06:15 AM

Quote:

Originally Posted by 302_Corsair (Post 490067)
Did you use Makarov or ppsh?

Nope. I used ТТ.

SPAD-1949 12-26-2012 02:09 PM

Quote:

Originally Posted by Lagarto (Post 489891)
All the more because, contrary to popular belief, there was quite a lot of "shooting back" in the air over Poland in September 1939. The Luftwaffe lost some 250 aircraft by the month's end, including some 170 shot down by Polish fighters.
However, it would take more than a map to reenact this. More aircraft like PZL.23 Karas and PZL.37 Los. On the other hand, the two would come in handy for Bessarabian scenarios since they were later flown by Romanians against the Soviet Union.
Also, it would take some more German types, which have been banned so far, like Do-17 and early Bf 109E variants. Hs 126 would be great, too.

But now, that ClOD prooved an economical dead birth, I personally dont see any more reason for the ban.
Id clearly like to see the flying pencil.

1984 12-26-2012 05:40 PM

hmm, i think now not so simple down fw-189, but i have not so much practice, against peoples especially, and of course, in this old game modelled not all what can be modelled, and something just can't be modelled...

Quote:

Originally Posted by 302_Corsair (Post 490067)
Did you use Makarov or ppsh?

oh, what interesting here, i heard what some gunners in all countrys had tompson/ppsh-41 how "last chance"...

and read many times what some gunners of il-2 took additional machine gun (maybe, something like DP-27), and for attack ground targets too, as well as signal flares for scaring away...

mainly this is байки/tales or not, don't tell, but i think we really need these signal flares for pilots/gunners, it's be more realistic signalisation than navigation lights or headlights, which now used in online, especially because headlights had mainly night/PVO fighters...

Pershing 12-27-2012 04:13 AM

Quote:

Originally Posted by 1984 (Post 490206)
hmm, i think now not so simple down fw-189, but i have not so much practice, against peoples especially, and of course, in this old game modelled not all what can be modelled, and something just can't be modelled...

Fw-189 is not flyable in stock game (in UP3 and HSFX - yes).
I just noticed that 2-3 20-mm ShVAK's rounds enough to set FW-189 on fire, shoot off a wing or make an "bloody mess" inside of its cockpit.

Malkav 12-27-2012 08:05 AM

What about the current state of development? When? :(

Fenrir 12-27-2012 04:24 PM

Quote:

Originally Posted by Malkav (Post 490286)
What about the current state of development? When? :(

Wow.

These guys have lives around Christmas too, savvy?

SPAD-1949 12-27-2012 04:37 PM

Quote:

Originally Posted by Fenrir (Post 490313)
Wow.

These guys have lives around Christmas too, savvy?

Noooooooo
ooooooo
oooo
oo
o
o
o
o
o
o

1984 12-27-2012 05:31 PM

1 Attachment(s)
Quote:

Originally Posted by Pershing (Post 490274)
Fw-189 is not flyable in stock game (in UP3 and HSFX - yes).
I just noticed that 2-3 20-mm ShVAK's rounds enough to set FW-189 on fire, shoot off a wing or make an "bloody mess" inside of its cockpit.

fw-189 flyable on some servers with realistic mods, and this is not packs like UP3 or HSFX, well, and i had only one fight against 189, but when i fired all ammo in rama from lagg-3 8 or 11 serie, 2 other pilots trying this too, and fw still alive...

but i think, mainly, it's was settings of connection (DM work better with old settings, my opinion, ie when internet was not so fast), on servers where you can fly with very good parameters, planes not so strong...

plus if hits like in attach and are spread throughout the aircraft, plane can fly and in game and in RL, why not...

in total, rama metal, very thin, but not small, plus in game modelled not all things of FM, so..., but and 2-3 20 mm shells in cabine, fuel tanks etc it's not strange...

pencon 12-28-2012 07:08 PM

Hopefully one day they can put some actual ground troops in the sim . It would be awesome to be able to strafe soldiers who are shooting back at you (along with blood and gore effects )Also hands and feet in the cockpit view. I realize that's asking too much but it would be cool .

Pursuivant 12-29-2012 09:19 PM

Quote:

Originally Posted by pencon (Post 490469)
Hopefully one day they can put some actual ground troops in the sim . It would be awesome to be able to strafe soldiers who are shooting back at you (along with blood and gore effects )Also hands and feet in the cockpit view. I realize that's asking too much but it would be cool .

Blood and gore effects might mess with the game's ESRB rating. It's simple enough to just have dead people without making the game look like an explosion in a ketchup factory. This is one reason why we'll probably never see animal-drawn transport in the game.

Large numbers of moving people might also slow down frame rates.

SPAD-1949 12-30-2012 03:25 PM

Quote:

Quote:

Originally Posted by pencon View Post
Hopefully one day they can put some actual ground troops in the sim . It would be awesome to be able to strafe soldiers who are shooting back at you (along with blood and gore effects )Also hands and feet in the cockpit view. I realize that's asking too much but it would be cool .

Quote:

Originally Posted by Pursuivant (Post 490668)
Blood and gore effects might mess with the game's ESRB rating. It's simple enough to just have dead people without making the game look like an explosion in a ketchup factory. This is one reason why we'll probably never see animal-drawn transport in the game.
Large numbers of moving people might also slow down frame rates.

I would also vote for marching colons to attack.

As long as the gore effects are built mildly like in DBW, seeing only sunk in dead pilots and some blood spills on the plexi shields, I think it is ok.
(it bugs me a little that we still have just a red to black out instead of clusters of skin and brain on the windshield before blacking out, but that would be rated 16+)
This 12 jear old kids all watch South Park as well as Band of Brothers and somehow survive without psychological trauma, as far as I can judge from my sons and his friends adolescence.
I think this discussion item is somehow bigot and way overrated.

Fenrir 12-30-2012 06:05 PM

Quote:

Originally Posted by SPAD-1949 (Post 490774)
I would also vote for marching colons to attack.

LoL! Sounds like something from a Sam Raimi movie! 'Attack of the Marchng Colons!" Ha!

On a serious note, infantry or groups of military people of any type with DM would benefit the game.

Quote:

Originally Posted by SPAD-1949 (Post 490774)
As long as the gore effects are built mildly like in DBW, seeing only sunk in dead pilots and some blood spills on the plexi shields, I think it is ok.

I think this blood fest is over-egged massively. People have been watching to many horror flicks or Tarantino movies. Which brings me to this:

Quote:

Originally Posted by SPAD-1949 (Post 490774)
(it bugs me a little that we still have just a red to black out instead of clusters of skin and brain on the windshield before blacking out, but that would be rated 16+)

Mate, if your brains were scattered across the windshield I seriously doubt you'd be particularly bothered about the pretty red patterns they're smearing across the plexiglass as 10-1 odds you'd be *slightly* DEAD.

Wounds which spread or splash such copious quantities of blood around would by their very nature be caused by large high explosive round wounds to areas of an arterial nature, likely to be at least highly incapacitating if not fatal. Your virtual Il-2 pilot is unlikely to be around long enough to worry about the Rorschach ink blot test he's just sprayed across his windshield.

Other wounds caused by bullets are likely to be far less dramatic given the layers of clothing and harness' that help staunch and contain the fluids.

Besides which, what does this accomplish ingame? It looks cool? Immersion?

Right.

If you wander round thinking the sloshing around of large quantities of type O Negative is cool, I'd recommend you to a shrink. Having been exposed to one bloody accident were a man died I, personally could quite happily go to my grave without seeing things of that ilk again.

As for immersion - what? Sorry this argument makes bugger all sense to me. You might as well argue for me to have my girlfriend standing behind with a shotgun so that when I get hit in game she blows pieces of me and the surrounding furniture apart; just so I can get a bit closer to the real terror!

Please.

Quote:

This 12 jear old kids all watch South Park as well as Band of Brothers and somehow survive without psychological trauma, as far as I can judge from my sons and his friends adolescence.
I think this discussion item is somehow bigot and way overrated.
De-senstisation to violence discussions are well beyond the purview of this forum and this thread. Let's not start that please. It's a massive can of worms and unless you've got a long list of qualifications in child psychological medicine then none of us are in a position to make knowledgable opinions on the matter.

SPAD-1949 12-30-2012 11:04 PM

Gore Effets: Pro!
 
Well actually I've seen people I knew and people I did not know die, mostly from Vehicular accidents, except one old lady who fell out her window while cleaning it. Some 3 good old european storeys deep.
I wondered why there was no helmet obligatory for Car drivers back the days we cut out the victims of their wercks ad collected what they lost in their tincans.

By the way, there is some chance you survive brain damage, as well as I was told by my former shift boss, that he had a case where a Lady with an open SBT(?) (SHT in german) remained conscious but died on the way to the hospital.

No wonder that alcohol is a serious issue with the fire brigades (FFW in german)

We were 18 then and I think, as I watch my son on his civil service in an ambulance car, he does not take psychological harm and neither did all my nephews on this Job.
They told me, they have seen the same stuff I did and personally I think, civil service on an ambulance is more likely to make a man out of you than military duty does.

So I think Gore effects could be connected to nearly full real settings, because younger then 17 kids hardly play full real or nearly full real.

Today I flew a Ju88 mission and wondered about the spills because there was no mild red tinting of the screen, I was not wounded, but I found out it was my rear gunner, which got hit.
I loved this kind of immersion.

Juri_JS 12-31-2012 07:43 AM

I don't need any blood effects, but it would be a good idea to reintroduce slumped down crew members, so we have a visual indication that a pilot or gun position is taken out and we no longer have to waste ammo shooting at it. In contrast to blood it won't affect the ESRB rating.

Bolelas 12-31-2012 02:20 PM

+1. We dont need blood, we just need to know they are killed.

secretone 12-31-2012 05:09 PM

It is well that war is so terrible - otherwise we would grow too fond of it.Robert E. Lee, Statement at the Battle of Fredericksburg (13th December 1862)
US-Confederate general (1807 - 1870)

BrassEm 01-01-2013 10:39 AM

Quote:

Originally Posted by Bolelas (Post 491011)
+1. We dont need blood, we just need to know they are killed.

Agreed!

A slumped body, or the body disappearing would be enough to convey that aircrew are taken out when viewed from a distance when flying an aircraft. The AI running from a straffed vehicle column is enough to indicate they are kaput. A vehicle is a higher priority target than an individual soldier. Fields of soldiers would only increase FPS overhead.

Treetop64 01-01-2013 09:10 PM

Quote:

Originally Posted by SPAD-1949 (Post 490774)

(it bugs me a little that we still have just a red to black out instead of clusters of skin and brain on the windshield before blacking out, but that would be rated 16+)

The rating you elude to is beside the point. The sim simply doesn't need to go that far.

Some things are better left to the imagination.

GF_Mastiff 01-04-2013 01:39 AM

any chance of damage from hit boxes reduced to a more confined area? in other words can you make more critical systems damage instead of seeing one hit to one block like engine?

maybe multiple system areas if the engine allows?
Like in CLOD?

SaQSoN 01-04-2013 07:27 AM

Quote:

Originally Posted by GF_Mastiff (Post 491536)
In other words can you make more critical systems damage instead of seeing one hit to one block like engine?

maybe multiple system areas if the engine allows?
Like in CLOD?

This system exists in the IL-2 game since FB release (2003). CLOD Uses exactly the same what was in the IL-2, the only difference is that CLOD models divided into more pieces, then IL-2 models. ALso, collision objects in IL-2 are NOT boxes. They have very close shape to the actual objects, they are representing. An engine collision, for example, consists from 1-2 external collision objects, representing it's cowl and several internal collision objects, representing separately crank case, cylinder blocks, reduction gear, supercharger, magnetos, etc.

ElAurens 01-04-2013 12:27 PM

Which is of course why one bullet always, and I mean always stops a P 51, P 47 and P 40.

Sorry SaQSoN, I know that there are supposed to be more complex DMs, but in the game, online, it does not play out that way.

ECV56_Guevara 01-04-2013 12:45 PM

http://blog.chron.com/fanblogtexans/...-There-Yet.jpg

:-P:-P

SaQSoN 01-04-2013 01:04 PM

Quote:

Originally Posted by ElAurens (Post 491618)
Sorry SaQSoN, I know that there are supposed to be more complex DMs, but in the game, online, it does not play out that way.

Sorry, ElAurens, I know, it's painful to know, but whatever you believe happens, not always actually happen.

The DM is complex, as I described it and it works for both on-line and off-line in the same exact way. This is a basic fact.

Snake 01-04-2013 04:40 PM

Is this thread still necessary?
Didn't the 4.12 patch release's countdown start?

ElAurens 01-04-2013 05:34 PM

Quote:

Originally Posted by SaQSoN (Post 491626)
Sorry, ElAurens, I know, it's painful to know, but whatever you believe happens, not always actually happen.

The DM is complex, as I described it and it works for both on-line and off-line in the same exact way. This is a basic fact.

I know.

Honestly I do, yet, the "instant stop" engines on these aircraft are still perplexing.

Fearless_1 01-04-2013 10:23 PM

That is compelling. The engines have always instantly stopped without so much as an over-torqued shaft flying through the side of the plane.

IceFire 01-04-2013 10:51 PM

Quote:

Originally Posted by SaQSoN (Post 491626)
Sorry, ElAurens, I know, it's painful to know, but whatever you believe happens, not always actually happen.

The DM is complex, as I described it and it works for both on-line and off-line in the same exact way. This is a basic fact.

I know a decent amount about how the DM works from my time spent over the years involved with the third party modelers and so forth. I don't have hands on experience but I have an idea... what ElAurens says has some merit. I think what it comes down to is we have two types of dead engine behavior and it seems to be consistent to the plane. A FW190 with a dead engine will still have a spinning propeller. So will a LaGG, La-5, Yak, etc. On the other hand a Bf109, P-51, Ki-84 or P-40 tends to get the "insta-stop" propeller behavior where a certain type of damage is sustained and the engine just stops in place. The P-47 gets it too although the chances of it seem to have been reduced from back in the FB1.0 days where it was happening very frequently. They don't all seem to be radial or in-line either.

What I can say is that I've flown the Yak series for a very long time, sustained all varieties of damage so far as I can tell, but never had the engine stop dead. Yeah it'll start to windmill and slowly the RPM drops until it's spinning but mostly useless. It's just a weird thing... Any idea why these behave this way? Because the Yak is older to the game I'm wondering if it doesn't have as complex a model for it?

It's distinctly different between different types. There may be a specific reason in the DM. I just don't know what.

TheGrunch 01-05-2013 01:13 AM

Quote:

Originally Posted by ElAurens (Post 491683)
Honestly I do, yet, the "instant stop" engines on these aircraft are still perplexing.

If anyone could do some tests with a friend online we could possibly get some definitive proof of this behaviour (or lack thereof). A good starting point would be one player parked in a bomber with a turret in front of a MP spawn point and another spawning in and switching their engines on in various aircraft before getting fired upon. For extra points, move the bomber to a different position relative to the aircraft and repeat.

Woke Up Dead 01-07-2013 09:14 PM

How much difference is there between the dead-stopped and the windmilling engines? I get the impression the crippled Soviet engine might let you glide a little further en-route back to base, but it's just as useless in combat as the dead American engines.

IceFire 01-07-2013 11:17 PM

Quote:

Originally Posted by Woke Up Dead (Post 492412)
How much difference is there between the dead-stopped and the windmilling engines? I get the impression the crippled Soviet engine might let you glide a little further en-route back to base, but it's just as useless in combat as the dead American engines.

Fair point... it's not much different although its harder to tell with the windmilling engine from the attackers perspective. You do seem to be able to glide a bit more with an engine windmilling at low RPM than one utterly dead.

I'm curious why the two behaviours exist and why they happen one way to some and one way to others. I'd have figured it fairly normal if it happened one way to all in-line engines and another way to all radials but it's sort of a smattering back and forth and I never could make sense of it.

I think it may give the impression to some that American engines (for example) are more vulnerable in the aircraft that it happens to when in reality is probably about the same across the board. And perception is 9/10ths... :)

Birdman86 01-08-2013 11:58 AM

There are actually many engine damage options with prop still rotating but not much power, so which one do you mean with that windmilling engine?
a) inoperable but not jammed engine that is completely stopped in low speed, rotetes slowly with more airspeed and in high speed windmills so fast that it seems to run but bleeds a lot of energy instead
b) engine with magneto failure that behaves like above unless you switch on only the working magneto and manage to restart the engine
c) engine still running but with almost no power left after a lot of hits or just before stopping due to water or oil leak
d) engine with failed prop pitch control that in some planes runs with really low RPM and with little power in low speed but is still running properly and brings you home surprisingly fast if you keep speed up to have a bit higher RPM

With option c the engine is not really dead but almost and it is not really windmilling but running at low RPM and power instead. In this case the prop doesn't bleed energy and you can glide further than with jammed engine and a lot further if there is still some power left. With smoking engine or radiator you'll soon get from c to a, but without smoke you'll stay in option c until ditching.

However, with option a the prop bleeds energy while windmilling and you can't glide as far as with jammed engine but you can reduce the energy loss with low speed. With real windmilling engine in option a and possibly also with jammed engine you can reduce the drag by using 0% prop pitch, but I haven't tested this in game. However, if you want, you can test gliding with engine or magnetos off and measure the distance with 100% and 0% prop pitch in otherwise identical glide.



I also got a couple ideas to improve the engine damage modeling in IL-2:

- Is it possible to simulate coolant leaks better? I mean we could have different effects for oil and coolant leaks together with proper overheating effect in case of coolant leaks. I also hope that all planes with liquid cooling could have proper radiator hitboxes and possibly also realistic options to stop the coolant leak.

- Could we have some random jamming of damaged engines? That would simulate the possible jams when some major parts fail later due to vibration or local overheating with broken cooling or lubrication. That would make returning to base with damaged engine harder and more exciting. The probability of sudden jam could be made a lot higher for high RPM and power settings so that you would have to handle the damaged engine carefully and attempts to fight with damaged engine could end with jammed engine.



I think that the engine damage modeling is so different in different planes because sizes of hitboxes for different engine parts may vary, some of the hitboxes may be missing, and the hitboxes are not always coded to trigger similar damage when hit. Standardizing it all is not really a good option because real planes and engines also had differences, but maybe reworking the hitboxes and damage code of some planes and adding some missing damage options wouldn't be too much work.

Woke Up Dead 01-08-2013 07:18 PM

Quote:

Originally Posted by Birdman86 (Post 492562)
There are actually many engine damage options with prop still rotating but not much power, so which one do you mean with that windmilling engine?
a) inoperable but not jammed engine that is completely stopped in low speed, rotetes slowly with more airspeed and in high speed windmills so fast that it seems to run but bleeds a lot of energy instead
b) engine with magneto failure that behaves like above unless you switch on only the working magneto and manage to restart the engine
c) engine still running but with almost no power left after a lot of hits or just before stopping due to water or oil leak
d) engine with failed prop pitch control that in some planes runs with really low RPM and with little power in low speed but is still running properly and brings you home surprisingly fast if you keep speed up to have a bit higher RPM

I was thinking of option a): Yak engine is working fine one second, then it takes a bullet or two and right away it is gasping and gutless. I didn't even know that option b) existed, you mean I might get my engine power back if I cycle the magnetos?

zipper 01-10-2013 09:18 PM

Quote:

Originally Posted by Woke Up Dead (Post 492633)
I was thinking of option a): Yak engine is working fine one second, then it takes a bullet or two and right away it is gasping and gutless. I didn't even know that option b) existed, you mean I might get my engine power back if I cycle the magnetos?

Sounds weird. I've actually experienced a mag failure in flight and I almost completely missed it. If I hadn't been totally bored while buzzing along I wouldn't have noticed my rpm had dropped by about 75/100rpm. Cycled from Both to Right ... no change. Switched from Both to Left ... engine died ... and ... quickly back to Both. The Left mag had lost point gap. Other types of mag failure can cause a rough running engine ... but I don't know of any situation involving just one mag that would result in the engine just not running ...

ohasha 01-12-2013 04:41 AM

will there be any new maps

TexasJG 01-12-2013 08:41 AM

DT Update
 
Could we have an official DT update please, as the last update is dated November 25.

Thank you Daidalos Team for your first class work. Even though iL2 has been released for some time, iL2 4.11 is still my favorite flight simulation by far. Nothing else has the depth and content that this flight simulation has in it's latest form.

_1SMV_Gitano 01-12-2013 09:22 AM

Quote:

Originally Posted by ohasha (Post 493142)
will there be any new maps

Sorry, no new maps in 4.12.

Juri_JS 01-12-2013 11:05 AM

Quote:

Originally Posted by _1SMV_Gitano (Post 493169)
Sorry, no new maps in 4.12.

What happened to the New Guinea map by Team Pacific?
http://forum.1cpublishing.eu/showthread.php?t=32878

Malkav 01-12-2013 01:30 PM

No maps. No news. No patch.

IceFire 01-12-2013 02:34 PM

Quote:

Originally Posted by Malkav (Post 493212)
No maps. No news. No patch.

Glass is half empty is it?

ECV56_Guevara 01-12-2013 03:51 PM

let´s calm down guys..I admit I´m a bit anxious about the 4.12 release but surely will be worth the wait.

FlyingShark 01-12-2013 06:09 PM

They just posted a new vid:

http://forum.1cpublishing.eu/showthr...t=31724&page=2

Looks promissing if you ask me.

~S~

fruitbat 01-12-2013 06:23 PM

Vids great, really like the fact that you can now choose the formation for each waypoint.

Really looking forward to this TeamD, thanks:cool:

_RAAF_Firestorm 01-12-2013 07:00 PM

Wow, amazing content in that vid - Runway plates, craters, trees, paved paths, named objects in the FMB, flight formations, taxiing arrows, bomb bay doors, new ordnance, effects, co-pilot flight capability...

For me, the flexibility the FMB will offer in mission building with the new runway plates, craters and flight formations will certainly be the creme de la creme - that's worth a version update on its own!

Love your work TD!!!

nic727 01-12-2013 07:16 PM

OMG, this will be better than CLOD, lol

thx for this nice patch. Can't wait to download it :)

thx thx thx

EJGr.Ost_Caspar 01-12-2013 07:24 PM

Quote:

Originally Posted by Juri_JS (Post 493189)
What happened to the New Guinea map by Team Pacific?

We have it. Its still under correction (slight). There was not time to complete the work. It probably will be in next patch. Darwin and North Cape maps are other candidates... and maybe others.

ECV56_Guevara 01-12-2013 08:05 PM

Did I tell you that I love you DT???

Really, this will be the greatest patch ever.

Luno13 01-12-2013 08:08 PM

Seriously...are you guys wizards?

Thanks soo much for this! Truly amazing. No other sim has those kinds of crash effects. Landing gear damage effects are stellar!

1984 01-12-2013 08:28 PM

i'd prefer video with p-40:mrgreen:, but and here some good things too, especially, these new effects...

Mysticpuma 01-12-2013 09:15 PM

Having just watched the video it shows a great amount of progress, and you can tell has been done by enthusiasts! The detail is really impressive.

A couple of questions.

1) When we see the ski aircraft taking off, they move like they could all take-off together, rather than one after the other, as we currently have.

The question relates to aircraft on grass airfields. Is it possible (maybe only when set to a 'Scramble' mission), to have the aircraft take off together as shown here at 50-seconds? :

http://www.youtube.com/watch?v=S3sf0eiQ--o

I know this was CloD, but is is possible to have this in 1946 as CloD is no longer being officially developed?

2) I had hoped to see Gurner's effects used in 4.12, but we have some work done, most of which is excellent. My only critique is the flame effect. I love the lighting on the fuselage, but the flame seems to be the original cotton ball effect. Is it not possible to make this less cotton ball and more smooth?

3) Lastly, not shown in the video, is there any thought on actually using the OpenGL routines to create self-shadowing aircraft, which are possible in IL2 1946, but just not implemented yet?

Excellent news and update, cheers, MP

swede94 01-12-2013 09:25 PM

When I found IL-2 '46, a few years ago, in a bin with many old games that were being sold cheap, I doubt I could have imagined how much joy it would give me, in terms of playing it and seeing the new updates to it.


The new objects being seen in the latest video, like the bomb craters and runway parts I find to be some of the most exiting features personally, as I spend more time in the FMB than anything else. Note that I don't mean anything disrespectful by that, all the work put into this old game is amazing, and I do enjoy to fly the planes even though I'm not very good at it ;)

In short, 4.12 looks fantastic, great work people! :)

stugumby 01-12-2013 10:57 PM

looks fantastic
 
wow new smoke flame effects, bomb blast ring effects, belly landing skid marks/sparks,padlockable ships,new us frag bombs,bomb bay doors, fmb changable waypoints and runway plates. stunning indeed, exceptional work there TD!!

RegRag1977 01-13-2013 12:56 AM

IL2 1946 rules the air combat sim world!
 
There is soooooooooo much in this patch, i cannot believe we are going to get it for free.

Well to sum up:

IL2 1946 rules, people rejoice, and we have got you to thank for it!

Many thanks again, and long live the great Team Daidalos! Hurrah!

PS BTW could we have a heavy weathered skin for the thumb up icon? It would make posts around here far more realistic...

Spinnetti 01-13-2013 02:00 AM

Though I should be working on building a flying replica instead of playing games, you guys continue to impress. Thanks for all your efforts!

panzer1b 01-13-2013 02:00 AM

im not sure if im seeing things but did i spy the pilot in the b25 actually bent forward to simulate death?

finally you guys added that....not sure if it will apply to dead rear gunners but still great to see actual models that appear to be dead...

also great job on this, honestly id have to say best patch ever made for il2, i mean just considering how much more is added...


well time to completely remove hsfx from my hdd, this makes mods USELESS....

Pursuivant 01-13-2013 02:25 AM

Lots of Easter Eggs

* There appear to be new formations for planes.

* New objects - including human figures, bomb craters and Mediterranean-looking buildings.

* Flyable DB-3

* Flyable SB-2

* Slightly changed "no cockpit view" instruments

* Possibly P-51 with slightly revised 3d model (no fillet)?

* Fires can be started spontaneously in planes somehow (in FMB)?

* Improved P-51 cockpit.

* Some self-shadowing (at least for fire effects)

* New 3D model or some change or addition to Bf110 (at 1:40 on the tape)

* Possibly improved DB-3, IL2 models?

* Changes to Pe-2, Mosquito, Ju-88 and Fw-190A models?

* More complex tree shadows and plane shadow models.

* New model for RZ-5 Natacha? (at 4:50)

* Improved SBD-3 cockpit?

* Maybe changes to U.S. Fleet carrier model?

* Improved Fw-190 cockpit?

* New landing gear controls

* Killed crew models for B-25D (and other planes?)?

Tolwyn 01-13-2013 03:51 AM

With regards to all the new eye candy, can you please comment on how this will affect framerates on older systems?

CWMV 01-13-2013 04:57 AM

TD there is so much in that video that has been asked for over the years. Wonderful, epic stuff. You continue to set the bar high!

Quote:

Originally Posted by panzer1b (Post 493387)
...
well time to completely remove hsfx from my hdd, this makes mods USELESS....

But this is patently false. If you cant see the titanic improvement in visuals in this pic you need glasses!

http://i55.photobucket.com/albums/g1...grab0003-2.jpg

Ill bet that there wont be a noticeable difference in frame rates. TD probably wouldn't implement any frame rate killing content.

Pershing 01-13-2013 06:55 AM

It seems like new fire is little dim, isn't it? It looks like in UP/HSFX..
Is it realistic? In 4.11 fire is more colorful and bright...

The rest is wonderful. Еspecially landing gear stuff - I hope gear strunts will fall out under enemy's fire now :roll:

JtD 01-13-2013 08:17 AM

Pursuivant, you're seeing way too much.

Fergal69 01-13-2013 08:54 AM

A 10 year old plus sim that's keeps getting better & better.

Looking forward to the release of 4.12.

IL2, in it's various guises since the original release, hasn't left my hard drive.

Keep up the work guys, there's plenty more life left in this old dog that can still come out.

Claymore 01-13-2013 10:26 AM

Hi DT !

Thank's for all the new features ;)

I just watch the last video and realize that I will have some additional work on Fw 190 :grin:

Other question:how many time can we see the marks leaving by skis in snow and all other in case of belly landing ? same time as explosions craters ?

SPAD-1949 01-13-2013 12:38 PM

Thank you for this great piece of work.

Will the airfield tiles match the inclination of environment or are they horizontal only?

Pursuivant 01-13-2013 12:52 PM

Quote:

Originally Posted by JtD (Post 493421)
Pursuivant, you're seeing way too much.

You're right. On closer look at the FMB I realize that some objects I thought were new are actually not - either they already exist in the game or they were presented in previous previews.

Bolelas 01-13-2013 03:02 PM

Persuivant saw a lot of stuff but he forgot to mention: Mixture in a axis!

IceFire 01-13-2013 04:09 PM

Quote:

Originally Posted by Pursuivant (Post 493392)
* New model for RZ-5 Natacha? (at 4:50)

I see a R-5 with skis? That's not a new feature. The R-5 was added in... 4.10? We've had it for a bit.

Lagarto 01-13-2013 05:09 PM

Quote:

Originally Posted by EJGr.Ost_Caspar (Post 493292)
Darwin and North Cape maps are other candidates... and maybe others.

North Cape? Which one?

Fenrir 01-13-2013 05:37 PM

Quote:

Originally Posted by EJGr.Ost_Caspar (Post 493292)
We have it. Its still under correction (slight). There was not time to complete the work. It probably will be in next patch. Darwin and North Cape maps are other candidates... and maybe others.

I really hope that the Central Med/Malta map by Maraz is one of these; with the Wellington & Beaufort included in 4.12 the planeset is almost complete to represent thoroughly the 1942 ops in the theatre.

Is there a veto on meditterranean content tho?

Malkav 01-13-2013 05:57 PM

Great addition.
So, '2 weeks', huh?

nic727 01-13-2013 07:18 PM

Quote:

Originally Posted by Malkav (Post 493508)
Great addition.
So, '2 weeks', huh?

where did you read "2 weeks" :):cool:

Tuco22 01-13-2013 07:44 PM

Quote:

Originally Posted by nic727 (Post 493528)
where did you read "2 weeks" :):cool:

2 weeks be sure?

slm 01-13-2013 08:17 PM

Great new additions in the latest 4.12 beta video!

IceFire 01-13-2013 09:07 PM

Quote:

Originally Posted by Tuco22 (Post 493533)
2 weeks be sure?

I don't think he knows the old 2 weeks joke :)

stugumby 01-13-2013 10:24 PM

named objects?
 
if the objects list in fmb is now by name and not number, will this effect previously made missions?

Buster_Dee 01-13-2013 10:56 PM

Soooooo saweet!!! Masters of their craft ;)

Pfeil 01-14-2013 12:27 AM

Quote:

Originally Posted by stugumby (Post 493568)
if the objects list in fmb is now by name and not number, will this effect previously made missions?

It shouldn't. The names/numbers used in the interface are not the ones actually saved to the mission file.

IceFire 01-14-2013 01:00 AM

Quote:

Originally Posted by stugumby (Post 493568)
if the objects list in fmb is now by name and not number, will this effect previously made missions?

It's just an abstraction... similar to what already happens to aircraft. So probably not. TD is very good at not breaking old stuff as much as possible.

Anders_And 01-14-2013 10:42 AM

I would like to see a video with more of the smoke effects and tracer effects in 4.12. After these things have been addressed its time for a major sound rework. The game has been in business for 12 years but the original sounds are still there..

They shoud talk to tiger33 about his flyby sounds over at SAS. They really take the game to a new level!!

EJGr.Ost_Caspar 01-14-2013 11:33 AM

Quote:

Originally Posted by Anders_And (Post 494251)
They shoud talk to tiger33 about his flyby sounds over at SAS. They really take the game to a new level!!

Implementing sound files without save copyright issues could bring us into trouble. Creating quality sounds from scratch on the other side is out of our abilities. Most mod sounds are 'borrowed' somewhere.

robday 01-14-2013 02:36 PM

Great update guys, thanks for all your hard work, dedication and skill!
Just a quick question about the ability to choose formations. What selection do we have to choose from?

Blaf 01-14-2013 03:35 PM

Still no multicrew for Dogfight multiplayer mode :(
But the other things looks really cool!

ckolonko 01-14-2013 07:20 PM

Proper landing gear damage!!!

FlyingShark 01-14-2013 08:54 PM

Quote:

Originally Posted by EJGr.Ost_Caspar (Post 494253)
Implementing sound files without save copyright issues could bring us into trouble. Creating quality sounds from scratch on the other side is out of our abilities. Most mod sounds are 'borrowed' somewhere.

Maybe, if enough interest from the others and a bit late for the comming update but for the future, a return to the sound of the original IL2 Sturmovik forgotten Battles before it got patched. It was basically the same sound as we have but much deeper. People who still have that sim should reinstall it and let any plane fly by, you'll hear what I mean.

~S~

anikollag 01-14-2013 09:41 PM

Thanks for always welcome update :)

Luno13 01-14-2013 11:36 PM

Quote:

Originally Posted by FlyingShark (Post 494302)
Maybe, if enough interest from the others and a bit late for the comming update but for the future, a return to the sound of the original IL2 Sturmovik forgotten Battles before it got patched. It was basically the same sound as we have but much deeper. People who still have that sim should reinstall it and let any plane fly by, you'll hear what I mean.

~S~

It has weird echo effects though. I think FB's sound, although not awesome, is an improvement.

ilmavoimat 01-15-2013 01:14 AM

Quick question,
Re the user interface. Is the 90 degree rotation to vertical view an option or will it be fixed. With a non wide-screen screen it will really chop down the viewing area. Really looking forward to it though!

EJGr.Ost_Caspar 01-15-2013 07:08 AM

Quote:

Originally Posted by ilmavoimat (Post 494318)
Quick question,
Re the user interface. Is the 90 degree rotation to vertical view an option or will it be fixed. With a non wide-screen screen it will really chop down the viewing area. Really looking forward to it though!


Of course it is an option! In fact it was possible since then, but now it got fully supported. ;)

Pursuivant 01-15-2013 08:47 AM

Quote:

Originally Posted by EJGr.Ost_Caspar (Post 494253)
Implementing sound files without save copyright issues could bring us into trouble. Creating quality sounds from scratch on the other side is out of our abilities. Most mod sounds are 'borrowed' somewhere.


I don't understand the difficulty. You keep the sounds you've got, but officially allow people to make their own add-on sound packs - like is currently the case for speech packs. In that case, DT and 1c aren't liable for individuals' choice to violate copyright. Problem solved.

Alternately, you work with talented outside sound creators with the stipulation that any sounds they provide must be free of copyright. There's enough copyright free stuff out there that it isn't a limitation.

Finally, copyright for sounds seems to cover music and spoken word recordings, rather than sound effects. As an example, some years ago a U.S. court threw out Harley-Davidson's attempt to copyright the distinctive sound of its motorcycle engines.

Courts in the U.S. also seem to be somewhat favorably inclined towards "sampling" sounds as long as the work isn't entirely copied and it is altered in some substantial fashion. For example, while you might get sued for using the exact tune as the default Windows 7 start-up sound, it would be fair use to incorporate a snipped, sampled or altered version of it in a larger work.

So, even in the unlikely event that someone comes after DT for sampling their recording of a Merlin engine, as long as the original sound was snipped, altered and re-looped in some way, they have no standing.

daidalos.team 01-15-2013 09:56 AM

Pursuivant please watch this video again and stop at 1:03

http://www.youtube.com/watch?v=95WGJ...wF5Eqw&index=4

I'm sure you can find huge list of easter eggs again, but try to see the relevant thing there. ;)

Probably nobody ever found the easter egg in 4.10, but it is finally revealed in 4.12. You can see a switch related to it at 0:53.

Bearcat 01-15-2013 12:00 PM

Whoever picks the music for these videos is killing me.. I love it.


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