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luthier 06-03-2011 03:20 PM

Next patch info
 
Hi everyone,

We've been hard at work on a whole bunch of stuff here. Quicker fixes are now a thing of the past; we're working on larger more complex stuff and so patches, updates and improvements will be coming at a slower pace.

Our next BETA patch is tentatively scheduled for two weeks from now for Friday the 17th, and the release version of it is scheduled for the Friday after that, June 24th.

The next patch will contain:

* Improved streamlined multiplayer GUI
* Other multiplayer improvements - more stability, all plane settings like convergence and paintscheme working at all times, less rare bugs, etc.
* Various graphical improvements. The distant clouds are finally back - i.e. the flat representations of clouds you saw on beta screenshots with pretty sunlit borders. Finally fixed the landscape stripes bug, etc.
* Improvements to FM and DM and various cockpit systems, as usual - long list there.
* AI improvements, including at least the majority, if not all, of the order system working.
* A new warship!

Other things that are in the pipeline:

* Sound. This is probably the biggest issue we're facing. We're taking a very drastic approach to the issue and pretty much redoing our sound from scratch. This means you won't see the new sound for a few more months.
* FPS. The final remaining performance issues, which fortunately are comparatively minor, lie very deep in the engine, and require us to do a significant amount of work. Probably at least 2 months of it.
* Online stability, more anti-cheating controls, and server and aircraft SDK - also a few months out. Dedicated Server SDK and documentation is probably going to be done the quickest.

NOTE: this isn't an exhaustive list, but rather the main bullet points.

So stay tuned for more patch info next week. I'll try to do more regular weekly Friday updates from now on.

Lololopoulos 06-03-2011 03:21 PM

hahha speaking of the devil!! you know we want to see you luthier!!!
thanks a lot!!!

5./JG27 Lehmann 06-03-2011 03:22 PM

Thanks for the update, sounds good :)

Razorhead 06-03-2011 03:22 PM

Thanks for the update :)

ATAG_Dutch 06-03-2011 03:28 PM

Eureka!

Would love to know which warship.

Scharnhorst/ Gneisenau?

Thanks for the heads up, I can stop moaning now. :)

roadczar 06-03-2011 03:31 PM

Thanks!

Letum 06-03-2011 03:31 PM

Thankyou

SG1_Lud 06-03-2011 03:35 PM

Luthier: when you refer to the sound that needs a few months I understand, but do you have nailed the Sound disappearing problem in multiplayer, and so can we expect a fix sooner, or not?

Thank you.

FG28_Kodiak 06-03-2011 03:40 PM

Thank God its Friday ! :grin:

Kongo-Otto 06-03-2011 03:43 PM

Quote:

Originally Posted by Dutch_851 (Post 292912)
Eureka!

Would love to know which warship.

Scharnhorst/ Gneisenau?

Thanks for the heads up, I can stop moaning now. :)

Well this question is easy to answer, it will be the HMS Stop Whining accompanied by the HMS Next Patch and the Heavy Cruiser HMS Next Pint on me. :cool::-):-P

BigPickle 06-03-2011 03:44 PM

just the man, thanks for the update mate very much appreciated. I wish you all the best with the sound engine I'm sure you'll crack it though.

Any news about full screen, I still have all the flashing between destop and game on loading as we had before plus i can still half control windows in game, hope your guys get chance to sort to take another look at it.

Also the trees still appear to be the biggest problem in relation to performance, if i you look at them they flicker in a way, they grow and shrink. I saw this problem with Arma2 and when they fixed it said it turned out the be the LODs.

Thank you again for taking the time to drop in.

FlyingShark 06-03-2011 03:45 PM

Thanks for the heads up, Luthier.

~S~

furbs 06-03-2011 03:46 PM

Thanks for the update...though you prob should look here...
http://forum.1cpublishing.eu/showthread.php?t=23405

And the MP sound bug needs a very quick hotfix because its killing MP right now.

No word on FSAA?

baronWastelan 06-03-2011 03:47 PM

Thanks for the weakly update.

BigPickle 06-03-2011 03:48 PM

Quote:

Originally Posted by baronWastelan (Post 292927)
Thanks for the weakly update.

Irony, or is that just spelt wrong :confused:

satchenko 06-03-2011 03:50 PM

Radio Comms? PLEASE fix this!!!!!!!!

ATAG_Doc 06-03-2011 03:51 PM

Everyone has been worried about you man in fact I think there was a search party formed and looking for any sign of you. Rumor was circulating that you went to seek guidance from The Dalai Lama. We are happy you are alive and well!!

http://newsoholics.com/wp-content/up...Dalai-Lama.jpg

SG1_Lud 06-03-2011 03:52 PM

Quote:

Originally Posted by baronWastelan (Post 292927)
Thanks for the weakly update.

:)

RE77ACTION 06-03-2011 03:53 PM

Can't wait... Thank you!!! :grin:

41Sqn_Stormcrow 06-03-2011 03:54 PM

Any chance that the itching bug with the proppitch of the 109 is fixed with (re-)introducing the quicker angle speeds that should be four times faster than what we have right now?

Krt_Bong 06-03-2011 04:02 PM

Thanks for the Update Luthier, we know you are doing your best.

Kongo-Otto 06-03-2011 04:03 PM

Quote:

Originally Posted by timej31 (Post 292931)
Everyone has been worried about you man in fact I think I there was a search party formed and looking for any sign of you. Rumor was circulating that you went to seek guidance from The Dalai Lama. We are happy you are alive and well!!

:cool:
http://www.abload.de/img/cr_senategov_barack_obr7wy.jpg

Foo'bar 06-03-2011 04:05 PM

As long the engine sounds will be fixed I'll agree with everything ;)

Thank you.

Qpassa 06-03-2011 04:06 PM

well two weeks, we'll have to wait a lot . Hope to see not "scratch " in the engine sounds

smink1701 06-03-2011 04:07 PM

Quote:

Originally Posted by luthier (Post 292905)
Hi everyone,

* Sound. This is probably the biggest issue we're facing. We're taking a very drastic approach to the issue and pretty much redoing our sound from scratch. This means you won't see the new sound for a few more months.
weekly Friday updates from now on.

Thanks Luthier...good to hear from you. Was very please to see you address sound since this is a subject dear to my heart. Do you mean fixing the current sound so it doesn’t cut out during game play or the quality of engine, gun, general plane SFX, wind when opening the canopy, etc. I hope your answer is YES to both.
:):):)

Gollum 06-03-2011 04:11 PM

Quote:

Originally Posted by luthier (Post 292905)
Hi everyone,


Other things that are in the pipeline:

* Sound. This is probably the biggest issue we're facing. We're taking a very drastic approach to the issue and pretty much redoing our sound from scratch. This means you won't see the new sound for a few more months.
* FPS. The final remaining performance issues, which fortunately are comparatively minor, lie very deep in the engine, and require us to do a significant amount of work. Probably at least 2 months of it.

I'm confused... So all the reports of stutters / broken AA (currently rendering my game useless when prior to last patch, didn't exist) are being ignored / considered "comparatively minor" and won't be fixed for a few months if even considered one of the "final remaining performance issues"?

:confused:

Am I wrong to think that the Dev teams thinks all performance problems are solved except for a few "minor issues"?

Not hating, I just wan't these issues at least looked into and not to be left on the side of the road. If it takes two months then so be it but I just want you to know that these issues exist, are not "minor", and need to be fixed as soon as possible (considering I can't play the game on a top of the line rig).

I hope this gets fixed soon. I was having a great time playing this sim until the last patch and I miss playing it.

-Gollum

Blackdog_kt 06-03-2011 04:19 PM

Quote:

Originally Posted by luthier (Post 292905)
Hi everyone,

We've been hard at work on a whole bunch of stuff here. Quicker fixes are now a thing of the past; we're working on larger more complex stuff and so patches, updates and improvements will be coming at a slower pace.

Our next BETA patch is tentatively scheduled for two weeks from now for Friday the 17th, and the release version of it is scheduled for the Friday after that, June 24th.

The next patch will contain:

* Improved streamlined multiplayer GUI
* Other multiplayer improvements - more stability, all plane settings like convergence and paintscheme working at all times, less rare bugs, etc.

* Various graphical improvements. The distant clouds are finally back - i.e. the flat representations of clouds you saw on beta screenshots with pretty sunlit borders. Finally fixed the landscape stripes bug, etc.
* Improvements to FM and DM and various cockpit systems, as usual - long list there.
* AI improvements, including at least the majority, if not all, of the order system working.

* A new warship!

Other things that are in the pipeline:

* Sound. This is probably the biggest issue we're facing. We're taking a very drastic approach to the issue and pretty much redoing our sound from scratch. This means you won't see the new sound for a few more months.
* FPS. The final remaining performance issues, which fortunately are comparatively minor, lie very deep in the engine, and require us to do a significant amount of work. Probably at least 2 months of it.
* Online stability, more anti-cheating controls, and server and aircraft SDK - also a few months out. Dedicated Server SDK and documentation is probably going to be done the quickest.

NOTE: this isn't an exhaustive list, but rather the main bullet points.

So stay tuned for more patch info next week. I'll try to do more regular weekly Friday updates from now on.

Very good list of fixes and improvements. My favorite short to medium term upgrades are the bold parts in the above quote. I also like the long-term upgrades like the sound engine and the SDK.

As far as improvements to cockpit systems and controllability goes, my list of personal favorites goes like this:
  • Ju88 gyrocompass, maybe the automatic gear switch for the supercharger too (heard it mentioned by someone else)
  • DB601 prop pitch issues (un-reversing it and having it change at the correct degrees per second)
  • streamlined, consistent control logic for all aircraft so the newcomers to the sim don't get confused:
    • currently in some aircraft controls are reversed because they were that way in reality
    • in other aircraft that real controls were also reversed the in-game controls are not, it's only the animation that changes (eg, the Italian aircraft)
    • Blenheim's props are correctly modeled as two-pitch props but the slider doesn't "snap" to the top and bottom positions like it does in other aircraft with similar props (eg, the DH hurri and the Mk.I Spit)...we can move the slider through its entire range of motion but only the bottom position corresponds to coarse pitch and everything above that corresponds to fine pitch (ie, it has a lot of unnecessary range of motion)
    • The DH-prop hurricane and the Tiger Moth exhibit strange behaviour with the interlocking throttle and mixture controls, while it works correctly in the Rotol Hurricane
    • Reversed turret controls in the Br.20 (that was a few patches ago, don't know it has been fixed in the meantime)
    • Solving the conflict that prevents moving the turret/gun while firing if both actions are mapped to a single controller (eg, mouse)
    • Improved response in moving the turrets/gun mounts. It's not that they rotate slowly, they just take long to start moving when you press the relevant key. This is not such a big deal in most aircraft, but it's prohibitive in the Blenheim because the mouse is tied to moving the gun (which has a very limited range of horizontal motion in relation to the turret) and the gun mount controls are used for the turret. It's not precise enough currently and it makes it very hard to use the turret.
  • Some sort of "bombardier guidance mode" for the bombers that don't have an autopilot to fly the aircraft during the bomb run (namely, the Br.20 and Blenheim)


Sorry if i'm sounding like a demanding smartass, it's not my intention at all. I just want to give a friendly reminder of reproducible issues and share what i've managed to collect through testing.

You have a very good list of upcoming fixes there and it shows that community feedback is definitely not ignored even if it's not answered on a daily basis: your list is what seems to be the most important issues to the majority of the community here, so it's a clear sign you guys are listening and prioritising things correctly.

Keep up the good work, we're definitely getting there ;)

Winger 06-03-2011 04:19 PM

i REALLY hopt the fixes include the fix of the 109 pitch changespeed!?

Winger

Strike 06-03-2011 04:43 PM

Thanks for the update! Will be looking forward to friday 17th ;)

FG28_Kodiak 06-03-2011 04:46 PM

Quote:

Originally Posted by Kongo-Otto (Post 292940)

No help needed:
http://img215.imageshack.us/img215/1935/usavsrussia.jpg

Rattlehead 06-03-2011 04:47 PM

Quote:

Originally Posted by luthier (Post 292905)

I'll try to do more regular weekly Friday updates from now on.

May I ask what happened to the community manager?

Thanks for the info regarding the next patch, Luthier. I (we all) feel much better knowing what the basic outline is for the next few weeks/months.

pupo162 06-03-2011 04:49 PM

so... no fixed 109 pitch till the 17th??? bummer.. 2 more weeks of no il2 for me...

Mysticpuma 06-03-2011 05:11 PM

Luthier.....beware, for now you have made the often quoted (but much mis-used)....................... Two-weeks!!!!

That could come back to bite you.... ;)

Thanks for some news, but seriously.....when it was released you thought the sound was okay? Now it's Months to fix...or is it Months to make it how it should have been on release?

MP

robtek 06-03-2011 05:21 PM

I really would like to have, as a quick fix, the sound back prior the last patch so i can play longer missions!
Just to bridge the time until the real patch!

335th_GRAthos 06-03-2011 05:30 PM

Good to hear you are alive and kicking Luthier, but I strongly suggest we receive more regular feedback on what is going on.

We have been the official beta testers of this thing and do not complain about it but this kind of feedback absence of the past weeks really cheesed me off.


~S~

Bloblast 06-03-2011 05:33 PM

[QUOTE=luthier;292905]
Finally fixed the landscape stripes bug, etc.
Improvements to FM and DM and various cockpit systems, as usual - long list there.
AI improvements, including at least the majority, if not all, of the order system working.

AI improvement + major of radio communication, good news!
AI too fast at the moment it should be tuned down. Hope this is worked on.

Thanks Luthier.

Norseman 06-03-2011 05:36 PM

Much appreciated and needed new info !
Many Thanks sir !
-advancing helluvalot faster than good ol`IL2 here.. ;)
~S~:-)

Doc_uk 06-03-2011 05:42 PM

Quote:

Originally Posted by luthier (Post 292905)
Hi everyone,
Finally fixed the landscape stripes bug, etc.

I do hope thats the blue stripes :)

ATAG_Dutch 06-03-2011 05:49 PM

Quote:

Originally Posted by Kongo-Otto (Post 292922)
Well this question is easy to answer, it will be the HMS Stop Whining accompanied by the HMS Next Patch and the Heavy Cruiser HMS Next Pint on me. :cool::-):-P

:grin:

Gladly mate. Venue?:rolleyes:;)

Vengeanze 06-03-2011 06:09 PM

Quote:

Originally Posted by luthier (Post 292905)
* FPS. The final remaining performance issues, which fortunately are comparatively minor, lie very deep in the engine, and require us to do a significant amount of work. Probably at least 2 months of it.

Bugger. Means I'm stuck with these low fps for a while.

MiGCap 06-03-2011 06:26 PM

Good news, but please don't forget the Anti-aliasing issue ...

Tiger27 06-03-2011 06:32 PM

Quote:

Originally Posted by furbs (Post 292926)
Thanks for the update...though you prob should look here...
http://forum.1cpublishing.eu/showthread.php?t=23405

And the MP sound bug needs a very quick hotfix because its killing MP right now.

No word on FSAA?

Not to mention the 109 prop pitch speed.

Anvilfolk 06-03-2011 07:12 PM

Thanks luthier :)


And Blackdog, thanks to you too. You're an exemplary member of this community - I wish more people acted like you do. Hat off to you, sir.

FG28_Kodiak 06-03-2011 07:15 PM

Quote:

Originally Posted by Tiger27 (Post 293020)
Not to mention the 109 prop pitch speed.

Isn't the prop pitch part of "Improvements to FM and DM and various cockpit systems, as usual - long list there."
So it will eventually in the next patch.

Jatta Raso 06-03-2011 07:15 PM

at last new clouds... much appreciated!

JumpingHubert 06-03-2011 07:25 PM

why is it so difficult to say a few words about antialiasing? No one word since release and before......

LcSummers 06-03-2011 07:25 PM

now we have a little roadmap. 2 weeks are long but hopefully that big patch will rock forward.

Anyway thanks for that info Luthier.

Extreme_One 06-03-2011 07:41 PM

Quote:

Originally Posted by luthier (Post 292905)
Hi everyone,

...
Our next BETA patch is tentatively scheduled for two weeks from now...


Two weeks.. be sure. :rolleyes:

Anyway, looking forward to the next patch. Thanks for the info.

Triggaaar 06-03-2011 07:54 PM

Thanks

Manuc 06-03-2011 08:42 PM

Thank you for your hard work to make this great flight sim better and better

furbs 06-03-2011 08:53 PM

I think reading between the lines...FSAA will not be fixed.

|ZUTI| 06-03-2011 09:13 PM

Luthier, what about map SDK. When will we be able to create our own maps?

Thanks.

Heinz Laube 06-03-2011 09:28 PM

Looks like, they rewrite the whole game, so just wait another few years :D

machoo 06-03-2011 09:51 PM

This is good. I thought quick fix patch's were silly. Best to do quality patch's over quantity ones.

41Sqn_Stormcrow 06-03-2011 10:08 PM

Quote:

Originally Posted by FG28_Kodiak (Post 292961)

Hilarious! This is superb!

Redroach 06-03-2011 11:02 PM

Quote:

Originally Posted by II./JG27_Winter (Post 293111)
Looks like, they rewrite the whole game, so just wait another few years :D

I take objection to the "re-" part in "rewrite". I'm pretty sure that the steps taken towards a working 'order' system will be the very first lines of code written in that department :D

Anyways, for 4 weeks development time, that list doesn't look very exhaustive to me, and the gravest issues like loadout and radio comms are written up in an obscure way. Well, lets see, what the FM/DM improvements will bring.

Since CoD ran okay for me since the start, these would be (big conjecture so far.. :rolleyes: ) the very first real improvements (that is, progress from alpha state to at least all functions working with probably some bugs remaining) for me. And this is 2,5 months after release. I guess the guys who said "wait and see how the game will be polished in 3 month's time" were right, huh? :D

Tree_UK 06-03-2011 11:05 PM

Come on luthier, 2 months ago you were on about implementing DX11, what about some AA, its not rocket science is it?

Skoshi Tiger 06-03-2011 11:56 PM

Quote:

Originally Posted by Blackdog_kt (Post 292952)
[*]DB601 prop pitch issues (un-reversing it and having it change at the correct degrees per second)

Does anyone have a reference to how many dgrees/second the actual propellor pitch should change at? It would be sad if they just changed to an inaccurate rate just to meet popular demand.


Quote:

Originally Posted by Tree_UK (Post 293148)
Come on luthier, 2 months ago you were on about implementing DX11, what about some AA, its not rocket science is it?

Good to see the Old Tree is back again! ;)

machoo 06-03-2011 11:56 PM

As far as I can tell , AA is in it. It looks fine too me. Maybe it's just higher res.

Voidhunger 06-03-2011 11:58 PM

Quote:

Originally Posted by Tree_UK (Post 293148)
Come on luthier, 2 months ago you were on about implementing DX11, what about some AA, its not rocket science is it?

AA in 1920x1200? uselessness...

Seeker 06-04-2011 12:17 AM

Thanks for the update

jayrc 06-04-2011 12:52 AM

thanks for the update:grin:

xnomad 06-04-2011 04:41 AM

Can't we have a minor release just for the 109 prop pitch? I was playing this game almost daily until the prop pitch was slowed down by the hotfix. You can't dogfight with the 109 in CEM mode. :(
Such an important fix that could be dealt with so quickly.

adonys 06-04-2011 04:57 AM

Thank you, Luthier!

desastersoft 06-04-2011 05:13 AM

With all Respect, this is away from good and bad
 
Ilya, can it be that you focus only on Online Gameing? This Time CloD is a naked Engine with no Game Content. This is the Statement of close to all Reviews in Game Magazines, Online Reviews and Statements what arrived us.

You have no:

No Promotion System for Campaigns
No System for honering the Player with Medals for Efforts
No clear Killboard
No working Scripts in Single Mission Mode
No Script Documentation for the Users
No correct Manual for the Game
No auto read in for new custom Campaigns but hopeing that users do their own stuff

With other Words: you doing the 3rd Step befor the second.

This things are essential for Gameplay and Success. If you release in US without this, you may kill your Game. In the View of a normal Users you are far away from good and bad.

Here, read the Statements from Amazon Germany.

http://www.amazon.de/IL-2-Sturmovik-...7164394&sr=1-1

Okay: Main Bugs: No Game Content, No Athomsphere for the Virtual Pilot, No Campaign Management = NO GAMEPLAY!

Think it over!

Cheers
Thomas

Oh,forgot my System Specs...

i7 980 Extreme (6x3,3 GHZ), 12 GB DDR 3 Kingston RAM/Tripple Channel, ASUS Revoltuion MoBo, 2x GF 590 GTX with together 6 GB DDR 5 RAM (Quad SLI), Samsung HDD, Samsung 27" 275T TFT, TM Warthog, TIR4, Simped Vario Pro, G19 Keyboard....

FG28_Kodiak 06-04-2011 07:08 AM

Quote:

Originally Posted by desastersoft (Post 293210)
No working Scripts in Single Mission Mode

I've no problem getting scripts to work in Single mission mode.

For example i made a little tutorial (for beginners) in german:
http://forum.sturmovik.de/index.php/topic,689.0.html
http://forum.sturmovik.de/index.php/topic,695.0.html
http://forum.sturmovik.de/index.php/topic,699.0.html
http://forum.sturmovik.de/index.php/topic,711.0.html
more to come.
All scripts working in single player (and mission) mode.

FG28_Kodiak 06-04-2011 07:43 AM

I've my missions in these folders:
..\Documents\1C SoftClub\il-2 sturmovik cliffs of dover\missions\Single\Eigene Missionen
..\Documents\1C SoftClub\il-2 sturmovik cliffs of dover\missions\Single\Tests
..\Documents\1C SoftClub\il-2 sturmovik cliffs of dover\missions\Single\Samples

No Problem to get them to work from there.

Edit: Where is the post i answered to?

But i think your problem is that you make your mission from the campaign class. But for single missions you should use AMission Class.
Campaign class works only under ..\SteamApps\common\il-2 sturmovik cliffs of dover\parts\bob\mission\campaign

desastersoft 06-04-2011 07:54 AM

Quote:

Originally Posted by FG28_Kodiak (Post 293238)
I've my missions in these folders:
..\Documents\1C SoftClub\il-2 sturmovik cliffs of dover\missions\Single\Eigene Missionen
..\Documents\1C SoftClub\il-2 sturmovik cliffs of dover\missions\Single\Tests
..\Documents\1C SoftClub\il-2 sturmovik cliffs of dover\missions\Single\Samples

No Problem to get them to work from there.

Edit: Where is the post i answered to?

But i think your problem is that you make your mission from the campaign class. But for single missions you should use AMission Class.
Campaign class works only under ..\SteamApps\common\il-2 sturmovik cliffs of dover\parts\bob\mission\campaign

But only if you use the Soft Club Path. Not in Steam Folder Path.

desastersoft 06-04-2011 07:55 AM

Quote:

Originally Posted by FG28_Kodiak (Post 293238)
I've my missions in these folders:
..\Documents\1C SoftClub\il-2 sturmovik cliffs of dover\missions\Single\Eigene Missionen
..\Documents\1C SoftClub\il-2 sturmovik cliffs of dover\missions\Single\Tests
..\Documents\1C SoftClub\il-2 sturmovik cliffs of dover\missions\Single\Samples

No Problem to get them to work from there.

Edit: Where is the post i answered to?

But i think your problem is that you make your mission from the campaign class. But for single missions you should use AMission Class.
Campaign class works only under ..\SteamApps\common\il-2 sturmovik cliffs of dover\parts\bob\mission\campaign

2 Idioten ein Gedanke...

rakinroll 06-04-2011 08:10 AM

Thank you.

Osprey 06-04-2011 08:42 AM

Quote:

Originally Posted by Dutch_851 (Post 292912)
Eureka!

Would love to know which warship.

Scharnhorst/ Gneisenau?

Thanks for the heads up, I can stop moaning now. :)

Yes, that would be best. The largest Navy in the World shouldn't get a warship because it would be better if we had German warships that we could hide in docks and fjords for 5 years instead.

Tex-Twil 06-04-2011 09:22 AM

Quote:

Originally Posted by luthier (Post 292905)
server and aircraft SDK

Would that include the ability to query the instruments readings via network ?

Rattlehead 06-04-2011 09:40 AM

Quote:

Originally Posted by machoo (Post 293160)
As far as I can tell , AA is in it. It looks fine too me. Maybe it's just higher res.

Anti-aliasing works to a point. Some edges are smooth, but others are not, which I find very strange.

You also have swimming landcape textures in the cockpit view, clearly not anti-aliased, and the wings of aircraft in flyby view are quite plainly not anti-aliased at all.

FG28_Kodiak 06-04-2011 09:45 AM

Quote:

Originally Posted by Dutch_851 (Post 292912)
Eureka!

Would love to know which warship.

Scharnhorst/ Gneisenau?

Thanks for the heads up, I can stop moaning now. :)

May be a little smaler:
http://i58.photobucket.com/albums/g2...g?t=1282678676

Hood 06-04-2011 09:48 AM

Quote:

Originally Posted by Osprey (Post 293254)
Yes, that would be best. The largest Navy in the World shouldn't get a warship because it would be better if we had German warships that we could hide in docks and fjords for 5 years instead.

No no no no no. We neeeed the Tirpitz because then we'll know it's there and we'll be scared. I still wish someone had a track of the Tirpitz when it was hacked and used as a plane on one of the IL2 df servers.

Skoshi Tiger 06-04-2011 10:02 AM

Quote:

Originally Posted by Osprey (Post 293254)
Yes, that would be best. The largest Navy in the World shouldn't get a warship because it would be better if we had German warships that we could hide in docks and fjords for 5 years instead.

Brilliant idea Osprey, because the only way I'll ever get a bomb on one of them is if their tied up to a dock! ;)

Cheers!

Rattlehead 06-04-2011 10:04 AM

Quote:

Originally Posted by desastersoft (Post 293210)

You have no:

No Promotion System for Campaigns
No System for honering the Player with Medals for Efforts
No clear Killboard
No working Scripts in Single Mission Mode
No Script Documentation for the Users
No correct Manual for the Game
No auto read in for new custom Campaigns but hopeing that users do their own stuff


Okay: Main Bugs: No Game Content, No Athomsphere for the Virtual Pilot, No Campaign Management = NO GAMEPLAY!

Think it over!

I must admit, despite my earlier stance that user-generated content will make up for the rather lacking game content, I have to revise my stance somewhat.
The default campaigns would have benefitted greatly from medals, promotions, pilot rosters and other things. I felt the campaigns were definitely lacking in atmosphere and a feeling of involvement. They also seemed quite short.

I hope that in the future, the developers will make more campaigns available for this sim, ones which include many of the elements that now are absent.

While user content is always appreciated, many people are left in the dark about the basics of scripting and even the basics of the FMB.

There is lots of potentially great content by users going amiss because many of us are scrabbling around in the dark trying to figure out scripting or the FMB, and this is making things much harder than it should be.
As a result, user content regarding missions and campaigns is very slow to come to the surface, and that is hurting the long-term appeal of this sim.

Please take this as constructive criticism. We all want the game to do well, and everyone wants to enjoy the game, not only for a few days, but for years on end.
There is so much that is good about the sim, and it would be a pity if so much of the good stuff is wasted because people are bored of the content.

DrSanchez 06-04-2011 10:06 AM

Quote:

Originally Posted by Rattlehead (Post 293281)
swimming landcape textures in the cockpit view, clearly not anti-aliased, and the wings of aircraft in flyby view are quite plainly not anti-aliased at all.

swimming textures sounds like an anisotropic filtering problem rather than a anti-aliasing problem.

Skoshi Tiger 06-04-2011 10:12 AM

Quote:

Originally Posted by Rattlehead (Post 293290)
I must admit, despite my earlier stance that user-generated content will make up for the rather lacking game content, I have to revise my stance somewhat.
The default campaigns would have benefitted greatly from medals, promotions, pilot rosters and other things. I felt the campaigns were definitely lacking in atmosphere and a feeling of involvement. They also seemed quite short.

I hope that in the future, the developers will make more campaigns available for this sim, ones which include many of the elements that now are absent.

While user content is always appreciated, many people are left in the dark about the basics of scripting and even the basics of the FMB.

There is lots of potentially great content by users going amiss because many of us are scrabbling around in the dark trying to figure out scripting or the FMB, and this is making things much harder than it should be.
As a result, user content regarding missions and campaigns is very slow to come to the surface, and that is hurting the long-term appeal of this sim.

Please take this as constructive criticism. We all want the game to do well, and everyone wants to enjoy the game, not only for a few days, but for years on end.
There is so much that is good about the sim, and it would be a pity if so much of the good stuff is wasted because people are bored of the content.

To get more user created content we need more documentation of how to create a mission and create scripts. The learning curve is very steep and even though some community members have done some fantastic work explaining how they've created their scripts something official would be be very good for the sim

I guess one of the problems with having such a sophisticated mission creating and scripting system is that it's hard to work with. Maybe we need a 'Lite' mission scripter for mugs like me?


Cheers!

Ploughman 06-04-2011 10:21 AM

Thanks for the update, good to know a timescale for most issues. I've back burnered CloD for the most part but look forward to coming back to it when I've both more time and more incentive.

Seems 2-3 months, or possibly the US release date, and the lid'll really come off this thing with SDK being released for aircraft. I wonder what sort of marketplace it'll generate for CloD add-ons. It's certainly quite exciting. If the warship's German I'll puke.

Stealth_Eagle 06-04-2011 11:44 AM

Quote:

Originally Posted by FG28_Kodiak (Post 293284)

I was right, a British destroyer for escorting convoys.

Skoshi Tiger 06-04-2011 12:48 PM

My vote is for the Tribal class destroyer. That would span the gap from pre-WWII up to the Korean War in Commonwealth service.

http://upload.wikimedia.org/wikipedi..._Ontario_1.jpg

http://en.wikipedia.org/wiki/Tribal_...estroyer_(1936)

ATAG_Dutch 06-04-2011 01:09 PM

Quote:

Originally Posted by Osprey (Post 293254)
Yes, that would be best. The largest Navy in the World shouldn't get a warship because it would be better if we had German warships that we could hide in docks and fjords for 5 years instead.

Huh! I'm talking about something to attack with bombs mate, not something for all the Luftwhiners to attack.:rolleyes:

skouras 06-04-2011 01:49 PM

Quote:

Originally Posted by MiGCap (Post 293018)
Good news, but please don't forget the Anti-aliasing issue ...

second to that:grin:

rpgielow 06-04-2011 02:53 PM

Realistic gun sounds please !!!

It's the japanese vervions of our MGs.

http://www.youtube.com/watch?v=fFDVY...feature=fvwrel

http://www.youtube.com/watch?v=8eKc1...feature=fvwrel

JG53Frankyboy 06-04-2011 05:50 PM

Quote:

Originally Posted by Stealth_Eagle (Post 293319)
I was right, a British destroyer for escorting convoys.

sure, we dont know if THIS ship is Luthier's mentioned.
But can you identify the type ? At least its no Hunt class Escort DD....

Blackdog_kt 06-04-2011 05:59 PM

Quote:

Originally Posted by Skoshi Tiger (Post 293159)
Does anyone have a reference to how many dgrees/second the actual propellor pitch should change at? It would be sad if they just changed to an inaccurate rate just to meet popular demand.

Lots of credible references were being posted here when the thing got bugged.

The historical rate of pitch change is between 1 and 3 degrees per second, depending on the installation (a document i saw here explained that it worked faster on Fw-190s) and the load on the engine.

According to a link posted by another forum member (http://marseillegruppe.com/foro/view...f328cb9d3b84f4) the 109 should be able to have about 1.5 degrees per second of pitch change while the pitch control is held.

One degree corresponds to 10 minutes on the little clock-like instrument, so for our 109 the clock hands should rotate 15 minutes for every second the player holds the control deflected. In other words, a full hour (6 degrees of pitch) on the clock in four seconds.

Tvrdi 06-04-2011 08:36 PM

Ok Luthier see you in a year....

kendo65 06-04-2011 08:41 PM

I wonder if the revamped sound will include new British ground controller voices? The current one winds me up something shocking! (Did they really sound like that?!)


Also notice the terrain background in the British ship pic has hedgerows and decent tree placement ;)

JG52Uther 06-04-2011 09:00 PM

Quote:

Originally Posted by Tvrdi (Post 293479)
Ok Luthier see you in a year....

Bit harsh Tvrdi,I would have said 10-11 months...

JumpingHubert 06-04-2011 09:25 PM

Quote:

Originally Posted by Voidhunger (Post 293161)
AA in 1920x1200? uselessness...

and 1680x1050? Yes, not everyone have this highres monitor..

IvanK 06-04-2011 10:37 PM

[QUOTE=Skoshi Tiger;293159]Does anyone have a reference to how many dgrees/second the actual propellor pitch should change at? It would be sad if they just changed to an inaccurate rate just to meet popular demand.

Yes it was stated with the references in previous posts on this subject. 1 deg per sec under load i.e. in flight. 1.5 degrees per second when not under load (i.e. ground running). The Devs have these values.

Varrattu 06-04-2011 11:09 PM

Quote:

Originally Posted by Dutch_851 (Post 292912)
Eureka!

Would love to know which warship.
Scharnhorst/ Gneisenau?
Thanks for the heads up, I can stop moaning now. :)

It is the Titanic :grin:

Happy landings

Varrattu

Vengeanze 06-04-2011 11:40 PM

Quote:

Originally Posted by JumpingHubert (Post 293496)
and 1680x1050? Yes, not everyone have this highres monitor..

The effect of turning AA on is dependant on res but also on the size of the monitor.
1920 on a 17 inch monitor = AA is practicaly useless
1920 on a 27 inch monitor = AA will help a bit

Skoshi Tiger 06-05-2011 12:31 AM

Quote:

Originally Posted by col123 (Post 293530)
What a pathetic fiasco!.....still no proper AA!!!....not even a mention of it!...sound will prob never be fixed by the sound of it!..soz for pun but how the hell was it ever released with such crap sounds in the first place!....unbelievable!.....seriously this game is so unfinished it hardly got started!......it doesn't just need pointless MP fixes..its needs first and foremost a proper believable campaign engine for single players!..i dont play on-line so i dont give a hoot about on-line play!!..sod that..get the game sorted first!..i want proper sounds!...proper AA!.....i want smoother more consistent fps, better terrain graphics!..this game is for all intents and purposes at the moment nothing more than an unfinished useless demo!.....i guess we all wait again for another two weeks...then another 2 wks..then another 2 wks...then another 2 wks....then another 2 wks....and on and on and on!...what a joke!....

10 Points for the dummy spit, I hope it makes you feel a lot better.

Personally I can't remember playing a single campaign from any of the combat flight sims I've played thats been perfect. ALL have had issues, but all the tools have been provided for community generated campaigns. This is where the tallent and enthusiasm of our community members shines. How about showing us how a campaign should be made? I'll play it and provide constructive critisim if you want!

Sound will never be fixed? Didn't you read what Luthier wrote?

You want more detailed terain, anti-aliasing AND smoother more consistent frame rates? I think these things are diametrically opposed. I don't know what system your using to play the game with but even with the most powerful system available you are still going to have to make compromises. Although there is a lot of potential for optimising and increasing frame rates and performance, the devopers still have to work within the capiabilities of the technology. In a couple of years time though!

Waiting for changes can be frustrating at times but as shown with the original IL2 series it can well be worth the wait. From what I've seen of the sim I guess I'll be waiting around for years and even with what we've got so far I'll be enjoying it the whole time.

Cheers!

ATAG_Dutch 06-05-2011 12:46 AM

Quote:

Originally Posted by kendo65 (Post 293480)
I wonder if the revamped sound will include new British ground controller voices? The current one winds me up something shocking! (Did they really sound like that?!)


Also notice the terrain background in the British ship pic has hedgerows and decent tree placement ;)

Naaah, they were all Kenneth Williams. 'Ooooh, Matron!':grin:

ATAG_Dutch 06-05-2011 12:49 AM

Quote:

Originally Posted by Varrattu (Post 293520)
It is the Titanic :grin:

Happy landings

Varrattu

Eh?

RocketDog 06-05-2011 12:49 AM

Hmmmm... Not sure that better terrain textures would have any impact on frame rates, and a decent set of SP missions/campaign in a BoB sim doesn't sound like an unreasonable request. I wonder if they had anyone working on sounds during development at all?

ATAG_Dutch 06-05-2011 12:57 AM

Quote:

Originally Posted by RocketDog (Post 293543)
Hmmmm... Not sure that better terrain textures would have any impact on frame rates, and a decent set of SP missions/campaign in a BoB sim doesn't sound like an unreasonable request. I wonder if they had anyone working on sounds during development at all?

Yes, I have it on good authority that his name was Kevin.

He drinks in my local pub.

He's a bit of a twot.

Sorry, been drinkin a bit.:)

Skoshi Tiger 06-05-2011 01:08 AM

[QUOTE=IvanK;293514]
Quote:

Originally Posted by Skoshi Tiger (Post 293159)
Does anyone have a reference to how many dgrees/second the actual propellor pitch should change at? It would be sad if they just changed to an inaccurate rate just to meet popular demand.

Yes it was stated with the references in previous posts on this subject. 1 deg per sec under load i.e. in flight. 1.5 degrees per second when not under load (i.e. ground running). The Devs have these values.

It is going quite slow in the sim. Hope they fix this up for the 109 Jocks.

Cheers!


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