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
  #1  
Old 06-24-2011, 08:12 PM
335th_GRAthos 335th_GRAthos is offline
Approved Member
 
Join Date: Oct 2007
Posts: 1,240
Default

Some good things are there, I better post this here as I bet many people will not bother to RTFM

README V1.4.0
GAME VERSION 1.02.14821
(June 24, 2011)

************************************************** **************************************

The latest patch continues to improve on overall performance and multiplayer
functionality.

NOTE: This patch is incompatible with previous game versions when playing online.

ATTENTION!
If you experience sub-par performance or unexpected artifacts please update your graphic drivers to the latest version.
Additionally, if you have disabled Cloud Synchronization for config files, you may be playing a game with an obsolete controls config. Please back up and delete your old file and reenable Cloud Synchronization to grab a latest stock version.

The current patch contains the following changes:

GENERAL
* Added Bf. 109 E-1;
* Added a Minensuchboot 1935 German warship;
* Added crewmen models to various ships;
* Improved damage system for radars and other large objects;
* Improved in-mission map, added some simple navigator tools.

AIRCRAFT VISUALS
* Reworked Spitfire visuals;
* Minor changes to Spitfire hatch damage;
* Fixed graphical issues in BR. 20 radioman's cabin;
* Added machine gun belt animation to BR. 20's ventral gun. Shells now slide off
2nd tray opening when there are aroung 60 left;
* Minor changes to Blenheim Mk. I;
* Minor changes to D.H. 82 pilot's cockpit.

AIRCRAFT INTERNALS
* Ammo clip counters will not reset when a gun runs out of ammunition;
* Planes will no longer accept inappropriately named damages from user-made strategy modules and scripts (i.e. damage to 2nd engine on single-engine aircraft);
* Weapon slot definitions now accept overriding a gun's rate of fire, allowing
special configurations and synching guns;
* Finalized routines for fixed loop radio compass.

AIRCRAFT PHYSICS & A.I.
* D.B. 600x - equipped craft (Bf. 109 & 110) now start parked with propellor pitch set to fine;
* Flak fragments now have more destructive effect;
* Removed rate of fire variation off Bf. 109's and G.50's synchronized nose guns;
* Will not attempt to reload a gun that has run out of ammunition. This will show correct animations and ammo counter readings on aircraft affected;
* Force feedback will no longer produce gun shake when guns run out of ammunition;
* Adjusted deceleration of detached aircraft chunks;
* Pilot's radio compass in BR. 20 M is now operational, and works in fixed loop mode;
* AI pilots can now leave combat when their morale is low, such as when suffering losses or losing leader;
* AI pilots can now give chase to enemy cowards trying to escape;
* Improved and expanded orders menu (NOTE: some new parts are still in BETA).

MULTIPLAYER
* Redesigned the multiplayer and plane / player selection GUI;
* Added new graphical emoticons (smileys) to pre-game chat. Smileys do not show up when playing the actual game;
* Fixed "not found UC0" issue when connecting to a server;
* Engine RPM will no longer drop when you change position to gunner/bombardier while flying as a pilot on multi-seat aircraft;
* Game now properly displays Friends-only servers in server search;
* Enabled joining multiplayer servers from steam and not just from the in-game server search.
NOTE: this requires an additional key in conf.ini, tryDirectConnect=1 in the [NET] section. It will only appear automatically in a fresh install on a steam account where the game has not been installed previously;
* Spawn areas now properly switch sides when airfields are captured; <--- Ataros is probably dancing on tables right now...
* Improved script spawning for ground objects.

MINENSUCHBOOT 1935
The ship is a minelayer and can be set to carry and lay mines in the Full Mission Builder.
To lay mines with the Minensuchboot 1935:
1. Create a Minensuchboot 1935 ship in your mission with at least one waypoint;
2. Select the ship's Actor properties, and check the Show Skin checkbox;
3. Add a cargo of mines by setting Cargo to SeaMines;
4. To lay mines, create a waypont of LAYMINES type, and set the additional Lay Mines
parameter to ALL or a specific number of mines to drop at the waypoint.
NOTE: The mines dropped by the Minensuchboot 1935 will always float on the surface. <--- Hmmmm, undermodelled...ROFL

LIST OF EMOTICONS
..... a long list....

Last edited by 335th_GRAthos; 06-24-2011 at 08:14 PM.
Reply With Quote
  #2  
Old 06-24-2011, 08:23 PM
Gollum Gollum is offline
Approved Member
 
Join Date: Apr 2011
Posts: 133
Default

tried new patch. same problems. cant reallly play.

Stutters over land
fps hit since last official patch
no anti alaising

-Gollum
Reply With Quote
  #3  
Old 06-24-2011, 08:28 PM
RE77ACTION RE77ACTION is offline
Approved Member
 
Join Date: May 2011
Location: Netherlands
Posts: 121
Default

Quote:
Originally Posted by Gollum View Post
tried new patch. same problems. cant reallly play.

Stutters over land
fps hit since last official patch
no anti alaising

-Gollum
Did you try to clear your cache??? Did you try to lower your settings?

I'm sorry but no AA isn't a reason for not being able to play!
Reply With Quote
  #4  
Old 06-24-2011, 08:35 PM
KG26_Alpha KG26_Alpha is offline
Approved Member
 
Join Date: Jan 2008
Location: London
Posts: 2,805
Default

Quote:
Originally Posted by Gollum View Post
tried new patch. same problems. cant reallly play.

Stutters over land
fps hit since last official patch
no anti alaising

-Gollum
Please include your system specs as with any posts related to performance problems posting as you have is meaningless, and makes it difficult to help you.



.
Reply With Quote
  #5  
Old 06-24-2011, 08:39 PM
furbs's Avatar
furbs furbs is offline
Approved Member
 
Join Date: Apr 2008
Posts: 2,039
Default

I just loaded up the game for a quick test in single player and found out...

You still cant change loadouts or convergence or fuel levels (Luthier said this was fixed)

The AI was still rolling and diving like a F-16

followed a whole sqd of spits and opened fire to find they didnt react at all to my fire....so shot them all down.

after coming into land my wingman decided to crash next to me on the runway.

this was just a 10 min quick test...
__________________
Furbs, Tree and Falstaff...The COD killers...
Reply With Quote
  #6  
Old 06-24-2011, 08:49 PM
csThor csThor is offline
Approved Member
 
Join Date: Oct 2007
Location: somewhere in Germany
Posts: 1,213
Default

Quote:
Originally Posted by furbs View Post
The AI was still rolling and diving like a F-16
I was rather thinking of a TIE Fighter. Only thing missing is the side-to-side maneuvers these critters can do so well.

Seriously, this waggling from left to right to left to right and the constant rolling is utter BS. That and the painfully familiar "omniscience" of the AI that breaks exactly when it needs to. Is it really impossible in 2011 to have an AI that doesn't look like a manic-depressive epileptic with clairvoyant abilities and failing eyesight?

Well, more points on the list of much needed fixes. *sigh*
Reply With Quote
  #7  
Old 06-24-2011, 08:56 PM
LcSummers LcSummers is offline
Approved Member
 
Join Date: Aug 2010
Posts: 585
Default

Thanks guys,

have sometimes microstutters but nearly everything is set to high. Great patch for me. YES ground objects are back, after landing aircraft stands still, its not rolling anymore!!!

Tomorrow i will try some fight. Lets see.

Thanks Luthier and dev team.
__________________
MSI 790FX-GD70
Win 7 64bit
AMD Phenom II 965BE 4 x 3.5Ghz
ASUS GTX 680 TOP
Corsair 16GB RAM
Thrustmaster Warthog Hotas
Saitek Pro Rudder
Track IR 5

SB Audigy 2 ZS
Reply With Quote
  #8  
Old 06-24-2011, 09:04 PM
Rattlehead Rattlehead is offline
Approved Member
 
Join Date: Sep 2010
Posts: 727
Default

Quote:
Originally Posted by csThor View Post
Seriously, this waggling from left to right to left to right and the constant rolling is utter BS.
I'm glad some improvements to the AI have been made, but yes, until this most irritating flaw is fixed there is very little point in downloading user missions or being able to really enjoy the game.

We'll see what the future brings. Thanks for the patch.

Edit:
Sorry, I don't mean to sound like a whiner, (no offense to the devs I appreciate the hard work guys) but this problem has become a huge issue with me and I suspect many others as well.

Last edited by Rattlehead; 06-24-2011 at 09:36 PM.
Reply With Quote
  #9  
Old 06-24-2011, 09:08 PM
LoBiSoMeM LoBiSoMeM is offline
Approved Member
 
Join Date: May 2010
Posts: 963
Default

People need to see to believe.

Performance in new patch, recorded with FRAPS during gameplay, no track recorded:



Simple as that: great performance, only the same microstutters "46 style", and great visuals.

Let's go to the other issues. The performance is good now. If your performance isn't good, upgrade your hardware.
Reply With Quote
  #10  
Old 06-24-2011, 08:42 PM
ATAG_Dutch ATAG_Dutch is offline
Approved Member
 
Join Date: Feb 2010
Posts: 1,793
Default

Well, the explosions and vehicles are back, thankyou team.

The 109E1 flies very nicely, and speaking as a normally RAF only chap, it's nice to hear a 109 firing without the ominous 'thud thud thud'.

Must go look at the other stuff now.
Reply With Quote
Reply

Thread Tools
Display Modes

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 04:09 AM.


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