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

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  #1  
Old 04-13-2012, 04:22 PM
DroopSnoot DroopSnoot is offline
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BlackSix Luthier

Please could you tell us if the improved/updated sounds will come in the beta patch?
I remember a while back a statement was made by Luthier said that the sounds had been extensively fleshed out? with lots of new sounds making the cockpits feel alive.
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  #2  
Old 04-13-2012, 04:55 PM
=AN=Apache =AN=Apache is offline
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Good news .... Hopefully next Friday we can enjoy this new beta patch.

Regarding the changes in FM unfortunately British aircraft were well below the German aircraft and we all know that. I think the really interesting the FM are very close to reality, even if it affects the competitiveness ingame ... After the CLOD is not a simulator?

The Way is to raise the head and died heroically when flying alone because BF x 109 Spit, 1x1 Messechimits wins in all aspects, largely in the case of the beginning of the war.

I felt sad because I will die more die already ... hahahahaha
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  #3  
Old 04-13-2012, 05:02 PM
SEE SEE is offline
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Many thanks BS! Hopefully servers won't have to dilly dally with limiting the plane sets and all the arguments that created.

Looking forward to the beta
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  #4  
Old 04-13-2012, 05:03 PM
Jaws2002 Jaws2002 is offline
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Quote:
Originally Posted by =AN=Apache View Post
Good news .... Hopefully next Friday we can enjoy this new beta patch.

Regarding the changes in FM unfortunately British aircraft were well below the German aircraft and we all know that. I think the really interesting the FM are very close to reality, even if it affects the competitiveness ingame ... After the CLOD is not a simulator?

The Way is to raise the head and died heroically when flying alone because BF x 109 Spit, 1x1 Messechimits wins in all aspects, largely in the case of the beginning of the war.

I felt sad because I will die more die already ... hahahahaha

I think you guys need to cool down a bit. You get it bloody wrong. First, we don't know exactly how the planes are going to stack up against eachother in game. The Mk2 spit WAS too fast. So was the rotol hurri at some alts. This are going to be toned down a bit. The mk1 Spit on the other hand will be better, so, online you'll have much more close to real world behaviour. Most people preffered the Hurri over the Spit online, wich was wrong. This will be fixed now.
I'd say let's just wait for the patch, test it and then talk about this please.
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  #5  
Old 04-13-2012, 05:50 PM
carguy_ carguy_ is offline
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Thank you for the readme. Very soothing. If we can get the performance to be stable, I could finally build myself an Ivy Bridge and go train some gunnery in massive offline flights until the coop feature gets into CloD.

Good luck with the testing.

Quote:
Originally Posted by Jaws2002 View Post
I think you guys need to cool down a bit. You get it bloody wrong. First, we don't know exactly how the planes are going to stack up against eachother in game. The Mk2 spit WAS too fast. So was the rotol hurri at some alts. This are going to be toned down a bit. The mk1 Spit on the other hand will be better, so, online you'll have much more close to real world behaviour. Most people preffered the Hurri over the Spit online, wich was wrong. This will be fixed now.
I'd say let's just wait for the patch, test it and then talk about this please.
That is just the sign of things to come. If the game gets fixed, the same complainers will find somethin else, anything, to be mad about. Hopefully some day it will be our only problem. Because people like me fought those forum wars in 2002-2005 and can`t be bothered to start them again.

People sniff out a POSSIBILITY of their fav ride being porked and they go on a crusade. I was like that few years ago, now I think it`s just funny.

No coop yet. Cool. So maybe we could go on with it when the games fixed first? Wouldn`t that be good? I don`t know why a "step by step" concept is so hard to understand for some people.
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  #6  
Old 04-15-2012, 04:52 PM
=AN=Apache =AN=Apache is offline
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Quote:
Originally Posted by Jaws2002 View Post
I think you guys need to cool down a bit. You get it bloody wrong. First, we don't know exactly how the planes are going to stack up against eachother in game. The Mk2 spit WAS too fast. So was the rotol hurri at some alts. This are going to be toned down a bit. The mk1 Spit on the other hand will be better, so, online you'll have much more close to real world behaviour. Most people preffered the Hurri over the Spit online, wich was wrong. This will be fixed now.
I'd say let's just wait for the patch, test it and then talk about this please.
You have Reason ... Better wait for the patch to be able to cry (mimi)

lol
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  #7  
Old 04-13-2012, 04:27 PM
BGs_Ricky BGs_Ricky is offline
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Quote:
Originally Posted by moilami View Post
Aye, he probably flew Brewster B239.

He flew that from 1941 to 1943. Though he switched to Bf 109 at 1943 too.

http://en.wikipedia.org/wiki/Hans_Wind


Edit: The lectures were written 1943.
Ok, that's what I thought, but I didn't know if they still fought many Hurricanes by the time they got G2s.

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  #8  
Old 04-13-2012, 04:48 PM
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ACE-OF-ACES ACE-OF-ACES is offline
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Quote:
Originally Posted by BlackSix View Post
We're very glad to announce that the beta patch is largely done. It's going into wide internal testing today, which will last through the weekend and probably a couple of days more. After we make sure nothing is amiss, we'll make the beta patch available to everyone
That is great news! Thanks for the update BS!
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  #9  
Old 04-13-2012, 05:08 PM
PotNoodles PotNoodles is offline
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So does this mean if something is a miss then we will have to wait again? I hope you can just release it and fix whatever is a miss later if that's the case. I take it this isn't the final patch in anycase so it shouldn't matter about a few hiccups. I think the only thing that can be a big miss right now is an exe crash at startup anything else is good.

Last edited by PotNoodles; 04-13-2012 at 05:12 PM.
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  #10  
Old 04-13-2012, 07:27 PM
Major Marvel Major Marvel is offline
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Originally Posted by BlackSix View Post
Good day everyone!

We're very glad to announce that the beta patch is largely done. It's going into wide internal testing today, which will last through the weekend and probably a couple of days more. After we make sure nothing is amiss, we'll make the beta patch available to everyone

We're ready to release details on some of the improvements you'll see in the patch. Here we go:

Performance

We've performed a huge amount of work improving both average and minimum FPS in the game. Most recommended-spec machine will see a roughly double average FPS and a significant reduction in the micro-freezes that had previously plagued the game. Their frequency, duration, and overall FPS impact will be greatly reduced or completely redone.

Some of the changes include:

• Completely rewritten rended pipeline, which reduced CPU load;
• Rewritten texture manager, reducing stutter when loading new textures;
• Moved landscape geometry generator to its own CPU core, reducing stutters;
• Optimized tree code, reducing stutters when moving across landscape or rotating camera;
• Moved grass generator to its own CPU core, decreasing stutters during low-level flight;
• Moved all building and vehicle damage models to be pre-loaded, rather than dynamically loaded when they are destroyed. This increased mission loading times and memory usage, and reduced stutters when blowing things up;
• Improved multithreading in many other aspects of the code, improving minimal FPS on most multicore machines.

Finally, we need to mention the launcher.exe crashes. This was a very hard issue to address as it wasn't caused by a single 100% reproducible bug, but rather rare combinations of various uncommon events. The work described above, coupled with a huge volume of general bug-fixing performed, should have at least minimized the number of instances that lead to crashes. We haven't encountered one in months, but determining whether that'll be the case for the general player base will be one of the leading goals for this beta test.

Flight Model

We've performed a tremendous amount of work testing and improving flight models in the game, as well as improving various aircraft engines. We used actual pilot's notes and flight testing data during the process (thank you Sean!). Unfortunately some deeply-set limitations in the engine code do not allow us to minimize the margin of error at altitudes about 7 km (21,000 ft) where most aircraft begin to perform worse than their real-life counterparts. Fixing this requires more extensive code rework and will therefore only appear with the upcoming sequel. However at lower altitudes most flyables will perform much closer to real life. We also have to note that some aircraft, most notably Spitfire Mk.II, had better performance than the real thing. Others, especially their engines, had reduced performance. We've addressed these serious issues and made our planes fly much closer to the real thing.

More specifically:

G.50
Temperature models of the engine were wrong due to incorrect data. The engine could not get up to required power at all altitudes. We've also added +100 boost for WEP mode.

Spitfire Mk.II
The aircraft's speed performance was too good at all altitudes, sometimes 60 mph better than the real thing.

Spitfire Mk.I
Fixed the top speed dip above 18,000 ft.

Hurricane Mk.I
Speed performance was also too good at all altitudes, similar to the Spit II.

Blenheim Mk.IV
Had many problems with the engine model. The engine overheated at normal RPM, the plane could not get up to stated airspeed at all altitudes. Maximum allowed airspeed was too great, and the plane could get up to 560 mph in a dive. A huge amount of work was performed to improve the plane's FM and bring it up to speed.

For a better example, here's a comparison of the old and new speeds of the Fiat G.50. The data was taken by a special internal module that tests speeds at a range of altitudes using optimal engine settings. Human players will likely not be able to set their engine precisely the same way, or fly exactly level at the exact altitude, so testing this for yourselves may give you slightly different results. The vertical axis is the speed in kph, the horizontal is the top speed.


Artificial Intelligence

Partial list:
• Fixed some non-working orders, removed others from the list. There are no more orders available to the player that the AI does not follow.
• Added a request for available targets;
• Turned off friendly fire for ground battles (improving FPS);
• Added the ability to query current waypoint for scripts;
• Told AI pilots not to commit ritual suicide when their leader crash-lands;
• Fixed out of turn take offs for AI pilots;

And there's lots more!

Finally, we continue to introduce you to the upcoming sequels. Here's some more village landscapes, showing the few churches still left around 1940s Russia. Once again, these are all coming from an external team that is very eager to do a great job and please the community. We'd also like to remind you that parts of the landscape such as the grass and the trees are temporary placeholders and will definitely not be a part of the final landscape.

Have a great weekend!


Very good news,cant wait to give it a try
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