Hello everyone and welcome to the first update of the year in which we expect, aim (please don't say hope!) to release Team Fusion's v5.00 update
As you would expect December and early January are when we actually spend time with those people most refer to as family (apparently we have them too.....who knew!) but work has continued. We hope you'll appreciate that we can't release everything that has been done since the last update as there'd be little to show in my next one....so here's a bunch of information on some new features, a few renders and a great video from Wolf who has been burning candles from so many ends he looks like a Catherine Wheel!
So let's kick off with the Beaufighter Cockpit which is expected to be completed next-week ready for import into the Sim
These images show the final parts (previous updates have shown WiP that are and have been tidied up.
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As a 'readers question', any ideas what this is in the Beau Cockpit?
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Next, the F4-F3. The externals are complete, the paint layers have been 'unwrapped' ready for texturing and work has started. No official paint-schemes yet but work on the cockpit is underway now
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The Wellington gun turrets are completed too and are now manable
Wellington_Turret_Final2c.png
Effects work continues (not shown in the video) and here's an image showing smoke issuing from a burning ship (which can different cargo so beware of explosive shipments ). the smoke has a more natural and fluid shape
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In previous updates I have mentioned the "Atmospheric Density Bug". Here's a few words about progress:
"Great progress is being made on correcting the game's Physics Engine errors and we are confident the Flight Modeling for TF 5.0 will be more realistic and accurate than in TF 4.312. Aircraft will be able to reach their historical altitudes, and performance at those altitudes will be much more realistic". Looks like it's been pretty much nailed, but testing is still being done. More news next-time
Now as some of you may have seen, we are looking (very, very, very early steps) at whether it may be possible to implement Oculus Rift into CloD. One kins member of the community has lent us a DK2 kit and we are exploring (that's all....exploring!) whether it will be possible. This isn't expected for TF v5.00 but we can at-least now test whether it can be done
More info. here:
http://theairtacticalassaultgroup.co...ad.php?t=20966
In response to Philstyle's questions I have added them to the top of this post:
Originally Posted by philstyle:
1. The water tiles, so that ships will actually sink now in all locations?
TF's well aware of the 'water-tile bug'. Seems that some ocean tiles have been incorectly labeled as land & not water. This makes the area behave like land ie. planes explode when they crash & bombs don't skip.
4. The wind (or currents) that seems to blow/ weather-cock static ships around, causing them to crash into docks and each other - even when in-game wind is set to very low levels. This is most notable for ships that are placed in ports, up against docks etc..
TF may have located the source of this bug & is making eforts to correct it.
While I'm at it.. are the railway lines being fixed too?
This is unlikely to be corrected for Tf5.0. It appears that the railway lines are 'spline roads' & that trains passing along the rails lines stop at the end of the spine. The same happens for cars. 'Joining' different splines may be problematic.
The central section of the map on the French side was never completed by the developers (missing bridges and rail lines) and the remainder of the map on both sides has numerous sections of track where trains refuse to pass and way-points cannot be placed for trains to operate.
TF will try to correct some of this for TF5.0, but no promises as there is much to do for the new map. As a work-around, try placing an aircraft with waypoints where you want the train to go, then manually edit the mission file to copy-paste the waypoints to a train. No track will be visible, but the train should travel where you want.
Now for today's video. Here's the link showing a bit of fun at sea...and also a little on the land
We are actively working on many other features but as always, modellers are the life blood of this sim to bring variety to the masses. If you have or know of anyone keen to help and they have a reasonable amount of skill (as you can appreciate modelling in detail is a challenge), please ask them to check out this thread:
http://theairtacticalassaultgroup.co...ad.php?t=11129
Also we sometimes post images and news not available here (first) on our Facebook page, so if you want to keep up to date with our progress and be part of our FB community please visit us here:
https://www.facebook.com/teamfusionmod
As always thanks to Artist for creating a bugtracker report, details here:
From the Team Fusion Bugtracker
The bugtracker (http://tfbt.nuvturais.de/projects/il2clodtf) keeps accumulating data: Since the last published update on August, 28th, 23 new users brought the total up to 926 registered users of which 78 have been active since then. We currently have 220 open issues (161 bugs and 59 feature requests). 2 have already been resolved with patch 4.312 and 21 are currently in progress to be fixed or implemented.
30 new issues have been raised since the last update, among them are (no judgment implied):
- Reported Bug #791: "Error output into Server Log" (New)
- Reported Bug #790: "Bf 109 all variants: Oil cooler lever" (New)
- Reported Bug #784: "Lee-on-Solent airbase: thick "rope" crossing the airstrip some meters above." (New)
- Feature Request #782: " Ju 88, He 111: Add MG15 reload animation" (New)
- Reported Bug #776: "Channel Map: Breakwater at Boulogne Sur Mer missing" (New)
- Reported Bug #771: "Channel Map: RAF Ford is incorrectly laid out for 1940" (New)
- Reported Bug #770: "Channel Map: Chatham Docks & St Marys Island missing" (New)
- Reported Bug #768: "Channel Map: Long Grass at Gravesend Airfield" (New)
- Reported Bug #767: "Channel Map: Southend Airfield incorrectly spelled Sounthend." (New)
- Reported Bug #766: "Channel Map: Odiham Airfield Incorrectly called Oldham" (New)
- Reported Bug #761: "Bf109 MGFF: Force Feedback (FFB) uses wrong .ffe file" (New)
The issues with the highest (summary) vote currently are:
- 69: #725: "BF 110 Airspeed" (New)
- 55: #581: "RAF fighter engines incorrectly start cold in Multiplayer" (New)
- 50: #498: "Bf 109: Prop Pitch Inverted" (New)
- 48: #614: "Large cloud formations do not appear in replay of track (.TRK) files" (New)
- 47: #690: "Bf 109: The Half Armor Plate in upcoming 109 Variants" (New)
- 42: #602: "Defensive AI Gunner Skill Levels Set Too High" (New)
- 41: #742: "Bf 109 cooling system" (New)
- 39: #589: "Hawker Hurricane start up" (New)
- 39: #598: "Damage to Gear and/or Flaps when safe speeds exceeded" (New)
- 39: #610: "Navigational Illumination Functionality: Smudge pots, Glim Lamps" (In Progress)
There are a number of issues set on "Feedback". We kindly ask the authors to respond:
- #489: "All Static Objects should have a destroyed model
- #604: "Blenheim: fuel cocks incorrectly labeled
- #669: "Bf 110: Navigational Lights
- #670: "Bf 110: Landing Lights
- #707: "Map near Folkestone
- #716: "Texture
- #718: "Ju-88: Sight cannot be moved to the left and to right
- #731: "Fiat BR-20 bomb aimer CTD
- #732: "Fiat BR-20 bomb aimind device can only be set to 2.700 meters
- #733: "Hurricane Mk I Rotol 100: Course setter
- #749: "Overheated cooling system shouldn't blow the radiator.
- #765: "Weird Lighting in cockpit during live flight
We invite all pilots to participate in the bugtracker either by reporting bugs, requesting features, and/or vote on issues. But before you do anything, please read the guidelines and FAQ here: http://tfbt.nuvturais.de/projects/il2clodtf/boards/4
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That's about it for now, hopefully there is enough to keep you enthused......here's to a great 2016, the year of v5.00, cheers, MP/TF
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