Mysticpuma
Nov-14-2014, 08:09
Well here is today’s update. I know, you’re thinking “wow, two updates in two-weeks, they must be close to release!” Nope :recon:
Last-week as I mentioned, it was just a sneak peak to show you that we are working on many different areas and where visually it’s easy to show features, it’s hard to explain the Flight Modelling can only happen if you can test an aircraft by flying it. This leads nicely on to the fact that testing aircraft can only be done by being inside it and this is what we are also doing with the Wellington at the moment.
Today’s update is mainly about the 3D work that is going on inside Team Fusion towers by a variety of very talented individuals. These guys are all volunteers and are based all over the world, but somehow the news of Team Fusion’s work has gathered together their exceptional talent and they are steadily working towards creating a huge amount of new objects and features, including flyable aircraft :salute:
I’d like to start by again pointing any of you modellers out there who could be interested in helping Team Fusion, to this thread:
http://theairtacticalassaultgroup.com/forum/showthread.php?t=9301
With that in mind, some of you may be interested to see that experience isn’t always necessary, but enthusiasm is!
On the forums one member of the community bit the bullet and decided to start learning, from scratch, how to 3d Model. If any of you didn’t see the thread, it’s here:
http://theairtacticalassaultgroup.com/forum/showthread.php?t=12996
It quickly became obvious that Spiritus was enthusiastic and willing to learn and after his initial tries on September 27th, by November 1st he was in Team Fusion (and some of the work he has created since is truly stunning!)
I hope you don’t mind indulging the topic a little longer but I thought it may be of interest to others to hear a little about Spiritus_Mortem, just so you can see that Team Fusion welcome those in the community who feel the reward is giving back the same amount of joy that they have had from the work that has been done by Team Fusion, to others.
I asked Spiritus a few questions to see if they may give an insight as to what kind of person can get involved to ‘Keep the dream alive’:
------------------------------------------------------------------------------------------------------------------
1) How long have you been interested in Flight Sims, what was your first one and what brought you to Cliffs of Dover?
I've been interested since elementary school, flying Jane's US Navy Fighters first online with 56K modems. My older brother is a bush pilot and I was an aircraft recovery specialist in the Marine Corps so I have always been fascinated with flight. I found Cliffs by accident. After a 7-8 year break from them I found Il2 1946 and flew a little but then I started graduate school. I needed a break from the school stuff so I started looking up new flight simulators. I bought RoF and liked it but never was interested in WWI. From there I found BoS and was eyeing it a lot but did not want to buy in early or wait for the release. I started to look at similar choices from Amazon that were available now to purchase and Cliffs popped up there, I looked at the photos and read some of the comments there and found my way to ATAG... and for $9.99 it was a no risk investment. The rest is history.
2)What was it that made you decide to get involved?
- I really want to see the airfields come to life in the channel map. I want them to look like they did in that era rather than how they do. This not only adds to the immersion but really cuts down on the work needed for mission builders. I probably lean this way because that was a huge part of my job in the Corps, airfield lighting and marking. That’s what made me start thinking about TF but you always asked for 3D modellers because that's what was needed. I figured why not try it, the program is free and without having the game this year I really wanted to be involved in it in some-way. Now I can help out in making the airfields more life-like as well.
3) Did you have any knowledge of 3D modelling before you decided that was your route to take?
-Zero. My only computer class would have been the old typing ones in middle school where you type fjfjf ff fff fjf and all that. I have some knowledge in Photoshop since I have a minor in digital media/photography.
4) What tutorials did you find most useful to get you started in Blender?
- You can learn anything on youtube. These are the ones I really used. I started small and took the time to go through them in detail even though at first its quite boring learning but that small foundation is needed to move on.
https://www.youtube.com/watch?v=5tG2wSNCBmE -first house built
The above is lesson 4. I watched almost all of his lessons though. (took a lot of time but really made things click)
https://www.youtube.com/watch?v=f2-FfB9kRmE -UV mapping, again I watched all of them from him.
https://www.youtube.com/watch?v=H5KcOwCL6RA -Alpha mapping
5) How long did it take you to make your first model?
I built my first model (the house) at the end of September, then moved on to the control tower. I've been at it a month and have about 5 structures and 1 vehicle close to complete for TF. The tower took about a week, few hours a day.
6) How did you feel when Team Fusion approached you to join their group?
-Honored and way out of my league. I was excited to help in anyway, even if it just took some easier workload off of the real magicians in TF.
7) How does it feel being part of Team Fusion and knowing that your work is going to be seen and used by thousands of players?
- Its really cool to be a part of a group of people who are this talented and dedicated to a game like CloD and who do it all for free. It really is a great community we have at ATAG and TF, hard to find these days. The amount of time and effort is even more obvious from the inside, it blows my mind. I just hope everyone enjoys everything that TF pumps out, it might not all be relevant to them but it is to someone out there and its all of the little things and different angles that TF pays attention to that really makes CloD the best there is. You could have endless plane choices in CloD that are amazingly detailed and real but without the smaller stuff it would plateau. The small things matter to most of us in this genre and without them I wouldn't enjoy CloD nearly as much, so hopefully my models help in that way.
--------------------------------------------------------------------------------
So that’s a little about one of the newest members. Just a little dedication, enthusiasm and tenacity and you too could make it through the doors
So what of today’s update.
Last-week you saw how we are getting FM tests started so that once the internal structures are built, these can then be fused together (quite appropriate we are called Team Fusion then!) and preparation for inclusion in the Sim can start to be worked on.
In-case you never saw the answer I gave about aircraft in a previous thread about future developments, here’s what I said in reply to the question in the first line below:
Q: But, on a note relative to this discussion what future aircraft can you hope for?
A: Well it's all a matter of time and volunteers.
TF have the tools to create and import any aircraft we develop, so if we had the 'Spruce Goose' of Howard Hughes we could import it into CloD. We can do this already (don't worry we don't have a Spruce Goose!)
It all boils down to time and resources. This is why in my Friday updates I always request help from 3D modellers (with ability to cover the whole work-flow from modelling to UV mapping) as this is the only thing holding back the speed of development of new aircraft.
All of the aircraft and cockpits that are created by TF are done so by volunteers. That is why these take time. We all have 'real' jobs outside of modding Cliffs of Dover. If we were paid, sat in a studio and this was our main job, well we'd probably be 3 Theatres and 10 aircraft further along than we are.....but we aren't.
It's important too to understand that as we have to be selective with our work, there wouldn't be a point in us creating a nice obscure aircraft which a few would like to 'have a go' in, when realistically it just wouldn't be worth the resources and effort for the amount of use it would receive.
That doesn't mean that we'll only focus on the 'popular' aircraft but ultimately with small resources we have to make sure that the effort we put in is reciprocated by the use it will have in the community and whether it will help to solidify and increase users of the Sim, or whether it will be seen as a fruitless exercise and waste of manpower.
Our priority at the moment is to get v5.00 out the door and finished. There is still a lot of work to do but we see this patch as the foundation for the future. A lot of resources are tied up in developing the tools that will allow (TF) map-makers to create any map they want. Once that is complete (after being re-written already a couple-of-times) members of TF will be freed up to concentrate on other features that we are keen to complete.
The thing is, once the map-tool is finished (and it’s getting there), this will allow our map-making team to really start enhancing current maps and creating completely new ones. This then sets free the texture artists to start adding new tiles and features and ‘fleshing’ out the maps. This though means that new buildings and features could really do with being added so the maps become ‘alive’ and this is why 3D modellers, even if they think small buildings aren’t important enough (they are) are welcome to join. The modelling is hugely important to create the small features that make such a huge difference to the maps.
We have the tools to create and import any aircraft/shipping/building/environmental features, all of which have to be textured too. But don't forget every model created also has to have a damage model (including buildings) and this (if you consider aircraft) is another drain on the resources.
There is so.much that we can do now but sadly it is all about time and resources.
We are still enjoying what we do and expect to keep going as the community grows and gets more involved.
Once v5.00 is out the door, we'll take a break, enjoy the fruits of our labours, regroup and then work out the roadmap for v6.00
There is so much that can be done and created and we all want everything 'now'....but just go with the flow and new aircraft will happen....when though, well that's for the future to decide :)
-------------------------------------------------------------------------------------------------------------
So it’s important that everyone reading this understands, we really can do pretty much anything as regards adding models into Cliffs of Dover, our only limitation is the amount of people making the models.
Okay….now to the meat and gravy of the update.
Previously I showed a small glimpse into the Wellington now being made flyable. In this video you’ll see the Wellington being flown with a borrowed cockpit. Currently it is the only way for us to test the Flight Model while the Wellington cockpit is being made. It does however allow us to open the bomb-bay doors and deliver a little bit of a pyrotechnic display on targets :)
After the in-game video you’ll see some screen captures of current progress in a few of the 3D model departments….Wellington Pilots…I hope you’ll be enthused :thumbsup:
As always I hope you enjoy the video. I don’t want to say everything that’s in it…but hopefully there’ll be a little bit of something that you’ll enjoy ;)
The next update will be December 12th…..and should be quite entertaining.
(was going to be 5th, sorry for the change of plan)
Now as always I'd like to add the information kindly supplied by "Artist" who is looking after the Bugtracker thread:
From the Team Fusion Bugtracker (http://tfbt.nuvturais.de)
The bugtracker (http://tfbt.nuvturais.de/projects/il2clodtf) keeps accumulating data: Since the last published update on October, 16th, 24 new users brought the total up to 799 registered users of which 56 have been active since then. We currently have 140 open issues (95 bugs and 45 feature requests). 2 have already been resolved with patch 4.312 and 17 are currently in progress (http://tfbt.nuvturais.de/projects/il2clodtf/issues?set_filter=1&f[]=status_id&op[status_id]=%3D&v[status_id][]=2&f[]=&c[]=tracker&c[]=status&c[]=priority&c[]=subject&c[]=author&c[]=updated_on&c[]=category&c[]=votes_value&group_by=) to be fixed or implemented.
22 new issues have been raised since the last update, among them are (no judgment implied): Feature Request #689 (http://tfbt.nuvturais.de/issues/689): "Spitfire Mk I, Mk Ia, and Mk IIa: Missing Undercarriage warning horn" (New) Reported Bug #688 (http://tfbt.nuvturais.de/issues/688): "He 111 H-2: missing Bosch horn warning sound" (New) Reported Bug #686 (http://tfbt.nuvturais.de/issues/686): "Lorenz Systeme does not work for Clients " (New) Reported Bug #677 (http://tfbt.nuvturais.de/issues/677): "Dynamic Campaign: Bombers loadout is always empty" (New)
The issues with the highest (summary) vote currently are:
40: #581 (http://tfbt.nuvturais.de/issues/581): "RAF fighter engines incorrectly start cold in Multiplayer" (New) 34: #602 (http://tfbt.nuvturais.de/issues/602): "Defensive AI Gunner Skill Levels Set Too High" (New) 31: #614 (http://tfbt.nuvturais.de/issues/614): "Large cloud formations do not appear in replay of track (.TRK) files" (New) 29: #610 (http://tfbt.nuvturais.de/issues/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 (http://tfbt.nuvturais.de/issues/489): "All Static Objects should have a destroyed model #567 (http://tfbt.nuvturais.de/issues/567): "Ju 87: siren sound not stopping after dive breaks are retracted #604 (http://tfbt.nuvturais.de/issues/604): "Blenheim: fuel cocks incorrectly labeled #611 (http://tfbt.nuvturais.de/issues/611): "Poor Map Meshing in sea area at Map Ref AC7 Cherbourg area #669 (http://tfbt.nuvturais.de/issues/669): "Bf 110: Navigational Lights #670 (http://tfbt.nuvturais.de/issues/670): "Bf 110: Landing Lights #671 (http://tfbt.nuvturais.de/issues/671): "He 111: Navigational Lights #672 (http://tfbt.nuvturais.de/issues/672): "He 111: Landing Lights #673 (http://tfbt.nuvturais.de/issues/673): "Ju 88: Navigational Lights #674 (http://tfbt.nuvturais.de/issues/674): "Ju 88: Landing Lights #675 (http://tfbt.nuvturais.de/issues/675): "Ju 87: Navigational Lights #676 (http://tfbt.nuvturais.de/issues/676): "Ju 87: Landing Lights #681 (http://tfbt.nuvturais.de/issues/681): "Busted Ship's FLAK
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
===
Keep the faith, we’re still enjoying what we do and hopefully so will you be once we get get nearer release day (next-year). Like I said, v5.00 is the foundation block from where virtually all new features will be developed and it’s important for us that we get it right for when it’s released….we’re trying though, cheers, MP/TF
Should you have a Facebook account, please don't forget to visit us over there and spread the word about what we are doing to make Cliffs of Dover a superb flightsim :0
Facebook page:
https://www.facebook.com/teamfusionmod
Today’s update Video:
http://youtu.be/uF6yJ47sXgY
http://youtu.be/uF6yJ47sXgY
Last-week as I mentioned, it was just a sneak peak to show you that we are working on many different areas and where visually it’s easy to show features, it’s hard to explain the Flight Modelling can only happen if you can test an aircraft by flying it. This leads nicely on to the fact that testing aircraft can only be done by being inside it and this is what we are also doing with the Wellington at the moment.
Today’s update is mainly about the 3D work that is going on inside Team Fusion towers by a variety of very talented individuals. These guys are all volunteers and are based all over the world, but somehow the news of Team Fusion’s work has gathered together their exceptional talent and they are steadily working towards creating a huge amount of new objects and features, including flyable aircraft :salute:
I’d like to start by again pointing any of you modellers out there who could be interested in helping Team Fusion, to this thread:
http://theairtacticalassaultgroup.com/forum/showthread.php?t=9301
With that in mind, some of you may be interested to see that experience isn’t always necessary, but enthusiasm is!
On the forums one member of the community bit the bullet and decided to start learning, from scratch, how to 3d Model. If any of you didn’t see the thread, it’s here:
http://theairtacticalassaultgroup.com/forum/showthread.php?t=12996
It quickly became obvious that Spiritus was enthusiastic and willing to learn and after his initial tries on September 27th, by November 1st he was in Team Fusion (and some of the work he has created since is truly stunning!)
I hope you don’t mind indulging the topic a little longer but I thought it may be of interest to others to hear a little about Spiritus_Mortem, just so you can see that Team Fusion welcome those in the community who feel the reward is giving back the same amount of joy that they have had from the work that has been done by Team Fusion, to others.
I asked Spiritus a few questions to see if they may give an insight as to what kind of person can get involved to ‘Keep the dream alive’:
------------------------------------------------------------------------------------------------------------------
1) How long have you been interested in Flight Sims, what was your first one and what brought you to Cliffs of Dover?
I've been interested since elementary school, flying Jane's US Navy Fighters first online with 56K modems. My older brother is a bush pilot and I was an aircraft recovery specialist in the Marine Corps so I have always been fascinated with flight. I found Cliffs by accident. After a 7-8 year break from them I found Il2 1946 and flew a little but then I started graduate school. I needed a break from the school stuff so I started looking up new flight simulators. I bought RoF and liked it but never was interested in WWI. From there I found BoS and was eyeing it a lot but did not want to buy in early or wait for the release. I started to look at similar choices from Amazon that were available now to purchase and Cliffs popped up there, I looked at the photos and read some of the comments there and found my way to ATAG... and for $9.99 it was a no risk investment. The rest is history.
2)What was it that made you decide to get involved?
- I really want to see the airfields come to life in the channel map. I want them to look like they did in that era rather than how they do. This not only adds to the immersion but really cuts down on the work needed for mission builders. I probably lean this way because that was a huge part of my job in the Corps, airfield lighting and marking. That’s what made me start thinking about TF but you always asked for 3D modellers because that's what was needed. I figured why not try it, the program is free and without having the game this year I really wanted to be involved in it in some-way. Now I can help out in making the airfields more life-like as well.
3) Did you have any knowledge of 3D modelling before you decided that was your route to take?
-Zero. My only computer class would have been the old typing ones in middle school where you type fjfjf ff fff fjf and all that. I have some knowledge in Photoshop since I have a minor in digital media/photography.
4) What tutorials did you find most useful to get you started in Blender?
- You can learn anything on youtube. These are the ones I really used. I started small and took the time to go through them in detail even though at first its quite boring learning but that small foundation is needed to move on.
https://www.youtube.com/watch?v=5tG2wSNCBmE -first house built
The above is lesson 4. I watched almost all of his lessons though. (took a lot of time but really made things click)
https://www.youtube.com/watch?v=f2-FfB9kRmE -UV mapping, again I watched all of them from him.
https://www.youtube.com/watch?v=H5KcOwCL6RA -Alpha mapping
5) How long did it take you to make your first model?
I built my first model (the house) at the end of September, then moved on to the control tower. I've been at it a month and have about 5 structures and 1 vehicle close to complete for TF. The tower took about a week, few hours a day.
6) How did you feel when Team Fusion approached you to join their group?
-Honored and way out of my league. I was excited to help in anyway, even if it just took some easier workload off of the real magicians in TF.
7) How does it feel being part of Team Fusion and knowing that your work is going to be seen and used by thousands of players?
- Its really cool to be a part of a group of people who are this talented and dedicated to a game like CloD and who do it all for free. It really is a great community we have at ATAG and TF, hard to find these days. The amount of time and effort is even more obvious from the inside, it blows my mind. I just hope everyone enjoys everything that TF pumps out, it might not all be relevant to them but it is to someone out there and its all of the little things and different angles that TF pays attention to that really makes CloD the best there is. You could have endless plane choices in CloD that are amazingly detailed and real but without the smaller stuff it would plateau. The small things matter to most of us in this genre and without them I wouldn't enjoy CloD nearly as much, so hopefully my models help in that way.
--------------------------------------------------------------------------------
So that’s a little about one of the newest members. Just a little dedication, enthusiasm and tenacity and you too could make it through the doors
So what of today’s update.
Last-week you saw how we are getting FM tests started so that once the internal structures are built, these can then be fused together (quite appropriate we are called Team Fusion then!) and preparation for inclusion in the Sim can start to be worked on.
In-case you never saw the answer I gave about aircraft in a previous thread about future developments, here’s what I said in reply to the question in the first line below:
Q: But, on a note relative to this discussion what future aircraft can you hope for?
A: Well it's all a matter of time and volunteers.
TF have the tools to create and import any aircraft we develop, so if we had the 'Spruce Goose' of Howard Hughes we could import it into CloD. We can do this already (don't worry we don't have a Spruce Goose!)
It all boils down to time and resources. This is why in my Friday updates I always request help from 3D modellers (with ability to cover the whole work-flow from modelling to UV mapping) as this is the only thing holding back the speed of development of new aircraft.
All of the aircraft and cockpits that are created by TF are done so by volunteers. That is why these take time. We all have 'real' jobs outside of modding Cliffs of Dover. If we were paid, sat in a studio and this was our main job, well we'd probably be 3 Theatres and 10 aircraft further along than we are.....but we aren't.
It's important too to understand that as we have to be selective with our work, there wouldn't be a point in us creating a nice obscure aircraft which a few would like to 'have a go' in, when realistically it just wouldn't be worth the resources and effort for the amount of use it would receive.
That doesn't mean that we'll only focus on the 'popular' aircraft but ultimately with small resources we have to make sure that the effort we put in is reciprocated by the use it will have in the community and whether it will help to solidify and increase users of the Sim, or whether it will be seen as a fruitless exercise and waste of manpower.
Our priority at the moment is to get v5.00 out the door and finished. There is still a lot of work to do but we see this patch as the foundation for the future. A lot of resources are tied up in developing the tools that will allow (TF) map-makers to create any map they want. Once that is complete (after being re-written already a couple-of-times) members of TF will be freed up to concentrate on other features that we are keen to complete.
The thing is, once the map-tool is finished (and it’s getting there), this will allow our map-making team to really start enhancing current maps and creating completely new ones. This then sets free the texture artists to start adding new tiles and features and ‘fleshing’ out the maps. This though means that new buildings and features could really do with being added so the maps become ‘alive’ and this is why 3D modellers, even if they think small buildings aren’t important enough (they are) are welcome to join. The modelling is hugely important to create the small features that make such a huge difference to the maps.
We have the tools to create and import any aircraft/shipping/building/environmental features, all of which have to be textured too. But don't forget every model created also has to have a damage model (including buildings) and this (if you consider aircraft) is another drain on the resources.
There is so.much that we can do now but sadly it is all about time and resources.
We are still enjoying what we do and expect to keep going as the community grows and gets more involved.
Once v5.00 is out the door, we'll take a break, enjoy the fruits of our labours, regroup and then work out the roadmap for v6.00
There is so much that can be done and created and we all want everything 'now'....but just go with the flow and new aircraft will happen....when though, well that's for the future to decide :)
-------------------------------------------------------------------------------------------------------------
So it’s important that everyone reading this understands, we really can do pretty much anything as regards adding models into Cliffs of Dover, our only limitation is the amount of people making the models.
Okay….now to the meat and gravy of the update.
Previously I showed a small glimpse into the Wellington now being made flyable. In this video you’ll see the Wellington being flown with a borrowed cockpit. Currently it is the only way for us to test the Flight Model while the Wellington cockpit is being made. It does however allow us to open the bomb-bay doors and deliver a little bit of a pyrotechnic display on targets :)
After the in-game video you’ll see some screen captures of current progress in a few of the 3D model departments….Wellington Pilots…I hope you’ll be enthused :thumbsup:
As always I hope you enjoy the video. I don’t want to say everything that’s in it…but hopefully there’ll be a little bit of something that you’ll enjoy ;)
The next update will be December 12th…..and should be quite entertaining.
(was going to be 5th, sorry for the change of plan)
Now as always I'd like to add the information kindly supplied by "Artist" who is looking after the Bugtracker thread:
From the Team Fusion Bugtracker (http://tfbt.nuvturais.de)
The bugtracker (http://tfbt.nuvturais.de/projects/il2clodtf) keeps accumulating data: Since the last published update on October, 16th, 24 new users brought the total up to 799 registered users of which 56 have been active since then. We currently have 140 open issues (95 bugs and 45 feature requests). 2 have already been resolved with patch 4.312 and 17 are currently in progress (http://tfbt.nuvturais.de/projects/il2clodtf/issues?set_filter=1&f[]=status_id&op[status_id]=%3D&v[status_id][]=2&f[]=&c[]=tracker&c[]=status&c[]=priority&c[]=subject&c[]=author&c[]=updated_on&c[]=category&c[]=votes_value&group_by=) to be fixed or implemented.
22 new issues have been raised since the last update, among them are (no judgment implied): Feature Request #689 (http://tfbt.nuvturais.de/issues/689): "Spitfire Mk I, Mk Ia, and Mk IIa: Missing Undercarriage warning horn" (New) Reported Bug #688 (http://tfbt.nuvturais.de/issues/688): "He 111 H-2: missing Bosch horn warning sound" (New) Reported Bug #686 (http://tfbt.nuvturais.de/issues/686): "Lorenz Systeme does not work for Clients " (New) Reported Bug #677 (http://tfbt.nuvturais.de/issues/677): "Dynamic Campaign: Bombers loadout is always empty" (New)
The issues with the highest (summary) vote currently are:
40: #581 (http://tfbt.nuvturais.de/issues/581): "RAF fighter engines incorrectly start cold in Multiplayer" (New) 34: #602 (http://tfbt.nuvturais.de/issues/602): "Defensive AI Gunner Skill Levels Set Too High" (New) 31: #614 (http://tfbt.nuvturais.de/issues/614): "Large cloud formations do not appear in replay of track (.TRK) files" (New) 29: #610 (http://tfbt.nuvturais.de/issues/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 (http://tfbt.nuvturais.de/issues/489): "All Static Objects should have a destroyed model #567 (http://tfbt.nuvturais.de/issues/567): "Ju 87: siren sound not stopping after dive breaks are retracted #604 (http://tfbt.nuvturais.de/issues/604): "Blenheim: fuel cocks incorrectly labeled #611 (http://tfbt.nuvturais.de/issues/611): "Poor Map Meshing in sea area at Map Ref AC7 Cherbourg area #669 (http://tfbt.nuvturais.de/issues/669): "Bf 110: Navigational Lights #670 (http://tfbt.nuvturais.de/issues/670): "Bf 110: Landing Lights #671 (http://tfbt.nuvturais.de/issues/671): "He 111: Navigational Lights #672 (http://tfbt.nuvturais.de/issues/672): "He 111: Landing Lights #673 (http://tfbt.nuvturais.de/issues/673): "Ju 88: Navigational Lights #674 (http://tfbt.nuvturais.de/issues/674): "Ju 88: Landing Lights #675 (http://tfbt.nuvturais.de/issues/675): "Ju 87: Navigational Lights #676 (http://tfbt.nuvturais.de/issues/676): "Ju 87: Landing Lights #681 (http://tfbt.nuvturais.de/issues/681): "Busted Ship's FLAK
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
===
Keep the faith, we’re still enjoying what we do and hopefully so will you be once we get get nearer release day (next-year). Like I said, v5.00 is the foundation block from where virtually all new features will be developed and it’s important for us that we get it right for when it’s released….we’re trying though, cheers, MP/TF
Should you have a Facebook account, please don't forget to visit us over there and spread the word about what we are doing to make Cliffs of Dover a superb flightsim :0
Facebook page:
https://www.facebook.com/teamfusionmod
Today’s update Video:
http://youtu.be/uF6yJ47sXgY
http://youtu.be/uF6yJ47sXgY