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View Full Version : Team Fusion Update - January 22nd 2016 - Light at the end of the tunnel switched on



Mysticpuma
Jan-22-2016, 11:43
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 :thumbsup:

These images show the final parts (previous updates have shown WiP that are and have been tidied up.

20375 20376 20377 20378

As a 'readers question', any ideas what this is in the Beau Cockpit?

20379 :D


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 :)

20380 20381 20382 20383

The Wellington gun turrets are completed too and are now manable :)

20384

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 :)

20385

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.com/forum/showthread.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 :)


https://www.youtube.com/watch?v=58dq-Hpye1A&feature=youtu.be

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.com/forum/showthread.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 (http://tfbt.nuvturais.de)

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 (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.

30 new issues have been raised since the last update, among them are (no judgment implied): Reported Bug #791 (http://tfbt.nuvturais.de/issues/791): "Error output into Server Log" (New) Reported Bug #790 (http://tfbt.nuvturais.de/issues/790): "Bf 109 all variants: Oil cooler lever" (New) Reported Bug #784 (http://tfbt.nuvturais.de/issues/784): "Lee-on-Solent airbase: thick "rope" crossing the airstrip some meters above." (New) Feature Request #782 (http://tfbt.nuvturais.de/issues/782): " Ju 88, He 111: Add MG15 reload animation" (New) Reported Bug #776 (http://tfbt.nuvturais.de/issues/776): "Channel Map: Breakwater at Boulogne Sur Mer missing" (New) Reported Bug #771 (http://tfbt.nuvturais.de/issues/771): "Channel Map: RAF Ford is incorrectly laid out for 1940" (New) Reported Bug #770 (http://tfbt.nuvturais.de/issues/770): "Channel Map: Chatham Docks & St Marys Island missing" (New) Reported Bug #768 (http://tfbt.nuvturais.de/issues/768): "Channel Map: Long Grass at Gravesend Airfield" (New) Reported Bug #767 (http://tfbt.nuvturais.de/issues/767): "Channel Map: Southend Airfield incorrectly spelled Sounthend." (New) Reported Bug #766 (http://tfbt.nuvturais.de/issues/766): "Channel Map: Odiham Airfield Incorrectly called Oldham" (New) Reported Bug #761 (http://tfbt.nuvturais.de/issues/761): "Bf109 MGFF: Force Feedback (FFB) uses wrong .ffe file" (New)

The issues with the highest (summary) vote currently are:
69: #725 (http://tfbt.nuvturais.de/issues/725): "BF 110 Airspeed" (New) 55: #581 (http://tfbt.nuvturais.de/issues/581): "RAF fighter engines incorrectly start cold in Multiplayer" (New) 50: #498 (http://tfbt.nuvturais.de/issues/498): "Bf 109: Prop Pitch Inverted" (New) 48: #614 (http://tfbt.nuvturais.de/issues/614): "Large cloud formations do not appear in replay of track (.TRK) files" (New) 47: #690 (http://tfbt.nuvturais.de/issues/690): "Bf 109: The Half Armor Plate in upcoming 109 Variants" (New) 42: #602 (http://tfbt.nuvturais.de/issues/602): "Defensive AI Gunner Skill Levels Set Too High" (New) 41: #742 (http://tfbt.nuvturais.de/issues/742): "Bf 109 cooling system" (New) 39: #589 (http://tfbt.nuvturais.de/issues/589): "Hawker Hurricane start up" (New) 39: #598 (http://tfbt.nuvturais.de/issues/598): "Damage to Gear and/or Flaps when safe speeds exceeded" (New) 39: #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 #604 (http://tfbt.nuvturais.de/issues/604): "Blenheim: fuel cocks incorrectly labeled #669 (http://tfbt.nuvturais.de/issues/669): "Bf 110: Navigational Lights #670 (http://tfbt.nuvturais.de/issues/670): "Bf 110: Landing Lights #707 (http://tfbt.nuvturais.de/issues/707): "Map near Folkestone #716 (http://tfbt.nuvturais.de/issues/716): "Texture #718 (http://tfbt.nuvturais.de/issues/718): "Ju-88: Sight cannot be moved to the left and to right #731 (http://tfbt.nuvturais.de/issues/731): "Fiat BR-20 bomb aimer CTD #732 (http://tfbt.nuvturais.de/issues/732): "Fiat BR-20 bomb aimind device can only be set to 2.700 meters #733 (http://tfbt.nuvturais.de/issues/733): "Hurricane Mk I Rotol 100: Course setter #749 (http://tfbt.nuvturais.de/issues/749): "Overheated cooling system shouldn't blow the radiator. #765 (http://tfbt.nuvturais.de/issues/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
===

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

Continu0
Jan-22-2016, 11:49
Somehow I can't watch the video... the error in german says something like "the video is identical to a video that has already been uploaded". :- S

VII.Racetrack
Jan-22-2016, 11:50
Yessssssssssssssssssssssssssss

:)

Meaks
Jan-22-2016, 12:02
Great work chaps,good show.

rowns
Jan-22-2016, 12:11
Video isn't working indeed.

Also with the performance fix at high altitude. You guys can maybe do the Titans at 25 event again.

Also isn't that ships you guys modeled the Rodney instead of the Nelson?

Mysticpuma
Jan-22-2016, 12:17
I've fixed the video link and added a couple more pics to the update :)

ATAG_Flare
Jan-22-2016, 12:21
Oh my! That video! AA trains!!!!!!!!!

TF you guys are the best. Wishing you best of luck this year with tf5!

farley
Jan-22-2016, 12:37
Amazing work TF!

Exciting video..... I'm pumped. :) Man i really can't wait till summer this year.

Thanks for all your hard work. :salute:


Looks like a pee bag hanging up in the Beaufighter, at least that's my guess. :goofy

Mysticpuma
Jan-22-2016, 13:09
Video isn't working indeed.

Also with the performance fix at high altitude. You guys can maybe do the Titans at 25 event again.

Also isn't that ships you guys modeled the Rodney instead of the Nelson?

We have both :)

rowns
Jan-22-2016, 13:16
We have both :)

OOH that is nice.

ATAG_Ribbs
Jan-22-2016, 13:20
Gotta say...this is going to be epic! Wolf! Outstanding job my friend! The Ships look wonderful, and the mamable flak stations are amazing! I do have a question. When we are manning a borfors, and firing at planes overhead...the pilots chasing the enemy can't see the flak bursts we are shooting. Is this a known bug, and is there anyway to fix it? The video of you shooting down the first plane over the ships looked so real. First rate job on the video. Loved the ship explosion, and the secondary explosions also! Spiritus's work on the Martlet is just astounding. The detail is amazing and the renders are superb! I want to fly that thing so bad! I wish I knew who was working on the cockpits, so I could thank them as well. All you guys are amazing and have made my day. Great job TF. S! Thanks again for the update and putting all this together for us Mystic!

Cheers

ATAG_Septic
Jan-22-2016, 13:34
What Ribbs said above!

Great work chaps, thank-you all.

Septic.

LBR=H.Ostermann
Jan-22-2016, 13:35
S!

:thumbsup::thumbsup:
:)

ATAG_Dave
Jan-22-2016, 13:56
You guys are just fantastic. Brilliant stuff - thank you thank you thank you for your hard work

:salute:

Basha
Jan-22-2016, 14:05
Awesome work TF :thumbsup:

shadepiece
Jan-22-2016, 14:09
This sim may not be as young as some, but she still has a lot to give! Exemplary work gentlemen!

Wolf
Jan-22-2016, 14:51
Big Shout Out to some really talented guys that are making this possible.
The guys below are instrumental in bringing together effects and ships.
Much of their hard work has not even been shown yet which inspires me for 2016.

Special thanks to the below guys and all others that work with me.

VO101_Tom
TheVino3
Salmo
RAF74_Buzzsaw
Kling
JanoD
kopperdrake
asheshouse


And of course Mysticpuma :salute:

buster_dee
Jan-22-2016, 15:00
Pee bag (variation on comfort tube).

FightingSteel1
Jan-22-2016, 15:11
Video isn't working indeed.

Also with the performance fix at high altitude. You guys can maybe do the Titans at 25 event again.

Also isn't that ships you guys modeled the Rodney instead of the Nelson?

Very nice update.

The model is fine for both ships, for purposes of this sim, as there were only minor differences between the two. They had slightly different superstructures and Rodney had an aircraft catapult for a time.

MJDixon
Jan-22-2016, 15:17
Nice update!

And as the owner of a Rift DK2 and pre-orderer of a CV1 it's great to hear you're looking at the Oculus Rift, very, very, very early steps or not. :D

rel4y
Jan-22-2016, 15:44
Very nice update! The Martlet/Wildcat is looking awesome!

But please remember to implement some sort of first person realistic swivel speed for that Pom Pom QF 2 pounder (FlaK/AAA). Otherwise it might easily be overpowered, gaining "mouse aim" character. :salute:

Blitzen
Jan-22-2016, 16:08
I am so glad I stayed loyal to this sim.I know that sounds alike a slap on my own back,but it is really all due to the "bright boys" that continue to make this a very playable exciting sim...many thanks!:thumbsup:

ATAG_Ribbs
Jan-22-2016, 19:19
Ok.. so the first time I watched the video on my phone. I just made it home from work and got to watch it on my computer. Even better the second time...but I also noticed something else. @ 2:58 in the video something strange happens when the plane is shot down that I haven't seen before. Notice something spiraling out of control..any ideas or explanations?


Cheers

Salmo
Jan-22-2016, 20:05
<snip> ... but I also noticed something else. @ 2:58 in the video something strange happens when the plane is shot down that I haven't seen before. Notice something spiraling out of control..any ideas or explanations?

Our community is very knowledgeable & observant isn't it? :P

II.JG1_Vonrd
Jan-22-2016, 20:53
[QUOTE=Mysticpuma;217345]

As a 'readers question', any ideas what this is in the Beau Cockpit?

20379 :D


FANTASTIC job TF!

r.e. the 'readers question'... just a guess but could it be the relief (piss) tube?

Or as we tell all the new mechanics the "standby microphone".... we tell them an operational check is required on each inspection... "Place your mouth right into it and speak loudly" :devilish:

JG4_Widukind
Jan-23-2016, 03:12
Thx for the Update and your Work!

i have a Question abaut the German Tailgunners.
Is there any work on it?(Deathzones and Realistik moving the Mg,still in the Bugtracker)

Wolfskid
Jan-23-2016, 07:08
:kiss::woohoo::satisfied::kiss:



Thank you MP for the News. And a huge Thanks @all who work for that GRANDIOUS Sim.....

Roblex
Jan-23-2016, 07:15
Lovely to see the wildcat but I can't wait to see how HMS Illustrious is coming along

Roblex
Jan-23-2016, 07:19
Oops! Most of my post vanished. I was kidding. Even if you added a carrier I am guessing that being able to operate aircraft from a moving ship is another level of complexity. I would love to see it one day though.

Sent from my SM-T310 using Tapatalk

Cassius
Jan-23-2016, 07:45
Very Cool!
What kind of thing makes such a maneuver on 2:59??? Broke off the engine?
20395

Ekko
Jan-23-2016, 07:54
THANK YOU TEAM FUSION
THANK YOU PUMA

Just looking ahead: One of the things that made me smile this morning.

In the middle of a sip from my newly served coffee watching this fine new update, mosquito!
drop´t into my mind
( can't wait!!!
to go tree top level and drop a picnic basket on
"If planes drop bombs on Germany, you can call
me MAYER"´s fat belly, in that lovely plane) :)

Long story, short:)

The point is.. All them things the coming years hopefully brings us

Team Fusion:smash: I :nw: for your work

ATAG_Colander
Jan-23-2016, 08:20
Nice update!

And as the owner of a Rift DK2 and pre-orderer of a CV1 it's great to hear you're looking at the Oculus Rift, very, very, very early steps or not. :D

There is already some preliminary support (maybe magic or trickery is a better word) working for DX11 which is a requirement for OR. It is indeed in very, very, very early stages of testing.
Reaching 90+ FPS 100% of the time is another matter although with my 970 I get over 100 most of the time.

IIJG27Rich
Jan-23-2016, 09:55
[QUOTE=Mysticpuma;217345]

As a 'readers question', any ideas what this is in the Beau Cockpit?

20379 :D


FANTASTIC job TF!

r.e. the 'readers question'... just a guess but could it be the relief (piss) tube?

Or as we tell all the new mechanics the "standby microphone".... we tell them an operational check is required on each inspection... "Place your mouth right into it and speak loudly" :devilish:



Propeller blade

ATAG_Ribbs
Jan-23-2016, 10:45
I think it's a failed tomahawk launch.. Haha.. Oops wrong era.

Cheers

ATAG_Freya
Jan-23-2016, 11:15
Smashing update, TF! Great work guys, can't wait to get into it! :thumbsup:

http://i82.photobucket.com/albums/j269/Enrico_Zapata/BlenheimPissaletku_zps4af14e66.jpg

I'd say Farley and Vonrd nailed it. Lol standby mic check! haha

Hystix
Jan-23-2016, 12:50
Looking forward to it! (the new content, not the tube)
Truly great update.

Oersted
Jan-23-2016, 19:06
Glorious cockpit!

TheVino3
Jan-23-2016, 20:30
Very Cool!
What kind of thing makes such a maneuver on 2:59??? Broke off the engine?
20395

It's a bug that happens when an aircrafts fueltank fails catastrophically. Not every time, but sometimes the fuel tank fire effect will spin around wildly in the air like you see in that picture.

scotchegg
Jan-23-2016, 21:45
Well as someone who bought CoD when it first came out, shelved it, went over to civvie sims like X-Plane, was tempted back by the utter gorgeousness of DCS 1.5 / 2.0 and BoS, and then had his curiosity about the current state of CoD piqued by some videos, I have to say you guys are a great example of what can happen when people love their hobby.

All I can say is I have very warm feelings towards the cut of your jib.

You've already done so much work and it looks like patch 5 is a next-level maneuver but I can't see any mention of money. You really should be charging for the work you're doing.

Salmo
Jan-23-2016, 23:07
<snip> ... but I can't see any mention of money. You really should be charging for the work you're doing.

Thankyou for your kind words. TF does not accept any money, nor do we charge for what we do. Our work is a free gift to sim community. :salute:

ATAG graciously allows TF to use their website, so if you wish to contribute financially, then you could consider a donation to ATAG which helps run their website & game server. There is a 'donations' tab at the top of the forum page.

ATAG_Jeepy
Jan-24-2016, 06:51
:stunned: I am full of admiration and impressed by what you are able to achive behind those blinds..:D

Much appreciated indeed !

:salute: TF !

MJDixon
Jan-24-2016, 09:01
There is already some preliminary support (maybe magic or trickery is a better word) working for DX11 which is a requirement for OR. It is indeed in very, very, very early stages of testing.
Reaching 90+ FPS 100% of the time is another matter although with my 970 I get over 100 most of the time.

As far as the FPS, I found the 75 FPS of the DK2 to be fine, down to 60 or so, though anything below that and I started to get headaches after a few minutes - based on that I'm thinking that the 90 FPS for the CV1 is more of an ideal rather than a minimum, my main concern with WW2 Flight simulators in VR though is the resolution, especially as far as multiplayer is concerned - as being able to spot distant contacts will be difficult (though perhaps less so in CloD with the way it has long range 'dots'), which is not so much an issue with space sims and the like that have target HUDs etc.

But I'm hoping the CV1 will improve the flight-sim visibility.

Chivas
Jan-24-2016, 12:55
As far as the FPS, I found the 75 FPS of the DK2 to be fine, down to 60 or so, though anything below that and I started to get headaches after a few minutes - based on that I'm thinking that the 90 FPS for the CV1 is more of an ideal rather than a minimum, my main concern with WW2 Flight simulators in VR though is the resolution, especially as far as multiplayer is concerned - as being able to spot distant contacts will be difficult (though perhaps less so in CloD with the way it has long range 'dots'), which is not so much an issue with space sims and the like that have target HUDs etc.

But I'm hoping the CV1 will improve the flight-sim visibility.


90 fps is a necessity for decent VR on the latest consumer versions, BUT there are tricks that help, like time warp, which DCS in incorporating, and allows smooth game play even when the sim dips below 90fps. This is huge as DCS has never bean know to be fps friendly. DCS devs are saying that the CV1, is a huge improvement over the DK2, but have said little else, other than the time warp tech to help the framerate issue.

Reading gauges shouldn't be a problem with the CV1, but how well it works for spotting distant objects is a question that hasn't been answered yet. Distant pixels won't be the problem as pixels appear much larger when your eyes are very close to the display. How blurry the distant objects are might be the problem.

This won't be a major problem, as most people use icons anyway. I don't personally like icons, and my old eyes can't spot distant objects even on a monitor, so I just wing up with people who can. Once you try flight sims in VR you will have no interest in flying with TrackIR and monitor. You actually feel like your in a cockpit at altitude rather than looking at flying on a box infront of you. Landing are so much easier, as you a much better sense of how high you are. Not to mention that a Rift is no more than the cost of a decent monitor/TrackIR, and many people already have the high end computers necessary to run complex flight sims.

Hopefully TF can find a way to implement VR, as rest assured VR is the future of flight sims.

philstyle
Jan-25-2016, 09:09
I see quite a lot of work being done on ships (and trains) for TF5.

Given that the naval environment/ships are so buggy right now, will we also see some fixes made to:
1. The water tiles, so that ships will actually sink now in all locations?
2. Static ships, so they no longer float in mid air often in multiplayer environment?
3. Frame-rate hang-ups when ship textures load in for the player (multiplayer)
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..

I would hate to see all this effort going into ships only to find out that servers are not able to use them becasue of the existing bugs that render most of the current ships mechanics less than desireable.....

While I'm at it.. are the railway lines being fixed too?

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.

Presumably Wolf wants to se all his hard work actually be used . . .


More on the water-tile "bug"... that also seems to effect how bombs react....

https://www.youtube.com/watch?v=w8TDjWUxmUc

Gromit
Jan-25-2016, 11:56
I was under the impression Skip bombing shouldn't work at this time in the war as the bombs fuse doesn't have enough time to arm after drop?

I seem to recall when released the clockwork timer is started so the plane does not blow itself to pieces, this is different to delay by the way as that's the time from impact to detonation.

Hystix
Jan-25-2016, 12:14
Video isn't working indeed.

Also with the performance fix at high altitude. You guys can maybe do the Titans at 25 event again.

Also isn't that ships you guys modeled the Rodney instead of the Nelson?

What performance improvement? Can you say a little bit more about this. If it's stated somewhere I haven't found it, sorry I' new to the forum.
Thanks in advance.

ATAG_Colander
Jan-25-2016, 12:19
What performance improvement? Can you say a little bit more about this. If it's stated somewhere I haven't found it, sorry I' new to the forum.
Thanks in advance.

Original post.
Is not about game performance but planes performance.

TWC_SLAG
Jan-25-2016, 21:16
If my memory serves, either the Rodney and/or Nelson spent a lot of time escorting convoys to Malta that were attacked by German and Italian aircraft. Could this be another clue that the next map is the Med? :)

badfinger

1lokos
Jan-25-2016, 22:58
I was under the impression Skip bombing shouldn't work at this time in the war as the bombs fuse doesn't have enough time to arm after drop?

I seem to recall when released the clockwork timer is started so the plane does not blow itself to pieces, this is different to delay by the way as that's the time from impact to detonation.

"The first use of low-altitude bombing in WWII properly belongs to the British. On September 4, 1939, 15 British Bristol Blenheim bombers assaulted a group of German vessels near Wilhelmshaven, Germany. From an altitude of 100 feet, the aircraft crews dropped their bombs straight onto the decks of the ships - not skipped them up to or into the hulls. These first efforts failed to sink the ships because the bombs had insufficient time to arm before impact. They did, however, demonstrate the precision of a low-altitude attack. The British continued to use low-altitude techniques and eventually began to incorporate skip bombing into their tactics.[7]

https://www.youtube.com/watch?v=Y6zvP_guS9g

Salmo
Jan-25-2016, 23:41
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.

VII.Racetrack
Jan-26-2016, 03:25
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.


Ahahaha
Ooooohh GOd

How do I love PC gaming!!!

:)

philstyle
Jan-26-2016, 05:06
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.

Holy crap Salmo.... what a marvellous suggestion. Thanks!

philstyle
Jan-26-2016, 06:56
No disrespect to the OP... the reply from Salmo a few posts above contains some of the most interesting developments. This is the sort of thing (fixes to the major remainming issues with the existing scenario) that needs to be highlighted in the updates in my opinion. They might not make for sexy videos but they do give a morale boost....

Incog
Jan-26-2016, 11:07
you guys are amazing. nothing short of it

just nothing at all

9./JG52 Savage
Jan-26-2016, 13:37
Great work, guys. I'm especially pleased to hear about the atmospheric density being ever closer to its proper state.

Perhaps this is the wrong place to ask, but I am curious as to whether it's possible to implement some sort of head movement effect inside the cockpit. One of the things I really love about BoS is the ability to visually ascertain whether or not I'm slipping or skidding in a turn. It's much harder in CloD, as the view seems very rigid; tethered, almost to one spot in space.

I do hope that makes sense. Thanks again for the good work you're doing.

Chivas
Jan-26-2016, 14:03
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.
.

I don't suppose you could label the trees, as tiles, and mis-label them land tiles. ;) I didn't think so. Its never that easy.

Wolf
Jan-26-2016, 14:34
I don't suppose you could label the trees, as tiles, and mis-label them land tiles. ;) I didn't think so. Its never that easy.

Yeah, it doesn't work that way. Trees need to have a collision box added to each one or set the tree itself as the collision box. At the moment pc not powerful enough to handle that much collision boxes .

ATAG_Ribbs
Jan-26-2016, 15:12
Ok quick question.. Why is it possible for other sims to pull this off, and if its possible to import and export objects into this sim..why couldn't we use different trees..instead of speedtree?
I do realize the massive scale of the map, but couldn't the hit boxes be made client side somehow and only in the radius bubble that objects render in? Just thinking outloud

Cheers

Wolf
Jan-26-2016, 18:05
Ok quick question.. Why is it possible for other sims to pull this off, and if its possible to import and export objects into this sim..why couldn't we use different trees..instead of speedtree?
I do realize the massive scale of the map, but couldn't the hit boxes be made client side somehow and only in the radius bubble that objects render in? Just thinking outloud

Cheers

Yes all of this is being discussed, it is not dead and buried. There is even scripting we could look at for the above mentioned.

Roblex
Jan-29-2016, 06:04
If its no secret any more that TF is working on a desert theatre so I am wondering if that means there will be new skins added at the same time ie desert camo. There had been much debate elsewhere as to whether it is even possible to add new skins to the standard load without turning on the 'skins allowed' option which can have serious performance implications but someone said that TF added the JG52 skin as it does not apart in the Vanilla CLoD set of standard skins.

Sent from my SM-T310 using Tapatalk

rel4y
Jan-29-2016, 08:56
Yes all of this is being discussed, it is not dead and buried. There is even scripting we could look at for the above mentioned.

Maybe it would be possible to only check collision when z(plane) <= z(ground) + z(treeheight) maybe same for houses etc. Otherwise modeling a whole forest as one collision box wouldnt be as bad as it sounds and a step in the right direction Id say. Anyhow, I wonder how it was done for houses, chimneys etc. and if it is connected to fps problems, since in Le Havre (industrial/ harbor) I get worse fps than in central London.

If I may add a wish, Id very much appreciate an increase in instrument texture resolution if possible. Instruments in spits or 109s for example have somewhat pixelated numbers & text. Though its probaly not as straightforward to implement as I suppose it is. :recon: Another thing is the lean to gunsight effect on the 109. The Revi was placed slightly right so you could close your left eye and see the reticle with your right eye. So in the way as it is modeled now it is very much unrealistic, as you did not need to move your head to fully see the reticle. Especially the view restriction and the time it takes to lean forward is annoying. I would very much welcome a change to how the Il-2 1946/ DCS system works so you can center the reticle and have no restriction on head movement.

Thank you for your awesome work TF! Very much appreciated! :salute:

Continu0
Jan-29-2016, 09:10
Another thing is the lean to gunsight effect on the 109. The Revi was placed slightly right so you could close your left eye and see the reticle with your right eye. So in the way as it is modeled now it is very much unrealistic, as you did not need to move your head to fully see the reticle. Especially the view restriction and the time it takes to lean forward is annoying. I would very much welcome a change to how the Il-2 1946/ DCS system works so you can center the reticle and have no restriction on head movement.

Do you have TrackIR? There is a simple trick for head-tracking devices to center the revi...

rel4y
Jan-29-2016, 13:52
Do you have TrackIR? There is a simple trick for head-tracking devices to center the revi...

I know, it does however mess up the center detent if using curves.

major_setback
Jan-30-2016, 07:28
If its no secret any more that TF is working on a desert theatre so I am wondering if that means there will be new skins added at the same time ie desert camo. There had been much debate elsewhere as to whether it is even possible to add new skins to the standard load without turning on the 'skins allowed' option which can have serious performance implications but someone said that TF added the JG52 skin as it does not apart in the Vanilla CLoD set of standard skins.

Sent from my SM-T310 using Tapatalk

I can't comment on the theatre.
I'm unsure what you are asking exactly. Do you mean in Multiplay/online?
If you are asking if the default skins can be changed, than the answer is yes. But there is a problem. If you changed every default skin to suit (for example) the Russian front, then they would also be the default skins shown when using the Channel map etc.
As far as I know it will be up to the user to chose the appropriate skins for the theatre he is using. I don't know if there is any way to work around this as it isn't my area of expertise (I am only working on skins for the new theatre). I can see that it would be problem for online play; if you can't chose skins that suit the map you use. And there also a lesser problem for the game in general i.e. which default skin/theatre do we set for any new aircraft types introduced into the game; 'The Channel' or the 'new theatre'?

Cheers, Setback

No.401_Wolverine
Feb-05-2016, 13:09
Is there a chance that the new map/theatre will operate like a new 'part'?

What I mean by that is if you create a new server, for example, when selecting the map you also have the option to select the parts that will be loaded. Currently, that always includes the core and bob parts.

Would a malta part, for example (or afrika, or mediterranean, or whatever), offer the ability to adjust defaults like skins and the like for those servers running those scenarios? I'm not specifically aware of exactly how much of the game is separated between the core and the bob parts, but I'm curious if we will see that functionality explored. It was obviously included intentionally by 1C, and presumably for this purpose since one of the parts is named bob.

RAF74_Buzzsaw
Feb-05-2016, 15:34
Is there a chance that the new map/theatre will operate like a new 'part'?

What I mean by that is if you create a new server, for example, when selecting the map you also have the option to select the parts that will be loaded. Currently, that always includes the core and bob parts.

Would a malta part, for example (or afrika, or mediterranean, or whatever), offer the ability to adjust defaults like skins and the like for those servers running those scenarios? I'm not specifically aware of exactly how much of the game is separated between the core and the bob parts, but I'm curious if we will see that functionality explored. It was obviously included intentionally by 1C, and presumably for this purpose since one of the parts is named bob.

Yes, we will have new default skins for the new theater... if they are required. ;)

DerDa
Feb-06-2016, 05:21
all white for Alaska ... it will look like that other sim ... sigh :-)

7./JG26_SMOKEJUMPER
Mar-01-2016, 03:27
Thanks for all your hard work Buzz and the crew.

I'm especially looking forward to the Martlet. I've got a real soft spot for that aircraft.

RAF74_Buzzsaw
Mar-01-2016, 21:16
Thanks for all your hard work Buzz and the crew.

I'm especially looking forward to the Martlet. I've got a real soft spot for that aircraft.

I am one of the less important guys in the team right now... lots of talented people besides me working very hard. :bravo:

7./JG26_SMOKEJUMPER
Mar-03-2016, 01:05
I am one of the less important guys in the team right now... lots of talented people besides me working very hard. :bravo:


That's how you take a compliment.


Nice on Buzz. I really love you guys and your work.

I've tried the other combat sims and you fellas made flying feel right.