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View Full Version : Team Fusion Update March 7, 2014 Draft 4.2 Read_Me



ATAG_Bliss
Mar-07-2014, 01:42
Hi folks,

Team Fusion has been working miracles behind the scenes. I'm proud to say there are so many good things coming with 4.2, that the easiest way to explain some of the changes is to simply let you in on the read me for 4.2. Currently the team is testing another beta version of 4.2, and there are a couple bugs that will be fixed in the next compile. Tentatively the schedule for release will be next week, hopefully next Friday. Just remember nothing is set in stone and things can (and more than likely will) change before then. But this read-me should give you a taste of what's to come.

I will personally say with what little flight time I've been able to test, there are many game changers with this one. From the ground handling, to FXAA working in game (no need for SweetFX anymore!), to the rear gunners finally working properly in bombers, to the drag increase with damage, and the overall feel of the planes in general, this is a phenomenal improvement. I foresee many a people getting used to taking off and landing all over again :D.

Anyhow, enough of my ramblings, here is a DRAFT version of the TF 4.2 readme thus far. In 2 weeks be sure :D Enjoy! :salute:


GRAPHICS IMPROVEMENTS FOR TF 4.2 b

*New SFX effects for:
-gun smoke behind wings when guns are fired.
-20mm (aircraft) cannons
-light flak
-some types of engine fire
-glycol and oil leaks
-environmental smoke and visible distance increased to 30 km for some of them (see the "Environmental Smoke" section below)
-fuel tank fire
-hit flashes for Dewilde ammo. Sources indicate that a Dewilde flash was an orange/red twinkling spark (previously they were too bright, big and yellow in colour).
-smoke effects for crashed and burning planes. Now dependent on wind in the mission to move in any other direction than just upwards.

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ENVIRONMENTAL SMOKE
This patch includes several re-done FMB place-able environmental smoke plumes:

Heavy Smoke A

http://i.imgur.com/sT1DE1k.jpg

Heavy Smoke B

http://i.imgur.com/VlGiTYA.jpg

Smoke A

http://i.imgur.com/SQnsiMY.jpg

Smoke B

http://i.imgur.com/4luu3m1.jpg

Among these there are two types:

-Thick, black, hot burnt smokes. Typically from hot fires, like burning fuel or oil storage/refineries, that kind of thing.
-A thinner, lighter, cooler burnt smoke. Typically from things like burning vegetation, wood, or other building materials.

To achieve the best looking results with these effects, it is necessary to use wind in missions. Lack of wind will result in perfectly vertical, spire-like smoke plumes - which look awful.

Option 1: Use 1 blanket wind setting.

In the mission parameters, simply add one wind setting. This will give the smoke plumes a very linear, wind blown appearance (depending on strength of wind). Here is an example of two smoke plumes with one wind setting of about 4 m/s:

http://i.imgur.com/9Rd4wXF.jpg

http://i.imgur.com/nNSACS1.jpg

Option 2: Use 2+ wind settings.

http://i.imgur.com/vEjXROt.jpg

http://i.imgur.com/rTAJEHv.jpg

In the mission parameters it is possible to have different wind speeds at different heights. Using this, it is possible to give the smoke plumes a much more non-linear, typical "plumish" appearance. Typically you will want a layer of low wind speed, 1-2m/s, up to about 200-300 meters. Above this, any wind speed above 1-2m/s will give a good appearance, 5-6m/s is always a good bet.

Here is an example of two smoke plumes using low level winds of 1m/s, and a higher level windspeed of 6m/s:

http://i.imgur.com/1xElRN2.jpg

http://i.imgur.com/cGt2kib.jpg

As you can see, the black smoke plume looks much more like it has burnt hot, risen fast, cooled and then encounters typically higher wind speeds a few hundred meters up.

Utilizing the different smoke types, variations, windspeeds and layers, it is now possible to create a multitude of different smoke scenes. The only imperative is wind.

Although these place-able smokes are not all that taxing, placement of way too many of these smoke plumes can overload the engine, causing all clouds, glass details and other SFX to disappear. For most situations, however, this should not be an issue.

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Updates for TF4.2b:
* Battle damaged and/or shot off parts now comes with a drag penalty, effectively reducing maximum speed.
* Bf110 fuel tanks corrected (but please note that the fuel lamp is still reversed. This will be fixed)
* AI uniforms corrected
* New 3D objects added:
- Blister Hangar (Static->Building->Airfield)
- Dispersal Hut (Buildings->England->Airfield)

Updates for TF4.2a:
* FXAA introduced (just turn it to any other setting than "Off" in your video settings)
* Bf 110 Spinner marking bug corrected
* Flak is now a bit more accurate
* AI pilots "lawndarting" corrected
* Shadows (not trees) should look a bit less choppy (but still). Please keep an eye for any weird shadow introduced by this change
* Redout bug fix (no more pitch black parts)
* Various sound effects has been tweaked.
* Horizon smoke bug fix (no more horizon shining through buildings, trees, cockpit and whatnot)
* Ground fog introduced as in pre-vanilla versions of Clod
* Another horizon bug fixed (smoke no longer get "chopped" at horizon level)
* Re-texture of bf110 cockpit
* Additional bad spawn points fixed
* DCG generator introduced
* BR-20 Top turret fix (no longer inverted)
* FMB option to select both types of empty bomb racks for bf109
* AAA guns can be operated by human player

Earlier updates (for TF4.01 versions):

* Windsock now working (see "ground handling" section below)
* Portable air raid sirens now working. (Found in the FMB under Static->Environment/Portable Siren -British/German. It will start sounding when a plane is within 3Km horizontally from where the siren is)
* Added coastal landmarks (see details below)
* Removed gun smoke and contrails from inside the cockpit
* Corrected the ammo lights in all mark of Bf109 and Bf110 (The lights are now ON when there is any ammo left, FLICKERING when firing and OFF when out of ammo (or jammed/destroyed)
* Corrected ammo counter for Bf109E-1B (now works as in the 109E-1, not 109E-3/4)
* Concrete runways made darker in summer and autumn maps
* Brakeshoe0/brakeshoe0 renamed to say brake chocks on/off
* Bail out animations for all marks of Spitfire, Hurricane and Bf109
* Corrections to the Russian translation of German rounds
* Tweaked aircraft reflections algorithms to prevent the whiteout/washout
* Corrected bumpmaps for 109, spit and hurri
* Reduced the moonlight water reflections a bit
* Reduced the night time brightness of the revi sights a notch
* Made a few corrections to night time smoke and water splashes
* Tweaked the aircraft spotting mod a bit by increasing the distance where the aircrafts turn black when using FOV 30 or less (to better enable identification)
* Fixed a small error in the bore of the German AP-H round
* Increased the brightness of tracers a notch
* Increased tracer smoke thickness a notch
* Improved bumpmap of grass fields
* Improved sand texture
* Improved summer map noise texture (bumpmap)
* Added bomb rack options for 109's
* Corrected file format for some aircraft textures
* Corrected slightly off revi sights in axis planes
* Corrections to Spitfire MkI cockpit (boost cut out switch back)
* Added missing markings for 109E-4N-DeRated, Bf-110C-4N-DeRated and Bf-110C-7Late
* LG1 paint scheme fix
* Removed contrail rubber banding under 7000 meters
* Tweaks made to gun dispersions for all fuselage and turret mounted guns (making them slightly more accurate compared to wing and pindle mounts. No guns are made less accurrate)
* Corrected Bf110 turn needle gauge

COASTAL LANDMARKS/FEATURES

Added to Channel maps:
Margate Harbour
Margate pier
North Foreland lighthouse
Royal Ramsgate harbour
Deal pier
Folkestone harbour
Folkestone pier
Brighton Palace pier
Brighton West pier
Calais harbour
Dunkirk harbour (correct location)
Canterbury Cathedral (Westminster substitute)
Arundel Castle

Spawn Fixes:
Fixed bad spawns (hangar explosions) at Canterbury airfield & 20+ French airfields

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FLIGHT MODEL READ ME TF 4.2 BETA

The Flight Modeling team has as its motto, "FM's are not perfect, and never will be".

Which means we never stand still, we are constantly looking for ways to improve and refine the virtual aircraft to better replicate the historical ones. Part of this is to do with the learning process we have gone through as we became more familiar with the code, and improve our ability to control the parameters which control the various aspects of aircraft behaviour. It also has to do with the fact we have an ongoing program to re-write the code, to create new parameters and input points which increase the complexity of the aircraft flight model.

The above are the basis of the changes we are introducing in TF 4.2.

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OVERALL DIRECTION FLIGHT MODELING


There are two major changes implemented in the Flight Models for TF 4.2:

1) We have gone back and re-examined the Aerofoil polars in detail and where necessary, have made changes which bring the lift/drag characteristics of the game aircraft's aerofoils closer in line with those of the historical aircraft.

2) With some code re-writes, we have focused on introducing more realistic behaviour in the takeoff, landing and ground handling areas of the aircraft envelope. These changes are in the area of flap lift modeling, better refinement of stall behaviour when flaps are down, better refinement of drag characteristics when undercarriage is deployed, more accurate modeling of aircraft handling and Center of Gravity characteristics on the ground as well as more accurate behaviour when under heavy braking.

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1) AEROFOIL CHANGES

All the aircraft types, but in particular the Fighters, have had the Polar values in their .fmd files examined and compared to charts of the historical aerofoil types. There have been a number of changes, which although they do not change the basic maneuver characteristics of the aircraft, do add subtle changes which will clearly affect the way the virtual aircraft respond and game play.

For example, while both Spitfires and Hurricanes will still outturn 109's in sustained turn contests, a 109 with an advantage in energy will be able to turn with either for a brief period. The revised aerofoil of the 109's is more stable at higher Angles of Attack, allowing the pilot to sacrifice speed for turn performance for a brief moment. However, any attempt to maintain the turn angle will very quickly lead to a loss of speed and energy with the Spitfire and Hurricane then rapidly reversing the advantage.

There are no changes in sustained turn times at lower altitudes... in such a contest, the Spitfire and Hurricane have a good deal of an advantage. However, at higher altitudes, in contests between the Spitfire and 109, the higher lift aerofoil of the 109 will begin to reduce the advantage of the Spitfire. There is still an overall better turnrate for the British aircraft, but it is less noticeable the higher the altitude range. This is less the case with the Hurricane, although the Hurricane's comparative powerloading disadvantage at higher altitudes means that although its aerofoil performs better, it is less able to sustain turns.

Players will also notice the Spitfire responds best when its pilot uses a slightly higher speed when turning than was optimal in earlier TF versions. The Spitfire's aerofoil was relatively low lift when compared to the 109, but the wing did have the advantage of low drag, and combined with the aircraft's very low wingloading, this gave the Spitfire its very good turnrate. But this was best achieved with the wing at a lower Angle of Attack, (ie. higher speed) than the Hurricane or 109. The Spitfire still has a good warning 'buffet' to indicate its wing is approaching stall.

Conversely to the Spitfire, players will notice the Hurricane with its new aerofoil characteristics, is better able to sustain higher Angle of Attack turns, is able to pull more steeply into its turns, and that it now has a slightly better maximum sustained turnrate than the Spitfire. However, it does have a sharper stall onset, and pilots who pull a little too strongly will find the aircraft can respond abruptly.

The Fiat G-50 has also had its aerofoil revised. Players will notice the aircraft can be pulled into very tight turn angles, although its low power to weight ratio will not allow it to sustain those angles for long periods. The Fiat can be a handful when pulled into a sharp turn from high speeds, although with practice it can turn very tightly. A G-50 with an energy advantage will quite handily outturn a Spitfire or Hurricane, although it will not sustain turn with them. The G-50 can also display a nasty stall when pushed too far.

The 110 also has had aerofoil changes to bring it in line with the historical aircraft. Once again, the overall sustained turnrate is not much improved, but the 110 aerofoil displays the same characteristics as the 109, (they were closely related) and the aircraft can now be pulled stably to higher angles of attack without it flicking. This means given enough of an energy advantage, the 110 can give a British fighter a bit of a scare. The Bf110 will of course, not turn anywhere near as well as a single engined aircraft, as its weight is nearly 3 times that of 109, Spitfire or Hurricane.

Overall these changes mean the aircraft are closer to what they were historically. A well flown aircraft of any type, in an advantageous position, will be able to get on the tail of its opponent.



109 and 110 Slat Deployment

The Bf109 and Bf110 have also had their slat deployment revised. In TF 4.0 and vanilla, the slats deployed at a lower Angle of Attack than was historically accurate. They deployed at approximately 7 degrees AoA, whereas the actual slats deployed at approximately 8 degrees AoA. What this means in game terms is that as the pilot pulls G into the turn, the slats will deploy a little later than they did in earlier TF versions. As slats deploy, they add additional lift to the outer wing, (where stall typically begins) and prevent overall wing stall from happening as early. But they also cause considerable drag, slowing the aircraft. With the later slat deployement in TF 4.2, the pilot of a Bf109 or Bf110 will now be able to better conduct low G maneuvers at higher speeds, without losing energy due to the slats deploying sooner than they should. There is no difference to behaviour or lift/Drag characteristics once the slats come out.

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Bf110 Rollrate

The Bf110 models have had their rollrates adjusted slightly to better reflect the historical performance. Thanks to Mysticpuma for tracking down a document which shed light on this subject.

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2) TAKEOFF, LANDING AND TAXI CHANGES



UNDERCARRIAGE DRAG

Undercarriage drag has been revised for all aircraft from the vanilla game's generic drag value for nearly all aircraft of 0.7 m2 to drag values based on examination of the actual aircraft's a) length and diameter of undercarriage struts, b) wheel size

Players will notice in general more drag when the undercarriage is deployed.


FLAPS

All aircraft have their flaps operation and effects revised to model the increased drag seen at full deployment. As well, lift characteristics are changed. Both should now show the engineering design focus on:

a) high lift at low AoA

b) increased drag, this combined with a) allowing low landing speeds to be more easily maintained with full control of the aircraft.

Players will note that flaps when fully deployed are now not generally conducive to improving aircraft performance in combat maneuvers. Stall speeds with flaps fully deployed have been set based on known historical data. In some cases where data is unavailable, these speeds have been calculated.

Here are the recommended Approach, Boundary and Flare speeds for the various aircraft in the game with flaps fully deployed and undercarriage down.

NOTE: Pilots should not attempt turns at less than 'Approach' speeds and all turns should be gentle.

For these purposes:

'Approach' is defined as the recommended flight speed in a landing pattern when approaching, or established in the glide path and descending towards the airfield.

'Boundary' is the recommended flight speed when continuing the descent to land, and as crossing the boundary between surrounding terrain and the airfield landing area.

'Flare' is the final speed prior to wheels touching just before the pilot pulls up gently on the stick and causes the aircraft to stall and drop the last few inches onto the runway surface in a three point attitude.

Below figures are with full fuel and loaded weapons, no bombs.


German Aircraft


Bf109's

(speeds may vary slightly with the E-1 a bit lower and the E-4N a bit higher)

Add 5 clicks up elevator trim after flaps and gear are down. Use full fine pitch in Manual.

Approach: 180 kmh

Boundary: 160 kmh

Flare: 150 kmh


Bf110's

(speeds may vary slightly with the C-2 a bit lower and the C-4N a bit higher)

Add 10 clicks up elevator trim after flaps and gear are down. Use full fine pitch in manual.

Approach: 190 kmh

Boundary: 170 kmh

Flare: 155 kmh


Heinkel He-111H and He-111P

Add 10 clicks up elevator trim after flaps and gear are down.

Approach: 175 kmh

Boundary: 150 kmh

Flare: 135 kmh


Junkers Ju-87B

Approach: 175 kmh

Boundary: 160 kmh

Flare: 140 kmh


Junkers Ju-88A

Add 12 clicks elevator up trim after flaps and gear are down

Approach: 220 kmh

Boundary: 200 kmh

Flare: 185 kmh


-----


Italian Aircraft


Fiat BR-20M

Add 10 clicks 'up' Elevator trim. Use 75% rad and 50% oil 2200 rpm and 720mmHG for landing in case of a go round or wave off, and be prepared to use emergency power

820mmHG if this occurs.

Approach: 175 kmh

Boundary: 150 kmh

Flare: 140 kmh


Fiat G-50 Add 5 clicks up Elevator trim. Use 2200 rpm and 740mmHG in case of a go round or wave off and be prepared to use emergency power 840mmHG if this occurs.

Approach: 165 kmh

Boundary: 155 kmh

Flare: 145 kmh


-----


British Aircraft


Spitfire

Use 3000 rpm or fine pitch. Add five clicks up elevator.

Approach: 115 mph

Boundary: 100 mph

Flare: 85 mph


Hurricane

Use 3000 rpm or fully fine pitch. Add five clicks up elevator.

Approach: 115 mph

Boundary: 100 mph

Flare: 80 mph


Blenheim

Add 7 clicks up elevator trim after flaps and gear are down. Use fine pitch and +9 boost in case of go round or wave off.

Approach: 120 mph

Boundary: 100 mph

Flare: 90 mph



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GROUND TAXI, TAKEOFF AND LANDING RUN BEHAVIOUR

In TF 4.2 a lot of work has been done to make Ground handling more accurate. This includes a complete re write of propeller slipstream effects at low forward speeds and how rudder authority is affected by it. In short you will find rudder authority with power on on most types dramatically improved.

GENERAL INFO & TAXIING
You need to take note of the wind direction and strength. Get this from the mission brief or the windsock or smoke from buildings etc.
Taildragger aircraft have a unique combination of Wheel position and centre of gravity. This results in them being a little capricious to handle (esp in crosswind conditions). pilots need to be aware that if you don't control Yaw rates quickly and smoothly then you are setting yourself up for a possible ground loop. To this end you must be "on your toes" and use smooth judicious rudder (and differential brake if need be) to stop swings. Taxy speed is also important a good guide is a walking pace. The faster you go the easier it is to get a swing going that might be uncontrollable. In CLOD nearly all of the aircraft have fully castoring tail wheels .... they have a mind of their own. The only thing that keeps them straight is YOU. Using smooth slow input together with good speed management the aircraft can be accurately manoeuvred on the ground. Airflow from the prop has a significant effect on rudder authority the more prop wash the more rudder authority ... but also the more Torque and spiral slipstream effect to counter. So it requires intelligent co-ordinated pilot input to keep things under control. A small trickle of power should be enough for most types to keep then straight under most realistic wind conditions. For tight manoeuvring on the ground keep speed right down use full rudder and differential brake and moderate power. If the swing is accelerating get on to it ASAP, come off the brake immediately and ease off the rudder input.... maybe even reverse the rudder input and apply opposite brake. Taxy with Full back stick in. If you think the rudder is lacking authority at slow speeds a little Blip of power will help slipstream wise.

TAKE OFF
Some aircraft need a some specific techniques in high crosswind conditions .. notably the BF109/Spitfire and Blenheims. Guidance is given later.

Get the aircraft lined up on the runway pointing exactly down the centreline. If you have turned on to the runway through a large angle there is every chance the tailwheel is offset from the fore aft axis. taxi forward a little to ensure its straight. If required use the “brake Shoe/Chocks option”. Note the direction of the wind from the windsock …. this is vital. A wind from the right is the most critical as it adds to the torque effects. At 6msec crosswind consider pre selecting full opposite rudder. (i.e. wind from the right set full left rudder). On all types once you get above 40MPH/80Kmh you should easily have enough rudder authority to control any swing. When you advance the power do it smoothly and progressively .... get on to any directional changes ASAP with small but prompt smooth rudder work.

If the swing is becoming difficult to control cease any increase in power (or reduce the application rate) until you have things under control... then re introduce the power. Avoid use of Differential brakes unless absolutely necessary. (Differential brake during taxi use is however a prime control method). With crosswind component 6msec or greater then up to full into wind aileron may be required on the narrow track types (Spit and 109)
As you rotate gradually ease the aileron input off …. i.e just maintain wings level. Once safely off the ground ease the rudder off and centre the skid ball.


BLENHEIM CROSSWIND TAKEOFF SPECFIC TECHNIQUE
This is the most difficult of the current CLOD aircraft, but if done properly quite manageable.
The worst scenario is a limit crosswind from the right as this is additive to torque effects.
With limited airflow over the rudder until 40MPH care is needed.
there are a couple of ways to handle it though this is IMO the easiest.

This based on 6Msec crosswind worst case from the right

PRE Take off checks
Boost Cut Out ON
Props Full Fine
Rudder Trim neutral or 1/2 opposite Crosswind (Pilots choice)
I would not recommend more than half rudder trim as it complicates
the lift off case.

1. Rudder trim Neutral or 1/2 opposite crosswind
2. Chocks in or brakes on
3. Pre select full opposite Rudder
4. Advance both engines to +5lbs Boost
5. Release brakes and advance into wind engine to +9 Boost
6. Passing 40MPH advance other engine to +9
7. normal take off

BF109 CROSWIND TAKEOFF SPECIFIC TECHNIQUE
the BF109 narrow and high gear make it a little awkward on take off.
6Msec crosswind should be considered a hard limit.
Note the wind direction and speed.... look at the windsock
Hold the aircraft on the brakes or have the “ground shoes/Chocks” in place
Pre select Full into wind aileron.
Slowly apply power keeping the aircraft straight with smooth but positive Rudder input.
As IAS builds past 80kmh you may start reducing aileron input... dont pre-judge this but react to what you see and feel … basically keep the wings level. As you get airborne again ease of the aileron to keep wings level. Once airborne Ease of the rudder and center the skid ball.

SPITFIRE CROSWIND TAKEOFF SPECIFIC TECHNIQUE
Similar to the 109 but not as critical. You wont need as much into wind aileron.

LANDING
Know what the wind is and where its coming from … look at the windsock smoke etc. Use this to plan your landing. Approach airspeed and touchdown without skipping and landing with zero drift (i.e. pointing exactly down the runway) are important means to stay safe. If you touch down with ANY drift on you will encounter an immediate swing that needs controlling .... don't set yourself up. Likewise slack control of Airspeed on final increases your chance of a skip/bounce... this then introduces the possibility of getting a little bit of drift on before the final touchdown. So do that "Pilot shit" nail the Airspeed, nail the runway centreline, arrive in the three point attitude. Once under control bring the control column fully back and commence braking as required. Keep the wings level with aileron as required (up to full into wind aileron might be required with the spit and 109). You will be able to use the brakes a lot earlier and harder now then previously. It is still possible to nose over but generally only if you get on the brakes immediately after landing before getting the tail down ... thats why a 3 point landing is desired.

Know the wind if landing at an all over grass field then land into wind. If you are using a fixed runway direction and it is becoming difficult or at limit crosswind then consider diversion to a grass all over field or airfield with a more into wind runway. So A good knowledge of airfields around you is helpful. (VO101_Toms airfield diagrams are invaluable in this regard)

TAIL WHEEL LOCKS
The only aircraft in CLOD at present with Tail wheel locks are the JU87,JU88 and BR20 (new in 4.01). These can be used any time on long straight legs and SHOULD be used for take off and Landing. On take off once lined up and with the tail wheel straight Lock the tail wheel. On landing verify the Tail Wheel is locked. After landing when down to a walking pace and ready to taxi off the runway un-lock the tailwheel. The tail Wheel will not lock unless the tail wheel is aligned with the aircraft's fore aft axis.

CHOCKS ..... BRAKESHOES
CLOD TF4.01 now can use the Brake Shoes or Chocks feature more realistically. You may need to set a keybinding for this. This simulates the Ground crew either placing or removing Wheel chocks. It will only work at zero forward speed. It is of particular use in during Engine Warm up in strong wind conditions, or on line up prior to take off …. though perhaps a little unrealistic in this phase. The Options settings refers to this as "Brakeshoes". In Game the Blue status message now shows "Chocks IN" or "Chocks OUT"

BRAKING
Progressive braking (i.e. on a slider) has been enabled for all RAF types and the Fiat G50 and BR20. This allows progressive application of Braking pressure, Differential distribution to each unit is still controlled by rudder deflection. Differential braking is an integral part of ground handling in these types. You will be using it a lot more than previously especially in the low speed case.

CROSSWIND
Mission designers need to consider crosswind limits. These aircraft all had crosswind limits in the order 5-6 msec maximum. Not a big deal on Grass all over fields as you just land and take off into wind. Sealed runways however will pose a problem if the crosswind is excessive so be considerate. Most sealed runways are actually designed and laid down pointing along the axis of the statistical average wind. Mission designers should start using the Windsock strong object and place it somewhere logical where pilots can see it. A White X banner under it helps a lot in this area.

WINDSOCK
The windsock Strong object has been tweaked to reflect the practical crosswind limits we now have in TF4.01. The graphic below illustrates the Wind strength versus Sock deflection. At 10msec or more the Windsock will be horizontal.

http://i.imgur.com/jKjuFes.jpg

PRACTICE
This new Ground handling will require practice. Dont expect to have it totally under control right from the get go. initially you may find it frustrating especially if wind is present. These aircraft could be a handfull/bootfull on the ground. Practice practice and you will get the hang of it.


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AI Aircraft Flight Behaviour

Some re-writing of the AI routines governing aircraft behaviour at low altitudes. This should reduce the incidence of 'Lawn-Darting'.

The changes however, will not eliminate this from occurring, and I would recommend Mission Builders use the following values for default Skill levels in their mission files.

Rookie: 1 0.47 0.21 0.053 0.053 0.21 0.053 0.053
Average: 1 1 0.74 0.21 0.11 0.74 0.11 0.32
Veteran: 1 1 0.74 0.21 0.21 0.74 0.32 0.32
Ace: 1 1 1 1 1 1 0.89 1

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New Aircraft

109E-4N-DeRated
110C-4N-DeRated

These two aircraft are the same as the standard versions of these aircraft with their DB601N engines, but have WEP power disabled to represent the 'DeRating' of the engine allowable power settings which occurred on or around the time of the Battle of Britain.

They have the same performance as the fully rated types at the 1.35ata power setting.

These are made available so Mission Builders can have the option of selecting either type. For reference, although there is not a lot of hard data on the dates when the aircraft had the max power settings reduced, it is likely the WEP enabled versions were operating at latest after mid October of 1940, when factory data indicated 110E-1N models under testing at that time were using 1.42ata.

In addition, the standard 110C-4N now has 1.42 ata WEP power enabled.

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Radiator Puncture and Drain times

All aircraft have had their radiator drain times revised to better reflect the historical average. This change will see radiators taking slightly longer to drain after being hit by gunfire.

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109E-4N and 110C-4N Overheat

The 109E-4N and 110C-4N have their overheat schedules revised to better reflect their cooling characteristics.

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Merlin III Engine Overheat

British Aircraft equipped with the Merlin III engine have their overheat characteristics tweaked to better reflect the 5 minute power setting restrictions. Pilots will be better able to sustain full boost and rpm in level flight maximum speed situations, but should exercise caution when using the same settings in low speed, high Angle of Attack maneuver and should monitor their temperature gauges.

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Spitfire IA 100 octane Sea Level Speeds

Spitfire IA 100 octane variants have their sea level maximum speeds raised to the historical 310 mph level.

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Spitfire IIA Sea Level Speeds

Spitfire IIA variants have their sea level maximum speeds reduced slightly to historical levels.

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Hurricane I Rotol 100 octane Sea Level Speeds

Hurricane I Rotol 100 octane variants have their sea level maximum speeds reduced slightly to the historical levels.

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Variable Prop Pitch Climb Exploit Fix

British aircraft equipped with Variable Prop Pitch types have been open to an exploit at higher altitudes. In TF 4.0, the Spitfire I's and the Hurricane DH5-20's were able to use higher than actual climb rpms without a concern for overheating.

While it is not a perfect fix, for the moment we have addressed this by reducing the allowable maximum safe rpms for these aircraft. The Spit I's and Hurricane DH5-20's are now limited to 3100 rpm. Players will not notice a large effect in normal flight, but in steep dives, will need to reduce throttle as they approach terminal velocity. Exceeding max. allowable rpms for any length of time will cause engine destruction.

We hope to institute a more permanent and accurate fix when the overheat modelling systems are revised for TF 5.0.

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Fiat G-50 revised Climb, Rollrate, Speed and Overheat model

The Fiat G-50 has had a complete revision of its engine, overheat and roll characteristics.

Also translation fixes including:

superficie del piano stabilizzatore -- translation: "surface of the stabilizer" Horizontal Stabilizer

superficie del timone di quota -- translation: "rudder area to share", this is actually the elevator not the rudder

superficie del piano di deriva -- translation: " the surface of the drift" This is the fin

superficie del timone di direzione -- translation: "surface of the rudder" This is the rudder

The original developers had given the G50 overly large fin, rudder, stabilizer and elevator area. As well, the ratio between the fixed surfaces and moveable ones were out of balance. All which resulted in an overly stable and sluggish aircraft. The change to historical values results in a much more harmonized set of controls. In addition, the developers had undersized the ailerons, the game values were 1.3 m2 instead of 1.52 m2 in the real aircraft. The change to correct values gives better rollrate performance.

After entering the correct values, the game aircraft now better reflects the historical aircraft, characterized as underpowered, but very maneuverable within its optimum maneuver envelope of 300 - 350 kmh

Overheat, Climb times and Speeds now more precisely match the original documents.

The G50's 12.7mm Breda Safat Machine Cannon have their sound effect replaced with one which is more characteristic of the type and the engine sound is deepened.

---------

Stuka, Ju88A and Blenheim default Trim settings

The Stuka, Ju-88A and Blenheim have had their default aileron trim setting revised to better stabilize the aircraft in level flight.

---------

Ju-87b Stuka Flight Model

After the discovery the original game did not model drag for fixed position undercarriages, our coders created a mod to allow this.
Climb, Speed, Overheat, Stall and Aerofoil characteristics were then adjusted to take into account the
changed drag factors and to align the aircraft performance with known data.

--------

Ju-88A, Heinkel 111H and P and BR-20M revised Climb, Speed and Overheat characteristics

There are too many changes to go into detail, but all of the above aircraft in a similar fashion to the Ju-87, have had their Climb, Speed, Overheat, Stall, Aerofoil and general performance revised to TF 4.01 mod standards from where they were in TF 4.0.

These changes bring the bomber and Attack types up to the level of accuracy of the Fighters.

---------

Ju-88A Fuel loads and unloaded weight

Fuel loads in the Ju-88A internal tanks have been corrected to amounts carried by the historical aircraft. The game had incorrectly given the aircraft internal fuel equivalent to the amount carried by both internal tanks as well as the amount which could be carried in optional droppable or jettisonable tanks which historically could be mounted in the bombbay or on the wings on the bomb racks. (these are not available currently in the game)

Fuel load is now 415 liters for the outboard internal tanks and 425 liters for the inboard internal tanks.

The vanilla game had also incorrectly reduced the unloaded aircraft weight to artificially compensate for all the incorrect amount of extra fuel carried, the aircraft now has the correct historical unloaded aircraft weight.

---------

BR20M Autopilot, Pneumatic pressure, and Carburetion

The BR20M has had its autopilot generator switched to run off an engine, in order to eliminate the vibration bug which affected it. The aircraft's carburetion has also been modified to allow it to use maximum rpms and boost.

---------

Brakes on incremental controls

Any aircraft which were incorrectly equipped in the game with toggle 'on/off' Brake systems have had them changed to incremental control types.

---------

Increased Drag from Combat Damage

Aircraft with combat damage will now suffer increased drag effects from the damaged parts. This will eliminate some of the anomalies seen in TF 4.0, with aircraft with combat damage seeming to be unaffected.

----------

Gunner Positions G Effects and Reload times

Aircraft gunners are no longer subject to the 5G restriction for firing weapons. This affects both human gunners and AI gunners. Aircraft gunners will now be much more dangerous and accurate opponents.

Aircraft Gunners in upright or seated positions now have their magazine reload times reduced to 8 seconds.

-----------

RAF74_Buzzsaw
Mar-07-2014, 01:50
There will be a number of changes to this READ ME. :salute:

ATAG_Endless
Mar-07-2014, 01:53
Hallelujah were nearly there awesome job guys absolutely stellar

Archie
Mar-07-2014, 01:56
:thumbsup:

ATAG_Lolsav
Mar-07-2014, 02:04
Are we there yet? :)

ATAG_Bliss
Mar-07-2014, 02:39
Are we there yet? :)

It'll be there when pigs start flying!














































http://i.imgur.com/ITwszda.png

:-)

Vlerkies
Mar-07-2014, 02:49
Sounds like you lads have been busy.

Thank you very much for the work and I look forward to the patch.
As a 109 pilot, thank God for small mercies :-)


109 and 110 Slat Deployment

The Bf109 and Bf110 have also had their slat deployment revised. In TF 4.0 and vanilla, the slats deployed at a lower Angle of Attack than was historically accurate. They deployed at approximately 7 degrees AoA, whereas the actual slats deployed at approximately 8 degrees AoA. What this means in game terms is that as the pilot pulls G into the turn, the slats will deploy a little later than they did in earlier TF versions. As slats deploy, they add additional lift to the outer wing, (where stall typically begins) and prevent overall wing stall from happening as early. But they also cause considerable drag, slowing the aircraft. With the later slat deployement in TF 4.2, the pilot of a Bf109 or Bf110 will now be able to better conduct low G maneuvers at higher speeds, without losing energy due to the slats deploying sooner than they should. There is no difference to behaviour or lift/Drag characteristics once the slats come out


Variable Prop Pitch Climb Exploit Fix

British aircraft equipped with Variable Prop Pitch types have been open to an exploit at higher altitudes. In TF 4.0, the Spitfire I's and the Hurricane DH5-20's were able to use higher than actual climb rpms without a concern for overheating.

While it is not a perfect fix, for the moment we have addressed this by reducing the allowable maximum safe rpms for these aircraft. The Spit I's and Hurricane DH5-20's are now limited to 3100 rpm. Players will not notice a large effect in normal flight, but in steep dives, will need to reduce throttle as they approach terminal velocity. Exceeding max. allowable rpms for any length of time will cause engine destruction.

We hope to institute a more permanent and accurate fix when the overheat modelling systems are revised for TF 5.0.

Keep up the good work!
:salute:

heinkill
Mar-07-2014, 02:54
http://fastblogit.com/media/__1298662093.png

Damn you Team Fusion!

Now I have to go back and add wind to all my missions (to get the beautiful smoke effects)

...and early morning mission starts (to get the beautiful mist effects)

...and more Bf110 missions (to make the most of the new Bf110 roll rates)

...and more Jabo missions (to see those wing racks in action)

...and

...and

[MORK]Dedagain
Mar-07-2014, 03:05
Wonderful news, hope my Track IR arrives in time for this:D
Much thanks to all for their hard work on this patch:thumbsup::thumbsup:

Skoshi_Tiger
Mar-07-2014, 03:14
Thanks for the update! Looking forward to going back to basic training and learning to fly these planes again with the release of the patch.


Cheers Team Fusion, and thanks for all the hard work and effort!

:)

breeze
Mar-07-2014, 03:19
I think I have found a new home for my flight sim addiction....:kiss:

Bear Pilot
Mar-07-2014, 03:37
Here I am pulling an all-nighter to finish a paper before break and I have the bright idea to check the forums. :doh:

So much for any hope of concentrating now.

I can't wait!

:salute: TF, we wouldn't be here without you.

zionid
Mar-07-2014, 03:41
This just made my month. After weeks of agony, checking the pages several times a day, I am reminded why we wait. This is a phenomenal step for all of us and will secure enjoyment for untold hundreds of more hours. Thank you for all your efforts and hard work. I am more excited about CloD development by you guys than I am about any other sim in development.

Should you guys want to share a few screenshots of the new fog effects at dawn/dusk, I would not mind;) I saw the London shots, but am curious to see it taking off in my spit at daybreak:)

Have a great weekend gents!

Tvrdi
Mar-07-2014, 03:42
Yeah! CLOD is already the best sim on the market...with this update its even better. Fantastic job team.

Berserker
Mar-07-2014, 04:16
It'll be there when pigs start flying!

Bring on the pigs. :flying2:

Great effort and a very informative read me.

Love your work TF :dthumb:

Looking forward to the release.
:grandpa

stndbfrgrn
Mar-07-2014, 04:19
These sound like good news...
I may have missed it, but are there any updates regarding the inclusion of the dynamic campaign engine, or regarding the radio functions?

ATAG_Bliss
Mar-07-2014, 04:25
This just made my month. After weeks of agony, checking the pages several times a day, I am reminded why we wait. This is a phenomenal step for all of us and will secure enjoyment for untold hundreds of more hours. Thank you for all your efforts and hard work. I am more excited about CloD development by you guys than I am about any other sim in development.

Should you guys want to share a few screenshots of the new fog effects at dawn/dusk, I would not mind;) I saw the London shots, but am curious to see it taking off in my spit at daybreak:)

Have a great weekend gents!

Here you go.. Some Hurricane Porn :D

http://i.imgur.com/kN9tiBD.jpg

http://i.imgur.com/kiVbp5J.jpg

http://i.imgur.com/DNHZ46w.jpg

http://i.imgur.com/AZ0quN2.jpg

Kling
Mar-07-2014, 04:32
Btw the fog automatically places itself in low valleys and rivers in the early morning hours! ;)

zionid
Mar-07-2014, 04:49
There is a god! Thank you!:D

[QUOTE=ATAG_Bliss;99448]Here you go.. Some Hurricane Porn :D

zami
Mar-07-2014, 04:55
Great news and excellent work! You have made a huge amount of improvements once again, amazing. Thank you :thumbsup:

Salmo
Mar-07-2014, 04:58
... Should you guys want to share a few screenshots of the new fog effects at dawn/dusk, I would not mind ...

http://i.imgur.com/R6W0mVy.jpg

Mattias
Mar-07-2014, 05:20
Lovely shot Salmo :thumbsup:

Here's another shot of fog +AAA:
http://i1299.photobucket.com/albums/ag71/TF_Mattias/shot_20140126_034516_zps43b407ae.png

DUI
Mar-07-2014, 05:34
It nearly took me half an hour to read this version of the readme.

So much exciting stuff! Golden times ahead! :gourmet: :kiss:

ATAG_Deacon
Mar-07-2014, 05:36
Thanks for all the awesome work TF!

~S~

Deacon

ATAG_Naz
Mar-07-2014, 05:46
Fantastic guys!

:salute:

Mastiff
Mar-07-2014, 05:47
:-) WOW!!!!! Thank you cant wait to fly it.

LcSummers
Mar-07-2014, 05:59
Wow, i am speechless.

The read me is great, so many infos. I thought this is TF 7.0 patch.:D

Great work. Cant wait to test my skills with these new improvements.

Thank you for your hard work and making this sim one of the best.

S!:salute:

Roblex
Mar-07-2014, 06:26
I don't think I have *ever* been so excited by an upcoming patch :)

I am not sure what excites me the most but I think most of it is related to the use of wind (yes I know it has always been there but now mission builders will be more likely to use it!) Now people will use the correct runways and have to cope with the effects of crosswinds if they dont. Also all the new complications of take-off and landing.

I don't know why these things excite me as it seems that the *only* time I currently nail perfect three point landings is when I am severely damaged with vital controls hanging off and a misbehaving engine :D Perhaps I just need to concentrate as much on the undamaged landing as I do when I don't think I will make it? :-/

One thing I will add is a request to the mission builders to limit the stronger winds to low level. The major reason given for people not wanting wind is that it throws off bombing accuracy, makes navigation harder and may give one side an advantage when RTB'ing but if the mid to high level winds are minimal then it should not be a major problem.

heinkill
Mar-07-2014, 06:31
PS show us some of the new landmarks!

How about Brighton Pier? That's one of my favourite BoB sim landmarks.

http://www.simhq.com/_air14/images/air_505a_006.jpg

http://www.simhq.com/_air14/images/air_505a_007.jpg

Screamadelica
Mar-07-2014, 06:36
Superb stuff! Thank you to all of Team Fusion for all your hard work. This looks awesome. Working AA! Can't wait to try this new patch. The future of Cliffs Of Dover is looking promising indeed. :thumbsup: Love that Hurricane, yeah baby!

Screamadelica
Mar-07-2014, 06:37
PS show us some of the new landmarks!

How about Brighton Pier? That's one of my favourite BoB sim landmarks.

http://www.simhq.com/_air14/images/air_505a_006.jpg

http://www.simhq.com/_air14/images/air_505a_007.jpg

All it needs now are a few Vespa scooters..... :)

Kling
Mar-07-2014, 06:43
I don't think I have *ever* been so excited by an upcoming patch :)

I am not sure what excites me the most but I think most of it is related to the use of wind (yes I know it has always been there but now mission builders will be more likely to use it!) Now people will use the correct runways and have to cope with the effects of crosswinds if they dont. Also all the new complications of take-off and landing.

I don't know why these things excite me as it seems that the *only* time I currently nail perfect three point landings is when I am severely damaged with vital controls hanging off and a misbehaving engine :D Perhaps I just need to concentrate as much on the undamaged landing as I do when I don't think I will make it? :-/

One thing I will add is a request to the mission builders to limit the stronger winds to low level. The major reason given for people not wanting wind is that it throws off bombing accuracy, makes navigation harder and may give one side an advantage when RTB'ing but if the mid to high level winds are minimal then it should not be a major problem.

Ideally mission builders will use two layers of wind. Maybe 2m/s up to ca 300m and then say 10m/s from 300m upwards.. Ideally also adding a different wind direction fro the upper level to make the atmosphere becoming a bit more alive and also to make the new smoke effects look more alive ;)
Mission builders for ATAG server have already been notified! ;)

trindade
Mar-07-2014, 06:45
Thanks for the update, it looks beautiful!:thumbsup:

Taff In Exile
Mar-07-2014, 06:46
WOW! amazing amount of work there...awesome guys...just awesome! :woohoo:

Karaya
Mar-07-2014, 06:52
Great stuff, cannot wait myself!

Btw, the climb rate on those pigs looks very optimistic, which war time tests do you use to base the pig FM on? :-P

Salmo
Mar-07-2014, 06:53
PS show us some of the new landmarks! How about Brighton Pier? That's one of my favourite BoB sim landmarks.]

Nothing so spectacular I'm afraid H. Just using stock game pier objects at the moment. Perhaps TF can model them better for TF5.0?

http://img844.imageshack.us/img844/1299/rx2a.jpg

fly4ever
Mar-07-2014, 06:54
I think the timing I got rid (FINALLY) of my new rig's problems was more than excellent!!!

Even if not for any other reason,at least the time I had to wait for something like this to be released is decreased to a minimum!!!

My only fear is now that I'm again ready to fly,all the accumulated anticipation will hit me hard!!!

Great Work TF!!!Absolutely Remarkable Job!!! :thumbsup:

Many - many (and even more) Congratulations!!

Nick :salute:

ATAG_Bliss
Mar-07-2014, 07:08
Great stuff, cannot wait myself!

Btw, the climb rate on those pigs looks very optimistic, which war time tests do you use to base the pig FM on? :-P

Hi Karaya,

Sadly the pig FM was based off of the car FM. :D

http://i.imgur.com/2CVJrsN.png

Vencejo
Mar-07-2014, 07:08
This is fantastic. Thanks TF.

vranac
Mar-07-2014, 07:09
Great ! :thumbsup:

A lot of improvements in all areas. Can't wait to try the new patch.

Karaya
Mar-07-2014, 07:16
Haha Bliss, that's just epic!

On a more serious note:

Is there a reason why the Bf109 does not get a lockable tail wheel? To my knowledge the E and all subsequent versions had it and there's even the knob for it modelled in the cockpit (right above the flap & trim wheel, under the canopy bar)

Screamadelica
Mar-07-2014, 07:37
Ahh yes.... the Volkswaffe! Is there no end to their evil designs.... roflmao

JG4_sKylon
Mar-07-2014, 07:54
THANK YOU TEAM FUSION! :bravo:

dburne
Mar-07-2014, 08:00
Wow, this is looking very awesome! I was so hopeful for a release this weekend, was all psyched up for some great offline campaign flying over the weekend, but it will certainly be worth the wait for when it does come out.

Some very impressive changes and fixes in there, thank you TF very much for all your tireless efforts on this!!

Sandy1942
Mar-07-2014, 08:19
Thanks of Team Fusion for your work!

GERMANWOLF
Mar-07-2014, 08:27
Fantastic work, thank you on behalf of all drivers of brazil!

ATAG_Naz
Mar-07-2014, 08:35
These sound like good news...
I may have missed it, but are there any updates regarding the inclusion of the dynamic campaign engine, or regarding the radio functions?

From the readme text;

"* DCG generator introduced"

Don't worry mate, there's so much in this patch it's understandable to have missed that little line amongst all the other text!
;)

I think the radio functions are something to be looked at in the future.

:salute:

DUI
Mar-07-2014, 08:37
* Re-texture of bf110 cockpit

Does this mean the high-resolution cockpit that you showed us in one of the updates before?
I hardly fly the Bf 110 but would have no other option than trying it out more often with these great looking textures!

Osprey
Mar-07-2014, 08:45
It's an exciting patch but my heart sank when reading of the Hurricane speed reduction. Ive spent s long time not being able to reach top speed without overheating so I don't get at which point it was too fast.:stunned: Perhaps someone can advise?

Regardless I am sure it'll be historical, I'd just like to know the figures where it exceeded already. Thanks and looking forwards to 290mph at sea level.

♣_Spiritus_♣
Mar-07-2014, 08:47
Incredible stuff TF, thank you so much for all of this work.

I can't wait to see this in action, Salmo's photo of the bird in the hanger with the fog.... woooo!

:salute:

92 Sqn. Philstyle (QJ-P)
Mar-07-2014, 08:52
It's an exciting patch but my heart sank when reading of the Hurricane speed reduction. Ive spent s long time not being able to reach top speed without overheating so I don't get at which point it was too fast.:stunned: Perhaps someone can advise?
Regardless I am sure it'll be historical, I'd just like to know the figures where it exceeded already. Thanks and looking forwards to 290mph at sea level.

Fear not Osprey. You can/will achieve 290mph on the deck in 4.2.
The ASI will read slightly (i.e. 3 or 4 mph) lower than that, but when you go to "wonder woman view" (i.e. the digital cockpit) you will be doing 290.
And the engine wont pack up after 30 seconds.

Mrmaverick
Mar-07-2014, 08:59
Those flying pigs are armed with a 20mm cannon and fire brown tracers.


No word on if the sun reflection off the canopy glass will be bumped up a bit in this patch?

Salmo
Mar-07-2014, 09:09
..... Salmo's photo of the bird in the hanger with the fog.... woooo!:salute:

Just a clarification. I posted the pic, but it's not my work. I belive it was produced by Bolox.

ATAG_Freya
Mar-07-2014, 09:27
Looking superb fellas! Thanks to TF and beta testers, can't wait to try it all out!

Macro
Mar-07-2014, 09:50
Looking great guys cant wait

Osprey
Mar-07-2014, 10:12
Fear not Osprey. You can/will achieve 290mph on the deck in 4.2.
The ASI will read slightly (i.e. 3 or 4 mph) lower than that, but when you go to "wonder woman view" (i.e. the digital cockpit) you will be doing 290.
And the engine wont pack up after 30 seconds.

Interesting that the ASI gauges display incorrectly then. Is this yet another bug for a future patch and are all aircraft affected atm?

So if I understand correctly we can presently reach 290mph SL (albeit for under 2 mins) but this is wrong due to a gauge issue?

1lokos
Mar-07-2014, 10:31
Gunners no more "became airsick in Rollercoaster". :devilish:

Sokol1

92 Sqn. Philstyle (QJ-P)
Mar-07-2014, 10:41
Interesting that the ASI gauges display incorrectly then. Is this yet another bug for a future patch and are all aircraft affected atm?

There has always been slight variation between what the gauges read and what they *should* read. You can see this yourself by flicking between the views.
To be honest, I'm not sure what the history behind this is, if it is intentional or not. I cannot speak on behalf of TF in this regard.
I suspect that, historically, there might have been tiny (4/290 is pretty small, 2%) variations in instruments. Perhaps this differential is an intent to mimic that, on behalf of the developer?


So if I understand correctly we can presently reach 290mph SL (albeit for under 2 mins) but this is wrong due to a gauge issue?

I can currently get 296 or 297 in wonder-woman view in patch 4.0 - this is about 291/292 on the guages. I believe the correction to 290 is what is meant in the read-me.

4.2 (when released) should (unless another bug creeps in, or someone stumbles across some amazing new as-yet never seen historical evidence in the next few days!) give you the 290, if you set the engine up correctly and have her properly trimmed out (something I'm sure the ACG boys are competent at).

BlueHeron
Mar-07-2014, 10:44
Great, now where will I find time for "real life"? :recon: Thanks for all the hard work, TF!

palker
Mar-07-2014, 10:53
Hi Karaya,

Sadly the pig FM was based off of the car FM. :D

http://i.imgur.com/2CVJrsN.png

Behold the dreaded volkswaffe

http://youtu.be/Uk52tDKELdQ

requiem
Mar-07-2014, 11:04
Some good stuff in that readme, nice work TF. I'll have to find some time to hop back in the Hurri next week :thumbsup:

Pitti
Mar-07-2014, 11:26
This read me sounds very good!! :thumbsup:

Klaus_Kaltherzig
Mar-07-2014, 11:52
What a read!!! - supernatural work there TF!:clap:

Who's afraid of a 310 mph Spit 1a - Bring it on! :flipoff:

Ioshic
Mar-07-2014, 13:15
Great! Thank you!

♣_Spiritus_♣
Mar-07-2014, 13:17
@ Klaus

Ha, that 310 is going to help me out in my kill ratio for the 50 mission challenge, although the new ground handling paired with the 109's turning improved with high energy will make it even harder to go for no land/air abandons!

ATAG_Colander
Mar-07-2014, 13:19
@ Klaus

Ha, that 310 is going to help me out in my kill ratio for the 50 mission challenge, although the new ground handling paired with the 109's turning improved with high energy will make it even harder to go for no land/air abandons!

Oh yeah, you will need to get some takeoff/landing training before continuing, specially if wind is added in the missions :)

TWC_SLAG
Mar-07-2014, 13:58
My God! This is a totally new sim.

Thank you,

badfinger

X-Raptor
Mar-07-2014, 14:02
great, great, great!!:salute: thank you to all TF team for their free but important contribution to thig marvellous game!.. Thank you all again!!..

Hope that even not in readMe there will be a chance to have fix the complexity of personalize the loadout and re-introduce the visual damage Hi-fi level of vanilla version of game.

UpsilonCrux
Mar-07-2014, 14:11
Absolutely speechless!

My knickers are all a-twisted!

:jump:

ATAG_Lewis
Mar-07-2014, 14:38
There's a few things I am especially looking forward to in this patch...

As always THANK YOU TEAM FUSION....~S~

and please take your time bros...

ChiefRedCloud
Mar-07-2014, 14:52
Fantastic! Can't wait to pass this along.

rob3rt
Mar-07-2014, 16:17
:stunned: Epic! Thanks Team Fusion!

jaydee
Mar-07-2014, 16:44
Fantastic stuff Team Fusion ! Thanks for all your effort ~S~

MajorBorris
Mar-07-2014, 16:59
Human gunners rejoice! Literally the most broken parts of the sim for me since the beginning have been patched! To be honest I thought it would never happen but turrets and gunners are critical for any ww2 combat simulation and can now be fully enjoyed! AAA works too! Woot!!!

Thanks X a million!

Mattias
Mar-07-2014, 17:26
No word on if the sun reflection off the canopy glass will be bumped up a bit in this patch?

:salute:

Good point -we forgot to add this to the readme :doh:
The glass reflections are increased a notch to a setting just in between TF3 and TF4 :thumbsup:

Cheers/m

heinkill
Mar-07-2014, 17:54
Nothing so spectacular I'm afraid H. Just using stock game pier objects at the moment. Perhaps TF can model them better for TF5.0?

http://img844.imageshack.us/img844/1299/rx2a.jpg

I still love the fact it's there now!

ATAG_EvangelusE
Mar-07-2014, 20:44
A lot to digest there....amazing! :thumbsup:

One question regards the new ground handling - will AI be tested to see if they can Land and take off?

And another regards weather - will the same conditions exist across the entire map or can weather be varied?

Catseye
Mar-07-2014, 20:46
:salute:

Good point -we forgot to add this to the readme :doh:
The glass reflections are increased a notch to a setting just in between TF3 and TF4 :thumbsup:

Cheers/m

Hi Mattias,
Excellent readme and vids.

Speaking of reflections . . . my thoughts on the opaqueness of the canopy glass as now rendered might better be served as in DCS wherein the glass is essentially as clear as having the canopy open but they have very fine scratch lines in it.

I feel right now that the dulling down of the glass forces me to fly with canopy open as much as possible to effect a good visual. Essentially, clear cockpit glass does not invite an opaqueness as is now portrayed in CLOD. Scratches would be more in line with reality from dust and or polishing.

This is going to be a great update - for me, especially the part about the DeWilde flash being adjusted to historical references of a sparkle.

Best Regards,
Cats . . .

Catseye
Mar-07-2014, 20:49
I still love the fact it's there now!

Hi Heinkill,
Those pics you submitted on the pier - are they from your graphics work in your missions?

If so, would it not be possible - in some form of agreement with TF - to port over those already exquisite creations. Why re-invent the wheel so to speak??

Very nice indeed!!

Cats . . .

Winston
Mar-07-2014, 20:57
What was wrong with the Bf-110 fuel tanks before, and what/how was it corrected?

Oersted
Mar-07-2014, 21:30
Looking to be quite the (former) hotfix! :-0

Very happy to hear about Canterbury cathedral (even tho it will just be the Westminster model standing in). A much missed landmark and navigational aid. There were also a couple of cathedrals and high-spired churches on the French side which should get in at some point. We discussed them in a thread here in the forums. Important for navigation in a flat map such as the Channel map.

Thx a million TF and ATAG!

ElGringo
Mar-07-2014, 21:30
Wow I didn' t expect such a big update! Nice work Team Fusion! You guys should have called it 4.5...

On the flak accuracy. Missions makers might want to reduce a little the number of AAA they have on the map if they now aim better... It' s already quite deadly at some places (G7.4 target in "channel wars" for example) when you do some low level bombing.


EDIT: might also help with ai numbers in missions no?

StormBat
Mar-07-2014, 22:04
:stunned: You gentlemen have certainly gone above and beyond any expectations that anyone here could have imagined for just being the 4.2 patch. I congratulate you on your success and will be very satisfied until the next big one comes out, Even if it takes a year or longer.


:salute::thumbsup::cheers:

Now on that note, can someone do me a favor and knock me out until Next Friday. :-P

Salmo
Mar-07-2014, 22:29
.... And another regards weather - will the same conditions exist across the entire map or can weather be varied?

Wind objects have been tweaked, however, weather has not changed. You can still place a localweather object in FMB & have different weather types in different parts of the map. The weather type moves with the prevailing wind.

Salmo
Mar-07-2014, 22:31
Hi Heinkill, Those pics you submitted on the pier - are they from your graphics work in your missions? If so, would it not be possible - in some form of agreement with TF - to port over those already exquisite creations. Why re-invent the wheel so to speak?? Very nice indeed!!
Cats . . .

I may be wrong, but I believe the Brighton Pier objects shown by Heinkill are from BOB. If so, TF does not 'import' objects from other games for obvious reasons.

LcSummers
Mar-08-2014, 01:14
Hi,

some questions.

Ground handling is more like DCS P-51 or?

Are windsocks now found on nearly all airfields?

What is with the Bf 109s lockable tail wheel as asked before?

Thanks

Salmo
Mar-08-2014, 01:51
... Are windsocks now found on nearly all airfields? ....

Not necessarily, they are not 'hard-coded' into the maps. It is recommended that mission builders place windsocks at airfields, but they do not have to do so.

zionid
Mar-08-2014, 02:11
Are there any changes made to the functionality of the Dynamic Campaign Generator, or is it exactly the same version made by EnlightedFlorist?

Flyingblind
Mar-08-2014, 02:21
Isn't it a principle of Einstein's general theory of reletivity that the closer you get to a much anticipated event then time slows in direct and inverse proportion until just before said event it stops altogether?

Roblex
Mar-08-2014, 03:14
If I had thought about it I probably could have forecast the weekend it will be released. I am just entering the second week of two weeks off work with nothing to do but play games and technically do some work round the cause (that aint happening!) so *obviously* it would be released just at the end to really rub it in :D One of the previous patches was released just at the end of a week of doing nothing as well.

I am wondering if any mission makers are working on the winds yet? It is a very quick change and there is no reason why it can't be introduced ahead of time as the wind code and windsock items have been there for years, just unused. Even a 5 knot wind at ground level and 2 knots from 200ft to 500ft would allow us to get used to selecting the correct runway while not affecting bombing and navigation. P-Styles recent mission building tutorials recommend placing the windsocks on white crosses so we know where to look when joining the circuit. He also recommends placing them near the runway thresholds so we know where to look for them when spawning in though I think it is a good idea for the opposite reason i.e. seeing the windsocks shows you where the runway thresholds are :D One place I disagree is that he places them about 3 metres from the runway and I think they need to be a little further back so nobody hits them during a bad take-off or landing, especially when we may now have to cope with cross-winds. Actually, as someone whose rig is so underpowered that I have to run with low graphics settings so often struggle to see where I need to taxi to find the runway, I would prefer to see a small fire or flare near the active runway threshold and just one windsock near the hangars and maybe another near each other major spawn point if it is a large field but I may be in the minority.

**Addendum** I have just realised that when I said the change was easy I was only considering adding the wind strengths in. Of course adding the windsocks is a huge job. Whoops. I would consider just adding one near the hangars at each field and maybe adding an extra one at fields like Biggin Hill where there are more spawn points on the far side of the field. Meanwhile you could still add in just the wind as long as you inform every one that the wind is 5 knots coming from the North or the East whatever. I think I once looked at all the commonly used fields in Kent and noted that the only field without any runway aligned E-W was Manston and many people take-off towards the East anyway. I don't know if that causes problems for the French Fields though or if there are any active fields near the Isle Of Wight that can't cope with Easterly winds.

Meaks
Mar-08-2014, 03:39
This makes fantastic reading gents,there are so many aspects of this forthcoming patch that are promising,I for one just want to add my thanks for all your very hard work.Not only are you guys keeping this COD alive you are creating a whole new sim,top work fellas..........THANKS :thumbsup:

JG4_Widukind
Mar-08-2014, 05:10
and wahts up with the Ju 88 automatic closing Baydoors?

RedToo
Mar-08-2014, 06:10
First of all this looks brilliant. So many improvements! Very well done everyone. A quick question. When viewing the new smoke pics full size (particularly the black smoke) the base of the smoke stack is much more contrasty than the area of land and buildings immediately around it. Looks a bit odd. Is this to do with the distance haze introduced into the game ages ago? Not a big issue. Just jumped out at me when I viewed the pics full size.

Thanks again for all the hard work. :)

RedToo.

fly4ever
Mar-08-2014, 07:38
I have the notion that several weeks ago during a discuss with proposals/wishes about what according to our opinion should be introduced in the next update was the rearmament and even refueling of our planes from within the same server session so to not have to exit the server and pick another plane loaded with amo and fuel.I think we were told that such a feature will be available in the upcoming update.
I read the info about all the trully astonishing job you TF guys have made but this so significantly important option isn't there yet.Is there any chance it would be indeed introduced with TF 4.2 and simply you forgot to mention or it's among the things considered as "hidden surprise"?

Cheers
Nick

Kling
Mar-08-2014, 07:52
I have the notion that several weeks ago during a discuss with proposals/wishes about what according to our opinion should be introduced in the next update was the rearmament and even refueling of our planes from within the same server session so to not have to exit the server and pick another plane loaded with amo and fuel.I think we were told that such a feature will be available in the upcoming update.
I read the info about all the trully astonishing job you TF guys have made but this so significantly important option isn't there yet.Is there any chance it would be indeed introduced with TF 4.2 and simply you forgot to mention or it's among the things considered as "hidden surprise"?

Cheers
Nick

The feature is ready but as far as I understand it will be up to mission builders use it for their specific missions. ;)

LcSummers
Mar-08-2014, 08:36
Not necessarily, they are not 'hard-coded' into the maps. It is recommended that mission builders place windsocks at airfields, but they do not have to do so.

Thanks Salmo for answering.

But how do know where wind is coming from if no windsocks are on airfields. Do i get (later may be) information from ATC?

S!

Kodoss
Mar-08-2014, 09:42
What was wrong with the Bf-110 fuel tanks before, and what/how was it corrected?

If in the Bf 110 the front right wing tank (Main Fuel Tank 2) gets damaged, you got the the message "Fuel Tank 3 - Leak".
But Fuel Tank 3 is from the fuel-gauge-selector the left reserve tank.

This bug was caused due setting FuelTank0 & FuelTank1 (indicated as 1 & 2) into the left wing of the model, but damage report doesn't differenciates between set main and reserve tanks.
It's one of those vanilla bugs, which just was noticed lately.

Both tanks (front right - rear left) work now correctly in damage indication.

:salute:

Edit: error correction.

fruitbat
Mar-08-2014, 10:06
Can't wait to try it out, much thanks to all those involved :thumbsup:

Kling
Mar-08-2014, 10:15
Thanks Salmo for answering.

But how do know where wind is coming from if no windsocks are on airfields. Do i get (later may be) information from ATC?

S!

You wont.. just like in real life :)

JG1_Luckystrike
Mar-08-2014, 10:41
In real life we have some one of these sexy voices called ATIS :salute:

http://www.youtube.com/watch?v=ARUMZrA8ynk

Torric270
Mar-08-2014, 11:32
and wahts up with the Ju 88 automatic closing Baydoors?

Fixed, had not made the read me yet.

9./JG52 Ziegler
Mar-08-2014, 11:56
It sounds really great and more realistic in every patch. I'm looking forward to flying it :salute: A big thanks to everyone involved for your time and expertise.

ATAG_Slipstream
Mar-08-2014, 12:02
Thanks Salmo for answering.

But how do know where wind is coming from if no windsocks are on airfields. Do i get (later may be) information from ATC?

S!

TAB 7 - 3 requests takeoff condition (wind speed and direction), unless the mission designer has created a custom mission menu, such as Salmo's


You wont.. just like in real life :)

Hahaha, remind me not to jump in a plane your flying if you don't check the ATIS before departure. :thumbsup:

Ekko
Mar-08-2014, 12:16
I want to say a big Thank you to all your pants for supporting,what most be very heavy ball´s.

All that time you Invest in this sim,there can´t be much time for wife :doh:


Thank you TF

Mattias
Mar-08-2014, 12:30
Hi Mattias,
Excellent readme and vids.

Speaking of reflections . . . my thoughts on the opaqueness of the canopy glass as now rendered might better be served as in DCS wherein the glass is essentially as clear as having the canopy open but they have very fine scratch lines in it.

I feel right now that the dulling down of the glass forces me to fly with canopy open as much as possible to effect a good visual. Essentially, clear cockpit glass does not invite an opaqueness as is now portrayed in CLOD. Scratches would be more in line with reality from dust and or polishing.

This is going to be a great update - for me, especially the part about the DeWilde flash being adjusted to historical references of a sparkle.

Best Regards,
Cats . . .

:salute: Cats,

The question of making the cockpit glass clearer has been raised a couple of times but we have not come to a clear consensus on this yet. Maybe something for us to dig into for TF5.0 :thumbsup:

I hope you'll like the new DeWilde sparkle :thumbsup:

Cheers/m

Catseye
Mar-08-2014, 12:34
I may be wrong, but I believe the Brighton Pier objects shown by Heinkill are from BOB. If so, TF does not 'import' objects from other games for obvious reasons.

Ah, that explains it.

Knew about the import from other games, thought it might be existing COD work and ergo import from that.

Cats . . .

Blitzen
Mar-08-2014, 12:40
http://i34.photobucket.com/albums/d116/jamesdietz/thumbs-up_zpsed66c7b7.jpg (http://s34.photobucket.com/user/jamesdietz/media/thumbs-up_zpsed66c7b7.jpg.html)
Forgive my ignorance ( or at least try to...) do we nead to go into mission files & correct all "Wind" files there to get these amazing new smoke effects or is there any easier way,esp when dealing with canpaigns?

Wolfskid
Mar-08-2014, 12:58
Hello.
You people from TeamFusion since so crazy that you can only love you:)........Thank you for the Update, and I have no words...........THANK YOU for G R E A T work.............

Wolfskid

♣_Spiritus_♣
Mar-08-2014, 13:00
The feature is ready but as far as I understand it will be up to mission builders use it for their specific missions. ;)

Thanks Kling, I was wondering the same thing, I think this is what I was looking forward to the most. I think our great mission builders should all implement this, I can't think of a reason why you wouldn't want this, plus it makes the idea of survival and realism all the more fun!

trademe900
Mar-08-2014, 16:00
Hurricane out turning Spitfire, 109 slats and initial turn improved, g50 ailerons and initial turn, working gunners that can fire ascending/descending, 110 initial turn and roll rate, Spitfire only turning extremely powerfully at higher speeds with big wing, low lift... This is the ultimate TF update for flight models- the most important part of the game. I hope they are as good as they can possibly get in this release.

I love the way all this is done methodically with raw physics analysis, and not based on anecdotal evidence from the era where the conditions were literally 'another world', with so many factors that could dilute credibility for any claims.

I have some questions:

Is anythign able to be done about the mode 22 autopilot diving bug?

The readme states that the G50 won't be sustaining turns with hurricane and spitfire due to power to weight ratio, but I feel it can already sustain very tight turns at low speed- does this mean the new patch is decreasing the engine power of the plane? I'm a little unclear about this part of the readme.

Thanks in advance.

Tvrdi
Mar-08-2014, 16:16
Hurricane out turning Spitfire, 109 slats and initial turn improved, g50 ailerons and initial turn, working gunners that can fire ascending/descending, 110 initial turn and roll rate... This is the ultimate TS update for flight models- the most important part of the game.

This is when you work for passion. Thats why the guys who are making the sims for money never really pay a true attention or effort to constantly fix and improve the FM. Ironically, many folks who call themselves hardcore simmers, doesnt care too much for FMs too.

RAF74_Buzzsaw
Mar-08-2014, 16:37
The readme states that the G50 won't be sustaining turns with hurricane and spitfire due to power to weight ratio, but I feel it can already sustain very tight turns at low speed- does this mean the new patch is decreasing the engine power of the plane? I'm a little unclear about this part of the readme.

In TF 4.0, the amount of power we had to provide to the G-50 to allow it to achieve its historical power and speed was too high... because the vanilla aerofoil was modelled with too much drag and not enough lift... we didn't have as much information at that time.

In TF 4.2, power has been reduced, aerofoil lift and drag has been improved... it continues to be able to reach its speed and climb goals, but also the result is an aircraft which turns well, but cannot sustain its very good initial turn because it is underpowered. (Fiat A74 engine had only 840 hp as baseline 'rated' at Full Throttle Height)

Chivas
Mar-08-2014, 17:26
This is when you work for passion. Thats why the guys who are making the sims for money never really pay a true attention or effort to constantly fix and improve the FM. Ironically, many folks who call themselves hardcore simmers, doesnt care too much for FMs too.

The guy working for free might have a greater passion, but the biggest detriment to the guy working for a paycheck, is his time isn't his own, and deadlines. He can't dedicate his time refining one particular aspect of a sim, as his boss will direct him to the other hundred, and one features that still require work.

Tycoon
Mar-08-2014, 18:46
Looks good!:) Player controlled AAA? Time to shred some vulchers!

Sandy1942
Mar-08-2014, 19:42
Help please!

* Redout bug fix (no more pitch black parts)
I can't understand sense of Redout when transfer. What is it?
It?
7997

Mattias
Mar-08-2014, 20:04
Help please!

I can't understand sense of Redout when transfer. What is it?
It?
7997

:salute: Sandy

It's the effect of the screen getring red when you pull too much negative G.

In stock/vanilla Clod there was a bug causing the shadowy parts to stay pitch black:
http://i1299.photobucket.com/albums/ag71/TF_Mattias/shot_20140123_164029_zps50f44c8d.png

Fixed in TF4.2:
http://i1299.photobucket.com/albums/ag71/TF_Mattias/shot_20140123_180659_zpsd2b505b8.png

Cheers/m

Winston
Mar-08-2014, 20:14
If in the Bf 110 the front right wing tank (Main Fuel Tank 2) gets damaged, you got the the message "Fuel Tank 3 - Leak".
But Fuel Tank 3 is from the fuel-gauge-selector the left reserve tank.

This bug was caused due setting FuelTank0 & FuelTank1 (indicated as 1 & 2) into the left wing of the model, but damage report doesn't differenciates between set main and reserve tanks.
It's one of those vanilla bugs, which just was noticed lately.

Both tanks (front right - rear left) work now correctly in damage indication.

:salute:

Edit: error correction.
Very good. Thanks for the info. :thumbsup:

Sandy1942
Mar-08-2014, 20:24
OK Mattias.
I understand it right. Thanks.

ATAG_Naz
Mar-08-2014, 21:07
Isn't it a principle of Einstein's general theory of reletivity that the closer you get to a much anticipated event then time slows in direct and inverse proportion until just before said event it stops altogether?

roflmao

Winston
Mar-09-2014, 00:17
Will the windsocks also rotate to show the wind direction, or will we have to rotate them manually in FMB to match our wind direction?

Salmo
Mar-09-2014, 00:44
Will the windsocks also rotate to show the wind direction, or will we have to rotate them manually in FMB to match our wind direction?

They're dynamic. They will move themselves with the prevailing mission wind direction & strength, which also changes dynamicaly. There is no need to 'align' them to the wind direction when you place them in FMB.

No601_Swallow
Mar-09-2014, 03:28
I'm assuming the windsock's properties (shape, direction) will be automatically determined by the wind conditions specified in the mission properties/weather section of the .mis file. Otherwise it would lack that certain "OMG! Wow, but WOW!!! O. M. G!!!!" factor...

Edit: D'oh! Missed Salmo's reply!

LcSummers
Mar-09-2014, 04:49
to kling and Slipstream,


Thanks guys,


i thought about ATC but i read that this will be fixed in TF 5.0, so at the moment i cant relay on tower informations when landing as i get no response.

I will observe grass and tree movement, may be this helps:D

S!

heinkill
Mar-09-2014, 04:59
Forgive my ignorance ( or at least try to...) do we need to go into mission files & correct all "Wind" files there to get these amazing new smoke effects or is there any easier way,esp when dealing with canpaigns?

You will need to go into the mission files (*.mis) and look for the 'power' parameter under [globalwind_0]. This the km/h of the overall wind speed and by default is set to 3 km/h,

[GlobalWind_0]
Power 3.000 0.000 0.000

but you can change it as you wish.

12-20km/h is a gentle breeze
20-28 moderate
40-50 strong
50-60 strong to gale
60-80 gale to strong gale etc
90-100 storm

For more advanced weather tweaking, including a script for random weather

http://theairtacticalassaultgroup.com/forum/showthread.php?t=6430

http://theairtacticalassaultgroup.com/forum/showthread.php?t=8582

H

Salmo
Mar-09-2014, 05:09
.... I will observe grass and tree movement, may be this helps:D S!

... and smoke, & windsocks & direction Ai takeoff/land from, and some mission will have menu where you can call for weather (wind) info.

ATAG_Slipstream
Mar-09-2014, 06:06
... and smoke, & windsocks & direction Ai takeoff/land from, and some mission will have menu where you can call for weather (wind) info.

The Marker boards along the runway also change with the wind direction. If they are showing yellow when you are facing them, you are on the best possible end. However there could still be a cross wind so exercise caution. :thumbsup:

Gix
Mar-09-2014, 06:13
FXAA introduced
More infos on that ? Screenshots ?
AA have always been a nightmare in CoD, have it really improved will be a great news.

Kling
Mar-09-2014, 06:18
Will the windsocks also rotate to show the wind direction, or will we have to rotate them manually in FMB to match our wind direction?

They rotate automatically with the wind if the wind changes ;)

No601_Swallow
Mar-09-2014, 06:25
The Marker boards along the runway also change with the wind direction. If they are showing yellow when you are facing them, you are on the best possible end. However there could still be a cross wind so exercise caution. :thumbsup:

That is something I didn't know. Thanks. Suddenly runways become a little more important...

Archie
Mar-09-2014, 06:44
That is something I didn't know. Thanks. Suddenly runways become a little more important...

Nor me lol!

Salmo
Mar-09-2014, 06:48
Nor me lol!

That's probably because most pilots just warm-up then go screaming off straight from their spawn point in all directions across the field. You're gonna have to get in sweet with your crew chief if you stick to that practice, because he'll have a lot of planes to repair/salvage, & you'll have a lot of explaining to do to the squadron CO.

No601_Swallow
Mar-09-2014, 06:56
That's probably because most pilots just warm-up then go screaming off straight from their spawn point in all directions across the field. You're gonna have to get in sweet with your crew chief if you stick to that practice, because he'll have a lot of planes to repair/salvage, & you'll have a lot of explaining to do to the squadron CO.

Indeed! But in fairness, the weather system has been a broken feature since the game was released, so having something that actually works (and is comprehensible) will be a bit of a first, certainly for my squadron. It actually may have a profound effect on the way we play this game, much more so than the FM tweaks, and enhanced eyecandy, etc, in the 4.2 patch.

Brave new world, perhaps

[Edit: having done a little more reading, "broken feature" is debatable (but wouldn't rain be nice!). Perhaps "broken interface" together with "broken aspirations" would be more accurate.]

Kling
Mar-09-2014, 06:57
More infos on that ? Screenshots ?
AA have always been a nightmare in CoD, have it really improved will be a great news.

Set it to ANYTHING more than 0 in the game menu and AA will applied in game. No need for sweetFX etc etc anymore ;)

Kling
Mar-09-2014, 07:00
Hahaha, remind me not to jump in a plane your flying if you don't check the ATIS before departure. :thumbsup:

Well small grassfields dont have an ATIS ;)
So use Tab 7-3 if u want more details (I wasnt even aware of a that function :)

Roblex
Mar-09-2014, 07:13
Indeed! But in fairness, the weather system has been a broken feature since the game was released, so having something that actually works (and is comprehensible) will be a bit of a first, certainly for my squadron. It actually may have a profound effect on the way we play this game, much more so than the FM tweaks, and enhanced eyecandy, etc, in the 4.2 patch.

Brave new world, perhaps.

I am looking forward to no more 'OK squadron...roll. Shit! Someone is taking off from the far end!' :-) In fairness, there is no 'right' direction at the moment unless the spawn points are all at the same end so I will be glad to see people having a reason to take off and land in the same direction.

9./JG52 Ziegler
Mar-09-2014, 07:55
In TF 4.0, the amount of power we had to provide to the G-50 to allow it to achieve its historical power and speed was too high... because the vanilla aerofoil was modelled with too much drag and not enough lift... we didn't have as much information at that time.

In TF 4.2, power has been reduced, aerofoil lift and drag has been improved... it continues to be able to reach its speed and climb goals, but also the result is an aircraft which turns well, but cannot sustain its very good initial turn because it is underpowered. (Fiat A74 engine had only 840 hp as baseline 'rated' at Full Throttle Height)

It's pretty amazing that you could achieve this (continues to reach speed and climb performance as before) with a power reduction. Just goes to show how inpactful airfoil design can be. Sitting in a G50, the wings always looked very stubby and short (which they sort of are) and it made me consider what the designers were going for back then. Some of the high performance aircraft of the time were of the flying brick variety like the GeeBee R1. Not a real pylon racer. :)

LcSummers
Mar-09-2014, 10:32
... and smoke, & windsocks & direction Ai takeoff/land from, and some mission will have menu where you can call for weather (wind) info.

Thats cool,

i see there is more than "one" choice. I forgot the markers and ai. Yes its more than enough.

S!

RAF74_Buzzsaw
Mar-09-2014, 14:27
It's pretty amazing that you could achieve this (continues to reach speed and climb performance as before) with a power reduction. Just goes to show how inpactful airfoil design can be. Sitting in a G50, the wings always looked very stubby and short (which they sort of are) and it made me consider what the designers were going for back then. Some of the high performance aircraft of the time were of the flying brick variety like the GeeBee R1. Not a real pylon racer. :)

The G-50 had a fairly high lift aerofoil... and wingloading was just a little more than the Hurricane... plus it was a relatively light plane, similar weight to the 109.

It's big problem areas were in being propelled by a relatively underpowered radial, which didn't sustain power at higher altitudes very well, and in having quite a high drag coefficient, open cockpit didn't help.

But the plane in TF 4.3 will be a fun ride... and as the Read Me says, more than capable of giving a Spitfire pilot a fright in a close in, low speed turnfight.

Holger_081
Mar-09-2014, 15:05
Tf 4.3?

ATAG_Lolsav
Mar-09-2014, 15:13
Tf 4.3?

Thats how bugs are born. We think of one thing and we write another. :D

Mattias
Mar-09-2014, 15:16
Thats how bugs are born. We think of one thing and we write another. :D

Buzz is always one step ahead :D

trademe900
Mar-09-2014, 18:01
Wow it beggars belief how much the thought of this release occupies my mind throughout the day. I can't wait any longer!!!!!! Too good, just too good. This is a good life lesson I'm learning right now... Ok, shutting this computer and going back to school now, time to get off and try abstain my mind from this

DUI
Mar-09-2014, 18:39
Would be great to get some status updates during the week - like you did in the days before the release of TF 4.0.
Very comfortable to hear if everything is on track. And for the case that some bugs show their ugly face much less painfull to here in advance if the patch has to be delayed. :faint:

Continu0
Mar-09-2014, 19:25
Wow it beggars belief how much the thought of this release occupies my mind throughout the day.

Also glad that my teachers, friends, girlfriend can`t read my mind... Too much CloD up there...

EG14_Marcast
Mar-10-2014, 04:11
Is there anything definitive about patch's release in this weekend? It's not to push: I have to give my availability for next Sunday SOW campaign, and as I'll be out from Friday till Sunday late afternoon I wouldn't have time to install it...

Macro
Mar-10-2014, 06:08
Would no doubt be handy for the mission builders for sow too as i could understand putting it on hold for a week testing the missions again with the new patch if it were released this weekend.

Pirabee
Mar-10-2014, 11:48
I'm glad - and dang lucky - I joined this game right when I did.

God bless Team Fusion.

Pirabee.

5./JG26_Krass
Mar-10-2014, 18:36
Absolutely top work guys.. fantastic to see such passion, commitment and downright talent at work. :dthumb:

RAF74_Buzzsaw
Mar-10-2014, 18:57
Is there anything definitive about patch's release in this weekend? It's not to push: I have to give my availability for next Sunday SOW campaign, and as I'll be out from Friday till Sunday late afternoon I wouldn't have time to install it...

We cannot give you are definitive release date until we are sure all bugs have been squashed.

There will be notification at least one day in advance. :salute:

Flit
Mar-10-2014, 19:33
What a huge list of updates = a huge amount of work done. Well done and thank you Team Fusion sirs.

:kiss::ilike::clap:

Mastiff
Mar-10-2014, 21:52
will this be windows 8.1 compatible?

Zisi
Mar-11-2014, 03:17
will this be windows 8.1 compatible?

The more important question: Is win 8.1 compatible with humans?

Vlerkies
Mar-11-2014, 04:16
Thanks for the continued hard work TF.

2 questions.

Fighter speeds at sea level, is there an updated list to reflect their ratings now?

Radiator bleed out time tweeks, any more detail available.
I see the read me says all have been amended. (slightly longer to drain)
Considering the 2 massive big 109 radiators, 1 on each wing, which rupture if you happen to fly into a swarm of bees, do I have twice the time to drain with double the water versus say a Spit :devilish: hehe

:D

zionid
Mar-11-2014, 05:18
Just curious, not that it is a huge difference, but in the first post it says that FXAA is enabled, and I believe I read from another TF member somewhere that it was AA. Which one is it, and does it effect terrain shimmering or just jaggies?:)

Looking foward to learning to taxi and fly all over again:D

dburne
Mar-11-2014, 07:58
will this be windows 8.1 compatible?

All you have to do is set the program to run in compatibility mode for Windows 7.
Runs beautifully in Windows 8.1, so I am sure 4.2 will as well...

http://theairtacticalassaultgroup.com/forum/showthread.php?t=7720

PB0_Mighty-8
Mar-11-2014, 12:16
Wonderful job once again !

Congratulations and thank you sooooo much ! :thumbsup:

Uwe
Mar-12-2014, 01:50
The more important question: Is win 8.1 compatible with humans?

8087

Roblex
Mar-12-2014, 07:21
Have these fixes to the flight models fixed the problem with people flying around with half a wing missing? I can accept that with some very heavy control input a person may be able to get it to go level for a few seconds while they bail but currently losing 50% of your wing has no more effect than if you had lost 10% i.e. you can feel something is not right and would not want to try dogfighting but you can fly home and do a circuit then land safely. I have even managed to chase after and kill a stuka before deciding to head home and land. I have seen people say this is a 'Red Only' bug so let me say now that the thing that reminded me was seeing a video shot this weekend of a 109 pilot flying home will half his wing gone.

Kling
Mar-12-2014, 07:35
Have these fixes to the flight models fixed the problem with people flying around with half a wing missing? I can accept that with some very heavy control input a person may be able to get it to go level for a few seconds while they bail but currently losing 50% of your wing has no more effect than if you had lost 10% i.e. you can feel something is not right and would not want to try dogfighting but you can fly home and do a circuit then land safely. I have even managed to chase after and kill a stuka before deciding to head home and land. I have seen people say this is a 'Red Only' bug so let me say now that the thing that reminded me was seeing a video shot this weekend of a 109 pilot flying home will half his wing gone.

Yes no more people flying around with half a wing in this patch! ;)

Roblex
Mar-12-2014, 08:13
Fantastic! Thankyou.

Kurtz
Mar-12-2014, 13:48
Thank you so much for this. I'll be loading Clod back onto the machine now.

=AVG=Zombie
Mar-12-2014, 17:36
Words can not express the level of respect that I have for team fusion, very impressive work gentleman. Thank you....

Chybear
Mar-16-2014, 03:23
It'll be there when pigs start flying!














































http://i.imgur.com/ITwszda.png

:-)


This happened about 16 years ago in MS Combat Flight Sim 1 : http://www.eeggs.com/items/26554.html

Ahhh the old days of simulation.. how far we've come along since then!