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Thread: TFS Developer Update – August 2018

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    Team Fusion Bonkin's Avatar
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    TFS Developer Update – August 2018

    Hello again everybody. I can't believe it has been a month since my last update. Time is certainly flying by. Sadly we have lost two more of our Battle of Britain veterans since I last wrote. Wg Cdr Tom Neil passed just days before his 98th birthday, followed shortly afterwards by Sqd Ldr Geoffrey Wellum. We also lost the ever-glamorous Mary Ellis, a trail blazer for female aviators and an original member of the Air Transport Auxiliary (ATA), responsible for delivering fighter and bomber aircraft from the factories to the front line. She was 101.

    A big highlight for those in the UK was the Duxford Flying Legends event - and it was great to be there to meet up with friends and enjoy the sights and sounds of so many warbirds gracing the sky. Unusually for the UK we had some glorious weather as well! I'm looking forward to next year's event already!

    So for this update let me first start off by thanking you all for your supportive messages - they are all very much appreciated. I'll first provide some details of progress over the last month and then I'll try to answer a few of the questions I have seen being raised across various forums.

    Team
    We welcome 69th_Zeb to the team. Zeb is an experienced 3D modeller who's day job is in the aviation industry. In his opening post he joked that he would look forward to polishing fig trees and sandbags. In reality he is hard at work on building assets for the new map.

    Schedule
    As was eluded to in my last post, there is an internal schedule the team are working towards but we cannot forecast release dates. Given the progress made, there remains confidence that everything remains on track. It is fair to say that there are challenges in a couple of areas but there is some contingency so in this regard, things are no different to any other task based project.

    Progress
    Map
    The Team has continued to work on the Map Editor in order to get it into a stable development environment. This has not been without problems but it is good to report that the bugs are being fixed and it has been possible to use it to start fixing game map issues. What this means is that the map development process is simplified and no longer requires manual coding, e.g. it will improve the speed of map creation and development.

    In addition, a huge amount of work has been undertaken to create desert versions of all the ground vehicles and objects. This work maybe doesn't get the credit it deserves but take a look in the FMB at the amount of objects there are and you start to get a feel for the effort that is needed to change the textures and re-colour everything. Here are just a few pictures of some of the objects:











    Aircraft
    - CR-42 cockpit import and animation continues and the FM is being refined.
    - Bf-108 modelling complete and ready for import.
    - Bf-109F-1,2 & 4 import (with placeholder cockpit and textures) is complete and the FMs are being refined.
    - Spitfire IIa import is complete. This contains the enlarged oil cooler on the left wing and replaces the old MkIIa model.
    - Spitfire IIb modelling complete and ready for import.
    - Spitfire VA modelling complete and ready for import.
    - Spitfire VB modelling complete and ready for import.
    - Hurricane IIA modelling complete and ready for import.
    - Hurricane IIB modelling (including tropical and fighter bomber) complete and ready for import.
    - Hurricane IIC modelling (including tropical and fighter bomber) complete and ready for import.
    - Martlet III modelling complete and ready for import.

    Notable Fixes
    - Beaufighter cockpits glass problems in fog now fixed.
    - Blenheim MkIV Late gunner position now load faster in game.
    - Bug #759: Fiat BR-20 engine control levers numbering texture has the "7" and "6" reversed.
    - Bug #943: Querqueville airfield aligned incorrectly.

    So now on with a few of your questions (forgive me for paraphrasing):

    Q. What is happening with fixes for the Ju88A-1 aircraft systems and controls - will anything be fixed for v5.0?
    A. At this time we cannot say what will or won't be fixed. As reported last month, we have increased the number of coders in the team and this creates opportunities to address certain issues. We will of course be providing a full list of bugs fixed with the release and expect to continue to address issues in patches.

    Q. What is happening with Virtual Reality implementation?
    A. Although some trials have been done in this area to prove the concept, the team recognise that it is not an insignificant amount of work to implement and that therefore, attempting to do it now would only delay the release of v5.0 - which nobody wants. For this reason, it has been decided to defer VR until a v5.X release, e.g. post v5.0.

    Q. Do you have the option to upload any of your videos in 2K/4K resolution?
    A. Sorry but not at this time. I often use 4K for capture so that I have better framing options when editing. If I had a new rig then I might consider it.

    Q. Will anything be done about the time it takes to get a Beaufighter airborne (about 4.5 mins)?
    A. The engine cooling/overheat modelling for all aircraft will be revised for TF 5.0.

    Q. Can the excessive movement of the Spit and Hurri on the ground whilst taxying be rectified?
    A. We continue to revise and edit the FMs of all aircraft all the way up to the point of release. The environment weather effects also have a part to play. At the moment though our focus is on completing 3D modelling and importing.

    Q. Will a map tool or SDK be available for the community? How can the community be more involved?
    A. We love to get your feedback (good and bad) because we are committed to making the best simulation we can - so we do want community involvement as much as possible. Expanding the Map Creation Team to allow the map tool to be used for multiple map builds simultaneously is certainly something we will consider post the v5.0 release. Individuals and groups who are interested will be able to approach us at that point. For now we would encourage bugs and feature requests to be made via the BugTracker tool. Also, I will try to answer questions I see in the forums within each monthly update.
    Note: One area we are working on is new voice recordings. As such we are looking for French nationals who would be interested in lending their voices to the game. See this post for more information and how to get involved:
    https://theairtacticalassaultgroup.c...587#post317587

    Q. When will it be ready?
    A. Unfortunately we just cannot provide a forecast date because we're are a bunch of guys working in our spare time and real life often gets in the way of us doing the stuff we're passionate about. Hopefully with these updates you can start to draw your own conclusions regarding the progress of the project. Work has never stopped.

    Q. In the pictures of the Bf109-F there were shell cases being ejected during gun firing. I thought the engine mounted guns did not eject cartridges so what is that about?
    A. This is an integration bug. The MG-151/15mm and MG-151/20mm weapons mounted in the V of the engine did not eject cartridges outside of the aircraft like the MG/FF's on the wings of the 109E. This was because the cartridges could get sucked into the radiator intake and damage it, or into the intercooler. Right now there is an animation below the 109F nose when the gun is fired showing ejected shell casings. This will be resolved as part of the ongoing import work.


    Well I think that is enough for now. I will leave you with this short video which shows off the team’s early work with the import of the beautiful Bf109F-2. Do remember that this features a placeholder cockpit and textures. The reason for this placeholder is that we decided to import an early version of the 109F cockpit in order to provide some of our new coders with import work, and also to give the FM/DM modelers a chance to get started early with a flying model of the 109F. It has the added advantage of giving the skin makers the opportunity to do their work.

    This early cockpit version has very much lower resolution textures than we will use in the production release and some of the elements are also missing. Please bear this in mind when watching the video. What people will get in the release version is a cockpit completed to the standards they see in the aircraft currently in 'Blitz'.

    So why are we showing it then? Well we thought you would be happy to see some progress with one of the most requested types... with the import process underway other aircraft will also be out shortly... these will have completed cockpits. Hopefully it will give you a flavour of the work being done by the team and the commitment that we all have to provide the very best detailed and faithful re-produced products we can.



    For and on behalf of Team Fusion Simulations,

    Bonkin.
    Last edited by RAF74_Buzzsaw; Aug-06-2018 at 21:10.

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    Re: TFS Developer Update – August 2018

    Whoa! Are those volumetric clouds?

    Nice stuff Bonkin, another sterling update


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    Re: TFS Developer Update – August 2018

    Zeb is a good catch.

    And all that other stuff is good too!

    I'm still saving my moneycoins for VR and it will take me ages to get enough together.

    Cheers Bonkin. Great update!


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    Re: TFS Developer Update – August 2018

    Nice update Bonkin.

    Thank you.

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    Re: TFS Developer Update – August 2018

    I just checked the map area and find a image (the video doesn't work.) with a size a bit larger than the Channel map. There is a size limit for the maps? A little east you have Alexandria and the Mediterranean Fleet, which was bombed. Besides it would be cool to implement the city's camouflage (that apply for Britain also, operation Starfish began at January 1940.) To the west you have Tripoli that was the most important supply port for the axis. I think naval operations will be a little limited.

    I would love to see bigger maps that have a navigation challenge. Maybe at the future Crete could be included as a axis operational base, that way you don't need to include all of Greece.

    Thanks.

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    Re: TFS Developer Update – August 2018

    Quote Originally Posted by Werwolf View Post
    I just checked the map area and find a image (the video doesn't work.) with a size a bit larger than the Channel map. There is a size limit for the maps? A little east you have Alexandria and the Mediterranean Fleet, which was bombed. Besides it would be cool to implement the city's camouflage (that apply for Britain also, operation Starfish began at January 1940.) To the west you have Tripoli that was the most important supply port for the axis. I think naval operations will be a little limited.

    I would love to see bigger maps that have a navigation challenge. Maybe at the future Crete could be included as a axis operational base, that way you don't need to include all of Greece.

    Thanks.
    There is a size limit for maps.

    The map we are creating for the TF 5.0 "Tobruk" is based around the November 1940 to May 1942 period and covers the major areas where combat occurred.

    It is not possible to create a map which stretches from Alexandria to Tripoli.

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    Re: TFS Developer Update – August 2018

    Great update....Thanks for all your work fellas...

    Thanks Bonks...Thanks Buzz...

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    Re: TFS Developer Update – August 2018

    Looking good guys . Thanks for all your hard work fellas .

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    Re: TFS Developer Update – August 2018

    Great update Bonkin! Looks like quite a few aircraft are ready for importing! Good news! Thanks for all the hard work TFS!
    Cheers
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    Re: TFS Developer Update – August 2018

    Excellent work guys

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    Re: TFS Developer Update – August 2018

    Cool bugtracker update today...

    https://www.tfbt.nuvturais.de/issues/749#change-3503

    Updated by TF_Spiritus_Mortem about 5 hours ago

    Status changed from New to In Progress
    Target version deleted (4.312)

    Quote

    An over pressure valve for pressurized radiators has been modeled, meaning that in an overheat situation the radiator will vent instead of being perforated.

    A vapor trail is generated and the amount of liquid vented depends on the rpm of the engine.

    When the engine temperature returns to normal values, the valve stops venting.

    IN TESTING.
    #9
    Updated by TF_xoriguer about 3 hours ago

    Assignee set to TF_xoriguer

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    Re: TFS Developer Update – August 2018

    Quote Originally Posted by Bonditaria View Post
    Warning: If players continue to overheat their engines... the vent valve will remain open till all the reserve coolant is gone and the engine will then overheat and destroy itself.

    Only if the player reduces his engine heat back down to normal will the vent valve close and the coolant loss stop.

    This is not a 'get out of jail free' card for those who want to run their engines hot.

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    Supporting Member Werwolf's Avatar
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    Re: TFS Developer Update – August 2018

    Quote Originally Posted by RAF74_Buzzsaw View Post
    There is a size limit for maps.

    The map we are creating for the TF 5.0 "Tobruk" is based around the November 1940 to May 1942 period and covers the major areas where combat occurred.

    It is not possible to create a map which stretches from Alexandria to Tripoli.
    Thanks Buzz,

    So as I suspected it there is a size limit, guest bombers are not enough popular to implement larger maps. I like to fly historic missions and hope some day TF could extend the maps. Keep the good work.

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    Re: TFS Developer Update – August 2018

    Quote Originally Posted by Bonditaria View Post
    If that really works how it should, it would be an amazing upgrade! Props to TF for this fix!

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    Re: TFS Developer Update – August 2018

    Excellent work.

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    Re: TFS Developer Update – August 2018

    Quote Originally Posted by RAF74_Buzzsaw View Post
    Warning: If players continue to overheat their engines... the vent valve will remain open till all the reserve coolant is gone and the engine will then overheat and destroy itself.

    Only if the player reduces his engine heat back down to normal will the vent valve close and the coolant loss stop.

    This is not a 'get out of jail free' card for those who want to run their engines hot.
    Issue with post, can only hit 'like' once for some reason.

    Will this mean that running with reduced levels of coolant will affect how well the heat transfers between engine to radiator?


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    TF Leadership RAF74_Buzzsaw's Avatar
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    Re: TFS Developer Update – August 2018

    Quote Originally Posted by ATAG_kiwiflieger View Post
    Issue with post, can only hit 'like' once for some reason.

    Will this mean that running with reduced levels of coolant will affect how well the heat transfers between engine to radiator?
    No, unlike most cars which only have a very small reserve outside of the radiator, engine block and coolant lines, most WWII aircraft had a substantial reserve beyond what was necessary to fill the rad/block/lines.

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    Supporting Member IIJG27Rich's Avatar
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    Re: TFS Developer Update – August 2018

    Can hardly wait!! Oh I knew I've seen this camouflage pattern before. It's not an exact max but almost. About ten years ago. One of my saved pictures from Oleg's canceled Storm of War Eastern Front project. I always wondered how it would have turned out although I myself prefer North Africa much more.

    Last edited by IIJG27Rich; Aug-09-2018 at 17:06.

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    Re: TFS Developer Update – August 2018

    Quote Originally Posted by RAF74_Buzzsaw View Post
    Warning: If players continue to overheat their engines... the vent valve will remain open till all the reserve coolant is gone and the engine will then overheat and destroy itself.

    Only if the player reduces his engine heat back down to normal will the vent valve close and the coolant loss stop.

    This is not a 'get out of jail free' card for those who want to run their engines hot.
    Could it be implemented that loss of coolant would make your engine run a little hotter a little more after every time the valve is blown? (and when too much coolant is gone, you simply overheat until engine destruction)
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    Re: TFS Developer Update – August 2018

    Quote Originally Posted by Nightdare View Post
    Could it be implemented that loss of coolant would make your engine run a little hotter a little more after every time the valve is blown? (and when too much coolant is gone, you simply overheat until engine destruction)
    As long as there is additional coolant left in the overflow tank there is no effect on the systems ability to cool the engine... as long as the temps are normal.

    Only when the leak starts to deplete the essential quantity of fluids which are in the rad/engine core/lines does the system start to lose efficiency... that is already modeled in the game.

    Players should be aware though that when they run their engine coolant hot there can be penalties.

    The oil temperature will rise if the coolant temp is high, and there is nothing which allows the oil system to compensate for that.

    And when the oil temp is high, then immediately the chances of a failure to the engine or propellor components starts to be calculated.

    So you might not be out of coolant, you might still have reserve in your coolant overflow tank, but if your oil temps are high, then you are rolling the dice.... the chances of a mechanical failure are being calculated.

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    Re: TFS Developer Update – August 2018

    Pilots in 109s had the option to close the right or left radiator flap manually with a cable down at the right and left leg. Could this ever be an option? It's getting pretty greedy though

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    Re: TFS Developer Update – August 2018

    Quote Originally Posted by IIJG27Rich View Post
    Pilots in 109s had the option to close the right or left radiator flap manually with a cable down at the right and left leg. Could this ever be an option? It's getting pretty greedy though
    '
    109F's will have option to manual or auto rads.

    They will also be able to shut off one rad completely if there is a leak in that rad... this will keep the fluid in the other rad contained.

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    Re: TFS Developer Update – August 2018

    Always amazed at Bonkin's video skills. Some of those shots are way better than any I've done and I consider myself a fairly competent CloD filmmaker.

    Also glad to see new types coming into the game. I just want to see some of the new map and the Spit V now!

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    Re: TFS Developer Update – August 2018

    Quote Originally Posted by RAF74_Buzzsaw View Post
    '
    109F's will have option to manual or auto rads.

    They will also be able to shut off one rad completely if there is a leak in that rad... this will keep the fluid in the other rad contained.
    This is great to hear.

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    Re: TFS Developer Update – August 2018

    Question regarding map size limit:

    Is it software technical impossible to have bigger maps, or would that it be possible to increase the size limit? And what would be necessary (as in how big of a change would it be) to get that to work it if is possible?

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    Re: TFS Developer Update – August 2018

    Quote Originally Posted by Hyperus View Post
    Question regarding map size limit:

    Is it software technical impossible to have bigger maps, or would that it be possible to increase the size limit? And what would be necessary (as in how big of a change would it be) to get that to work it if is possible?
    Anything is possible... but it requires time and that is something we don't have a lot of.

    The current map size in CoD is large compared to any other game out there.

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    Re: TFS Developer Update – August 2018

    Anything is possible... but it requires time and that is something we don't have a lot of.

    The current map size in CoD is large compared to any other game out there.


    I hate to beat a dead horse so the issue is file size, poly, and/or actual distance in game? I recall back in the day playing Operation Flashpoint, that one modder made a map of the three huge islands, and combined them, then globally scaled all objects to a 1/4 of their size to get around a similar limitation. This was due to the communities desire to use the jets. Regardless, thank you for all the hard work!

    [WHat about nose art?]

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    Re: TFS Developer Update – August 2018

    There is a lot of space here


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    Re: TFS Developer Update – August 2018

    Quote Originally Posted by IIJG27Rich View Post
    There is a lot of space here

    There is more space at the top and bottom of the actual map than shown in the pic.

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    Post Re: TFS Developer Update – August 2018

    More excellent work chaps! Absolutely loving that list of "ready to export," aircraft!!!
    109F is not looking too shabby either, will look forward to trying all these new aircraft out for sure!

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