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Thread: TFS Developer Update – October 2018

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    TFS Developer Update – October 2018

    Hello everybody.

    First off, I need to offer an apology for this update coming out a little later than normal. This is systematic of the fact that we are all volunteers working in our spare time. In my case, I’ve been away from home on a couple of business trips and the timing was just bad. The team produces builds/branches that are called “Mod Enabled Versions” (MEV’s) of the game. These have different features enabled or imported which allow the developers to integrate and test as we go. For me, the MEV which had the content I need to show was available when I was not.

    There is another part of this involving me being out of touch with everybody because rather stupidly I dropped my phone down the toilet… but that is another story which I won’t go into because it is too embarrassing. So, nonetheless, it is a bit rushed, but here it is.

    Team
    We welcome another new member to the team this month. He is a New Yorker going by the name of “American” and is a 3D modeller who in the past used to create 3D models for IL2 1946 mods.

    If you’re wondering why we need more modellers it is because we need the Tobruk environment to be rich and befitting the period. So, whilst existing creations (aircraft) are being imported, we are expanding and improving the number of objects for v5.0. To this end we continue to look for new members who are interested and familiar with WWII Tanks, Vehicles and Ships... with a good background knowledge of specifications and details of weapons and armour. Experience with Blender or 3DMax would be an asset, as well as a knowledge of C# code.

    If you think you could contribute with these skills we’d love to hear from you. Also, those accepted would be entitled to a share of any revenue.

    Schedule
    There are some challenges ahead if we are to remain on track to our internal schedule. The import process is a complex one and it would be fair to say it is a bit of bottleneck because it requires specialist knowledge and skills. Morale is good though, and the new content coming into the MEVs is exciting the whole team.

    Progress
    Map
    I regret that I’m still unable to show you the new map. Work continues but given its importance, the team are understandably sensitive to me showing it too early. What I can say is that being newer to the map team, I had failed to comprehend how hilly parts of the North Africa coastal area actually are. I think there is going to be a lot of fun to be had flying and fighting at low level down the dry watercourses and valleys. Please bear with us on this one.

    Aircraft
    In all cases (as stated previously), the flight models continue to be tweaked during test and are not specifically reported on. For the sake of brevity, please see this post:
    https://forum.il2sturmovik.com/topic...-tobruk-build/

    As an aside, here is a video of work in progress on the MC202 cockpit instruments:


    AI
    A 2nd release of updates to the AI is in internal testing.

    Effects
    Audio and visual effect updates continue to be worked on and will be shown in future updates.


    So now on with a few of your questions from across the different forums (again, forgive me for paraphrasing). Note, the best place to post questions for me to find them is always the latest update thread. Some questions have been asked before so if you can’t find the answer to one of your questions please check the previous updates:

    Q1. Are you fixing Grass tiles so that they no longer pop into view and also default markings so that they no longer appear in replays (trk files)? Also nose art working from the menu and finally AI trucks that can cross bridges?
    We have built a new version of the grass tiles which displays less popup and we expect with further development there will be improvement on that Alpha.
    We think we have a solution to the .trk not showing custom skins. This will be tested further before we confirm.
    AI trucks crossing bridges is a well-known problem for which a fix is currently is eluding us. We continue to work on it (and many other documented issues) for inclusion in future updates.

    Q2. If TF 5.0 is a commercial success and the development effort can be continued into further updates, will TF 6.0 as well as the carriers be hopefully released before BoX releases a Pacific Theatre?
    Whether Team Fusion moves on to develop a 'TF 5.5' or 'TF 6.0' is dependent on how successful 'TF 5.0 - Tobruk' is. This is one of the reasons we are taking our time in releasing TF 5.0... we want it to be an exciting and successful release.

    Q3. Roughly how long does the import process take for an airplane?
    The import process is a labour-intensive activity which often results in problems being found with the model which require correction. It can therefore go back and forth between the modeller and the integrator several times. The process itself requires every internal and external moving part animation to be handled correctly, establishing correct linkage between the cockpit instruments and the performance model, the damage model to setup correctly for the position of all damageable items and corresponding textures, and finally, the game engine itself to have awareness of the aircraft type, e.g. for the FMB and player missions. In parallel to this we have skinning to do. This requires co-ordination between the modeller and skin maker because the textures have to be mapped into a template the skinner can use. We’re therefore talking about many dozens of manhours.

    Q4. Any news on the interim patch that is supposed to be released before TF 5.0? Will it address issues with Bf-110 speeds?
    The 110's had their speeds corrected for Cliffs of Dover Blitz edition. The fastest 110 at altitude is the C-4N. The fastest 110 on the deck is the C-4B. We are working on the patch and will be beta testing in the next month or so.

    Q5. Are the Mc 200 and SM79 included in the development?
    No, the Macchi C-200 is very similar in performance to the Fiat G-50 and therefore the Macchi C-202 was a better choice for our limited resources. The Savoia-Marchetti SM-79 was too large a project to be completed for TF 5.0, but we might see it in the future.

    Q6. Is there any news on a SP career mode?
    TF 5.0 will include Desert based Single Player campaigns for the major new aircraft.

    Q7. Any possibility of being able to use custom skins on stationary aircraft as in IL-2 46?
    We hope to include this option.

    Q8. Will we ever see clouds more in line with the BoX clouds? How much further can the engine be pushed in the looks department?
    Extended clouds are one of the goals for TF 5.0.

    Q9. Will the auto-release mechanism be working with the kurssteuerung in "course" mode?
    Have you found the reason behind the super annoying aircraft bouncing in mode 22, and will this be corrected in 5.0 ? Will altitude holding of mode 22 be improved so to stop losing 1km altitude before stabilisation? Will the two scales of the gyroscopic compass and the kurssteuerung be tuned to be in line with each other (especially in the heinkel, being off the mark by 15° or so)

    We are working on solutions for the 'Mode 22' issues.

    Q10. Any news on the Ai recoding and radio commands would be appreciated (stuff that's been done rather than hope to be done) please?
    The 2nd rework of the AI changes is in internal testing.

    Q11. Can we have navigation lights and flares enabled?
    Navigation lights are already part of the game. We discovered that they had been disabled because the AI had a habit of turning them on at inappropriate times – so it is something that is being looked at. We’ve also done work with landing lights – but turning those on also revealed problems which is why they were turned off in the original release. Overall, we are working on a comprehensive revision of the night graphics. Flares are currently not in our plans.

    Q12. Is a pre-Christmas release a pipe dream?
    Announcing Release dates is not TF's responsibility, however in regards to this question, we can provide some information:

    We probably could have achieved a Christmas release, but this would mean excluding some of the new aircraft types, a reduction in the number of vehicles and ships, less improvements to the code and AI, and a less polished map. For that reason we decided against rushing to complete on this date. Our experience with TF 4.5 told us it is critically important to have a product which is refined and bug free out of the gate. First impressions are important. And clearly, a substantial amount of new content with an exciting new environment will be a major factor in generating player interest. We will freely admit TF 4.5 did not have the impact we had hoped for... we've learned our lesson and will make sure TF 5.0 has much bigger punch!

    So with that in mind, we continue to work hard on creating this new module, and will have it ready as soon as it is done to a standard which we think the community expects in IL-2 products.

    Q13. Will Cliffs of Dover and BoX ever become one game?
    No. The two have completely different game engines.


    That's pretty much it for this month. As usual I will finish with a short video…



    And just before I close this months update here are a few extra snippets for you that didn't make it into the video... enjoy!

    Martlet01.jpg

    Martlet02.jpg

    Martlet03.jpg

    Martlet04.jpg

    Martlet06.jpg

    Martlet07.jpg

    Martlet08.jpg

    Martlet09.jpg

    Thank you for your continued support, patience and understanding.

    For and on behalf of Team Fusion Simulations,

    Bonkin.
    Last edited by Bonkin; Oct-22-2018 at 14:53.

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    Re: TFS Developer Update – October 2018

    Beautiful stuff, thank you!

    @American: Welcome to the Cliffs community!

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    Post Re: TFS Developer Update – October 2018

    Quote Originally Posted by Bonkin View Post

    [B]Q8. Will we ever see clouds more in line with the BoX clouds?
    Please don`t: pretty sure clouds are a sore point for a number of BoX users

    Great stuff, enjoyed the Dewoitine footage.

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    Re: TFS Developer Update – October 2018

    I've just edited the OP to add pictures of the Martlet III. We hope you like it!

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    Re: TFS Developer Update – October 2018

    Great update thanks for posting Bonkin.

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    Re: TFS Developer Update – October 2018

    Wow! What a great update! Thanks Bonkin! Awesome to see the Dewo 520 in game causing havok! Cockpits all look great! Glad to see the Martlet and the P40 getting some love!. Exciting times!. S! TFS
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    Re: TFS Developer Update – October 2018

    Nice update and thanks for posting . Welcome to the team "American"

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    Re: TFS Developer Update – October 2018

    thanks for a great update ,Dewotine looks awesome,

    keep up the good work and dont worry about christmas release... I can wait until the 26th Dec.

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    Re: TFS Developer Update – October 2018

    As long as there is a 12-13 day warning before it comes out..That's how long it takes for money to clear in the stupid paypal account

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    Re: TFS Developer Update – October 2018

    "There is another part of this involving me being out of touch with everybody because rather stupidly I dropped my phone down the toilet… but that is another story which I won’t go into because it is too embarrassing. So, nonetheless, it is a bit rushed, but here it is."
    been there done that....
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    Re: TFS Developer Update – October 2018

    Thanks for the update Bonkin.

    I'm sure Mr Hanky was mighty glad Tom get an early Christmas present!

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    Re: TFS Developer Update – October 2018

    Great stuff Bonkin and TF.

    Im really liking what i see re the Welly. It might not be apprpriate to ask in this thread but im wondering how much of the welly's cockpit will be selectable / functional. It seems like there's a lot of stuff to fiddle with when flying it which im looking fwd to.

    Ezzie

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    Re: TFS Developer Update – October 2018

    Thanks for the update, seems its coming along nicely.

    please stay clear BoX style clouds , they look awful and also murder the frame rate.

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    Re: TFS Developer Update – October 2018

    Thanks, Bonkin and all at TFS, for taking the time to share this remarkable progress!

    Great to hear you have American 'on board!' You are VERY welcome, Sir! Salute!

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    Re: TFS Developer Update – October 2018

    @Ezzie, all of that is a multiple faceted issue.

    As artists, we can add "collision" type boxes to any switch/lever we want to allow a mouse click to operate it, as long as we set each pivot point and note how far/what angle that object should move. That is the easier part but time consuming. Then the import/code guys have to code in the mouse over text for each object, and make it actually animate, a ton of work. Then those systems need to be coded in to make sure that switch X actually did what switch X is supposed to do, and some systems are not even modeled in game... yet.

    So, as for the Welly, I can't say for sure but it will be either the same amount as existing aircraft or more.

    Everything is dependent on time. For instance, if we got the formation/nav/landing lights corrected in game, then we have to go through each cockpit and add (if missing) the boxes and pivots, then the importer/coders have to do their work... so on.
    Last edited by ♣_Spiritus_♣; Oct-23-2018 at 08:20.

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    Re: TFS Developer Update – October 2018

    @Spiritus; Martlet is looking fantastic!

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    Re: TFS Developer Update – October 2018

    Thanks for the update Bonkin

    Plenty there to whet our appetites

    All seems to be coming together nicely,

    Looking forward to flying that Wellington

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    Re: TFS Developer Update – October 2018

    Quote Originally Posted by 69th_Spiritus_Mortem View Post
    @Ezzie, all of that is a multiple faceted issue.

    As artists, we can add "collision" type boxes to any switch/lever we want to allow a mouse click to operate it, as long as we set each pivot point and note how far/what angle that object should move. That is the easier part but time consuming. Then the import/code guys have to code in the mouse over text for each object, and make it actually animate, a ton of work. Then those systems need to be coded in to make sure that switch X actually did what switch X is supposed to do, and some systems are not even modeled in game... yet.

    So, as for the Welly, I can't say for sure but it will be either the same amount as existing aircraft or more.

    Everything is dependent on time. For instance, if we got the formation/nav/landing lights corrected in game, then we have to go through each cockpit and add (if missing) the boxes and pivots, then the importer/coders have to do their work... so on.
    Thanks SM.

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    Re: TFS Developer Update – October 2018

    Looks superb! Can’t wait to shred some Stukas with the D.520.
    Author of the Their Finest Hour, Their Greatest Challenge, Desert Hawks, Eagles over Tobruk, On Ne Passe Pas!, and Rising from the Ashes campaigns for Cliffs of Dover Blitz and Desert Wings - Tobruk.

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    Re: TFS Developer Update – October 2018

    Thanks for the great Update Bonkin & TFS! I love the D.520. French mates will be very happy, I guess.

    S
    The fun is always in the sun

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    Re: TFS Developer Update – October 2018

    Quote Originally Posted by Cybermat47 View Post
    Looks superb! Can’t wait to shred some Stukas with the D.520.
    Can't wait to shred some Spits and Hurrys with the D.520.
    Oh and 109s of course

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    Re: TFS Developer Update – October 2018

    Quote Originally Posted by Cybermat47 View Post
    Looks superb! Can’t wait to shred some Stukas with the D.520.

    A bit faster than a Hurricane, and with a 20 mm cannon. Sounds very good against Stukas, 110s and Do 17s.
    Should be definitely competitive against fighters as well, especially against the early 109s.

    I'm very excited about all the new planes. It will be tons of fun to try out the Macchis, Dewoitines, Martlets and P-40s.
    But ... there will be a bomb carrying Beau as well.
    I'm in love already!

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    Re: TFS Developer Update – October 2018

    Thanks Bonks for the update...Thanks TFS...~S~

    WOW...That Martlet looks pure quality...Great job!

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    Re: TFS Developer Update – October 2018

    I just found this. This is old 1946 "retextured" mind you but still. Just imagine what we will be getting. I love the look of those P-40s and North African camouflage on all the aeroplanes


    Last edited by IIJG27Rich; Oct-27-2018 at 16:41.

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    Re: TFS Developer Update – October 2018

    I believe it was Bonkin saying that he was suprised to see how many mountains were in the desert map. Looking at this I can see why. Those are beautiful textures..they have done a great job. I'm curious if it's possible to texture the ocean floor in CLOD. Given how blue and clear the water is( not sure how close it is in this video) but non the less it's clear I'm sure. Seeing reefs and underwater structure is possible from altitude. I love the look of the coastline and areas around the islands fading into the sea. I can't wait! Thanks for sharing this Rich. I'm sure TFS won't disappoint. S!
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    Re: TFS Developer Update – October 2018

    Quote Originally Posted by ATAG_Ribbs View Post
    I believe it was Bonkin saying that he was suprised to see how many mountains were in the desert map. Looking at this I can see why. Those are beautiful textures..they have done a great job. I'm curious if it's possible to texture the ocean floor in CLOD. Given how blue and clear the water is( not sure how close it is in this video) but non the less it's clear I'm sure. Seeing reefs and underwater structure is possible from altitude. I love the look of the coastline and areas around the islands fading into the sea. I can't wait! Thanks for sharing this Rich. I'm sure TFS won't disappoint. S!
    You're welcome Ribbs, anything I can post to raise spirits is well worth searching around for. I just found this map witch gives you a good impression of where the hills/mountains are in Libya.


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    Re: TFS Developer Update – October 2018

    any updates on torpedos?
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    Re: TFS Developer Update – October 2018

    Quote Originally Posted by IIJG27Rich View Post
    I just found this. This is old 1946 "retextured" mind you but still. Just imagine what we will be getting. I love the look of those P-40s and North African camouflage on all the aeroplanes



    wow, makes me want to load up old IL2..wonder how the pacific looks
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    Re: TFS Developer Update – October 2018

    Quote Originally Posted by III./ZG76_Saipan View Post
    wow, makes me want to load up old IL2..wonder how the pacific looks
    You know what..If it didn't take up so much HD space to get it patch up to the current popular version I would be playing it too. I guess the good old Hyperlobby is still going. I saved the Ultra Pack 2.01 on disk and that's what I mess around with constantly by myself. Someone should post it up again all you need is IL-2 patched up to 4.09 and the whole thing comes out at 11gigs

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    Re: TFS Developer Update – October 2018

    Hi !

    Maybe I missed something but I want to know, do You plan to build in TF 5.0 boost time limit (110% for allied planes and 100% power for axis) ?

    dziki
    Last edited by dziki; Oct-29-2018 at 09:40.
    My PC spec.: i5 6400 @ 2.7 GHz, GTX 1080 8GB, 16GB RAM, Dell 2007FP (20.1") 4:3, Sidewinder 2 FF joystick, Win 10

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