Battle of Moscow

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Re: Battle of Moscow

Beitrag von I/JG27_Zimmi » Di 27 Okt 2015, 15:20

http://forum.il2sturmovik.com/topic/128 ... quote]Dear friends!\n \nToday we reach a major milestone in IL-2 Sturmovik project and we sincerely hope you'll enjoy the new stuff.\n \nFirst of all, we added the long awaited summer and autumn seasons along with the new campaign that covers early stages of Stalingrad battle from last days of flaming August to the middle of November when first snowflakes started to fall on the ruins of the city. In the new campaign we've tried to implement some of your requests and it contains static scenarios in addition to regular dynamically generated ones. Each one of them is a short story of a Russian or German pilot, a small episode of the world war.\n \nSecond, a new plane appeared in the 'already released' list of Battle of Moscow aircraft - Bf 109 E7. Now all customers of Battle of Moscow can fly it while those who have only Battle of Stalingrad can choose it as an enemy, as well as all other BoM planes.\n \nThird, today is a happy day for those who pre-purchased standard edition of Battle of Moscow - now they can jump into pilot seats of I-16 type 24 and Bf 109 E7 (only the owners of Premium version of Battle of Moscow could fly them earlier). MC 202 and P-40E planes are still exclusive to Battle of Moscow Premium version, they will be available for separate purchase later.\n \nJust in case you haven't noticed, there is an active sale underway. Now you can add La-5 and Fw 190 A3 to your account if you own standard version of Battle of Stalingrad at half the price. Standard and Premium (which already includes these two planes) editions of Battle of Stalingrad are also 50% off, so if your friend (or maybe even you) doesn't have BoS yet it would be a good opportunity to fix this. Please note that additional planes should be added on Steam for Steam version and in our store for non-Steam version.\n \nSee you in the sky, pilots! For a safe take-off don't forget that engine power is significantly lower at higher summer temperatures than during winter.\n \n1.104 change list[/quote]
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Re: Battle of Moscow

Beitrag von I/JG27_Steini » Di 27 Okt 2015, 17:40

:horse:

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Re: Battle of Moscow

Beitrag von I/JG27_Rollo » Di 27 Okt 2015, 20:09

Und es war Sommer...\n
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Re: Battle of Moscow

Beitrag von I/JG27_Zimmi » Fr 13 Nov 2015, 06:09

Hier ein etwas längeres Update:\n\nhttp://forum.il2sturmovik.com/topic/168-developer-diary/?p=302842
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Re: Battle of Moscow

Beitrag von I/JG27_Zimmi » Fr 20 Nov 2015, 14:36

http://forum.il2sturmovik.com/topic/168 ... e]\n\nGood news everyone!\n \nThe end of November is near, and the beta-testing of the next update, 1.105, is near its end as well. Today I'll tell you about what our team prepared this time. It's hard to pinpoint a biggest feature, so lets say there are three main and interesting additions to the game:\n \n1. German two-seater fighter Bf 110 E-2 which has been developed for Battle of Moscow project. This aircraft turned out to be very interesting. First, it has rich instruments array, almost as good as on bombers. Second, it is capable of carrying very diverse and huge bomb load. Third, it is very charismatic and leaves a striking impression in handling and visuals. Fourth, its gunner station is somewhat unique with holders for spare magazines both for MG-15 turret and for nose MG-FF guns (you need to reload the cannons each 60 rounds). All in all, I think that getting acquainted with it will bring many interesting moments for you.\n \n2. Player controlled tanks. I told you about them in detail in our previous developer diary, so today let's talk about gameplay. Currently, we release them for multiplayer only, so 'detailed' player controlled tanks have no AI and can't follow commands set in mission editor (they are supposed to be controlled by one or two players). However it's possible to create a user scenario where a player controlling a tank can participate in a large AI battle with ground and air forces involved. We can add the best of such scenarios created by players to the game (by author permission of course).\n \nThere will be two multiplayer missions with tanks at 1.105 release:\n- First mission is a territory capture that can be played on tanks and planes simultaneously. Tanks need to capture enemy tank spawn points designated by flags, getting closer to the enemy airfield. Players who prefer air power can take off from the airfield either on ground attack planes to support their own ground forces or on fighters to counter enemy air. To capture a flag, ground forces must preserve numerical superiority in its vicinity for a short time. After capturing a couple of enemy flags, tanks can move further to the enemy airfield and wipe it out for good, winning the mission.\n- Second mission is simpler, but can be more hectic. Players on tanks can participate in the endless AI tank battle (roughly 2 vs 2 tank companies with artillery support) to turn the tide in their favor. Here you immediately jump into the heat of battle. If many players participate in this mission, it can grow up to battalion vs battalion size. Supporting your side from the air is also possible.\n \nA tank is controlled by the following commands (they can be changed in input settings):\n \n"E" - Start engine\n"Cursor Keys" - Movement (the game automatically translates these simple direction commands to pushing pedals, switching friction clutches and changing gears).\n"RAlt-C" - Close/open hatch (riding with open hatches is obviously more dangerous).\n"LCtrl-C" - Switch to gunner and back to driver seat.\n"RAlt-G" - Switch ammunition: Armour Piercing / High Explosive / Machine Gun.\n"Ralt ;" "Ralt ." - Adjust gunsight verticaly (range)\n"Ralt ," "Ralt /" - Adjust gunsight horizontaly vertical (only on T-34)\n"Mouse Wheel" or "LShift - Mouse Wheel" - Zoom in or out\n"T" - Set turret to stowed position / Take control over the turret\n \nPlease note that tanks are considerably slower in the field, especially Pz III, use roads for faster movement.\n \nAP rounds of these tanks penetrate roughly 68 mm (German one) and 77 mm (Russian one) armor at 500 meters.\n \nRemember:\n- 60° (relative to vertical) armor slope almost doubles its effective thickness at short distances;\n- If a tank is positioned at 45° to the firing gun, it increases effective armor thickness by additional 40% (try to fire as perpendicularly to the armor sheet as you can);\n- If an armor sheet almost stopped a projectile, damage it inflicted to inner modules will be much less than in case of clear penetration;\n- To destroy a tank, fire at its ammo racks, which are located under the turret and partially in it. Hitting other parts of the tank can kill the crew or immobilize it (engine, tracks, ...);\n- If a tank looks damaged outside, this doesn't necessary mean it is no threat anymore;\n- It can be useful to learn the enemy tanks construction to know their weak spots.\n \n"T-34-76 made by Stalingrad Tractor Factory, model of 1942" and "PzKpfw III Ausf. L" will be available for all owners of our project.\n \n3. Mouse controls. There was a long time dilemma in simulation genre caused by the fact that realistic flight physics mean that a newcomer should have a certain level of initial knowledge and skills (understanding basic principles like 'flight is speed', 'don't turn the flight stick to its limit', 'be more attentive at lower altitudes', etc.) and have controller equipment of a certain level (namely a joystick that is much less widespread gaming device today than it was ten years ago). This sets a pretty high entry barrier for newcomers who want to try the sim genre.\n \nOn the other hand, adding simplified flight physics (where a plane can be flown using just cursor keys on the keyboard and where it can't enter uncontrollable spin caused by rough handling for example) to accommodate new players leads to unsolvable problem - this won't give a player the feeling of realistic flight at all, robbing him or her of the very reason of simulation. Is there any point in playing a simplified physics flight in a sim which is all about realistic flight? In addition, this divides the community between those who fly using simplified and full physics modeling since they can't fly the same multiplayer mission.\n \nThe answer to this dilemma is a special 'advanced helper' that receives 'I want to do this but I don't know how to' commands from a player and translates them to real plane controls input, not touching physics level at all. This comes with a price however, as everything in life - the helper chooses optimal 'right' trajectories, which simultaneously prevents a player from critical errors and limits the extreme maneuvers the plane can perform like Barrel roll, Snap roll, Hummerhead, Sideslip and others. This enables players who use a mouse and players who use a joystick to fly together and don't have a clear advantage caused by their control device. Winning a fight requires tactical positioning and understanding the composition of air fight, what, we feel, is the goal in this situation.\n \nTo make this 'advanced helper' we chose a mouse pointing control, where you tell it 'I want to fly or shoot there' by moving the mouse cursor to that direction. This principle is fairly common in modern aviation games, our team wea one of pioneers of this feature when in 2008 in Rise of Flight sim we have developed plane turrets with complex kinematic mounts and controls where controlled by the helper that translated a simple pointing of mouse cursor to movement of various elements of a turret assembly, pointing the gun to the direction in 3D space designated by player. This principle allowed to model realistic handling and angle limits of gunner turrets in a simple way for a user; it is used for IL-2 turrets as well.\n \nIt is important to note that mouse control helper governs only pitch, roll and yaw. Controlling engine, flaps, brakes, armament and everything else is the same as on joystick. This allows mouse controls to be used in Normal and Expert modes just like joystick - differences (and difficulties) are the same. Here are general mouse controls:\n \n"Mouse movement" - Aiming the 'advanced helper' pointer\n"Mouse wheel" - All engines throttle\n"Left mouse button" - All guns fire\n"Right mouse button" - Hold it to look around without changing the direction of the flight\n"F1" - Default view from cockpit\n"F4" - External view with mouse controls (available only at Normal difficulty since external views are disabled on Expert)\n"LShift + mouse wheel" - Zoom view or sight\n \nPlease note that several commands will be automatically remapped when you switch from joystick to mouse and vice versa:\nZoom is either "Mouse Wheel" or "LShift + Mouse Wheel"\nChase view - "F4" or "LCtrl-F4"\n \nFurthermore, in case a part of the community feels they want to play only with players who use a joystick, we added a special option to dedicated server configuration that allows a server owner to restrict the control scheme to joystick. However we hope that thanks to the approach described above such restrictions will be enforced by hosters only in limited cases. Why?\n \nTo finalize our announce, we need to explain why we introduced this feature in the first place and what hopes we have for it. We hope that adding this basic control method that is available to anyone regardless of special equipment or skills will allow to taste the aviation sim for all these people who stopped at the doorstep before, realizing that they need to buy a special equipment just to take off and fly around the airfield. With this barrier gone, they can try the flight, the feel of the sim and play single player modes like scenarios, quick missions and campaign. When they learn a bit, these new players will try multiplayer. And finally, a part of them (hopefully a major one) will decide that 'it's worth it' and will buy a joystick to feel the joy of flight as close to real life as possible. Like you already do.\n \n_mc1.jpg _mc2.jpg\n_mc3.jpg _mc4.jpg\n \nTo end our today's diary, I want to show you the list of the new additions and fixes that are ready for 1.105, so you won't think that we 'burn our time for ridiculous tanks and mouse' :) Work is progressing at the same rate as before, we prepared player controlled tanks and mouse controls for a long time, so these new additions did not affect the project plan for Battle of Moscow and improvements for Battle of Stalingrad.\n \nMain features:\n \n1. German two-seater Bf 110 E-2 is available for all customers who pre-purchased Battle of Moscow. All other players can set is as AI plane in skirmish or scenario.\n2. Player controlled tanks Pz III Ausf L and T-34-76 STZ (Autumn 1942 series) can be added to multiplayer missions. They can be controlled by one or two (driver and gunner) players.\n3. Mouse control scheme added (experimental). Flight model is the same as with joystick control scheme (player points the mouse cursor in a direction he or she wants to fly and a special helper adjusts control surfaces to fly in that direction). Server owner can restrict control scheme to joystick if desired.\n4. New flag object added that can be used in multiplayer missions for capturing objects and territories.\n5. Planes made for Battle of Moscow are added to Battle of Stalingrad campaign as AI controlled planes based on their real life participation in the battle (they appear in certain time periods): La-5 ser.8, MC.202 ser.8, Bf 109 E-7, Bf 110 E-2, I-16 type 24 and P-40E-1. This makes the campaign more interesting and its chapters more diverse.\n \nImprovements if physics and systems modeling:\n \n6. ATA limiter removed from P-40E-1 since there was none on this model. You can increase pressure above 45.5 for a limited time. If in-game engine helper is switched off (Expert mode), it won't return to normal values automatically after spending time limit, potentially breaking the engine.\n7. Bf 109 F-4 and G-2 thermal balance corrected using 'African' reference: larger and larger radiator opening yields less and less cooling increase, which leads to necessity of opening radiator more at higher temperatures and during climb.\n8. Bf 109 G-2 engine reacts to throttle axis in a more convenient way.\n9. La-5 can no longer can be destroyed by engine shake.\n10. La-5 can be landed without landing gear.\n11. I-16 can be landed without landing gear.\n12. Fw-190 can be landed without landing gear.\n13. Pilot won't always die after nose-over.\n14. Yak-1 pneumatic flaps extension speed increased (~80° per second while stationary, less at high speeds) based on learning video for Yak-15 with the same flaps system.\n15. IL-2 pneumatic flaps extension speed increased (~33° per second at 200...220 km/h speeds) based on restored IL-2 flight video.\n16. Bf 109 tail reinforced to make it more resistant to taxiing over rough ground.\n17. Bf 109 G-2 ATA gauge shows correct information after starting a mission in air.\n18. Bf 109 G-2 auto level works correctly at 2 km altitude and 500 km/h speed.\n19. Damage system has been reworked (more accurate armor penetration calculations).\n20. Tracers are randomized while shooting several MGs at once (this was an issue on P-40).\n21. Ammo mass is reduced correctly while shooting several MGs or cannons of the same type.\n22. Aircraft ground impact at high speeds now correctly causes a detonation (in previous version it could survive a shallow impact at 500+ km/h speeds).\n23. Message in technochat about extending or retracting flaps is not displayed when they are fully extended or retracted.\n24. Technochat symbol showing that engine assist is on is restored for Bf 109, Fw 190 and MC.202.\n25. Bf 109 F-4 and Bf 109 G-2: technochat symbol restored showing that game radiator control helper is on. On-plane automatic radiator control symbol changed in technochat.\n26. Gunner turrets rotate more smoothly.\n27. Turret rotation smoothness tuned for large zoom values.\n28. Mechanical aiming sight corrected on MC.202 ser.8.\n29. Contrail appearance altitude now depends on season (temperature). Contrails are intermittent at the altitude of their appearance.\n \nArtifical Intelligence improvements:\n \n30. Ju-52, He-111 and Pe-2 take off better (course oscillating reduced at take off start).\n31. AI controlled fighter carrying bombs or rockets now behaves like ground attack plane and doesn't enter combat on its own. If attacked, it will drop the bombs and engage.\n32. The simulation will no longer crash while attempting to delete an AI controlled Ju-87 during its bombing run with siren switched on :)\n \nOther changes:\n \n33. Fixed issue when impact angle wasn't calculated properly for ground vehicles.\n34. AI controlled tanks armor structure made more detailed, they have correct armor angles and they can't be destroyed by hitting secondary parts if the main armor body is intact.\n35. Target destruction messages ('player destroyed something') are visible only for the player coalition in multiplayer (so they won't reveal the player position to the enemy).\n36. After capturing an airfield in multiplayer mission its symbol is updated properly.\n37. DServer stability improved, it shouldn't crash after prolonged periods of time.\n38. Wrong chat colors in multiplayer fixed.\n39. Trees along the roads added to summer and autumn maps.\n40. New feature: ability to automatically login and load a certain mission or replay. Use config file <game_folder>\data\autoplay.cfg.\n41. Game log in time reduced.\n42. Object textures in mission editor update after changing the map preset to another season.\n \n\nYou may to discuss about part 114 of the Developer Diary in this thread\n\n [/quote]
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Re: Battle of Moscow

Beitrag von I/JG27_Zimmi » Mi 23 Dez 2015, 07:38

Dear simmers!\n \nWe're glad to tell you that the work on new update 1.106 is finished and it is already available. This new version contains numerous additions and improvements, new plane, design changes and so on - you can read the full change log below.\nThe main addition is the Soviet fighter MiG-3 series 24, which is available to all players as AI controlled plane in QMB and early Stalingrad campaign (in the time frame when it was actually there) while customers who pre-purchased Battle of Moscow can fly it already.\n\nAnother significant addition to the game is the new languages support: Spanish and French. The long awaited feature of propeller wash affecting grass is also made it in. Later we also plan to make planes bend the grass by their fuselage and wings like player controlled tanks do. In addition, a significant amount of work has been done on physics and plane 3D model improvements, tank armor made more detailed, multiplayer changes including victory points allocation.\nWe hope you'll enjoy the new version we prepared for you, friends.\n \nMain changes:\n1. Fighter-interceptor MiG-3 series 24 is available to players who pre-purchased Battle of Moscow. Those who only have Battle of Stalingrad can set it as an AI plane in single player or encounter it in multiplayer.\n2. Spanish translation added.\n3. French translation added.\n4. In MP, dots showing enemy and own objects near airfields and tank bases have been removed. Airfields and tank bases now use different symbols 'under air attack' or 'under ground attack' instead. If server hoster wants to keep previous 'radar' functionality, it's possible to add a spotter unit to the airfield.\n5. Airfield symbols in multiplayer were redesigned to make their selection easier when positioned near each other.\n6. New multiplayer scenario 'River clash' added. In this scenario tank and aircraft players must work together to cross the rivers and eventually reach the enemy airfield.\n7. Player controlled tanks now bend down the grass.\n8. Propeller wash now affects grass.\n9. New system preserves your multiple joysticks mappings in case of their ID was changed by DirectX after disconnecting and reconnecting or PC reset (it identifies various control devices by GUIDs and names).\n10. Early war (1941) tanks added: KV-1 mod. 1941, Т-34 STZ mod. 1941, Pz III Ausf.H and Pz IV Ausf.F1. You can use them in custom missions or encounter in QMB. They will appear in Battle of Moscow campaign in the future.\n \nChanges in flight modeling and AI:\n11. Pilot head limits in closed cockpit were corrected for all planes.\n12. Default pilot head positions were corrected for all planes.\n13. In case of fuel tank penetration, LaGG-3, La-5, Pe-2, P-40 amd Bf 109 E-7 engines will no longer stop before spending all the remaining fuel.\n14. Propeller governor works correctly after starting a mission in P-40 with cold engine.\n15. Head shake reduced on IL-2 at high engine RPM.\n16. IL-2 engine now automatically enters boosted mode by enriching mixture when engine helper is active (at Normal difficulty mode).\n17. Automatic He-111 bombsight mode no longer resets after exiting bombsight view.\n18. Muzzle velocity was corrected for He 111 Mg-FF guns.\n19. Bomb release sounds added for all planes.\n20. AI turret gunners now engage attacking fighters at 3 times longer distance if they have plenty of ammo left.\n21. Field of view (looking down) corrected for AI LaGG-3, Lа5, IL-2, Bf 109 F4, Bf 109 G2, Fw 190 A3 (reduced in general).\n22. Inversion trails are now related to air movement.\n \n3D aircraft model changes:\n23. Fixed issue with invisible fuel leak on I-16, MC-202, Bf 110, Ju 87.\n24. Slits between cockpit and fuselage removed on several planes.\n25. 'Dancing reflections' bug in Bf 110 E-2 cockpit fixed.\n26. Yak-1 mixture control lever movement corrected (inverted).\n27. Bf 110 E-2 engine gauges disappear correctly after losing an engine.\n28. Venturi tube added to I-16.\n29. Animation of flight and oxygen controls corrected in Bf-110 cockpit.\n3D tank model changes:\n30. Tank suspension made more detailed. Now it's easier to hit hull sides between the wheels, but it's harder to hit a track itself.\n31. Unbuttoned gunner/commander can be hit by bullets and fragments, making this view dangerous (there is no visible human model yet).\n32. Unbuttoning/closing hatch is now animated and T-34 hatch provides some cover.\n33. Т-34 gun mantlet armor corrected (was 2x more before).\n34. Missing armor plate added to Pz. III turret (left side).\n35. A small hole in T-34 armor between its hull and turret was patched up.\n36. Spare track links attached to Pz. III front hull provide additional armor.\n37. Tracks on player controlled tanks are now more resistant to bullets and smaller caliber rounds.\n38. LOD models added for player controlled tanks, this should improve performance in large tank battles in multiplayer.\n39. Tank destruction corrected (a random bug could cause tank turret to remain intact).\n \nMultiplayer changes:\n40. Victory in MP is granted to the side which has more points left after time runs out or to the side which reduced enemy points to zero.\n31. Coalition victory points in MP can be reduced by 50 by achieving special goals set by mission designer.\n42. Victory can be achieved by completing a Mission Primary Objective specified by mission designer.\n43. At the end of the mission victorious players, who fought at least for 15 minutes and did not change sides, receive +50 additional points on Normal and +100 on Expert difficulty.\n44. Tank players always receive 100% points even if their tank was damaged or destroyed, since they can't return home like planes (with the exception of friendly fire, that yields 0% points given).\n45. Credit for tank kills should be awarded correctly in all cases.\n46. Mission designers can block airfield or tank base by assigning it an empty object pool via CMD_behaviour command.\n47. Balancer functionality that adjusts the number of players between coalitions now works for tanks as well.\n48. Balancer now allows up to 2 Pz. III players per 1 T-34 player, depending on total player amount.\n49. Microstutters in large MP battles should be gone now.\n50. Remaining coalition victory points are displayed on mission end screen.\n51. Statistics on a custom difficulty server are displayed without redundant 'custom 0% points' label.\n \nOther changes:\n52. Scenario mission corrected in the 2nd chapter of the early Stalingrad campaign.\n53. Outro video should correctly play at the end of late Stalingrad campaign.\n54. Fw 190 escort missions corrected in the campaign (starting altitude was too low when escorting ground attack planes).\n55. HUD transparency setting now affects mouse cursors in flight.\n56. Pontoon bridge entrances are now visible from longer distances.\n\n
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Re: Battle of Moscow

Beitrag von I/JG27_Rollo » Mi 23 Dez 2015, 08:04

...
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Re: Battle of Moscow

Beitrag von I/JG27_Zimmi » Di 29 Dez 2015, 10:53

Ich muss zugeben, jetzt mit der Emil, der Mig, der I-16 und der 110er machts wieder richtig Spaß und erinnert mich an die Anfänge von IL2 :D
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Re: Battle of Moscow

Beitrag von I/JG27_Zimmi » Di 29 Dez 2015, 17:26

Neues Update mit Screenshots der Moskau Karte\n\nhttp://forum.il2sturmovik.com/topic/168-developer-diary/?p=319253
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Re: Battle of Moscow

Beitrag von I/JG27_Zimmi » Fr 22 Jan 2016, 15:01

Es gibt ein neues Dev-Update: # 120\n\n
\nToday is an important day for the project - we start the beta test of three new Battle of Moscow timeframe planes at once: Bf 109 F-2, IL-2 model 1941 and Pe-2 series 35. If all goes according to the plan, these planes will be available to all owners of Battle of Moscow next week. It's possible that the new update will be postponed for a week because of the large amount of new content, but let's hope for the best :)\n \nAs we said earlier, we started the discussion on what we'll be doing later this year. Long term planning requires long discussion, so we'll be able to give an answer to the question 'what will come next after Battle of Moscow' both to you and ourselves closer to its release. In the meantime, we created a list of improvements for our flight model department we'd like to have in the coming months. It consists of two independent parts that will be worked on in parallel, and the tasks are arranged in the order they will be done (the list is likely to be corrected as the work goes though). So...\n \nComplex tasks that require significant changes or research to find their cause:\n1. Find and eliminate the cause of invisible planes sometimes appearing in multiplayer (which is very hard thanks to the system complexity);\n2. Fix the issue that causes stopped engines to start and stop again for some time;\n3. Fix the issue with a plane turret controlled by another player not correctly disappearing after plane crash;\n4. Fix the issue with proppeler dust wash effect not disappearing immediately after crash;\n5. Damage model imrpovements: make hits to wing roots damage longerons and cause wing fracture;\n6. Fix the issue of Pe-2 propeller sound remaining after engine (and wing) loss;\n7. Improve engine start procedures on all planes by setting engine control axes to positions convenient for taxiing and take off;\n8. Add a button to reset rudder axis to middle position (useful for players who use buttons to control it);\n9. Improve flight model control tools that will make development process of new aircraft FMs more efficient;\n10. Additional research of airplane sideslip angle influence on plane roll;\n11. Additional research of dynamic airflow compressibility and its influence on plane diving and control effectiveness (previously we based FM adjustments on manuals that stated 750 km/h velocity limits, while some test reports contain data of planes achievieing significantly faster speeds in dive, when dynamic airflow compressibility is ought to be taken into account);\n12. Mouse control: make the control assist react to small direction changes less vigorously;\n13. Fix the issue of BF 109 E-7 - it shouldn't 'squat' when you engage brakes;\n14. Fix the issue of several planes: wind can somewhat swing them on the rear wheel while parked;\n15. Improve wheels modeling, that will make large planes with low power engines, but big wheels to taxi easier;\n16. Improve autolevel flight assist for non-dive bombers (He-111, Ju-88, Pe-2 s. 87 and Pe-2 s. 35) so it will use rudder instead of ailerons for corrections;\n17. Add engine detonation affect caused by a variety of causes (wron mixture, high miture temperature, engine overboost, etc. );\n18. Add weapon misfires caused by overheating;\n19. Develop more sophisticated high-G effects system so it will affect plane crew depending on their weariness, oxygen amount, wounds, etc.;\n20. Make bailing out impossible during heavy rotations or other hard maneuvers;\n21. Make pilot head movement more realistic by adding a simple spine model;\n22. Add united controls for different adjustable stabilizers;\n23. Make twin engine coolers on Bf 109 F4, Bf 109 G2 and Ju 87 D3 more detailed (currently always left cooler emits vapor when any radiator is damaged);\n24. Add emergency cooldown systems to aircraft where applicable;\n25. Make fuel system simulation more complex (more detailed tanks system, allow player to control engine flow and control fuel amount manually, more detailed fuel leaks and self-sealing process, fire probablity based on remaining amount of fuel inert gas pressurization, external fuel tanks.\n \nRegular tasks:\n1. Check and correct fineness ratios of all planes with their flaps extended;\n2. Correct La-5 engine damage model (overheat damages it too fast now);\n3. Correct Fw 190, Ju 87 and He 111 engine damage models (engine rotates for a long time with propeller blades bent);\n4. Implement MC 202 flaps safety system that retracted them at high speeds to protect them from damage;\n5. Correct Bf 110 flaps system to make flaps extension incremental in all cases;\n6. Correct He 111 trimmer so it won't stop moving before value reported in technochat reaches 100%;\n7. Correct (invert) He 111 trimmer;\n8. Add landing gear breakability to all planes where it is missing;\n9. Correct 'jumpy' behavior of Bf 109 F4, G2 and F2 to resemble E7 behavior and check other planes;\n10. Implement jamming and self-closing of sliding canopies from high speeds and pitching/diving;\n11. Correct Pe-2 issue where throttle control assist leads to oscillating throttle value at full setting;\n12. Set up different radio frequencies for own and enemy planes;\n13. Add tips to technochat;\n14. Invert certain values in technochat (for example, trimmers);\n15. Manual mode switches on planes with automatic governors should also turn off the corresponding in-game assist;\n16. Bf 109 flaps control wheel should also jam when the flaps jam;\n17. Planes with powered front armament will have their fire capability blocked after power loss;\n18. Add reserve guns reload systems where applicable;\n19. Implement smoke generators;\n20. Improve hand shake effect to correspond to engine RPM;\n21. Improve force feedback effects on FFB capable joysticks (taxiing over bumpy field, ground impact when landing without landing gear);\n22. Correct gun fire FFB effect (it shouldn't be influenced by plane speed as it was reported to be the case on P-40);\n23. Make it possible to torn off all I-16 landing gear covers in dive;\n24. Make it possible to torn off upper Yak-1 landing gear covers in dive;\n25. Yak-1 upper landing gear covers should be torn off in an event of corresponding wing loss;\n26. Address Ju-87 oscillating engine RPM issue that happens during take off at maximum throttle;\n27. Animate radiator control buttons on Ju-87 and Pe-2;\n28. Turn off electric thermometers on parking for the planes with powered thermometers;\n29. Jam compasses at high roll values;\n30. Improve oxygen system modeling on German planes;\n31. Correct Fw-190 adjustable stabilizer indicator;\n32. Conduct additional research of LaGG-3 and La-5 takeoff ability with strong side wind;\n33. Correct Ju 87 engine thermal modeling;\n34. Correct 'near stall' audible cue on Bf 110 E-2 (currently these sounds can be heard even with minimal pitch corrections).\n
OLt. Zimmermann
Gruppenkommandeur

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I/JG27_Martin
Uffz.
Uffz.
Beiträge: 14
Registriert: So 04 Okt 2015, 16:13

Re: Battle of Moscow

Beitrag von I/JG27_Martin » Fr 22 Jan 2016, 16:13

Ist damit auch das "wobbing" der 109 gefixed worden?

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I/JG27_Zimmi
OLt.
OLt.
Beiträge: 1311
Registriert: Sa 05 Sep 2015, 09:30

Re: Battle of Moscow

Beitrag von I/JG27_Zimmi » So 24 Jan 2016, 07:22

We will see... hab noch kein Update erhalten.
OLt. Zimmermann
Gruppenkommandeur

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I/JG27_Rollo
Fhj.-Fw.
Fhj.-Fw.
Beiträge: 441
Registriert: Sa 05 Sep 2015, 12:15

Re: Battle of Moscow

Beitrag von I/JG27_Rollo » So 24 Jan 2016, 08:28

9. Correct 'jumpy' behavior of Bf 109 F4, G2 and F2 to resemble E7 behavior and check other planes;
\nklingt zumindest vielversprechend...

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AH-DG
Beiträge: 24
Registriert: Mi 09 Dez 2015, 08:25

Re: Battle of Moscow

Beitrag von AH-DG » Mi 27 Jan 2016, 23:55

jÖ jÖ...ziemlich viel versprechend...mhuhahahahahahahahaahaaaa... :DD \n\nfuckingamateuren! den RoF haben se schon mal kaputtprogrammiert jetzt isja ne andere Schrott an ne Reihe... :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: \n...und an diesen Hannebambels hab isch ja 8-Monaten zeit verloren in dem ich diesen kakalaken meinen Archiv zu \nverfügung gestellt habe...was für ne Idiotie war dat von mir mit diesen hirnamputiertennixnutzer anzulassen... :wall: :dash: :hhammer: :hammer: :HAMMER: \nhttps://www.youtube.com/watch?v=IY8Q3WQBi8A\n\np.s. sorry, Rollo ich lach jetzt nicht über dich...nÖ :vic:
" Es gibt nur eine Sünde, die gegen die ganze Menschheit mit allen ihren Geschlechtern begangen\nwerden kann, und dies ist die Verfälschung der Geschichte. " (Friedrich Hebbel)

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I/JG27_Rollo
Fhj.-Fw.
Fhj.-Fw.
Beiträge: 441
Registriert: Sa 05 Sep 2015, 12:15

Re: Battle of Moscow

Beitrag von I/JG27_Rollo » Fr 29 Jan 2016, 17:45

Die F 2 :stick:\n\n
F2_1.jpg
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F2_2.jpg
\n\n
F2_3.jpg
\n\n
F2_4.jpg
\n\n
F2_5.jpg

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