Jsun-El Posted September 25, 2016 Posted September 25, 2016 Any news about custom skins being allowed for sp campaign?
Trooper117 Posted September 25, 2016 Posted September 25, 2016 Any news about custom skins being allowed for sp campaign? Han answered this question with a 'no'... yet I'm sure Jason said custom skins would be in the new campaign a little while back... we will wait to see.
216th_Lucas_From_Hell Posted September 25, 2016 Posted September 25, 2016 That question was referring to this campaign mode specifically, and the Q had been sent before the announcement. The person who asked (Arthur) wanted to know if it was possible to allow custom skins into the current campaign since the other skins had been unlocked as well.
DD_Arthur Posted September 25, 2016 Posted September 25, 2016 Hello (waves), yeah, Lucas is right. No custom skins in current campaign but hope for the future one.
Jsun-El Posted September 25, 2016 Posted September 25, 2016 Since unlocks have all been unlocked I can't think of one logical reason to continue to disallow custom/historical skins in the sp campaign.
216th_Lucas_From_Hell Posted September 25, 2016 Posted September 25, 2016 I bet a Kit-Kat that it has to do with limitations within the system. I'm not sure exactly how it works but I assume the campaign's generator spits out missions based on the air base, length and mission type chosen. From there on, I guess it enters the aircraft type, and the skin and loadouts types from 1 to 10. If I am even vaguely correct, this example would work: Gromoslavka area, long mission so runway start, intercept so Stukas will come in at 500m near point A. The player aircraft is a Yak-1, using loadout 1 (default), skin 10 (shark-mouth). Maybe this is all silly and I'm wrong, but I assume they just didn't code the ability to fetch the custom .dds files and input them in the generated mission. If that's the case then some work on it would fix the issue, but then what's the point in wasting man-hours there when you already have a whole new scenario and campaign engine to create?
[CPT]milopugdog Posted September 25, 2016 Posted September 25, 2016 Since unlocks have all been unlocked I can't think of one logical reason to continue to disallow custom/historical skins in the sp campaign. Why do they need to? They're going to replace it with the Career mode.
ER*Wumme Posted September 26, 2016 Posted September 26, 2016 (edited) Dear Han, is it possible to give us a plan - like you done for BOM- in which month we " PREORDERERS" can get early access to each plane like you do it for BOM : Rata in june , P 40 in december etc. I personally hope that the spitfire is one of the first planes we get and not the last one. This will have a great burst on the amount of preorderers. i think !!! Edited September 26, 2016 by propfan
Eclipse4349 Posted September 26, 2016 Posted September 26, 2016 This is great news! I'm looking forward to many, many hours in the skies over the eastern front, and beyond. So many of the planned enhancements and additions are very exciting. IL-2 has been one of the few gaming purchases I haven't regretted lately!
senseispcc Posted September 27, 2016 Posted September 27, 2016 This is all geat news, perfect news ! The Kuban front is one I like very much in the original IL2 game it combined many features not found elsewhere on the east front. Good weather, sea (boats, ships), some mountains, moments where there was no land battle but only air battles, some amphibious landings, land battles in very heavily defended regions, etc... But I have one question and strangely when I did a search for it in this forum I got a blocked result ?! This question is ; Does anyone have any news about the advancement of the Yak -1b project ?
Trooper117 Posted September 27, 2016 Posted September 27, 2016 This question is ; Does anyone have any news about the advancement of the Yak -1b project ? Depending where you look in this forum there are two opinions. 1. Sometime in October. 2. Or according to another poster who reckons Jason said in his Q&A session, before the end of December... take your pick
II/JG17_HerrMurf Posted September 27, 2016 Posted September 27, 2016 Can't seem to find any info on the 2.004 release date. I had it in my mind it was proposed for early October'ish. Anyone with further insight and/or a link?
216th_Jordan Posted September 27, 2016 Posted September 27, 2016 Can't seem to find any info on the 2.004 release date. I had it in my mind it was proposed for early October'ish. Anyone with further insight and/or a link? There is no more info on that. Give it one or two weeks.
Blooddawn1942 Posted September 28, 2016 Posted September 28, 2016 I guess it will come out of nowhere with a bang as usual.
1CGS BlackSix Posted September 28, 2016 1CGS Posted September 28, 2016 Can't seem to find any info on the 2.004 release date. I had it in my mind it was proposed for early October'ish. Anyone with further insight and/or a link?In October, we've started beta-test 2.004 1
Livai Posted September 28, 2016 Posted September 28, 2016 Can't wait to get 2.004!! https://www.youtube.com/watch?v=CMILz8dgyP8 1
LLv44_Damixu Posted September 28, 2016 Posted September 28, 2016 In October, we've started beta-test 2.004 I'll receive my new computer in two weeks. So there's your deadline for patch release date :D
Asgar Posted September 28, 2016 Posted September 28, 2016 I'll receive my new computer in two weeks. So there's your deadline for patch release date :D That is not true. Blacksix and I already talked about that 2 or 3 weeks ago, my MFG pedals won't be shipping before October 10th so there is still plenty of time
LLv24_Zami Posted September 28, 2016 Posted September 28, 2016 In October, we've started beta-test 2.004 Nice!
Ropalcz Posted September 28, 2016 Posted September 28, 2016 In October, we've started beta-test 2.004 Nice to hear
1CGS BlackSix Posted September 28, 2016 1CGS Posted September 28, 2016 I'll receive my new computer in two weeks. So there's your deadline for patch release date :D That is not true. Blacksix and I already talked about that 2 or 3 weeks ago, my MFG pedals won't be shipping before October 10th so there is still plenty of time Yes, we're waiting for Asgar's pedals) 4
LLv44_Damixu Posted September 28, 2016 Posted September 28, 2016 (edited) Yes, we're waiting for Asgar's pedals) LOL! Damn you Asgar and slow couriers. :D My new Slaw pedals are also eagerly waiting to be introduced with the new patch. Hey wait! It's about the same day I expect to have my shiny new box humming on the floor. So I'll approve this date =P Carry on! Edited September 28, 2016 by LLv32_Damixu
Trooper117 Posted September 28, 2016 Posted September 28, 2016 In October, we've started beta-test 2.004 Ha!... good news With any luck I'll be back from the Isle of Man by then and ready to fire up my pc.
Dutchvdm Posted September 28, 2016 Posted September 28, 2016 Hi Guys, I absolutely love the news on the new career mode and all the additions sound very good. I do have a question about this bit. Please note that we don't simply copy the RoF career. It will be significantly optimized performance wise to make using it a breeze. While the main idea of the campaign comes from RoF, the mission generator will be an improved version of the current IL-2 one, resulting in much more rich environment and diverse combat situations that were possible in Rise of Flight. In addition, the current work of our engineer department on physics optimizations is aimed at increasing the number of aircraft in a mission, so the new Career will feature more intense and rich missions compared not only to RoF, but to the current IL-2 campaigns as well. I hope this means that larger flights are going to be possible, but not that every flight is going to crawling with planes. Although i found the number of planes in a flight in ROF kind of limiting, i like the random factor of thing. It's sometime nice to end a patrol without encountering enemies. This makes the actual fights more enticing. So yes for larger groups of planes. But please no sky constantly filled with planes. Grt Martijn
Geralt Posted September 28, 2016 Posted September 28, 2016 A real singleplayer campaign including BoM, BoS and BoK ? With real medals (Iron Cross, Knights-Cross, Order of Lenin, etc....) ? Whats the map of the Kuban theatre going to be, from the Kerch Strait over Anapa to Noworossiysk ? If yes, that sounds good ... well, lets wait and see ...
Blitzen Posted September 29, 2016 Posted September 29, 2016 I wonder if we'll see larger formations of planes on either side of the career missions?
Extreme_One Posted September 29, 2016 Posted September 29, 2016 I wonder if we'll see larger formations of planes on either side of the career missions? Apparently we will. In addition, the current work of our engineer department on physics optimizations is aimed at increasing the number of aircraft in a mission, so the new Career will feature more intense and rich missions compared not only to RoF, but to the current IL-2 campaigns as well.
PatrickAWlson Posted September 29, 2016 Posted September 29, 2016 I wonder if we'll see larger formations of planes on either side of the career missions? That is going to be dependent on the success of the AI revisions and other CPU saving mesures. Something that I have been promoting since RoF is let the AI use a very simplistic FM until it gets into combat. Completely shut down gunner AI until somebody is near. This would avoid wasting cycles on aircraft that are nowhere near an encounter. I'll bet the developers can probably come up with 100 other optimizations. 1
PatrickAWlson Posted September 29, 2016 Posted September 29, 2016 I bet a Kit-Kat that it has to do with limitations within the system. I'm not sure exactly how it works but I assume the campaign's generator spits out missions based on the air base, length and mission type chosen. From there on, I guess it enters the aircraft type, and the skin and loadouts types from 1 to 10. If I am even vaguely correct, this example would work: Gromoslavka area, long mission so runway start, intercept so Stukas will come in at 500m near point A. The player aircraft is a Yak-1, using loadout 1 (default), skin 10 (shark-mouth). Maybe this is all silly and I'm wrong, but I assume they just didn't code the ability to fetch the custom .dds files and input them in the generated mission. If that's the case then some work on it would fix the issue, but then what's the point in wasting man-hours there when you already have a whole new scenario and campaign engine to create? Skins are much more complicated than one might think. At the base level you have the factory plane. Then you have a basic scheme for a squadron. Then you have individual markings. Then you have some skins that are individual paint jobs but not explicitly associated with a given squadron. Then you have skins used by your squadron mates - these should persist from mission to mission. Then you have skins used by aces. Skins used by a person must not be made available for general use. Then each skin has a life span - a time where its appearance makes sense. You have to combine all of those things to get the best results. which to me are: 1. All skins are correct for the person and time. 1. All skins are correct for the unit and time. 2. As many different skins as possible are used. 3. No duplication of individual skins in a mission. In PWCG each skin is associated with a plane type, a squadron, a start date and an end date. A skin may be associated with a squadron member, player, or ace. My algorithm looks like this: Assign a generic squadron skin (if available) to every plane. Ideally each plane now has the generic squadron markings. For known pilots (squadron members and aces) assign their skin For AI pilots - If common, ace, or veteran assign a personal skin associated with their squadron (if available - often they are not). .- Each time a personal skin is assigned, register it as in use for that mission to prevent reuse. - If no skin is available sometimes assign a non-squadron related personal skin. - If novice assign a factory skin or keep the plain squadron markings. At this point many pilots will make use of personal skins. Those that do not will at least be in squadron markings. Junior pilots might be in factory markings. No personal skin will appear twice in a mission. The skins are checked by date for usability at the time of the mission. The code is not completely trivial but also not that difficult. The data entry is ... shall we say, taxing. You have to eyeball every skin to get the configuration data right. 1
Blitzen Posted September 29, 2016 Posted September 29, 2016 That is going to be dependent on the success of the AI revisions and other CPU saving mesures. Something that I have been promoting since RoF is let the AI use a very simplistic FM until it gets into combat. Completely shut down gunner AI until somebody is near. This would avoid wasting cycles on aircraft that are nowhere near an encounter. I'll bet the developers can probably come up with 100 other optimizations. It would be great to have a few more no matter how they make it happen...
Gunsmith86 Posted September 29, 2016 Posted September 29, 2016 (edited) Something that I have been promoting since RoF is let the AI use a very simplistic FM until it gets into combat. Completely shut down gunner AI until somebody is near. This would avoid wasting cycles on aircraft that are nowhere near an encounter. I'll bet the developers can probably come up with 100 other optimizations. The question is if not a simplistic FM would not be better altogether, because as long as a player can not see much difference between a simple FM and the complex FM the simple one would be enough. Who cares that the AI is useing simple FM if it looks right? Edited September 29, 2016 by Gunsmith86
PatrickAWlson Posted September 29, 2016 Posted September 29, 2016 The question is if not a simplistic FM would not be better altogether, because as long as a player can not see much difference between a simple FM and the complex FM the simple one would be enough. Who cares that the AI is useing simple FM if it looks right? I have always liked the idea that the AI flies like a human in combat, but I acknowledge the tradeoff. It costs more CPU but when the AI uses a simple FM in combat UFO behavior is IMHO inevitable. However, takeoff, flying formation, landing ... who cares? Cut over to a simple table driven FM and put the planes on rails.
unreasonable Posted September 29, 2016 Posted September 29, 2016 I have always liked the idea that the AI flies like a human in combat, but I acknowledge the tradeoff. It costs more CPU but when the AI uses a simple FM in combat UFO behavior is IMHO inevitable. However, takeoff, flying formation, landing ... who cares? Cut over to a simple table driven FM and put the planes on rails. My thoughts as well: should not be too difficult - RoF already has the AI land "on rails" without using normal control inputs, so the team should already know how to combine the two forms. Not sure if it already does this in BoX - easiest way to tell is to get the AI to land in a strong crosswind.
Gambit21 Posted September 30, 2016 Posted September 30, 2016 That is going to be dependent on the success of the AI revisions and other CPU saving mesures. Something that I have been promoting since RoF is let the AI use a very simplistic FM until it gets into combat. Completely shut down gunner AI until somebody is near. This would avoid wasting cycles on aircraft that are nowhere near an encounter. I'll bet the developers can probably come up with 100 other optimizations. AI twin engine aircraft and larger can use a more simplistic FM even in combat, the player will not notice. There is ZERO point having a large AI aircraft use such a complex flight model and taking up valuable resources. As long as it looks believable (easier with larger, slower maneuvering aircraft) and no strange behavior takes place, then that's all we need for these AI. Then we'll get more of them in the air.
PatrickAWlson Posted September 30, 2016 Posted September 30, 2016 AI twin engine aircraft and larger can use a more simplistic FM even in combat, the player will not notice. There is ZERO point having a large AI aircraft use such a complex flight model and taking up valuable resources. As long as it looks believable (easier with larger, slower maneuvering aircraft) and no strange behavior takes place, then that's all we need for these AI. Then we'll get more of them in the air. I think it is more about how the plane is being flown than number of engines. If the plane is in a mode where it is making difficult combat maneuvers then it should use the more complex mode. Bombers staying in formation don't need it. BTW: all of this assumes AI is really the reason for the limitations. I am going off of what I have heard. It goes without saying that I don't have any real knowledge of where the CPU cycles are going.
Geralt Posted September 30, 2016 Posted September 30, 2016 One question I have concerning the announced new campaign system that is supposed to come with Battle of Kuban. Will, with the implementation of a new singleplayer carrer-mode, the stupid unlocking system that we have now, be dropped ? Cause i find it really stupid, that I have to fly endless missions until I get the "extras" like reargunners in the IL2 or a new skin for the plane unlocked. The only way to skip this, is, as far as I know, to buy the "extra-planes", right ? So, can we expect that this will also disappear with the new campaign system ?
kendo Posted September 30, 2016 Posted September 30, 2016 You are a little 'behind the times' - unlocks have already been scrapped both for skins and load-outs in standard and premium editions.
Geralt Posted September 30, 2016 Posted September 30, 2016 You are a little 'behind the times' - unlocks have already been scrapped both for skins and load-outs in standard and premium editions. aha, well I didnt fly for quite some time, last time I was flying it was still active, thanks for the answer anyway.
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