=38=Tatarenko Posted February 10, 2014 Posted February 10, 2014 Sorry, bit late this week as I had to go away for a bit. Here is the news from the Russian forum (leaving out all those worried about whether the dev update was posted 8 minutes earlier here or there!!). I have mentioned the odd bit in other thread but I'll add them here to keep it together. Left out the jokes, sarcasm, trolling and the normal forum stuff we see everywhere Source: first 684 posts here - http://forum.il2sturmovik.ru/topic/1167-obsuzhdenie-52-j-chasti-dnevnikov-razrabotchika/ Can player turn off Flak if they find it impacts game performance? No. Will Flak fire at tanks or just AA? Tanks too. Why isn't flak working at night? Because searchlights aren't in the game yet but if you turn on Nav or landing lights they will fire at you. Why isn't multiplayer open to all? Because it isn't ready yet. Planned release order for planes, not guaranteed - Il-2, Ju-87, Pe-2, Yak-1, G2, La5, 190, He111 Tracers - corrected colours, lengths etc Radio Nav will get you home but not point to next waypoint etc. We plan to make landing off base harder if we have time We don't know yet exactly how/if we will handle the gunsight distances Ground handling 99% final. May revisit after release but pretty good now. We aren't going to tweak the existing missions because QMB so soon Are foreigners really interested in this? Yes, more have signed up to EA than from the former Union. Are you going to show flak crew corpses? No. Are you going to show broken cockpits from outside? No. Just dead pilot if he is dead. (paraphrased) QMB - February Icing maybe 2 weeks The first time you move you head around you may get a tiny stutter while the scene loads. Second time OK. We're going to change smoke again to get better FPS. When multiplayer comes we hope to have full 24/7 access for EA except for brief server updates. Everyone will see smoke etc the same to keep things fair. We will discuss our anti-cheater systems if cheaters appear. No cheaters, no problem. No joining multiplayer games by IP only. You can set up your own 1v1 or 2v2 server Messer manual control likely before LaGG trimmers Il-2 won't be fully ready next week. Ready enough to fly, sure, but still needs some work, like the other planes we have. Which is first, il-2 or multi? IL-2. Where is official multi server based? Germany, but we expect lots more servers to spring up. What kit do we need for 100 online host server? We don't know until more tests. Will spotting range change again? Prob not. Different people want different things but this seems to work. We want to make good IL-2 missions with cover etc but we only have a couple of days till that build so we'll see. OK, run out of time for now. Basically that's it. Can't wait for the il-2!!! 12
Bando Posted February 10, 2014 Posted February 10, 2014 Thanks for doing this!!! Great info. I thought the devs said that the unlimited access was next week? Must have misread it. Really looking forward to the IL2
=RvE=Windmills Posted February 10, 2014 Posted February 10, 2014 Will spotting range change again? Prob not. Different people want different things but this seems to work. What is the current practical spotting distance anyway, did anyone test this?
JtD Posted February 10, 2014 Posted February 10, 2014 Good enough, maintained contact at over 6km. --- Thanks for the info-gathering!
=38=Tatarenko Posted February 10, 2014 Author Posted February 10, 2014 What is the current practical spotting distance anyway, did anyone test this? Clear at 5-6 km, dim to 8km I thought the devs said that the unlimited access was next week? Must have misread it. Yes this was a misunderstanding. No unlimited this week.
Finkeren Posted February 10, 2014 Posted February 10, 2014 Based on the many reactions to the changed spotting ranges, it seems they have hit the nail on the head. Very few, if any, complaints. It looks just about right. Thanks for bringing us the news.
sturmkraehe Posted February 10, 2014 Posted February 10, 2014 Concerning spotting: I still have enormous difficulties to spot a/c beyond 2 km - I don't spot any above this limit. I play ultra on 1920x1080. How can I improve this?
Finkeren Posted February 10, 2014 Posted February 10, 2014 (edited) Concerning spotting: I still have enormous difficulties to spot a/c beyond 2 km - I don't spot any above this limit. I play ultra on 1920x1080. How can I improve this? That seems really strange, I run a lower resolution than you (also on Ultra) and I can easily spot AC out to 5km. At one time I spotted a 109, which the ground observer told me was 7km away. This for me was unthinkable before the update. The improvement, as I see it, comes both in the form of increased draw distance and enhanced contrast with the background. Have you made any adjustments to gamma that might affect his? AC are quite easy to spot compared to ground vehicles, because they move rather fast relative to their background, and it is virtually always the movement I spot first. Try flying a LaGG in the dogfight mission on the Stalingrad map and head for the dogfight point "A" at an altitude of little under 2 km. The 109 will spawn directly above the small airfield north of the city, once you get within around 6 km. Now that you know, where he spawns, you know where to look, and should be able to spot him within seconds of him spawning. If you can't do that, it's propably worth reporting in the bug forum. Edited February 10, 2014 by Finkeren
BeastyBaiter Posted February 10, 2014 Posted February 10, 2014 I have no issues spotting to 5km+ at 1920x1080 on any detail setting. That said I play with AA switched off. AA can cause problems with this type of thing as it fuzzes stuff out.
6./ZG26_Emil Posted February 10, 2014 Posted February 10, 2014 "You can set up your own 1v1 or 2v2 server" Like the sound of this, Co-Ops?
Finkeren Posted February 10, 2014 Posted February 10, 2014 I have no issues spotting to 5km+ at 1920x1080 on any detail setting. That said I play with AA switched off. AA can cause problems with this type of thing as it fuzzes stuff out. I actually find AA bursts to be far less of a distraction than in RoF. I think it has something to do with the higher speeds. A plane moving at 400km/h, even if it's just a dot a couple pixels wide, really stands out against the largely stationary flak bursts.
=38=Tatarenko Posted February 10, 2014 Author Posted February 10, 2014 "You can set up your own 1v1 or 2v2 server" Like the sound of this, Co-Ops? Sorry that probably wasn't clear. He meant that 1v1 isn't supported by the official server but it's easy to set up your own (passworded if necessary) server for any battle you like.
JG4_Sputnik Posted February 10, 2014 Posted February 10, 2014 Thanks for the info my friend. Salute to you!
1./JG42Nephris Posted February 10, 2014 Posted February 10, 2014 Sorry that probably wasn't clear. He meant that 1v1 isn't supported by the official server but it's easy to set up your own (passworded if necessary) server for any battle you like.I would like to hang in here again. I guess that means we will be able to create so called Listen Servers, means i host myself and fellows can join, like in RoF. What i am also interested in , will we be able to host a coop mission on our own, like we are able to in Rof?
sturmkraehe Posted February 10, 2014 Posted February 10, 2014 (edited) Mh. I have perhaps to tweak some stuff next weekend. I definitely can't see em (icons off) beyond 2km. With icons on (the big yellow circle arround it) I can see a small thing inside at 5-6 km that I couldn't do before. Edited February 10, 2014 by sturmkraehe
dburne Posted February 10, 2014 Posted February 10, 2014 Great info, thank you so much once again Tatarenko, for taking the time to translate and post this information over here for us!
Schmalzfaust Posted February 10, 2014 Posted February 10, 2014 Thanks for sharing those information to us!
BeastyBaiter Posted February 10, 2014 Posted February 10, 2014 I actually find AA bursts to be far less of a distraction than in RoF. I think it has something to do with the higher speeds. A plane moving at 400km/h, even if it's just a dot a couple pixels wide, really stands out against the largely stationary flak bursts. By AA I meant anti-aliasing. I probably should have written it out.
Pierre64 Posted February 10, 2014 Posted February 10, 2014 Tanks! ( including some PzKpW IVs for my incoming IL-2)
Wolfstriked Posted February 10, 2014 Posted February 10, 2014 (edited) I feel that the spotting improvement should also be done for ground targets.Feels weird to have to search like crazy after first attack and then they suddenly pop up. Edited February 10, 2014 by wolfstriked 1
Feathered_IV Posted February 11, 2014 Posted February 11, 2014 Thanks very much for the information and taking the time to pass it on. Plenty to look forward to.
FuriousMeow Posted February 11, 2014 Posted February 11, 2014 You disable AA?!? Surely things look f-ugly in your cockpit - bars, shadows etc? I disable AA. I have SweetFX doing the FXAA but nothing in game. At 2560x1600 the FXAA through SweetFX is enough.
Finkeren Posted February 11, 2014 Posted February 11, 2014 By AA I meant anti-aliasing. I probably should have written it out. Hahaha! Completely went over my head. Silly me
Quax Posted February 11, 2014 Posted February 11, 2014 I disable AA. I have SweetFX doing the FXAA but nothing in game. At 2560x1600 the FXAA through SweetFX is enough. Can you please compare the resulting FPS ? AA 4 in game vs. FXAA at 2560*1600 ?
Mewt Posted February 11, 2014 Posted February 11, 2014 Post Process AA (like FXAA) will always be much less demanding on your graphics hardware and lead to much higher FPS vs 'traditional' AA (like the in-game MSAA). The problem with FXAA is it blurs textures which a lot of people don't like, myself included. However the newest post process AA; SMAA has all the speed of FXAA without the blurriness. SMAA is also available via SweetFX. 2
FuriousMeow Posted February 11, 2014 Posted February 11, 2014 (edited) Well I wouldn't say you're disabling AA, just choosing a different (better) method. You're right, I just meant it in the stricter sense as in-game settings. The AA in-game always seems to require 4x to achieve the same thing SweetFX can do but SweetFX's implementation uses less VRAM (~900MB for SweetFX AA and ~1.5GB for 8x set in-game - checked using GPU-Z). I'll compare performance of SweetFX vs in-game AA with BoS next session. I compared it in RoF and it was a significant difference performance wise with SweetFX and in-game AA when I had a GTX580 - somewhere around 10fps using 8xAA in large battles. Edited February 11, 2014 by FuriousMeow
FuriousMeow Posted February 11, 2014 Posted February 11, 2014 Here's some shots from RoF showing the difference. SweetFX is close to 4x, a little worse on the wires than 4x. Performance wasn't significantly different across the settings for RoF, but I have 780 Tis in SLI. Also, with 4xAA you can use SweetFX on top of it to achieve almost 8xAA results with 4xAA performance - so that's pretty nice. Anyway, time for the screenshots.
skline00 Posted February 11, 2014 Posted February 11, 2014 Thank you for the update. Any news on when multi gpu setups will be supported?
Volkoff Posted February 11, 2014 Posted February 11, 2014 All of the info made great sense and/ or was welcome news. Thanks again for the info! MJ
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