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  2. Psyrion

    Developer Diary 217 - Discussion

    Cool
  3. Juri_JS

    Developer Diary 217 - Discussion

    I hope those cows, horses, carts and tents will be available as single objects and not just as parts of larger blocks. We mission builders really need such nice little details to make the scenary in our missions more interesting.
  4. Sharpe43

    Developer Diary 217 - Discussion

    From looking at the Arras shots themselves; is that big church on the square generic or a special? And, is such a practice in use for the Bodenplatte map?
  5. Krauz

    Tactical Air War

    As I know it is allowed start/land so many times as you want, is it? Again, if you have some question, you could ask the admins.
  6. Feathered_IV

    A.I. DEFENSIVE MANOUVERING..ANY LIGHT IN FUTURE?

    So, is it the Average skill AI then, which is so commonly used but so pitifully underwhelming that it is giving the series such bad press?
  7. SYN_Repent

    Tactical Air War

    so what do you know about it? explain the log......... and, do you blame people for thinking xjammer might be exploiting the game?
  8. Krauz

    Tactical Air War

    It makes no sense. Again, you will bail, after that you should wait 10 minutes for the next sortie. Do you want to kick these players? Is it fair enough? If you want to play on TAW, just wait when the mission is starting and enter the server. Easy. I know why the log shows this strange thing, Because I WAS THERE. But i am not sure that i should explain it. Just believe, all was fair.
  9. Psyrion

    RAPTORATTACKER'S SKINHOUSE

    Looking good as always Rap!
  10. Blooddawn1942

    Developer Diary 217 - Discussion

    The Lowrider Camel.... LOL😂
  11. Hanu

    Developer Diary 217 - Discussion

    No more beating a dead horse! Cows spotted!
  12. SYN_Repent

    Tactical Air War

    i know the sortie log tells a story, thats it.......what do you know about it?
  13. EAF19_Marsh

    Developer Diary 217 - Discussion

    All looks fantastic. Just a small comment, the 262 did not have much of a 'swept wing': it was 12.5 degrees and introduced to manage a CoG issue. All assessments [amateur historical works aside] agree it had marginal - if any - impact on the high-speed flight characteristics of the aircraft and delaying of compressibility. German industry was advanced in this area of research, but in the case of the 262 the wing angle was relatively incidental [pun].
  14. sevenless

    Developer Diary 217 - Discussion

    Very cool!
  15. Blooddawn1942

    Developer Diary 217 - Discussion

    This arrives early today! Wolololo has been successful.
  16. dburne

    Developer Diary 217 - Discussion

    All looking and sounding great!
  17. Krauz

    Tactical Air War

    What exactly do you want to know about this sorie? There were a lot of players at this time on this place (with him).
  18. Yes I see this quite often now flying the Spit against 109's and 190's.
  19. AnPetrovich

    Developer Diary

    217 Salute, comrade pilots! For some time, we have not covered the work being done in our aviation workshop, giving the news platform to armored vehicle enthusiasts. But today it is time to return to the planes. And I will tell you what our engineering team is working on now. At this time our software engineers are simultaneously developing three legendary airplanes: the P-51D Mustang, the Fw-190 D-9 Dora and the Me-262 Schwalbe, which is the first jet airplane in the "IL-2: Great Battles" series. Undoubtedly, all these airplanes stand out from the rest of the plane-set in terms of their excellent speed characteristics. And as usual making a virtual copy of a new airplane to our stable brings new challenges and tasks we must perform. For example, the Me-262 is the first aircraft in our project with a swept wing. It would seem that the difference is not very big, but this circumstance required us to refine the aerodynamics calculation technology. The result of this work will be more accurate characteristics of the stability and controllability of the airplane in lateral movement, which sweep has a significant impact. Daniel has already mentioned about a turbojet engine in the previous diaries, and now work on the Jumo-004B model is in full swing. A dynamic model of the turbo-compressor was assembled, and now work is underway on the engine's thrust, heat and fuel-flow characteristics. Virtually each of the above airplanes required us to make improvements in the models of units and on-board equipment. For example, this is a powerful developed wing mechanization, including slats across the whole wingspan of the Schwalbe, a new gunsight that the Dora and the Schwalbe will receive - they will be the first German airplanes in our project with a gyro gunsight. There is also an automated control of radiators and superchargers on the Mustang. I should note that the P-51D and Me-262 have a sensitive center of gravity when heavily loaded with fuel and ordinance. For example, the Mustang had such a small reserve of longitudinal stability with full fuel tanks that the pilot flight manual instructed pilots to avoid aerobatics with full fuel tanks because of the risk of stall and spin. This quirk of the P-51D will be present in our simulator. In addition, two new biplanes for the Flying Circus project have entered the “factory testing” stage. These are the legendary Fokker D7 and Sopwith Dolphin, whose 3D models were revamped by our partner Ugra-Media. This stage involves a large number of in-game tests that we perform before giving the airplanes to beta testers. And for such tests, we use special developer tools that allow us to quickly check various animations, visualization of damage models, operation of instruments and visual effects, such as smoke, fires, dust from under the wheels and others. Today I would like to show you a short video with one of these tests. In this video you can see an in-game test (conducted at a special test base on a distant secret island) where the animation of the landing gear damage was checked. I recorded this video in the fall while working on the implementation of the Sopwith Camel to our project. Often, working on "serious games" we forget that our work is also fun. In this video I just wanted to have some fun with my colleagues, to cheer them up after a period of hard work. So today, my colleagues and I decided that maybe it is a good idea to share this video to you. If it evokes a smile on your face - well, then I recorded it not in vain. If you like it, it may possible that we will show you some more in-game tests that our very serious engineers do: And finally, since we have touched on our Flying Circus project, we would like to show you a series of screenshots from the Arras map which our partners at Ugra-Media are actively working on. In these screenshots you can see the step forward in visualization of the map compared to our previous Great War simulation. Plus, here are the first in-game screenshots of the re-furbished Sopwith Dolphin and Fokker D.VII cockpits which are coming soon: Fly for fun! You can discuss the news in this thread
  20. Full news - here is a full text and visual materials
  21. When applied, does the AI return to base when hitting a certain coded low fuel %? Or does it actually calculate the fuel needed to reach the nearest friendly AF?
  22. HFG_Hunger

    A.I. DEFENSIVE MANOUVERING..ANY LIGHT IN FUTURE?

    Seriously, we play several Coops every week since half a year now, always fighting AI. If you set the AI to High or Veteran, they mostly avoid endless turning. They jump you, attack in pairs, dive away, try to pull you to ground level, shoot very accurately. Sure, it's not comparable to human players, but really what do you expect.
  23. Another vote for the Crosswinds, love mine.
  24. 56RAF_Roblex

    High Altitude Bombing above +5k

    Yes. Cliffs Of Dover had this capability. In some servers airfields were closed by counting how many tons of bombs had landed within the airfield boundary (though mission creators had the option to count buildings destroyed instead). I think the required tonnage was scaled based on what bomb loads each side could carry. Perhaps allocate a large city far behind the lines for each side and have a very high tonnage needed to destroy it,maybe 20x the max bombload?, but give a few points for every percent you contribute. Ideally (and I know not all maps will work with this) the cities would be located near something easy to see even with poor vis like at the junction of a river or next to a lake so it is possible to get reasonably lined up even before the city is visible. That is the only way I ever manage high alt bombing, that or a strict bearing from an obvious waypoint.
  25. MFG Crosswinds are best pedals I've used and I have had Simpeds, CH pedals, Saitek Combat pedals.
  26. NN_RugbyGoth

    DD today?

    Wololo!
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