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ACG_Kai_Lae

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  1. ACG_Kai_Lae

    LaGG-3 variants

    I think that in order to know what was fitted when, with regards to the 23mm, I'd probably need to be able to read Russian.
  2. Hello all, merry Christmas. This will be probably a long post, but I hope a constructive one. First off, some caveats. I apologize for the clickbaity title. Second, I’d like to make clear that BoX is the best WW2 simulator on the market and excellent overall. I have great respect for the developers and what they do. Now having said that, there’s some things I’ve been thinking out lately (and not so lately) that I’d like to find out. Some things would be best covered by dev blogs, other by just some communication from 1C/777. With that in mind, here’s a list of things that I’d (and probably most other people) would like to know. I’m aware that some of these things are probably not feasible for various reasons – technical, scope, budgetary etc – but what isn’t doable today frequently can be doable tomorrow so I’ve included them anyway. TL/DR for the lazy: Could we get some details please? 1. How does the damage model work? While 1C/777 recently improved it, to my knowledge, no one ever from the devs has stated how or what kind of damage model that BoX uses. This is why some people will say that it uses HP boxes while others will say it has complex system modeling better than anything else. The truth is that while I suspect the latter is much more truer than the former, no one has ever actually said how it functions. Why not? How does it actually work? Related, how does the game display graphically damage? Could 1C/777 tell us? 2. Engine modeling – same thing. Here I think the community has done a decent amount of work to reverse engineer the engine model that is used, but why should we have to? Is it possible for them to simply say how the design functions? This seems basic. 3. Could we get a BoBp roadmap? During the development of Kuban, fairly early we got a roadmap of their planned releases. Since game development is a very much in flux type of thing, it didn’t work out exactly that way, but it was appreciated that we had an idea what they were thinking. Why can’t we get one of these for Bodenplatte? 4. Could we get a roadmap for tank crew and flying circus? Since these are much less further along, it is of course understood that these are much more in flux, but I’d like to know what is planned beyond next release (tank crew) or any release, for FC. 5. 3rd party development. What is the status of this? Obviously we have the Po-2 which is just released. This in my opinion is very important because there are a lot of planes that are missing which would round out the sim. As it stands I openly question how we’re ever going to get them without other developers selling them to us (in other words, the DCS type model). I’m quite concerned that the first 3rd party plane is a night bombing biplane in a sim where there is no night combat dominated by high performance fighters, with no apparent purpose. I wonder how well it will sell, and if it doesn’t will this discourage further development/developers. Especially in the early war period, BoX is missing a lot of planes that would really round out the sim. There are well enough aircraft that a 3rd party developer could create a “forgotten planes” pack and I’d buy it, for sure. For example, this is just what I’d say is missing/would be valuable to add: I-15 Bis, I-153, I-16 series 20 and 29, Lagg-3 series 4/8 and 66, early series Yak-1, early series Yak-7 (BoS timeframe), Ju-87B/R, Do-17Z, MC200, IAR-80/81, Yak-9 (early for BoK), He-177, Me-110F, Late series SB bomber (series 18?), IL-4, FW-190A6, LA-5F late series (in other words, with the FN style cockpit), SU-2 attack aircraft, Hs-123, Me-410. Probably have missed some here, but there’s enough for several plane packs. The only way I can see us ever getting all of this is if outside developers take this on, so this is actually very important. 6. Graphics technology. 1C/777 upgraded from DX9 to DX11, and there was a big increase in performance when they did that. Are there any plans for DX12, or better yet, vulkan? I’m aware that they probably don’t know much about this (matter of fact the only game I know that supports vulkan is X4 foundations), but I suspect that would be another performance boost. Also, as far as I know, BoX doesn’t use physically based rendering (PBR), is this something that they may take on? 7. Contact spotting/visual bubble. You can’t spot anything in the air beyond 10km, which should depend on atmospheric conditions. I know they’d like to improve this but beyond that, is there any ideas on what would be needed to make this a reality? 8. Multiplayer/netcode. As anyone knows who plays, while it’s functional, that’s a long way from saying that it’s where we as players want it to be. I’ll just go and state that what I’d consider – and probably most would consider – the ideal state would be an online war that could be played out in real time built into the game. Meaning, support in game for something similar to the campaign that you see in Falcon BMS (which, 20 years later, is still a masterpiece). Funny thing is that with the single player campaign that already exists, there’s a lot of the functionality built into the game. If that could be made available to a multiplayer environment – co-op against the AI and players on both sides – that would be incredible, especially if it allowed tank crew at the same time. Server admins that have done realistic expert and TAW have done amazing things by using script language, but it would be ideal if they didn’t have to. On the netcode side, it needs work to support more. More players, more AI, and more objects. Currently most servers make use of only static targets because moving, live tanks etc use up so much resources that it takes away from what actual players can do. There are also the occasional desynch issues which must be killed, where one person sees something different than another. It’s not common but occasional isn’t never, which is what’s needed. 9. Lobby system. For disclosure, I’m a member of Air Combat Group (www.aircombatgroup.co.uk) which is a 150-170 man combat flight sim organization. We run a weekly campaign that re-enacts historical battles; each player is assigned to a squadron and missions are run in full squadrons. Currently, in BoX, the joining the server portion of the campaign is a dumpster fire (I wish I could say otherwise but I just can’t). Since full squadrons are joining at about the same time to ensure that they make their assigned mission times, getting in correctly is extremely difficult. It can take over 30 minutes for a squadron to join, simply because of the apparent 5 man limit of simultaneous connections that the dserver will accept. We even have designated people that order who is joining when – even a custom bit of software that a member wrote to regulate the joining process – and it’s still a root canal, every week. BoX desperately needs some kind of system that regulates the joining process and queues up people joining – preferably with a notation of where they are in the queue – instead of rejecting them and throwing them out in the lobby with no explanation of what is wrong. In short, the lobby system needs a total rework. It is known that devs plan on redoing it, but what form will it take? We would very much like to know if the new system will address our issues or if it’ll just look nicer and address nothing. 10. Air marshal. Other than what it is in extremely general terms, I can’t tell you what it is. Could 1C/777 at least provide what they are planning with regards to this? It’s ok if plans change – and we are informed – but right now I couldn’t tell you much more than “air marshal”. 11. API support. In CLoD, because of the data that we could access, we were able to write a full ground control radar interface in unity. You can see that here - 12. Missing mods/mod labels. With few exceptions, modifications don’t have the right labels. For example, blister turret on a Pe-2 s87 option when installed makes the aircraft a series 110, not an 87. German modifications are not listed by R number (R2, etc). It would be nice if this was changed. Other mods not in game currently, say like La-5F with the newer canopy, would be appreciated. 13. Future of product. Is the idea to do BoBp and then the pacific still? Do they still plan on doing midway, or another area first? Myself and more than a few people think that New Guinea would be better for starting the pacific out in, but what are their plans? How is the work on that coming? If we could get a update on the intent, that would also be appreciated. I’m sure there are more things than this that others would like to know. If you can think of any please add them below. My point is that as customers of the product – I’ve been supporting them since beta, mostly gladly – I’d like to just know what’s in mind about the above. I’d like to know what you all are thinking below, thanks for reading if you went through it all.
  3. While I applaud 777/1C for their work to improve the sim, what's in the video is not accurate. Problem is I'm not sure what's going on here. Is it the actual damage is inaccurate, or the visual representation, or both? The effect of an actual MK108 strike on a wing - specifically a spitfire wing - is known, because the RAF actually tested and then videoed the results: What you see in the video looks more like a detonation of a USN proximity fuse from a bofors 40mm. Again though, because the graphical damage model of BoX is inferior to CLoD - it shows maps of damage states instead of actual damage, which is why you can take a cannon hit and see machine gun bullet holes all over the place - it could just be the graphics and the result in reality is the same. I'll point out that at no time to my knowledge has 777/1C ever actually said how their damage model works with any detail, which is why some people say that it uses hitboxes with HP to individual component models that can be degraded by as much as one bullet. We actually don't know, just like they've never said exactly how their engine modeling works (though that has been effectively reverse engineered).
  4. ACG_Kai_Lae

    Spotting is awful

    10km is annoying. In the SW pacific, pilots would report that because the skies were so clear you could pick up targets a long way away, like 20+ miles. Japanese at midway reported spotting an incoming air attack at 50 miles. Distance should depend on conditions..not that I expect this to change any time soon, with the netcode we currently have.
  5. ACG_Kai_Lae

    Phlydaily played IL-2 today

    If your job is to make youtube videos, and your audience is based around war thunder, then financially making a lot of content on other games doesn't make a lot of sense.
  6. ACG_Kai_Lae

    Advice for making Youtube videos.

    Easiest thing to do and use is shadowplay if you have a nvidia card. I understand that AMD cards have something similar. You will need a video editing software, unless you want to upload raw. First question is what do you have?
  7. ACG_Kai_Lae

    ACG Campaign Videos

    ACG Campaign Mission #8 Potz Blitz
  8. ACG_Kai_Lae

    P40E questions

    In reality - and in CLoD, which supports this - you could change the tracer color when you were down to almost out of ammo, say 50 rounds. The change in color would let you know you were nearly out of ammo and it was time to leave.
  9. ACG_Kai_Lae

    Multiplayer of Il-2 and its popularity

    With regards to the product and how you order it; it is slightly confusing, but this is the way that it works. If you buy any product in the great battles series, you buy the whole product. For instance, if you buy BoM, and then buy BoK, your client will not download any additional items. What buying one version over another does is it gives you access to certain planes. The versions are more like plane packs than anything else. In the previous example, if you owned BoM and bought BoK, the software would "unlock" all the BoK planes in your client and you then would have access to them. This has multiple advantages, because the software is easier to create for 777. For the player, it means that if you have BoS, and you join a MP server that is using the BoM map, you will be able to join and fly on it even though you don't own it (though you might find that after joining if they are not using any BoS planes, you may find you can't select an aircraft to PILOT and it is a waste of time). This is because you already have the map in the software on your HD. Also, 777 has made it that you can take up a gunner position in a multicrew aircraft you don't own, so if you only owned BoM and joined a server that was using a BoK planeset, you could still take up a gunner position in a He111 H16 if you wanted. In short, it makes it a lot easier to play online without having to worry about which version of the software you own, because in reality, everyone has the same version. It's just not everyone has access to the same planes.
  10. One has nothing to do with the other. If they thought they would make enough money from it, they would do it. 777 wants to do a pacific campaign and that's why they basically don't care about TF 5.0.
  11. ACG_Kai_Lae

    We need new Ground Physics for Farm Tracks and Cartways

    As a general point, the roads on the staligrad map are always lined with trees, which I doubt is accurate.
  12. Unfortunately, no, the spit 9 high alt engine cooling is still very broken.
  13. Need some help with this issue. For as long as I've had this product, I've never had issues with stuttering. Right after Kuban was released with the view distance increase, I had them but simply enabling 4k textures made them go away. Suddenly, starting over the last 2 days now I've got them happening either about once every second, or when I move my head in trackIR. I have changed literally nothing which would explain why this has occurred and am at a loss for what to do; I've tried some of the suggestions in this thread, which sometimes seem to have worked but when you enter other servers the problem is back. Are there any suggestions that I can try that someone might have?
  14. ACG_Kai_Lae

    Feedback -25% code to give away

    Apparently it won't be able to be used for that so no good.
  15. ACG_Kai_Lae

    Feedback -25% code to give away

    Going to sit on mine. Might not have bought the U2, but if it comes out while this is still good I probably will.
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