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69thSpiritus_Mortem

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About 69thSpiritus_Mortem

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  1. theOden makes some good points, the mission designs create a lot of the issues you see, especially the use of way-points or lack of. That said, the AI is also to blame and needs a lot of work. @MP, both are important and worthy of our time. @ EAF_Fox, your personal thoughts about TFS have been noted elsewhere and there is no need to rehash them out. We will deliver a new game with 5.0, including new aircraft, new objects, a new theater, new effects, etc. And as stated multiple times in updates and in posts, the AI is undergoing a complete rewrite by a former member of Team Dialdos who worked on the AI there. From the July update of this year: AI A code study/analysis of the AI behavior modelling has been undertaken with the aim of understanding what needs to be changed and how. This has focused on offensive and defensive maneuvers, the command system, detection and gunnery. It is considered that improvements can be made in all areas. Work continues but here is an extract of the report: ANALYSIS AI Gunners Easiest thing to fix. Mostly isolated from the other things regarding AI so changes we make here will not affect anything else. We can play with parameters until we find good balance between difficulty and fun. AI Fighters shooting Fighter planes don't shot effectively in dogfights. This is combination of two problems. First one is selection of correct aiming point. That one is easier to correct and it can be considered solved. Second part of the problem is getting the plane pointed at correct aiming point. With this one I'm not satisfied yet. In some situations and with some planes shooting is acceptable. Hit percentages are good and everything seems to be fine. But there are some annoying occurrences of visibly bad shooting. Things like that are annoying for players because AI looks like complete idiot who can't do simple correction of the aim. This is related to the way AI controls the plane but this is tricky to do correct. When I increase effectiveness of the controls AI can't control the plane smoothly enough and it looks bad and often result with ground collisions in low level flights. Defensive maneuvers in dogfight Game is using same set of maneuvers as original Il2. This is something where we can make easy progress. More maneuvers and better selection of them will make things noticeably better. We don't have to make very big changes here at first but we can make some positive changes that will show players that we are going in the right direction. Commands This is complete mess. Just a couple commands work and half of them don't work as they are supposed to. Biggest problem is that in order for commands to work, actions they should perform should work. And they don't. So there is huge amount of work necessary before we can enable all of the commands that were supposed to be in the game. AI enemy detection This is one of the main reasons why commands don't work. Ai have very poor vision, especially lower AI levels. Rookies are practically blind and oblivious to the environment. This is not that hard to fix but I need to find right balance between AI ability and computation. As you know this game is not an epitome of efficiency as far as code is concern. So we have to be careful not to add anything that is not absolutely necessary.
  2. 69thSpiritus_Mortem

    Current Status of TF 5.0 'Tobruk' build

    Yes you can make your own skins with templates. What we release for 5.0 to help in this process is still being discussed.
  3. 69thSpiritus_Mortem

    What version do I need?

    You need to update to 4.5 Blitz.
  4. 69thSpiritus_Mortem

    Lights.

    Instrument lights and cockpit lights do work. Nav and landing lights are still on the list of things to fix.
  5. 69thSpiritus_Mortem

    Aircraft Carriers

    You'd have to PM Buzzsaw about the issues of donating models. However, you could PM myself with a link to your work so we can check it out if you are interested in joining them team.
  6. 69thSpiritus_Mortem

    Aircraft Carriers

    The Royal Navy had a handful of carriers and escort carriers in the Med, and the US had the USS Ranger and several escort carriers involved in Torch.
  7. 69thSpiritus_Mortem

    TFS Developer Update – September 2018

    If that work gets done before 5.0 is ready, you'll still get it. The AI fixes are a massive undertaking but we are making progress on it.
  8. In an info window it will tell you what time compression you are at... you have to have either console or server output/input active... I think. Console you'll see events happeneing via text, it's also how you show fps in game if you want.
  9. 69thSpiritus_Mortem

    Clod Graphic settings

    Sounds like you have Vsync on if it is dropping by 50%. Try turning it off in game, and turn on FAST in Nvidia or whichever GPU you have. I just jumped in game and tested with the Beau to see my frames. I go from 120 to 95, so a drop but not cutting in half which is what Vsync would do. The reason is the cockpits make your machine compute more triangles and more/higher resolution textures. then if you weren't looking at them. Same idea as testing your FPS with flying over the water or London, London will make your machine work harder.
  10. 69thSpiritus_Mortem

    IL2 Clod Blitz Crash after few minuts !

    Try uninstalling and then reinstalling your .net framework.
  11. 69thSpiritus_Mortem

    Vehicles - Torbruk

    A complete list will probably be released when we are close to finishing up. For a plane list you can see here: https://theairtacticalassaultgroup.com/forum/showthread.php?t=25345
  12. 69thSpiritus_Mortem

    TFS Developer Update - July 2018

    We hope to implement VR as a patch after 5.0. We polled all the CloD communities and asked if they'd prefer VR with 5.0 but with at least a 6 month delay of our target release date. Overwhelmingly people wanted 5.0 first. So, once 5.0 comes out, VR is a top priority, we've publicly said it before and plan to stick with that. Not only is it a large amount of code work, but pretty significant work in the 3d and texture department for existing models.
  13. 69thSpiritus_Mortem

    TFS Developer Update - July 2018

    108 is basically ready for import, just a couple cockpit elements need to be finished. 202 cockpit is being built, external is close but still needs work. Just remember there are only a handful of modelers with day jobs. Sometimes it is odd to see the progression from the outside but we all are working on multiple aircraft at once and or helping out other projects/modelers. Im sure Bonkin's next update will have another list with more news on the aircraft in this update list as well as others that were not mentioned. Cheers
  14. 69thSpiritus_Mortem

    TFS Developer Update - July 2018

    We decided not to delay 5.0 for VR simply because it will take a coder focused only on VR to get it finished, which means taking a coder from other work. Once 5.0 is finished, then yes, VR is a must. We hope to have it released after 5.0, something like a 5.1 update/hotfix type thing.
  15. 69thSpiritus_Mortem

    TFS Developer Update - July 2018

    The IIB uses the same wing as the Vb, so all that work will move over leaving the only thing to finish on the V's are the tropical filter placement. So the IIB is a natural step towards the V's anyways. Altering the Spitfires has been a challenge. We had to rearrange parts of existing textures to make room for cannon shrouds and the tropical filters since those parts have to be on the M_diffuse (Skin). Once that room was made available, then we had to make the change to all other textures (roughly 8 more). Then we could actually put the new objects on, and now I'm on the step of adjusting rivets and panels so the B wing looks correct... and once again, once this is finished on the M_overlay, the same process has to be done on the other 8 or so textures. The DM is challenging as well with the Spit. It must be changed to reflect the cannon now since parts of the DM show the .303s. Lots of work but nearing completion. Anyways, back to the IIB, all the work I'm doing on the IIB paves the way on the Vb, so no wasted time or resources. When the IIB is finished things will progress quickly on the rest. The wing changes is the most time consuming.
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