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Han

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About Han

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    Project manager

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    http://il2sturmovik.net

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    Moscow
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    Gaming Historical Reenactment

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  1. 233 Hello! We continue our movement toward the release of Battle of Bodenplatte, but even near the finish line we still find opportunities to improve the entire project. This time we found a way to implement a significant optimization to part of the graphics engine that is responsible for displaying the clouds. In addition to a significant increase in FPS on existing cloud settings, this allowed us to add an additional setting for the cloud quality called "Extreme". This option is named so because it combines somewhat increased performance with a significant reduction of the “boiling” clouds effect which appears when looking sideways from the direction of movement. We have also significantly increased the clarity of cloud shapes and boundaries. Our clouds always looked nice on the high settings, but with the addition of this new option their visual quality and realism has significantly increased. However, it is better to see an example: Work on the Tank Crew project is still in full swing, and new additions can be expected in the coming months. First, at the end of October, the project acquires its main gameplay component- two Scripted Campaigns based on historical events of the Battle of Prokhorovka. Second, our next update will include new command functionality for the tank and tank the platoon commander. Third, before the end of the year, we expect our partners from DigitalForms to complete two new armored vehicles - the Soviet self-propelled artillery SU-122 and the German medium tank Panzerkampfwagen V "Panther". The 3-dimensional model of the Panther exterior is in a high degree of readiness whereas the SU-122 has already been completed and work is underway on texturing the interior and creating its crew animations: You can discuss the news in this thread
  2. Full news - here is a full text and visual materials
  3. Forest background - one of hardest backgrounds to spot contacts over it because of it's diversity/jazzy. Plus - it's in the shadow of the cloud. Lack of sun glistening and much less contrast. All these aspects are affecting target spotting in our simulator. And this affecting should be presented to keep realism. Here is a good example. There is a Su-25 on this image:
  4. Some words on long range visibility issue. I’m offering you to take a look on your monitor one the desktop. For instance. Let it be 51cm wide, 1920x1080. And we set aside to have a distance between eyeball and conter of monitor at 100cm. In this case the angular size of the one pixel is: arctg(51/1920/100)=0.0152° Black pixel on deep-blue background – I can see it with a great problem to find, but still I’m able to. Let’s say in another words – I can see it only in case if I’m informed (I know) where to find it. White pixel is visible excellently. If we get Bf 109 F than in wingspan it will have angular size at 0.0152° at range: 0.5*11/tg(0.0152*0.5)=41400m In yesterday hot-fix I have barely same situation in game when me and target are at high altitude, target is at sky background and distance is around 20..25km. I will not spot the target it there is no sun glistening on it. I also have a chance to spot it without sun glistening if I know where exactly to search. If plane have sun glistening – than I can spot it in most cases, but only if I’m not too tired of work. At 40km for me, personally, it is very hard to spot anything (but in case of very lucky sun glistening – and this is analog of the white pixel in my example). Meanwhile – larger planes still can be spotted. With descending to lower altitudes the light haze make these long-range contacts much less contrast and harder to spot – that is very plausible. From the ground – there are additional difficulties are appearing with cirrus clouds adding to the sky background – with such jazzy background it becomes too hard to spot any small things over it. This current realization (which we have added yesterday) looks for me as most realistic what we can do in this issue in existing circumstances. At least at the moment - there is no counter-arguments were provided which may dissuade me. Anyway. Not everyone keeps his acuty of vision till 37 years old. Also, I suppose that I’ll not keep it for a long time more too. But still everyone (and me too) want to play cool combat pilot role. This why it is easy to understand everyone who tells that previous (pre-hot-fix) variant with larger airplanes LODs on far distances was more satisfactory for them. And it is very possible, that such kind of customers – are the major part of our community. So to solve this dilemma at least somehow and not do LODs size changes forward and back under pressure of claims – we have decided to add a specific game (server) difficulty setting for it. It is turned on in “Normal” and turned off in “Expert”, also it can be turned on and off separately in “Custom”. So, you may get it in the new update right now (Andrew sneaksie have posted more details on the update).
  5. Some words on long range visibility issue. I’m offering you to take a look on your monitor one the desktop. For instance. Let it be 51cm wide, 1920x1080. And we set aside to have a distance between eyeball and conter of monitor at 100cm. In this case the angular size of the one pixel is: arctg(51/1920/100)=0.0152° Black pixel on deep-blue background – I can see it with a great problem to find, but still I’m able to. Let’s say in another words – I can see it only in case if I’m informed (I know) where to find it. White pixel is visible excellently. If we get Bf 109 F than in wingspan it will have angular size at 0.0152° at range: 0.5*11/tg(0.0152*0.5)=41400m In yesterday hot-fix I have barely same situation in game when me and target are at high altitude, target is at sky background and distance is around 20..25km. I will not spot the target it there is no sun glistening on it. I also have a chance to spot it without sun glistening if I know where exactly to search. If plane have sun glistening – than I can spot it in most cases, but only if I’m not too tired of work. At 40km for me, personally, it is very hard to spot anything (but in case of very lucky sun glistening – and this is analog of the white pixel in my example). Meanwhile – larger planes still can be spotted. With descending to lower altitudes the light haze make these long-range contacts much less contrast and harder to spot – that is very plausible. From the ground – there are additional difficulties are appearing with cirrus clouds adding to the sky background – with such jazzy background it becomes too hard to spot any small things over it. This current realization (which we have added yesterday) looks for me as most realistic what we can do in this issue in existing circumstances. At least at the moment - there is no counter-arguments were provided which may dissuade me. Anyway. Not everyone keeps his acuty of vision till 37 years old. Also, I suppose that I’ll not keep it for a long time more too. But still everyone (and me too) want to play cool combat pilot role. This why it is easy to understand everyone who tells that previous (pre-hot-fix) variant with larger airplanes LODs on far distances was more satisfactory for them. And it is very possible, that such kind of customers – are the major part of our community. So to solve this dilemma at least somehow and not do LODs size changes forward and back under pressure of claims – we have decided to add a specific game (server) difficulty setting for it. It is turned on in “Normal” and turned off in “Expert”, also it can be turned on and off separately in “Custom”. So, you may get it in the new update right now (Andrew sneaksie have posted more details on the update).
  6. Han

    Game Updates

    Update 3.201 Dear Friends, The IL-2 development team is glad to report that the new huge update 3.201 is released. It brings you not only the 3 new aircraft and 2 new maps for two projects, but also many improvements in all areas of the sim - graphics, physics, audio, controls, armament, and instruments. You can find the in depth information about some of the new features in our recent Dev Diaries. Please note that this update is the last milestone before the release of two projects at once - Bodenplatte and Flying Circus Vol.1 - which should happen in a month or so. Moreover, this update contains many improvements for Tank Crew as well, paving the way for the release of its two scenario campaigns and tank commander interface. We advise you to browse through the 3.201 changelist below - in addition to big additions it contains smaller changes which were requested for some time: New aircraft and other objects 1. Tempest Mk.V Series 2 fighter is available to all Bodenplatte owners; 2. P-51D-15 fighter is available to all Bodenplatte owners; 3. Collectors Plane P-38J-25 is available to all Bodenplatte Premium Edition owners; 4. The new map Rheinland Summer 1944 (including the Low Countries) is available to all Bodenplatte owners in QMB mode; 5. The new map Arras Spring 1918 is available to all Flying Circus Vol.1 owners in QMB mode; 6. B-25D bomber added (not player controllable); 7. GMC CCKW truck added; 8. Willys MB off-road vehicle added; 9. M16 Half-track self-propelled AAA gun added; 10. Sd Kfz 7 Flakvierling 38 self-propelled AAA gun added; 11. Flakvierling 38 AAA gun added; 12. М1A1 90 mm AAA gun added; 13. US searchlights and landing lights added; 14. M5 3-inch AT gun added; 15. M1 155mm howitzer added; 16. JagdPz IV L70 tank destroyer added; 17. Infantry and AA .50 MG added; 18. New types of road and railroad bridges added; 19. New Western European town and village blocks added; 20. New industry blocks added; 21. Many new unique buildings for Rheinland and Arras added; 22. Static versions of many airplanes models were added to the game for better scenery in missions; 23. New countries that participated in WWI and WWII added to the mission logic; 24. Bf 109 G-2 has 4K exterior texturing made by Francisco =BlackHellHound1= Bindraban; 25. IL-2 mod.1942 has 4K exterior texturing made by Martin =ICDP= Catney; Visual improvements 26. Aircraft and ships are visible much farther than before - theoretically, they can be spotted as far as 100 km away if there are fire, contrails or a ship wake; 27. New 'Distant buildings' option added; 28. Object markers can be blocked by landscape and objects, including own aircraft or vehicle; 29. Static objects rendering has been optimized to increase performance; 30. Sun glare from distant aircraft is visible better; 31. Fire can be visible inside the cockpit on single and triple engine planes; 32. It's possible to display a customizable photo in all aircraft cockpits and tank cabins; 33. Collimator sight reticle has been improved for all planes; Aircraft improvements 34. DB-601 and DB-605 engine sounds improved for all Bf-109 and Bf-110 planes; 35. Realistic pilot's physiology model is now active, which takes into account the duration of the G-load and rate the G-load was applied; 36. After prolonged exposure to high-G load the load factor tolerance of the crew decreases and they require some time of steady flight to rest and recover; 37. Oxygen deficit affects the human tolerance to high G-load more accurately; 38. Visual and audible high-G effects made more realistic; 39. The sound of the player breathing during a significant positive G load improved, that sound is no longer played during a negative G load; 40. G-suits increase the load factor tolerance of the crew; 41. The crew can become motion sick from alternating G loads; 42. High-G loads, powerful impacts and pain shock can render the crew unconscious resulting in a loss of control; 43. New 'Simple physiology' option added to the difficulty settings disables the load factor tolerance decrease, loss of consciousness and motion sickness; 44. Damage inflicted to the crew from powerful impacts and falls have been corrected; 45. The player can't get painful shock anymore if the invulnerability difficulty option is checked; 46. The ability of the crew to bail out is now limited by the G-load (including its direction), airspeed and crew health (wounds); 47. Crew bails out differently depending on the G load direction - down if the load is positive and up if the load is negative; 48. The movements of the visible model of the flight stick and pedals in the cockpit are no longer filtered so there is less delay between the movement of real flight stick and pedals and the virtual ones. However, the flight stick movement speed is still limited at high flight speeds or if the pilot is wounded; 49. It is now possible to assign a trim axis if it was controlled by an axis on a real aircraft (control wheel or lever). The speed of the trim axis is still limited and depends on the aircraft, similar to the adjustable stabilizer. If you use joystick buttons or keyboard for controlling such trimmers, please assign these keys not only to electric trimmers but also to this trim axis; 50. All Pe-2 and Hs-129 have their electric trimmers disabled if the power is turned off. Turning them on and off can be heard and the sound of trim has been replaced with an electric motor sound; 51. The adjustable stabilizer axis is no longer inverted (its direction is changed according to DirectX standard); 52. New commands for retraction and extension of the landing gear added; 53. It's possible to repair in aircraft when it is near an object with the service parameter set to On in the mission file. Repairs start automatically when the engines shutdown procedure is complete; 54. It's possible to refuel in aircraft when it is near an object with the service parameter set to On in the mission file. The refueling process can be started and stopped using the new commands and only possible if the engines are shut down; 55. It's possible to rearm in aircraft when it is near an object with the service parameter set to On in the mission file. The rearming process can be started and stopped using the new command and only possible if the engines are shut down; 56. Spitfire stall behavior with released landing flaps has been corrected; 57. British and American voiceovers added for Bodenplatte pilots; 58. 150 Octane fuel is available for Spitfire IXe that enables +25 lbs. With it enabled, switching supercharger gears becomes manual; 59. La-5FN skins should work on an MP server now, but this change requires reassigning its skins in the missions created earlier; 60. Bodenplatte pilots got Summer uniform; 61. Windmilling effect works on U-2VS; 62. British gyro gunsight G.G.S. Mk.IId (Spitfire Mk.IXe) now accounts for gravitational bullet drop when calculating the deflection; 63. Spitfire Mk.IXe electric fuel pump won't continuously switch on and off at low throttle on the ground; 64. Some instruments and switches sounds corrected on Spitfire Mk.IXe; 65. Me 262 A behavior at beyond-stall angles of attack corrected; 66. The physical behavior of I-16 fragments has been corrected; 67. Smoke clouds after a plane crash in multiplayer disappear correctly; AI improvements 68. AI better aims at distant steadily flying targets; 69. AI better distribute enemy targets among themselves; 70. If an AI has a speed advantage over a target it is attacking, it tries to keep this advantage; 71. Combat turns, spirals and banking maneuvers in a dogfight are performed more aggressively; 72. AI won't switch maneuvers too frequently, distorting its planned tactics; 73. Criteria for choosing maneuvers in a dogfight were updated; 74. AI keeps the formation better; Tank improvements 75. Offroad shaking has been made more natural; 76. All the tanks now use the M4A2 aiming method; 77. The engine startup sequence is now animated (master switch, excess pressure valve, manual fuel pump, wobble pump, caution signal); 78. Inner visual effects are not affected by tank movements; 79. Engine exhaust effect improved; 80. Driver gauges, turret instruments, MG elements are now animated in multiplayer; 81. Direction controllability improved; 82. APHE rounds cause more damage to inner components after the armor penetration; 83. The visual effect of the turret traverse motor exhaust added to Pz.Kpfw. IV Ausf. G and M4A2; 84. KV-1s and Pz.Kpfw.III Ausf. M commanders can fire the signal rockets through a small hatch in the roof when the commander hatch is closed; 85. The engine startup sound on KV-1s and Т-34-76 UVZ (1943) depends on the starter type used (main electric or reserve pneumatic one); 86. KV-1s, Т-34-76 UVZ (1943) and M4A2 have functioning klaxon (LAlt+S); 87. Inner details and texturing improved on KV-1s and Pz.Kpfw.VI Ausf.H1; 88. Pz.Kpfw. III Ausf. M, Pz.Kpfw. IV Ausf. G and Pz.Kpfw. VI Ausf. H1 bow MGs use the M4A2 aiming method; 89. There is an alternate DT MG gunner aiming mode on KV-1s - through the periscope (in addition to the regular one through the gunsight); 90. KV-1s commander and radioman have an alternate aiming mode - through a visor; 91. M4A2 turret traverse can be powered by the motor-generator; 92. M4A2 first-person view height corrected for a driver and MG gunner in unbuttoned positions; 93. Visible (from the driver seat) rotation of the steering drive shaft has been corrected on Pz.Kpfw.IV Ausf. G; 94. Pz.Kpfw.III Ausf. M fuel or oil fire effect has been corrected; 95. A firing port in the panoramic gunsight armor added on KV-1s; 96. Air inlets of the engine compartment added on KV-1s; 97. Slits in the driver visor on KV-1s decreased in the visor open position; Other improvements 98. The sound subsystem uses newer FMOD API - sound loss after long play sessions should be fixed; 99. Runway floodlights work now; 100. Coalition sorting functionality added to QMB mode; 101. An automatic chat message in the multiplayer reports if there is no UDP traffic coming from one of the players; 102. A workaround added for VR HMDs without hardware IPD adjustment - LShift-NumPad+ and LShift-NumpadEnter directly move the images on the VR screen farther or closer. 103. Radio chatter volume is affected if the player is concussed, lost consciousness or wounded. P.S. To add a custom photo to your airplane or tank cockpit you should replace existing default DDS image by another one in: <game_folder>\data\graphics\planes\<airplane_folder>\textures\custom_photo.dds or <game_folder>\data\graphics\vehicles\<_tank_folder>\textures\custom_photo.dds DDS image should be 1024x1024 in DXT5 ARGB 8bpp with mip-maps Please discuss the update in this thread.
  7. News on 3.201 update, full text You can ask new questions in this thread
  8. 232 Hello everybody, The next update 3.201 will be released really soon. In the previous Dev Diaries, we told what it will bring for Bodenplatte, but it will also contain many improvements for other projects as well. Let's start with Tank Crew. The first important feature (not only for tanks, but it is especially important for them) is the new occlusion system for object markers. Now ground and aerial object markers will be occluded by other moving objects, cockpit elements, hills, trees buildings, etc. It should really pump up the tension of battle even in the 'markers on' mode. Second, we have changed the way a turret (or closed sights MGs like bow MG-34) is steered on all tanks, now it moves like on M4A2 before and there is a special overlay indicator showing the set turret direction. In addition, all the Tank Crew player controllable tanks now have improved engine startup procedures, both visually and audibly. Pz. IV and M4 have autonomous turret traverse mode working with effects and animations. The tanks handling has been improved. Many of them have their interiors and some exterior details updated. Two historical campaigns set near Prokhorovka designed by Alexander Timoshokov and Victor Sechnoy are finished and their beta testing should start next week along with the commander interface for controlling the crew and an entire platoon. To create correct mission scenarios, a lot of effort has been put into research - just their briefings have enough text to fill up 40 book pages. Ground AI improvements required a lot of time as well. We plan to release these campaigns to all Tank Crew owners in October. Now onto Flying Circus. The coming update will include the Arras area map (1918). The cities, towns, and airfields recreate the atmosphere of the era believably. The designers paid special attention to smaller details in the airfield buildings. The towns have trade squares, suburban blocks and more detailed factory areas. There are barbed wire and dugouts on no-mans-land. Together with the latest technologies available in IL-2 engine, the new Arras map will give the aviators of the Great War the next level of immersive flight and dogfights above the Western Front positions. Returning to Bodenplatte, we're glad to report that we have found the means of increasing visual quality of Tempest Mk.V even more. Since the end of Summer, our artists worked on the texturing and materials and you can see the result on these screenshots. The aircraft released in the previous TOWs also gets attention - Battle of Stalingrad owners will see IL-2 mod. 1942 and Bf 109 G-2 skins updated to 4K quality thanks to Martin =ICDP= Catney and Francisco =BlackHellHound1= Bindraban. But not only visuals are being upgraded for our previous projects - we're also working on some sound improvements. For instance, DB-601 and BD-605 engine sounds installed on Bf-109s and Bf-110s will become more realistic in 3.201. You can discuss the news in this thread
  9. Full news - here is a full text and visual materials
  10. 231 Hello everybody, We're in the second half of September and this means that the next update 3.201 isn't far away. This one will be massive and will bring a lot of new content as well. Three player controllable aircraft, AI bomber, new AI ground vehicles and of course, the new map - Rheinland. This map tops the records once again: 130 000 square kilometers of reachable terrain (401 x 324 km), 176 000 square kilometers total size (461 x 384 km), 225 cities and towns - a record number of big cities, 70 airfields - 67 of them have historically correct layout recreated using archive documents. For increased detail and historical accuracy, for the first time, we have used 4 airfield types on the same map - with concrete, metal, and unpaved runways and airstrips without runways. To populate the map with European buildings on such a large scale new 'construction kit' of European city blocks was created - this allowed to represent highly populated cities while keeping the general layout of the city where they belong. There are new models for big factories and many unique buildings and we also actively used the bridges 'construction kit' which has been developed previously. Landscape features, especially in the hilly areas - deep river valleys, hills covered by forests and small reclusive towns create a special atmosphere. Let's return to the urbanized areas - we're happy to announce that we were able to create a tech that allows displaying buildings three times farther than before. Rendering at such distances because of the enormous amount of buildings visible at the same time required heavy use of multi-threaded tech to prepare the data. We have made this feature optional for simmers that have a weaker PC. For such a map as Rheinland with many cities and towns, it really improves the perspective and the overall feel. Of course, it is useful for other maps too - for instance, it allows bomber pilots to spot their targets significantly sooner. And as we announced before, for Bodenplatte we created AI ground vehicles with increased model and texture detail, 13 new types in total. You can discuss the news in this thread
  11. Full news - here is a full text and visual materials
  12. 227 Dear Friends, After the recent release of the update 3.102 many of you wondered "why there are no new Bodenplatte planes"? There is nothing strange about it: the remaining three player-controllable fighters and AI-controlled bomber are the most complex and difficult to produce objects in the entire history of our team. But the more difficult is the task the more interesting is the result. At the moment we plan to make all these four planes available to you in the next huge update at the end of September that will also bring the important new features we're working on at the moment. Here's the rundown on their current statuses: P-51D-15: cockpit texturing and flight model is in development. P-38J-25: cockpit texturing is nearly finished, the flight model is finished, it will go to beta testing soon. Tempest Mk.V ser.2: 3D model is finished, the flight model is nearly finished, it will go to beta testing soon as well. B-25D (Mitchell II): 3D model is finished, we’re working on the last bits of texturing and turret animations, the flight model is in development. The work on the Rhineland map for Bodenplatte is also progressing well and we'll show you some of it in one of the coming DDs. We're working on the new Career timeframe 'Battle of Rhineland' in parallel. Now let's list the features that are at the final stage of development at the moment: Switch to the newer F-MOD API version which we hope will fix the disappearing sounds issue right away or in the near future. An advanced model of pilot physiology that includes complex fatigue modeling that takes into account G-overload fatigue, overload frequency, alternation of positive and negative overloads, wounds, having a G-suit, lack of oxygen and oxygen supply system. The model will also simulate a loss of consciousness and ability to control an aircraft after experiencing too sharp or too severe overloads. The algorithms it is using are based on the research of various institutes. The introduction of this model is likely to change the flow of air combat, especially in multiplayer. However, those who find it too difficult and unfamiliar will be able to switch it off as realism option (it will also be a server setting). Air Marshal mode that is being developed especially for multiplayer will also enter the testing stage soon. When this happens, we'll dedicate a special DD to it. Improved AI maneuvering in a dogfight. Our new programmer is working on this (the recent formation keeping improvements are his work), but remember there is still a long way to go in this area. Improved visibility distance of planes and ships. The main difficulty in the development of this feature was making the dynamic objects show at great distances without a steady stream of data reporting their position and orientation. Another important thing is to model the lighting of the airplane even at long range - we discarded the idea of having just black dots at these distances, where the visibility of an object is determined by the position of the sun, brightness and hue of the sky, haze, etc. All this is impossible to model having only a black dot. The distant planes flying at high altitudes will have contrails and ships will have visible wakes. It is also important to have more or less equal terms for owners of different monitors. Having completed all these tasks, we'll increase the maximum visibility distance for planes and ships from 10 to 100 km and the resulting visibility distance will realistically correspond to the lighting and weather conditions. As you can see, the Bodenplatte project is at the final stage and nearing release. Numerous changes and additions to be seen in the final version are more or less close to being finished. Therefore, the update 3.102 included the content that was ready and a minimal amount of changes - at the final stage nothing should divert the team from the main target. We don't want our words to sound empty or unfounded, so today we can show you the in-game exterior shots of the P-38J-25 Collector Plane (that is included in Bodenplatte Premium, only version you can get at the moment), the cockpit of the British Tempest Mk.V ser.2 and the new German pilot in Summer 1944 uniform: You can discuss the news in this thread
  13. Full news - here is a full text and visual materials
  14. Han

    Game Updates

    Update 3.102 Dear friends, We're glad to report that the new update containing three new war machines are out. The first one of them is Pz.Kpfw. IV Ausf.G German medium tank for Tank Crew - Clash at Prokhorovka project. It was one of the most commonly used German tanks and had an interesting mix of powerful weaponry and lacking armor, making its use in the sim somewhat peculiar. It also had an interesting feature - autonomous turret traverse mechanism powered by a dedicated petrol motor. The second one is the WWI RAF fighter bomber Bristol Fighter F.2B for Flying Circus - Volume 1 project. This airplane had good flight characteristics among the two-seaters, various armament and could perform a wide selection of tasks. Two modifications of this aircraft are included - with Falcon II and Falcon III engines. And the third one is another Flying Circus - Volume 1 aircraft - German WWI ground attack plane Halberstadt CL.II. This multifunctional machine had good defensive turret equipped with one or two Parabellum LMG 14 machine guns fed by large-capacity magazines. Halberstadt could have one or two forward-firing MGs and carry 12 kg and 50 kg bombs, camera for aerial recon and radio for aerial spotting. In addition to them, the update includes exterior textures in 4K quality for Bf 109 G-14 and Fw 190 A-3. There are also several important improvements in the full list of changes: 1. PzKpfw.IV Ausf.G is available to Tank Crew - Clash at Prokhorovka owners; 2. Halberstadt CL.II (Mercedes D.IIIa (180 h.p.) and Mercedes D.IIIau (200 h.p.) modifications) is available to Flying Circus - volume 1 owners; 3. Bristol Fighter F2.B (Falcon II (255 h.p.) и Falcon III (285 h.p.) modifications) is available to Flying Circus - volume 1 owners; 4. Bf 109 G-14 has 4K exterior texturing made by Martin =ICDP= Catney; 5. Fw 190 A-3 has 4K exterior texturing made by Martin =ICDP= Catney; 6. User interface checkbox that disallows other players to occupy one of the stations of your tank in multiplayer works now; 7. Main tank gunfire sound won't be skipped while shooting at a maximum rate of fire; 8. Tank traverse systems on player controllable tanks can be damaged now; 9. Switching between main and backup gunsights on player controllable tanks happens correctly; 10. Chalk slopes on the Prokhorovka map won't visibly appear and disappear; 11. Forests on the Prokhorovka map won't visibly blink; 12. Looking at an aircraft mirror at certain view angles won't cause a severe performance drop that was noticeable at high visibility distance settings on low- and middle-end video cards; 13. Destroyed ground vehicles on the GUI map are semi-transparent; 14. Engine throttle control helper logic has been updated (previously it could limit the available engine power at high altitudes); 15. S.E.5, Sopwith Camel and Sopwith Dolphin ailerons buffeting amplitudes at higher flight speeds have been corrected. Please discuss the update in this thread.
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