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Buzzsaw

Moderators CLOD
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Everything posted by Buzzsaw

  1. It depends on the time period. If you look at the Desert in late 1942, then the only additional American fighter used with the B-17E/F and B-24D was the P-40F with its two speed Packard Merlin engine... which is an easy re-make of the P-40E we are building for TF 5.0. As mentioned, if we go this route, we would build only one of the four engined types at a time, per module. So either B-17E/F or B-24D... both of which were in the Desert in late 1942 for El Alamein with the 57th Fighter Group as escorts. If you look at the Channel map in 1942, then the only US Fighter group, (4th Fighter Group, formerly Eagle Squadrons) were equipped with either the Spit V or Spit IX. If you look at the Tunisia area during late 1942, early 1943, then the escort fighters in question would be either the P-40F or P-38G/H. If you look at the Channel Map in the Spring and Summer of 1943, then it would be the P-47C/D Razorback. The P-38's did not arrive till the fall of '43, the P-51B did not arrive till late December 1943. By the way, we will have the Eagle Squadrons in TF 5.0 with their markings. Bonkin has taken the time to get a good understanding of where the team is, the technical demands of the work everyone does, and how much time is involved. We have every confidence in his work. ✌️
  2. I am sorry to disappoint you MP, but this is an imaginary work schedule. Each heavy bomber's Pilot or Bombardier cockpit would take 8 months minimum... and could take a year. These are incredibly complex and detailed environments with a multitude of controls... and then you have add the turret cockpit 3D work on top of that. The External model would take at least the same amount of time, probably more. And that only gets the aircraft to the import/animation stage... that process would take another 2 months at least for each cockpit, and likely 3-4 months for the External on top of the time required for the 3D work. And then the aircraft has to have its Flight Model and Damage Model created...another 2 months. And then the aircraft has to go into Beta testing. Each heavy bomber would require a minimum of four 3D artists assigned to it... we only have eight aircraft artists in total and none of them are available on full time work schedule. TF would certainly like to bring four engined bombers into the game, but the idea it is a simple process is simply mis-informed... I am surprised that MP, a former member of the team still has trouble understanding how much work is involved. But then, he did not do any of this technical work himself, he only did PR. As mentioned, we hope at some point to introduce 4 engined types... but unless a) TF 5.0 is an enormous success and our members can work full time, and/or b) we get a flood of qualified new members joining us, the process will take longer than MP's imaginings. There is a reason why modern flight sims rarely include flyable aircraft like the B-17 or B-24... that is because of the huge effort required to bring these types to completion. I will also mention that pre-orders and pre-purchases are not possible with TF releases. The nature of the business arrangement between TF and 1C and the organizational and compensatory structure of TF precludes that. MP should also know this since he was a member, but he seems to have forgotten.
  3. The Condor never operated in the Channel map area... and never in the Mediterranean. It was a long range recon and shipping attack aircraft used in the Atlantic. So it wouldn't be a good choice. If we do a Bay of Biscay map in the future, then maybe these two could be considered. At this point I think the interest in these two aircraft would be a lot less than a 4 engined American type... even from the German side, there is a lot of interest in attacking these types in their formations. We are working on the existing aircraft for TF 5.0... and hopefully will address the bugs related. There are new versions of the Ju-88 and Heinkel-111H bombers included in TF 5.0. (A-4/A-5/H-6)
  4. Yes, aware the top turret was different... as you say the Ball is the same. Even when turrets are not the same... the weapons are... so some of the elements from one aircraft can be carried over to another. We also could model only the top and ball turrets... plus the guns in the bombardier's cabin. Or even just the tail turret and bombardier cabin... although I would prefer not to leave the Top turret as AI since I think a lot of attacks will be coming from headon... it will be very dangerous to attack from the rear of a large B-17/B-24 formation because of the slower closing speed.
  5. We would need to build more than the Pilot position... the bombardier is required and a bombsight. Regarding what turret positions need to be modeled as available to the players on the B-17/B-24: - The two single waist gunner positions are really unnecessary to model... since they are the most inaccurate and least effective... and also would required a huge amount of 3D work. They would be left as AI. - The multiple nose gunner positions for the early models, (if we did include these aircraft in TF 6.0, we would model the B-17E/F or the B-24D) are not entirely necessary, but considering the bombardier operates those weapons, and his cockpit has to be modeled, therefore they have to be rendered in 3D and they would be mannable. - The twin Tail gunner position is one of the most active, and is a common direction of attack for gamers... (not in real life though ) so it would also need to be modeled. - Most active position historically is likely the upper twin position.... just behind the cockpit... it is a very flexible gun position, can fire forwards, backwards, to the side and up. It would need to be modeled. - Twin Ball turret, (belly of the aircraft, capable of firing forwards, backwards, to the sides and down) is an important position, but since we already have modeled guns covering most of the arcs of the Ball turret, it could be left as AI. The good news about turret modeling is the fact the B-17 and B-24 used the same turrets in many areas. So the work done to create one of these aircraft could be transferred over to be used in the other. All of this of course is just consideration... we cannot commit to model either of these aircraft at this stage... we will need to see what the reception is for TF 5.0. There is no point in building another module after TF 5.0 if no one is interested in playing it. 😰
  6. Buzzsaw

    Clod Blitz doesn't start

    Have you built a mission which includes ground units? Before anything, would suggest you verify your install.
  7. Buzzsaw

    No damage sound

    There is a slight bug in the game in that if you do not have your ingame sound turned up to 100%, some sounds cannot be heard. So turn the sound up to 100% in the game, and adjust your headset/speaker volume for the game with your Windows sound controls. That should give you the sound of hits.
  8. First I would say that we need to see that TF 5.0 is a success first. 2nd, hopefully everyone understands creating a 4 engined bomber is a HUGE task and would take a long time. So while MP may go ahead and post his poll, there are no guarantees and no promises from TF and MP's poll is not official or binding. Have changed this post so people can reply if they wish. Re. Historical use: Both B-17's and B-24's were used in the Desert and Mediterranean in late 1942 and 1943. B-17's were also used on the Channel front... around the time of the Dieppe Raid... first raid August 17th of 1942. Raid was relatively short ranged... inside the dimensions of existing map. The first daylight attacks on the Ruhr by B-17's were escorted by RAF P-51A's... the only aircraft with the range... although they had poor performance at higher altitude.
  9. Buzzsaw

    Visier aktivieren?

    Hallo Bitte melden Sie sich in den deutschen Foren der ATAG an und posten Sie Ihre Frage dort: https://theairtacticalassaultgroup.com/forum/forumdisplay.php?f=130
  10. Buzzsaw

    Crashing Tiger Moth in Trg missions

    This may be a function of the instructors skill levels... we are looking at it.
  11. Buzzsaw

    Aircraft Carriers

    Hello Royal Flight We would like to add a number of new Fleet Air Arm types as well as operational carriers for TF 6.0. (assuming TF continues past TF 5.0) So if that happens, the Sea Gladiator, Sea Hurricane, folding wing Martlet type, (TF 5.0 Martlet is non-folding wing type) as well as the Fairey Swordfish and perhaps Blackburn Skua are likely to make an appearance. Fulmar is not likely considering the amount of work required and the likelyhood not many would fly it given a choice of the other three FAA fighters. Carrier(s) would likely be HMS Eagle and/or HMS Illustrious class.
  12. Please post more detailed information.... your system specifications, your crash log, etc. Please see this forum for common crash causes and fixes in pinned topics.
  13. Hello All The information we are receiving suggests there is a common thread in the Crash reports and likely a common program or programs which are causing the problems. In order for us to identify that program or programs, we need to see what you are running in your PC. To get a list of programs running, please follow these instructions: - Start->run - type "cmd" and click "OK" - on the black window that opens, type "tasklist /svc" and press enter - right click on the window title and select Edit->Mark - Scroll up to the begining of the output, left click at the start and drag to the end selecting all the text. - once the text is selected, press enter (this was a copy/paste operation) - now you can paste the text here so we can see what is running and hopefully figure it out. And also, see if you have any files on the "My Documents\1C SoftClub\il-2 sturmovik cliffs of dover\cppcrash" folder. If so, please zip them and attach them to any post here. Also attach any logfile. (See below link for details in activating your logfile) https://forum.il2sturmovik.com/topic/32903-suggestions-those-crash-problems/ Thanks for everyone's patience EDIT: Can those with crashes also please list what type of Controller, (including manufacturer) they are using?
  14. The popular CH Products Joysticks and Rudders have software designed to allow them full function. Unfortunately CH has said they will not support the software and provide updates for W10 changes. WIN 10 CH Manager Work Around Problem: The controllers are grayed out in CH Control manager software and they do not work properly. Below is the work around for this problem since the latest Windows 10 creators updates. First, you need to prevent your computer from saving information to boot faster upon shutdown (you need to turn off fast startup in windows) so that it treats the controllers the same whether you cold boot or restart. 1. Click the start button and type "CONTROL PANEL", then choose Hardware and Sound then Power options. On the left side click "Choose what the power Buttons do". Now click "Change settings that are currently unavailable". Lastly UNcheck "Turn on fast startup (recommended)" 2. Now when you boot from cold boot or a restart it will treat the controller the same way. 3. Boot/reboot the computer. When it comes up DO NOT DO anything related to games or control manager loading scripts. You must open Control Center, or Control manager and wait for about 2-3 minutes until you hear the last chirp of the USB being recognized. Once that last chirp happens you can then load scripts or change whatever. If you do not wait for the last chirp (2-3 minutes) and you try to manage your controllers then you must reboot and start over. 4. Instead of manually opening control center upon startup. You can add the CMStart.exe (CH startup program for the 5 sec delay) shortcut to your SHELL : STARTUP folder. * CMSTART * To add CMStart to your SHELL : STARTUP Folder 1. in the Address bar of Windows Explorer type or paste C:\Program Files (x86)\CH Products 2. in windows explorer top left choose FILE Open New Window. In the Address bar of that window type or paste SHELL : STARTUP 3. once you have both windows up RIGHT click and drag the CMSTART application to the SHELL : STARTUP folder and let go. When the options come up, select "create shortcuts here". 4. now every time you boot, the controller will begin the process of the 2 min wait In addition in STEAM: Under STEAM > SETTINGS > CONTROLLER > GENERAL CONTROLLER SETTINGS > Uncheck the "Guide Button Focuses Steam" checkbox to prevent Steam from turning your Controller Gray again when Loading CM scripts.
  15. Buzzsaw

    Pre-Warmed Engines

    Hello All I know this has been an issue for all those who like to be able to jump in their aircraft and go... One of our coders, (Thanks Xoriguer! :thumbsup: ) has created a new pre-warmed option... I let him explain: Note: This applies to Singleplayer too... so Campaigns can start with the pilot in a revetment or hanger, and he would not have to warm up his engine... and would not have the current problem of not being able to keep up with the AI. We are currently testing this... and will be added to TF 4.5 when possible... (no time guarantee) Xoriguer is also working on our overheat modeling... this was something left over from the engine revisions and which we want to implement for TF 5.0. Cheers
  16. Mikmak: We changed it after HK1 brought it to our attention. When he bought it, the lettering in green was not present.
  17. Buzzsaw

    Pre-Warmed Engines

    Correction: Looks like the pre-warmed engines will be the next patch after the upcoming one.
  18. Buzzsaw

    Pre-Warmed Engines

    Should be in the next bugfix patch.
  19. Buzzsaw

    Key binding woes

    Please post that on our bugtracker. Thanks
  20. Buzzsaw

    A Question

    Did you delete your cache folder after installing the latest patch? (in: 'Documents/1C SoftClub/il-2 sturmovik cliffs of dover' )
  21. Hello MP Oden decided he did not want to sign our formal contracts... which require Identification and personal details... so he passed on joining TF. We do have a number of other mission builders working with us. Regarding the famous vehicles and bridges bug: We are working on this... it is not insolvable... it is on our list of bugs to fix. We do hope to see vehicles working better in TF 5.0.
  22. Buzzsaw

    Clod Blitz launch problem

    Glad your problem was solved. 😎
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