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Game version 1.007 discussion

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Version 1.007

 

- Polish localization added;

- A tree was removed from a runway near Davydovka;

- Signal fires were moved to correct positions at the Illarionovsky airfield;

- Model of the prop twist on FW 190 fixed;

- The bug with sun filter on Ju 87 fixed;

- Head plate shadow bug that appeare with a turret installed was fixed;

- Shadow and SSAO bug on removed flaps fixed;

- Lag between pushing the button and firing decreased from 0,1 sec to 0,02 sec;

- Collision with invisible objects on Lapino and Tatsinskaya airfields fixed;

- The bug with AI wingmen taking off on Fw 190s fixed (both tail wheel and engine management flaws removed);

- The issue with a damaged plane getting a speed boost fixed;

- Oil pressure indication added;

- Field cannon Pak 38 added;

- Shaking of a slightly damaged plane decreased;

- StuG III Ausf C-D added;

- Color of armored glass framing fixed on Bf 109 F-4;

- Player limit on dedicated servers set to 48. We ask all hosts to decrease the number of server clients in case if tickdelay gets higher than 18ms;

- Time of drawing plane's skin was decreased;

- A plane that is caught in the enemy airspace after the side rotation on a MP server is no longer getting the "captured" state;

- You may hear dogs barking in the villlages.

 

Full news

You can ask new questions in this thread

  • Upvote 6

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Thank you!

I should add the patch is 274,14Mb large.

"Dogs barking in villages" Now I will have to land near a village to verify that...

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No custom skins and skin viewer yet?  :mellow:

 

p.s. some nice stuff in that list!

Edited by Sim

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No custom skins and skin viewer yet?  :mellow:

 

p.s. some nice stuff in that list!

 

What, the dogs barking in the villages while you fly a couple thousand feet over them isn't enough for you?

 

Shame...

  • Upvote 3

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Kind of throws the incessant "production schedule/priorities" excuse out the window.

 

You don't think that making a skin viewer takes slightly more work than adding some nice atmospherics? 

 

There's no pleasing some people; thanks for the patch -- looking good!

Edited by 19te.Leaf
  • Upvote 1

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- You may hear dogs barking in the villlages.

awesome news :biggrin: :biggrin:  ;)

 

 

 

 

 

 

 

 

 

 

 

no kidding. really nice update. especially server increase and skin rendering :)

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"Lag between pushing the button and firing decreased from 0,1 sec to 0,02 sec;" Thank you! 

  • Upvote 1

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Now dogs to contend with!! How will we cope!

 

Great work guys keep it up! :)

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Keep it coming!

 

Are they barking at badgers? What do I have to do to unlock badgers squeaking (or whatever they do...snuffling?)?


Can someone post a recording of the dogs barking in Polish?

  • Upvote 1

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Who let the dogs out? :-)

 

Nice update!

Thank you for your hard work.

Edited by Mags

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You may hear dogs barking in the villlages.

 

I thought that historically all dogs by this time of the battle were in soup kettles.

  • Upvote 7

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"Who let the dogs out? :-)"

 

Good advise, they are risking being eaten by the Germans at Stalingrad. 

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Kind of throws the incessant "production schedule/priorities" excuse out the window.

Our sound designer has more time then programmers or engineers, so he adds some nice little features from time to time.

  • Upvote 26

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Many thanks to all the dev team for the patch!  :salute:

 

Please keep high morale, you are doing excellent work   :)

Edited by Simicro
  • Upvote 3

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thx for patch. Interesting content. good news . Server to 48 its great.

 

any screen for new ground objects?

 

thx.

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I thought that historically all dogs by this time of the battle were in soup kettles.

either this, or more likely the russian folks being evacuated took them with them, i think most people won't leave their dogs at home to die, even in a life-threatening situation. But surely some old long-established families refused to get evacuated, and took good care about their domestic dogs :)

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I thought that historically all dogs by this time of the battle were in soup kettles.

 

Don't think so! ...but my grandfather was there (Russia not Stalingrad), they really cooked/boiled railroadwood to get some grease!!! :mellow:

 

 

Woouuf! WOOUUFF! Thank you developers!

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- Model of the prop twist on FW 190 fixed

What does it do exactly? I had hoped it would fix the Cobras, but it does not.

- Lag between pushing the button and firing decreased from 0,1 sec to 0,02 sec;

Long requested, historically much more accurate, thank you for fixing this!

 

Also thanks for the added objects, looking forward to the ME!

 

Our sound designer has more time then programmers or engineers, so he adds some nice little features from time to time.

Could he use that time to implement a solution for speed of sound, i.e. I don't instantly hear something 600m away, but two seconds later?

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In Rise of Flight we have birds in the morning and cicadas in the evening, and it's really great to hear these sounds when the engine is off. The immersion is really important in a flight sim. Good idea.

Edited by 150GCT_Veltro
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What does it do exactly? I had hoped it would fix the Cobras, but it does not.

The 3D model of the propeller used to be incorrect. This fix doesn't have effect on the FM.

Could he use that time to implement a solution for speed of sound, i.e. I don't instantly hear something 600m away, but two seconds later?

I don't know but that's not his job anyway. He's only creating the sounds.

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Sounds propagation is not instant already. You can check it - drop a powerful bomb while flying at 500m or more from a ground object like a friendly AA gun, then quickly switch to this object. You should hear the explosion a couple of seconds later than seeing it.

  • Upvote 2

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Great! Now my dog is going to bark at my PC!

;-)

Edited by SharpeXB

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Sounds propagation is not instant already. You can check it - drop a powerful bomb while flying at 500m or more from a ground object like a friendly AA gun, then quickly switch to this object. You should hear the explosion a couple of seconds later than seeing it.

You're right. :o: How could I miss this? It was one of the things I was so keen on, I initially tested it with every update, but gave up on this around when fighter bombers were no longer present. Awesome & thanks a lot!

Edited by JtD

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Sounds for me are great, but it's one little significant that I can hear one bomb exploding at 500 meters of altitude, and not the big hole that one enemy plane have did in my aircraft, maybe it's correct, but it's significant.

Is it possible to know if your sound designer has one special configuration in his sound control panel? (like "room sound correction" or similar), to test the result

Edited by SuDoKu

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You may hear dogs barking in the villlages..

Just got to love this game :) Thanks for the update !

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Nice patch, got some nice feautures.

 

MP count rsised? Finally! Cant wait to fly some sessions on the Syn setver this weekend :)

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Thx for the update

 

photo-13.jpg?_r=1355102528
Did you guys record Jason's dog barking? :ph34r::biggrin:

Edited by Sparrer
  • Upvote 2

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Thx for the update

 

photo-13.jpg?_r=1355102528

Did you guys record Jason's dog barking? :ph34r::biggrin:

 

I don't think there were any Pugs in Stalingrad. LOL Gracie hates the cold anyways.

 

Jason

  • Upvote 2

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