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Game version 1.010 discussion

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Version 1.010

 

Dear pilots!

We present to you this new major game update. Some things have been fixed, others are going to be introduced for the first time. Well, meet the 1.010!

A few lines in the change log that we find particularly important are highlighted with blue color.

 

Aircraft FM/DM/AI:

 

1. The issue that caused He 111 to hop up when its wheel is shot off was fixed;

2. Extreme nosing over in case of heavy tail hit on Pe-2 was fixed;

3. He 111 tailwheel fixed;

4. Pilots and gunners vitality decreased (now it takes 2-3 not slowed by an armor 7.62 bullets to kill them);

5. Rudder counter forces at high speed were reduced on Fw 190 according to the reference;

6. Taxiing on Fw 190 improved (landing gear settings tweaked to make turning at low speeds with released tail wheel manageable);

7. Fixed the speed that pushes pilot’s head back into the cockpit. It starts to push on 300 km/h and completely returns the head back inside on 500km/h;

8. It still remains possible to do a small sneak peek even on high speeds;

9. The airflow is now pushing pilot’s head back into the cockpit according to IAS, not TAS;

10. Speed is now correctly shown on He 111 gauges;

11. Prop feathering levers on He 111 now works correctly;

12. The issue that made it impossible for AI to control the plane after any manual stabilizer changes was fixed;

13. AI pilot on Fw 190 was fixed;

14. Landing skill of Bf 109 AI pilots was improved;

15. Bombing skill of Bf 109 AI pilots was improved;

16. AI fighter pilots can sustain heavier overload during dogfight;

17. AI bombers and attack planes won't attempt to dogfight in Duel missions, they perform evasive maneuvers and rely on their turrets;

18. AI gunners open fire at ground targets at a longer range;

 

 

Graphics and misc:

 

 19. The mixture control lever on IL-2 was fixed;

20. The tiled texture near the fixed gun on Pe-2 was fixed;

21. Several typos in signatures in He 111 were fixed;

22. Trimmer indicator on He 111 shows correct value when trimmer is reset;

23. The telltales (external gear indicators) should now disappear when the wing is cut off;

24. Gunsight illumination regulator on Yak-1 won't move when you switch cabin light on or off;

25. The Ju 87 cockpit glass should be disappearing correctly when it’s shot off;

26. The issue that caused an averagely damaged Yak-1 to loose canopy glass was fixed;

27. Friendly aircraft that cover your flight in campaign start on correct course;

28. The trees that blocked takeoff for heavily loaded planes on the Pichuga airfield were removed;

29. Trees the heavy loaded planes could crash into are removed near Peskovatka airfield;

30. Trees the heavy loaded planes could crash into are removed near Lapino airfield;

31. Tanks near Pitomnik are positioned correctly (previously they could end up on ice);

32. Stalingrad building templates are saved with correct path;

33. The visuals of river banks were improved;

34. Airfields are now more easily distinguishable on the terrain;

35. The sound of fire on the second engine was fixed for the corresponding planes;

36. Train flatbeds were added to the stats;

37. AA guns placed on the trains are now correctly being counted for the stats;

38. Objects that carry no tactical value were removed from the stats (half destroyed objects, aircraft shelters, etc.);

39. Objects on Novosokolniki and Velikie Luki maps were added to stats;

 

GUI:

 

40. Flash objects and images can be used in custom missions via mission editor;

41. It is now possible to see your route and all the events that happened during a Campaign mission in the debriefing;

42. Ground object kills are shown in in-game chat;

43. AI unit kills are shown in in-game chat;

44. In-game chat shows exact object type which was killed and which made a kill;

45. Microstutters on multiplayer servers with big amount of players were fixed;

46. Convergence and bomb fuzes are now working properly in Campaign and Quick Mission;

47. The error that used to show up when trying to respawn during a death penalty has been fixed;

48. The issue with multiplayer that caused a plane to spawn but kept the lobby screen  showing the endless clock counter, was solved.

49. Death penalty timer was fixed;

50. Finishing flight is only possible after landing on Expert difficulty (and can be set on Custom difficulty).

51. Server preset is now shown correctly in the server list after finishing flight;

52. Access to the 9th skin for Fw 190 was fixed;

53. This list of single missions only shows the missions of proper kind (single missions);

54. Missions that require a plane unavailable to a player will not be available to a player;

55. Plane setups are now saved for the next respawn on that plane in multiplayer. A setup is stored until the user leaves the server or clicks the corresponding button in the GUI;

56. A multiplayer mission should now be checking availability of unlocks required by the mission scenario, this doesn’t involve the plane setup dialog screen.

 

 Tools:

 

57. An option to edit missions using a topographic map is now available in Mission editor;

58. Add by Dialog option was added to the train’s Advanced properties;

59. Advanced Properties dialog in the Mission editor was reworked to make it better visible on wide screens;

60. Camera resets to default position after changing the map in the editor;

61. Ok and Cancel buttons were added to the localization switch dialog in Mission editor;

62. .List files are now saved differently to TRA_Media (Flash). It should now save all the files that are stored in the corresponding folder along with the .sfw or .gfx files;

63. An option to set server configuration via .sds file was added;

64. Ping filter should be now working properly in dserver settings;

65. DServer Remote Console settings are stored in SDS file and can be adjusted using DServer Manage SDS feature.

 

Full news

You can ask new questions in this thread

  • Upvote 13

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Rudder counter forces at high speed were reduced on Fw 190 according to the referenc

 

FINALLY! Thanks a lot for the hard work. Looking forward to checking out the new update today.

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Looks like a slew of small, but mostly important, fixes.

 

This is the kind of support I had hoped for for BoS after release.

 

Looking forward to the first looksies of BoM.

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Aircraft FM/DM/AI:

 

6. Taxiing on Fw 190 improved (landing gear settings tweaked to make turning at low speeds with released tail wheel manageable);

 This sounds...increadible. I can't wait to give it a try and see how it compares to the previous model. I really hope you managed to nail it and all I can say is tank you for hearing our concerns!

 

Let's see how it work out though before being too exited don't we? :)

 

55. Plane setups are now saved for the next respawn on that plane in multiplayer. A setup is stored until the user leaves the server or clicks the corresponding button in the GUI;

Ultimate yes, finally it returns! Glad we are over this issue from now on.

 

OIf course all those changes sound great but as for FM changes I can't wait to try them out and feel the difference  :salute:

Edited by Stab/JG26_5tuka

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Can anyone confirm if sutters that accured since 1.009 are fixed?

 

->>

 

 

 

45. Microstutters on multiplayer servers with big amount of players were fixed;
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Dang...I'll be gone for about 8 days......bad timing, but looking forward to playing when I get back.  Thanks guys for the update.

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9. The airflow is now pushing pilot’s head back into the cockpit according to IAS, not TAS

 

Sorry, i am not sure if my understanding of IAS and TAS is correct.

IAS= indicated airspeed

TAS= true airspeed

 

If i am correct, shouldn´t the pilots head being pushed back according to the true airspeed?

If i am wrong, please correct me.

 

Thanks for the update Devs! 

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PIlot's head is pushed back by the incoming airflow, ie what the speedometer measures (IAS). Unlike true airspeed IAS drops wiht increasing altitude due to lower air density means you'll be able to stick your head out at higher TAS the higher you climb.

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Sorry, i am not sure if my understanding of IAS and TAS is correct.

IAS= indicated airspeed

TAS= true airspeed

 

If i am correct, shouldn´t the pilots head being pushed back according to the true airspeed?

 

No, because IAS measures the force of the airflow (which decreases with altitude due to lower air density) TAS is the actual velocity at which the plane passes through the air, but with decreasing air pressure at altitude the force that the airflow enacts uopon an object sticking out in the wind (such as a pilots head) decreases as well, the same way the lift generated by the wings at a given AoA decreases with altitude for a certain TAS but stays more or less the same for a given IAS.

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Thanks guys, after thinking again about it i fully understand. 

Was a hard day at work  :wacko:

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Great stuff! i am so happy now i could go and watch a Russian boyband video on youtube :)

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Excellent update, big thanks!

 

And of course I say to all here also Happy St.Patrick's Day ;)

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~S~ Devs,

 

Thanks all for your continuing attentions to details and the refinement of BoS.

 

Especially one I thought to suggest and found already corrected in this update.

 

59. Advanced Properties dialog in the Mission editor was reworked to make it better visible on wide screens;

 

-Jupp-  :salute: 

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Keep up the good work! 

 

... GFX preset off option with disclaimer of no official support? COME ON ALREADY

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And many many thanks for allowing the GUI map in the mission editor! You've already saved me about 30 minutes of annoying work!

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Any fix or news for locking fuel levels and ammo/payload configurations in MP servers with the option in the sds enabled?

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