ShamrockOneFive Posted December 3, 2016 Posted December 3, 2016 Thanks Jason, Han and Sneaksie for answering our questions! I am uploading the session now should be finished soon. Alright! EDIT: Changing to youtube since soundcloud does not let me upload both Q&A events. Should be up in a while Let me know how that goes. I uploaded the first Q&A to YouTube and that worked pretty well with help from Jade. I'll definitely want to link to yours when you have it up there. If its a problem, send me a recording and I can put it up on my channel as well. Full credit provided of course!
1PL-Husar-1Esk Posted December 3, 2016 Posted December 3, 2016 I will upload the TS event as soon as possible here: https://soundcloud.com/rickard-karlsson-761583806 You can already find the Q&A from Sept. 10 there. All recodring are gone from soundcloud :/ ??
KG_S_Denis73 Posted December 3, 2016 Posted December 3, 2016 Can someone please post a link where we can hear the Teamspeak Event.
ShamrockOneFive Posted December 3, 2016 Posted December 3, 2016 (edited) All recodring are gone from soundcloud :/ ?? He had to switch to YouTube. Link forthcoming. I'm sorry to say that I had a ton of technical issues that I couldn't sort out before the session - I wasn't at my own PC so that made it troublesome. Edited December 3, 2016 by ShamrockOneFive
1PL-Husar-1Esk Posted December 3, 2016 Posted December 3, 2016 He had to switch to YouTube. Link forthcoming. I'm sorry to say that I had a ton of technical issues that I couldn't sort out before the session - I wasn't at my own PC so that made it troublesome. Thx good man w8 for yt link then :-)
Jade_Monkey Posted December 3, 2016 Posted December 3, 2016 Any headlines? Ill be able to listen tomorrow.
Habu Posted December 3, 2016 Posted December 3, 2016 THX to Jason, Han and Sneaksie for the event. It was very cool to give us 3h20 of your time during a weekend. 1
6./ZG26_McKvack Posted December 3, 2016 Posted December 3, 2016 (edited) Here are the events. Todays Q&A: Sept. 10: Sorry for the delay Edited December 3, 2016 by 6./ZG26_McKvack 18
Nil Posted December 3, 2016 Posted December 3, 2016 (edited) And here is my recording with fancy pictures! (and WITHOUT channel notifications) Abundance is always good! https://youtu.be/XHdbBuHp7-4 Edited December 4, 2016 by Nill 7
Urra Posted December 4, 2016 Posted December 4, 2016 4K skins on next update possible. And super nice to hear 3X more aircraft and land vehicles than now from multicore dserver, after Kuban release if sales are good enough!
Rjel Posted December 4, 2016 Posted December 4, 2016 That was well worth the time to listen to. A lot of positives coming soon and in the future.
Feathered_IV Posted December 4, 2016 Posted December 4, 2016 Thank you to everybody involved. It was a pleasure to listen to. I didn't catch the date that the mods-on mode was scheduled to be released when the timeline was discussed. Dies anyone know if it was mentioned?
LLv34_Temuri Posted December 4, 2016 Posted December 4, 2016 4K skins on next update possible. And super nice to hear 3X more aircraft and land vehicles than now from multicore dserver, after Kuban release if sales are good enough! Yes, I'm waiting for COOP and the better performance for BoS to be able to have something like SEOW possible. To my knowledge, SEOW Kursk had something like 46 flights and 60 ground moves per side of battle. So 92 planes (human + AI) and 120 moving ground objects total. This is a benchmark I hope BoS will be able to exceed.
coconut Posted December 4, 2016 Posted December 4, 2016 To the devs: Regarding the consequence of exceeding engine limits: I suggest the immediate consequence be milder than they currently are, but to add an event in the log that indicates that the engine suffered excessive wear-and-tear, possibly even damage and/or failures that started occurring. Dynamic persistent online campaigns (TAW, DED expert random) could then use that to put limits on the available plane set. With this system, you could exceed engine limits during combat, but it would affect the long-term war effort. For other servers that aren't implementing a campaign system, it could be up to the server manager to decide the impact of exceeding engine limits. Or maybe keep it the way it is now if you fear it will divide the community. 2
Uufflakke Posted December 4, 2016 Posted December 4, 2016 Thank you to everybody involved. It was a pleasure to listen to. I didn't catch the date that the mods-on mode was scheduled to be released when the timeline was discussed. Dies anyone know if it was mentioned? At 2h 13m 58s Jason answers Custard's question about mods on/off mode. They plan to add the ability to create and use highrez textures (4k). Since the team does not have the time to create higher textures it will be a community effort. But they are not sure yet if it will be a mods on/off mode, a checkbox option or just replacing textures. They start with a 4k skins option for planes in next update (DX11) as a test. Everything else like 4k textures for cockpits, objects vehicles etc. will be figured out at a later date. 1
Feathered_IV Posted December 4, 2016 Posted December 4, 2016 Thanks mate! Fingers crossed for a proper mods-on mode. There are lots of little changes I can think of to make singleplayer a much nicer place to be.
Urra Posted December 4, 2016 Posted December 4, 2016 Great that they want to support as many vr headsets as possible.
ShamrockOneFive Posted December 4, 2016 Posted December 4, 2016 Hey folks! I put together a summary of nearly everything discussed at the Q&A session and posted it, point form, on my blog: https://stormbirds.wordpress.com/2016/12/04/what-we-learned-from-the-il-2-december-qa-session/ I cut out some of the extra stuff and cut straight to the things that most people want to hear about. 6
Urra Posted December 4, 2016 Posted December 4, 2016 Hey folks! I put together a summary of nearly everything discussed at the Q&A session and posted it, point form, on my blog: https://stormbirds.wordpress.com/2016/12/04/what-we-learned-from-the-il-2-december-qa-session/ I cut out some of the extra stuff and cut straight to the things that most people want to hear about. I don't see anything about the potential brought by the multicore dserver (3 times the current number of active moving objects than now), which may be implemented after Kuban. It's a yellow sticky for the MP crowd at least.
ShamrockOneFive Posted December 4, 2016 Posted December 4, 2016 I don't see anything about the potential brought by the multicore dserver (3 times the current number of active moving objects than now), which may be implemented after Kuban. It's a yellow sticky for the MP crowd at least. Oooh I didn't copy that in. I'll make an update right now. BTW: As I understood that, its a long term goal and its one they feel that can be accomplished but its not a certainty. Not something for 2017.
LLv44_Damixu Posted December 4, 2016 Posted December 4, 2016 Hey folks! I put together a summary of nearly everything discussed at the Q&A session and posted it, point form, on my blog: https://stormbirds.wordpress.com/2016/12/04/what-we-learned-from-the-il-2-december-qa-session/ I cut out some of the extra stuff and cut straight to the things that most people want to hear about. Thank you Shamrock for this
Jason_Williams Posted December 4, 2016 Author Posted December 4, 2016 I don't see anything about the potential brought by the multicore dserver (3 times the current number of active moving objects than now), which may be implemented after Kuban. It's a yellow sticky for the MP crowd at least. Our comments on this topic were imprecise. Petrovich is working on some new optimizations for the AI FM that will allow more AI planes to be in the sky with you for a smaller CPU hit. This work is ongoing and first results show some improvement, but no big improvement. Second area of potential performance gain is to crank up our use of multiple cores beyond the 3 or 4 we use now. This work would be done by our Lead Programmer, but that is a long term project and right now he is working on other more immediate tasks. Improvements to technology will come, but sometimes slowly. Jason
Danziger Posted December 4, 2016 Posted December 4, 2016 That was a good read, Shamrock. Thanks for posting. Also very good news from the team. I really like how open and honest they are and willing to talk with the community as well as work with us on content. I see the dawn of a new golden age of Il-2 1
=38=Tatarenko Posted December 4, 2016 Posted December 4, 2016 I thought this was a fantastic dev update and gave a really good picture of the future.
Urra Posted December 4, 2016 Posted December 4, 2016 Our comments on this topic were imprecise. Petrovich is working on some new optimizations for the AI FM that will allow more AI planes to be in the sky with you for a smaller CPU hit. This work is ongoing and first results show some improvement, but no big improvement. Second area of potential performance gain is to crank up our use of multiple cores beyond the 3 or 4 we use now. This work would be done by our Lead Programmer, but that is a long term project and right now he is working on other more immediate tasks. Improvements to technology will come, but sometimes slowly. Jason Thanks from Chicago Jason, long term I will purchase everything your team pump out and hope it happens some time down the line...
6./ZG26_McKvack Posted December 4, 2016 Posted December 4, 2016 Hey folks! I put together a summary of nearly everything discussed at the Q&A session and posted it, point form, on my blog: https://stormbirds.wordpress.com/2016/12/04/what-we-learned-from-the-il-2-december-qa-session/ I cut out some of the extra stuff and cut straight to the things that most people want to hear about. Thanks for that. Great work with the blog!
Jade_Monkey Posted December 4, 2016 Posted December 4, 2016 I got a chance to listen to the Q&A recording. Most of my questions were answered, which is great. I think there are no radically different takeaways, the team keeps working hard on the next title and the game engine. Lots of nice things coming soon, like the Ju52 and DX11, so plenty to be excited for xmas.
Gambit21 Posted December 5, 2016 Posted December 5, 2016 I thought this was a fantastic dev update and gave a really good picture of the future. Yep - good stuff. A big heartfelt thank you to Jason, Han and Sneaksie
LLv34_Temuri Posted December 5, 2016 Posted December 5, 2016 Our comments on this topic were imprecise. Petrovich is working on some new optimizations for the AI FM that will allow more AI planes to be in the sky with you for a smaller CPU hit. This work is ongoing and first results show some improvement, but no big improvement. Second area of potential performance gain is to crank up our use of multiple cores beyond the 3 or 4 we use now. This work would be done by our Lead Programmer, but that is a long term project and right now he is working on other more immediate tasks. Improvements to technology will come, but sometimes slowly. Jason Could you elaborate a bit about the multi-core use? In our server, it seems that the dserver doesn't utilize all the hardware it has available, as CPU usage did not max out on any core, even though we got message about dserver overload. Is the dserver limited in some way (by dserver itself or OS) to some portion of the available resources the platform has?
Feathered_IV Posted December 5, 2016 Posted December 5, 2016 I was hoping someone would ask about planned Ju-52 game mechanics. Perhaps this could feature in a DD soon?
1PL-Husar-1Esk Posted December 5, 2016 Posted December 5, 2016 Jason i was hoping that you bring promised answer from previous Q&A about absolute limit of draw distance regardless modeled horizon and if the present visual bubble of 10 km would be moved further in near future.
Jason_Williams Posted December 5, 2016 Author Posted December 5, 2016 Jason i was hoping that you bring promised answer from previous Q&A about absolute limit of draw distance regardless modeled horizon and if the present visual bubble of 10 km would be moved further in near future. The answer is I don't know yet. We have to experiment and we have not had time to do this yet. Maybe next beta round. I have no idea what if anything can be done. It's only my hope we can increase it without causing major slowdown. Jason
6./ZG26_McKvack Posted December 5, 2016 Posted December 5, 2016 I was hoping someone would ask about planned Ju-52 game mechanics. Perhaps this could feature in a DD soon? Paratroopers and cargo by chutes have already been confirmed by devs so expect that and likely something more 1
Missionbug Posted December 9, 2016 Posted December 9, 2016 (edited) Thank you very much for posting the Q & A session 6./ZG26_McKvak, really appreciated. I did not realise it was here so have only now got around to listening to it, surprising how quickly that three hours goes by, always interesting to listen to. All the best, Pete. Edited December 9, 2016 by Missionbug 1
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