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Game version 4.006 discussion: Deferred Shading, Yak-9, SU-152, New Campaigns, 4K for 4 planes


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  • 1CGS
-DED-Rapidus
Posted
=EXPEND=CG_Justin
Posted

My overall impression of this update is very good. I feel bad for the AMD folks who are having graphical issues, though I'm sure the Devs will get it sorted quickly.

 

The two things I was most interested to see, were the canopy reflections, and the changes to the 110.

 

Canopy reflections: They look pretty cool, and didn't give a real performance hit for me, I did turn them off however. It just didn't do much for my overall experience personally, but this is just my opinion. I'm sure there are other people that love them and will use them all the time, but for me, I just cant be bothered. Very cool feature to have available should I decide to use them in the future though!

 

The Bf 110: I am pretty impressed with the FM update! Before, you could manhandle the 110 and pull as hard as you wanted with little ill effect. Now, you have to be more calculating. It feels like I reach critical AoA much faster than before, and if you pull too hard, too quickly, you pay the price by not only stalling a wing, but losing airspeed RAPIDLY. This seems much more realistic to me. In the "E" variant, you have to be extra careful, especially if the outside air temp is hot. Because the airplane loses airspeed so rapidly in high AoA maneuvers, it simply doesn't have the power to regain airspeed very quickly (which it never did before, but this is now exacerbated by the new AoA model). Energy management is now a lot more critical for the "E" model. She can still do all the same maneuvers as before, but you just can't "command" her to do it instantly, you have to ask her nicely and be smooth on the controls. The "G" model is much more forgiving as before, the extra power helps a lot, but aerodynamically its much of the same. If you manhandle her, she will punish you, but you can get your energy back much faster than the "E". 

 

Great update Team! Thank you all for your hard work! :drinks:

 

 

  • Like 1
  • Upvote 2
HotPursuit
Posted
15 minutes ago, Beebop said:

Is it me or are some of the planes now missing the "Custom Photo" option?  It used to be on all planes but now I don't have the tab in the 'Setup' screen of several planes.

There is no cockpit photo option for the following WWII Allied planes;

* IL-2 m42
* IL-2m43
* LaGG-3
* Yak-1 s69
* Yak 1b s127

 

Before 4.006 they all had the option.
Those planes have a "custom photo.dds" in their "Plane > (Type) > Textures" folder.

All my FC planes have the option.  Haven't checked all the German planes yet.
 
A small thing to be sure but I have a "Lucky Photo" I like to have in my cockpit with me.  Not that it makes me a better pilot or a live pilot LOL.  Kinda like Comfort Food For The Soul.

Am I missing something or is it the game?

 

These are still working for me....

Praetorious
Posted

Thank you much for the update and the free campaign,much appreciated,im in the Radeon bunch,lol so I'm having a few problems but nothing major,i was playing with that little plane i like the l16 i believe, i was just using it for testing,in the screen when the game starts and it shows the plane you used last, there was some flickering on the plane,not bad but there, i flew a mission where i started in the air and landed, when i landed i had these black squares around my plane,not big squares but they were there,obviously glitches of some kind.

 

Game starts with no problems,i also played a little bit of that lighting campaign, thats gonna be fun (thanks again), while landing the little l16 the plane was shaking,not a glitch but really shaking, that was awesome,is that parts of the new patch? like a realism thing, its been awhile since i played with that little plane so i wasn't sure if it does that normally but i seem to remember it didn't before.

 

I hate to add this here but i figured since i was already here, what causes bullets to hit the ground and bounce up kinda like a shotgun effect? Ive had this issue for months and i was wondering what it was,i have a feeling its a "Radeon thing", something when strafing and the bullets hit the ground they bounce up like a million sparklers, i dont think bullets are supposed to do that, its late now where i live but ill see whats happening tomorrow and what little things i might need to tweak,goodnight.

Posted (edited)
51 minutes ago, HotPursuit said:

These are still working for me....

:scratch_one-s_head:  I wonder what happened?  All I did was download the update.  I've had graphics issues but everything else works. :unsure:

 

Here's what I mean:

 

Missing Photo Tab.jpg

Edited by Beebop
  • 1CGS
-DED-Rapidus
Posted
12 hours ago, E69_Qpassa_VR said:

Bug or feature?

I hear the impacts on the enemy plane from 0 to 150m when flying the i-16 seems very unreal.

 

Tested also with the Yak1b with the cockpit open and this does not happen.

 

Steps to reproduce:

1º Select i16 to fly.

2º Stay very close to the foe and shoot. You will hear as you are the one being shot.

 

 

Thank you, we will investigate the problem.

SAS_Storebror
Posted
13 hours ago, justin_z3r0 said:

Im running on an older MSI laptop w. Nvidia GTX960M. This update improved my performance it seems and looks better too! I can get 40+ fps now (was 30-35 before).Worked perfect after install - no settings changes needed. I have 8x AA turned on in Nvidia control panel. Couldnt get the in game AA to work right on my machine before. Maybe I should try again and see if it improves more. Settings below. Maybe this helps someone else with an older laptop?

 

image.png

 

Wait... you have 8xSS transparent AA and get 40+ FPS on a GTX960M?

Hell... with 4xAA + Multisample transp. AA (which is 1 step (AA) / 3 steps (transp.AA) lower than yours) I get about 60FPS on my GTX970, and as soon as I raise the transp.AA, FPS is cut to half on each step.

Anyone else being able to run 8xSS transp.AA with a good frame rate?

Am I missing something here?

 

:drinks:

Mike

  • Upvote 1
I./ZG1_Radick
Posted

Hello, i have contact flicker, have anyone this problem too?

Posted

Apart from the graphics problems on AMD Video cards, is the performance improvement very nice, keep on.

  • Upvote 1
  • 1CGS
-DED-Rapidus
Posted
7 hours ago, Talon_ said:

Did you test in MP?

Yes, the tests were conducted on the network, but not in conditions when the server has 84 players out of 84.

We can bring the multiplayer to a guaranteed working condition, but then no more than 32 users on the server will fly. Therefore, all questions to the server holders, how much they loaded the world, so that the simulation does not have time to work out the hit of shells.

Posted

Great update! I have been playing another popular combat flight sim for a few months for a change, and came back to this last night. I was able to turn on the canopy reflections (wonderfully claustrophobic in VR) and also turn up some other graphics settings and still get a smoother experience than I remember. Looking forward to seeing what else can be done with DR!

Posted
22 minutes ago, -DED-Rapidus said:

We can bring the multiplayer to a guaranteed working condition, but then no more than 32 users on the server will fly. Therefore, all questions to the server holders, how much they loaded the world, so that the simulation does not have time to work out the hit of shells.

Is it possible, to create MP missions for 84 players they perform better(less packet loss etc.) than the current missions of the server holders?  Is it possible for the dev team to create a basic packege of missons?

  • 1CGS
-DED-Rapidus
Posted

@L3Pl4K, no, ranked missions sewn into the dserver are designed for 32 players, please take this into account, more players in these missions at your own risk.

9./JG27golani79
Posted

Thanks for the update - it´s looking quite nice and performance is also good!

Just need to tweak my settings for VR a bit I guess.

 

There is one issue though I ran into - not sure if it was posted already.

Water looks a bit strange depending on lighting and angle.

NjX3JhW.jpg

 

These are my settings:

RMB7sKW.jpg

  • 1CGS
-DED-Rapidus
Posted
1 minute ago, 9./JG27golani79 said:

Water looks a bit strange depending on lighting and angle.

Do you use ReShade? if Yes, please disable it.

  • Upvote 1
9./JG27golani79
Posted (edited)
2 minutes ago, -DED-Rapidus said:

Do you use ReShade? if Yes, please disable it.

 

No, I haven´t used ReShade or any other mods for IL-2 ever

 

Running a GTX 2070 Super

Edited by 9./JG27golani79
  • 1CGS
-DED-Rapidus
Posted

Good) then we need to find out under what conditions this picture was taken. Map, time, location. To avoid writing all this, I'll just ask you to make a track and send it to me in a personal mail.

69th_Mobile_BBQ
Posted
2 hours ago, =EXPEND=CG_Justin said:

 

 

The Bf 110: I am pretty impressed with the FM update! Before, you could manhandle the 110 and pull as hard as you wanted with little ill effect. Now, you have to be more calculating. It feels like I reach critical AoA much faster than before, and if you pull too hard, too quickly, you pay the price by not only stalling a wing, but losing airspeed RAPIDLY. This seems much more realistic to me. In the "E" variant, you have to be extra careful, especially if the outside air temp is hot. Because the airplane loses airspeed so rapidly in high AoA maneuvers, it simply doesn't have the power to regain airspeed very quickly (which it never did before, but this is now exacerbated by the new AoA model). Energy management is now a lot more critical for the "E" model. She can still do all the same maneuvers as before, but you just can't "command" her to do it instantly, you have to ask her nicely and be smooth on the controls. The "G" model is much more forgiving as before, the extra power helps a lot, but aerodynamically its much of the same. If you manhandle her, she will punish you, but you can get your energy back much faster than the "E". 

 

Great update Team! Thank you all for your hard work! :drinks:

 

 

 

The length of the tail and elevator placement in relation to the wings, center of lift and the plane's center of gravity should allow for a pitch up/down rate that the plane's AoA can't handle.  In other words, if the 110 was suspended motionless but, the control surfaces reacted as if flying, and AoA was not a factor, the 110's ability to pitch up or down should be excellent.  Add the 110's mass along with the flight path vector and AoA and it certainly should have a tendency to "pancake" into the air if too much elevator is applied.  The 110 should certainly be a capable fighter but, now that it will most-likely maneuver more accurately, I'm sure we'll soon see a different fighting style emerge from the 110 drivers among us.  

 

I think that this may also be why they said that the Yak-7 was also re-adjusted at the same time. It should behave in a similar way, unlike the other Yaks that have shorter tails which should be a little more forgiving in the AoA department.  Of course both planes also have other unique factors that affect their respective performance characteristics but, the elongated tail design of both planes should have some similarities too.  

=RS=Stix_09
Posted (edited)
Quote

 

 

6 hours ago, BlitzPig_EL said:

I am still seeing the "Handling tips" on the left side of my screen, even though I have them switched off in the Realism section...

g4laHx.jpg

 

This is online when I am hosting on my machine.

 

Otherwise this is an outstanding patch.  The sim looks better everywhere, and the new Yaks are quite fun.

 

  

6 hours ago, RedKestrel said:

Could be that because you are hosting on your machine, there is some kind of 'server side' or COOP option in the mission you have to set?

 

 

 

No this is set in dserver program or if you are self hosting multiplayer its a realism setting as above picture. Its not a setting in the mission file itself . There is not way to set server/client realism/difficulty settings using the mission editor.

 

 

On dserver its set here:

Spoiler

image.png

 

And if self hosting its set in here (and looks same as settings in above picture posted by @BlitzPig_EL above

Spoiler


image.thumb.png.9534f32d5b8eef49221ab005fc31ae86.png

 

I suspect this is a bug if this setting is not applying with self hosted multiplayer.

 

I suggest to check if any clients connecting to the self hosted multiplayer get it applied? (as it may be a bug for the host only)

There are other bugs with self hosting that have never been fixed.

 

Edited by =RS=Stix_09
=EXPEND=CG_Justin
Posted
19 minutes ago, 69th_Mobile_BBQ said:

 

  The 110 should certainly be a capable fighter but, now that it will most-likely maneuver more accurately, I'm sure we'll soon see a different fighting style emerge from the 110 drivers among us.  

 

 

Agreed. It was definitely missing the "pancake" factor before and was next to impossible to stall with the pitch axis using "turn and burn" tactics. You could literally pull the stick back rapidly and completely with no ill effects. Not so anymore. I feel this is a MUCH MORE believable FM than the previous one. It's going to take a bit of getting used to for "exclusive" 110 drivers like me (muscle memory), but I feel it's still going to be a very effective platform in a dogfight. As far as bombing, nothing has really changed in that regard, unless you over control in the dive pullout and stall. But even in the "E" model yesterday, I had no issues with over controlling or stalling in the pull out, it dive bombs almost exactly the same as before.

 

  • Upvote 1
Yogiflight
Posted
13 minutes ago, =EXPEND=CG_Justin said:
44 minutes ago, 69th_Mobile_BBQ said:

 

  The 110 should certainly be a capable fighter but, now that it will most-likely maneuver more accurately, I'm sure we'll soon see a different fighting style emerge from the 110 drivers among us.  

 

 

Agreed. It was definitely missing the "pancake" factor before and was next to impossible to stall with the pitch axis using "turn and burn" tactics. You could literally pull the stick back rapidly and completely with no ill effects. Not so anymore. I feel this is a MUCH MORE believable FM than the previous one. It's going to take a bit of getting used to for "exclusive" 110 drivers like me (muscle memory), but I feel it's still going to be a very effective platform in a dogfight.

The thing is, what now still is missing, is the correct engines. We still fly with engines, which according to the Devs were used at the beginning of the E2 production as a placeholder for the planned production engines, that were not yet ready to use. According to the specifications, the E2 entered service in october 1940. Who does really believe, that one year later, in october 1941, when Operation Taifun started, there still was a squadron, which took part on that important operation, to conquer Moscow, that was still equipped with aircrafts with pre production engines, and even more got replacement aircrafts all over the Battle of Moscow (and Battle of Stalingrad) with the same overaged engines?

 

No145_Bunny
Posted

Thanks for the update Devs. Much appreciated and overall a great improvement.  Especially in VR !

 

I have a question regarding Canopy Reflections, in some aircraft, 190A8, 109s etc the reflections seem (in my own personal opinion, and I also use VR) to be a little too much. They distract you when your looking for targets and I worry that these will become a "very cool, wow factor" experience that some VR pilots may switch off after using then for a short while. This would be a waste of the devs time and effort. I really want to keep them on but, for me, it is a distraction.

 

I wonder if a "half way" solution might be made to allow instrument reflections on but canopy reflections off ? Or would there be any way to tone the reflections down a bit at some point in the future ?

Does anyone else think that these canopy reflections are a distraction. I know I can turn them off, but it seems such a waste.

 

Anyway, excellent job Devs, the simulator goes from strength to strength.,

 

S! Bunster

 

 

 

 

 

Posted
2 hours ago, SAS_Storebror said:

 

Wait... you have 8xSS transparent AA and get 40+ FPS on a GTX960M?

Hell... with 4xAA + Multisample transp. AA (which is 1 step (AA) / 3 steps (transp.AA) lower than yours) I get about 60FPS on my GTX970, and as soon as I raise the transp.AA, FPS is cut to half on each step.

Anyone else being able to run 8xSS transp.AA with a good frame rate?

Am I missing something here?

 

:drinks:

Mike

 

I tried tweaking Transparent AA last year myself as I was battling image blurriness with my Pimax 8K.

Came to a revelation with regards to settings - the Devs including VR developers would most likely be targeting the "Lowest Common Denominator" when it comes to user set ups.

 

Translated it means a user that does not delve into settings and play around with them but has everything installed with defaults.  K.I.S.S.

 

This got me returning settings to default including Nvidia Control Panel.  I have since kept to this as it works.  Even SteamVR can be set to auto if people are having issues but I found 50% / 50% (Video/App) works well for my headset and GPU.  It must be said that the last half year has seen good improvement in VR from Pimax / SteamVR and Il2.

 

I did find last night on multiplayer that initially I couldn't see any enemy flights even though they were indicated over our team objectives.  I then proceeded to turn on track recorder and then - lo and behold - there were enemy aircraft at the objective I was CAP'ing.  Keeping track of them and Id'ing them then on was not an issue.  Maybe this is a MP issue with largely populated servers.??

Nvidia Settings.png

  • Like 1
Atomic_Spaniel
Posted
50 minutes ago, No145_Bunny said:

I have a question regarding Canopy Reflections, in some aircraft, 190A8, 109s etc the reflections seem (in my own personal opinion, and I also use VR) to be a little too much. They distract you when your looking for targets and I worry that these will become a "very cool, wow factor" experience that some VR pilots may switch off after using then for a short while. This would be a waste of the devs time and effort. I really want to keep them on but, for me, it is a distraction.

 

They can be much more noticeable in real life! Here are some from my old Club Libelle glider (second pic is after I repainted the original custard-yellow interior). 

DSC01759.JPG

DSC02018.JPG

  • Like 5
  • Upvote 3
Posted
3 hours ago, III./ZG1_Radick said:

Hello, i have contact flicker, have anyone this problem too?

I do too. I just reported it here. I've been tweaking different graphics settings but it's persistent.

 

Posted
2 hours ago, 9./JG27golani79 said:

There is one issue though I ran into - not sure if it was posted already.

Water looks a bit strange depending on lighting and angle.

NjX3JhW.jpg

 

 

 

I have not experienced this myself but the issue has been reported already.

https://forum.il2sturmovik.com/topic/61701-game-version-4006-discussion-deferred-shading-yak-9-su-152-new-campaigns-4k-for-4-planes/page/9/?tab=comments#comment-941965

I./ZG1_Radick
Posted
47 minutes ago, Nars said:

I do too. I just reported it here. I've been tweaking different graphics settings but it's persistent.

 

i have new installed my graphic driver. Now it's works.

Posted
5 hours ago, Praetorious said:

 

I hate to add this here but i figured since i was already here, what causes bullets to hit the ground and bounce up kinda like a shotgun effect? Ive had this issue for months and i was wondering what it was,i have a feeling its a "Radeon thing", something when strafing and the bullets hit the ground they bounce up like a million sparklers, i dont think bullets are supposed to do that, its late now where i live but ill see whats happening tomorrow and what little things i might need to tweak,goodnight.

 

When we used to do gun shoots on my ships, it was not uncommon at all to see tracers going up into the air after ricocheting off the surface of the water...so it absolutely is a real phenomenon.

 

I suspect that in the game it happens a lot more than in reality, but it's definitely not a Radeon problem...I see it with my Nvidia card as well.

=gRiJ=Roman-
Posted (edited)

Please Devs, more intense instruments reflexions.

If you think it's appropriate, make an optional degree of intensity.

In some planes it very hard to notice, for instance in the Germans.

Edited by =gRiJ=Roman-
  • Upvote 1
Posted (edited)
4 hours ago, SAS_Storebror said:

 

Wait... you have 8xSS transparent AA and get 40+ FPS on a GTX960M?

Hell... with 4xAA + Multisample transp. AA (which is 1 step (AA) / 3 steps (transp.AA) lower than yours) I get about 60FPS on my GTX970, and as soon as I raise the transp.AA, FPS is cut to half on each step.

Anyone else being able to run 8xSS transp.AA with a good frame rate?

Am I missing something here?

 

:drinks:

Mike

 

My (mid-range) PC could not cope with SS either. I did try using 2x SS for a time, but quickly went back to Mulitsample as the performance hit was too much.

 

1 hour ago, blitze said:

 

I tried tweaking Transparent AA last year myself as I was battling image blurriness with my Pimax 8K.

Came to a revelation with regards to settings - the Devs including VR developers would most likely be targeting the "Lowest Common Denominator" when it comes to user set ups.

 

Translated it means a user that does not delve into settings and play around with them but has everything installed with defaults.  K.I.S.S.

 

This got me returning settings to default including Nvidia Control Panel.  I have since kept to this as it works.  Even SteamVR can be set to auto if people are having issues but I found 50% / 50% (Video/App) works well for my headset and GPU.  It must be said that the last half year has seen good improvement in VR from Pimax / SteamVR and Il2.

 

I did find last night on multiplayer that initially I couldn't see any enemy flights even though they were indicated over our team objectives.  I then proceeded to turn on track recorder and then - lo and behold - there were enemy aircraft at the objective I was CAP'ing.  Keeping track of them and Id'ing them then on was not an issue.  Maybe this is a MP issue with largely populated servers.??

 

 

Interesting. I did have most nVidia settings set to Application Controlled. And as posted before, I was using Multisample for transparency AA. Seemed like the 'sensible' thing to do. But following some feedback earlier in thread, I switched it off completely last night and tried out the game. I couldn't see any notable difference. Will check again later, and see if there is any increase in shimmering or such like.

 

Quote below from the very useful nVidia Tweak Guide. Maybe the game is handling this internally too, and we can just switch it off (and maybe get a slight performance boost too)    https://tweakguides.pcgamingwiki.com/NVFORCE_6.html

 

(Same for Anisotropic Filtering. Saw no difference previously when trying to bump up in nVidia settings to 8x or 16x)

 

"The available options for this setting are Off, Multisample, 2x (supersample), 4x (supersample) and 8x (supersample). When set to Off, no additional Transparency Antialiasing (TRAA) is applied to any game via the NVCP, but this doesn't prevent a game from applying its own built-in methods (if any exist). If set to Multisample, the graphics driver will augment MSAA such that it also subtly smooths out alpha textures at a reasonably low performance cost. If set to Supersample, jagged edges within alpha textures are more noticeably smoothed, with higher sample rates providing progressively better results but also a much greater performance hit."

 

 

Edited by kendo
Posted

@kendoNah - the idea behind my post is that the developers would be designing / optimising their code based around what would be the typical settings of the general public.

 

They wouldn't be optimising their code based on specific tweaked settings that the majority wouldn't touch.  As for tweaking settings - been down that Rabbit Hole and it is pretty deep and futile.?

BlitzPig_EL
Posted
3 hours ago, =RS=Stix_09 said:

 

No this is set in dserver program or if you are self hosting multiplayer its a realism setting as above picture. Its not a setting in the mission file itself . There is not way to set server/client realism/difficulty settings using the mission editor.

 

 

On dserver its set here:

  Reveal hidden contents

image.png

 

And if self hosting its set in here (and looks same as settings in above picture posted by @BlitzPig_EL above

  Hide contents


image.thumb.png.9534f32d5b8eef49221ab005fc31ae86.png

 

I suspect this is a bug if this setting is not applying with self hosted multiplayer.

 

I suggest to check if any clients connecting to the self hosted multiplayer get it applied? (as it may be a bug for the host only)

There are other bugs with self hosting that have never been fixed.

 

 

Thank you =RS=Stix_09,  and yes this happens to everyone on the server even if they have it unticked in their install.

[DBS]Browning
Posted

People with graphical problems who do not use VR may find a resolution with this mod (works with mods off).

 

TCW_Welsh78
Posted

Anyone have issues in VR with ground shimmer? Can’t seem to get rid of it. 

Missionbug
Posted (edited)

Hello guys, installed with no problems as far as I can tell so far following a brief test flight, thank you very much to all involved, really appreciated.:drinks:

 

It was only following Thursday morning cup of tea I finally had all of this huge update on my hard drive and was able to fire it up, been trying since Wednesday morning and had one failed to update message at one stage and then a very long wait before it was finally done at around 6.00 AM this morning, phew that was a long haul.;)

 

Glad the Hurricane was not in this download because I would have been suicidal or homicidal waiting to test it, maybe both, when the Hurricane is released could you please do it on its own as I do not think I would be able to cope with the stress of such a long haul again.:lol:

 

Take care and be safe.

 

Wishing you all the very best, Pete.:biggrin:

 

 

Edited by Missionbug
Posted
31 minutes ago, Atomic_Spaniel said:

They can be much more noticeable in real life! Here are some from my old Club Libelle glider (second pic is after I repainted the original custard-yellow interior). 

 

Indeed the reflections are quite apparent, but when we use our eyes in real life, we'd be focusing on the terrain/sky in the background.

 

We would be able to "see past" the reflections and blot it out of our mental thinking process

Trooper117
Posted

Hurricane... did someone mention Hurricane?

Posted
14 minutes ago, Trooper117 said:

Hurricane... did someone mention Hurricane?

"Stand back!  There's a hurricane coming through!"

Jaegermeister
Posted (edited)
28 minutes ago, 334th_WelshWarrior said:

Anyone have issues in VR with ground shimmer? Can’t seem to get rid of it. 

 

Let me guess... Radeon video card / AMD Drivers? Yes, check the "recommended posts"  thread headings at the top of the page.

 

 

Edited by Jaegermeister
Posted
7 hours ago, -DED-Rapidus said:

 

Scale is circuit, negative goes to -5 positive to +10, if you look at it there is room for negative to stay at -5 and positive to go to +15, and full scale room is then used :) 

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