Enceladus828 Posted November 23, 2022 Posted November 23, 2022 2 hours ago, =SqSq=Sulaco said: Great question, followup - If not, will there be a way for pre-order owners of Tank Crew to upgrade to the Premium Edition (currently the price difference in my region is less than $10). Yeah, the price difference between regular and Premium in my region is just $10 US. I would really look forward for those who got TC1 in PO or EA to upgrade to Premium for $10 or 15 as paying $60 US right now for all 4 of those vehicles individually isn't worth it. 1
RNAS10_Oliver Posted November 23, 2022 Posted November 23, 2022 (edited) I've not tried out the new damage model for FC aircraft yet but it's very very much appreciated. First impressions on the map are that it's nice improvement from the Arras map. The rivers/canals are much improved IMHO as before the Somme and other rivers were little more than mass of individual ponds. And modern features such as the pond to the West of Bapaume have thankfully been erased. Many new villages (including those in NML) and aerodromes also. ? So close to reaching Dunkirk and the sea! Though there does also appear to have been some historical features removed such as roads. I realise the maps WIP so figure should mention in case they are not intentional. Or maybe down to resources and the need to sacrifice some roads for the larger map? For example one road that I've noticed has been erased is the Arras-Herliere-Mondicourt-Doulens road which existed during the war (alongside the now added railway) and is very visible on the historical maps. Explore georeferenced maps - Map images - National Library of Scotland (nls.uk) Index for WWI Maps & Air Photos (mcmaster.ca) North West Europe showing Allied progress on the front between Arras and Aisne (oldmapsonline.org) Edited November 23, 2022 by RNAS10_Oliver
354thFG_Drewm3i-VR Posted November 23, 2022 Posted November 23, 2022 4 hours ago, Han said: News on 5.003 update, full text Great update! However, can we expect any updates to the Normandy map like missing landmarks as detailed in this thread? Or is landmark development simply complete as-is?
1CGS LukeFF Posted November 23, 2022 1CGS Posted November 23, 2022 30 minutes ago, Blitzen said: I get this in all skins except default in Steam install only ? The old custom skins won't work anymore, because the model was updated.
BladeMeister Posted November 23, 2022 Posted November 23, 2022 Thanks for a great update. I just took the SkyTrain for a AQMB mission to drop some troops over Normandy. Spectacular. The cockpit and exterior modelling of the C47 looks very good Gents. Bravo! I did drop my Paratroopers, but I didn't figure how to tell the rest of my flight to drop their Paratroopers? A little help? I look forward to exploring more of this update over this holiday weekend. Thank you for working so hard to release 5.003 early this week as I have a 4 day weekend off starting on Thursday. S!Blade<><
ilmavoimat Posted November 23, 2022 Posted November 23, 2022 (edited) The C-47 is absolutely awesome! Well worth the last 18 months of nail biting anticipation. Now if only Szelljr can work his magic and give us as many skins for the Dak as he has for the B-26 my joy will be boundless!? Edited November 23, 2022 by ilmavoimat 4 2
percydanvers Posted November 23, 2022 Posted November 23, 2022 I get that everyone is hyped about the map and the C-47 but I just want to say the StuG is amazing I honestly get such a kick out of the tank crew stuff I hope it doesn't just fade away. There's nothing like the feeling of landing a clean hit on a moving tank 2km away and watching it slowly catch on fire. 4 4 1
ACG_PanzerVI Posted November 23, 2022 Posted November 23, 2022 Haven't run it yet, but in the video you posted the animation of the paratroopers exiting is completely wrong. They don't tumble, go headfirst, etc... Plenty of contemporary footage, plus vids of modern reenactors in HD available, like this one. Troops should fall down away from the aircraft with hands clasped over their reserves, chin down, feet and knees together (while counting "One thousand, two thousand, three thousand, four thousand, five thousand, six thousand...check canopy!"). The exit and body position are trained by rote extensively, and troopers perform them instinctively - even (especially) in combat. Recommend updating the animations if what I saw in the vid accurately depicts current game. 2
Avimimus Posted November 23, 2022 Posted November 23, 2022 17 minutes ago, percydanvers said: I get that everyone is hyped about the map and the C-47 but I just want to say the StuG is amazing I honestly get such a kick out of the tank crew stuff I hope it doesn't just fade away. There's nothing like the feeling of landing a clean hit on a moving tank 2km away and watching it slowly catch on fire. Yes, it is really interesting to use. Very different from the Ferdinand or the SU series. I'm actually tempted to try it out in multiplayer. 2
Spinnetti Posted November 23, 2022 Posted November 23, 2022 The long wait for the Stug is over! Did I miss it, but looks like no missions of any kind, especially the fast tank battle ones? 1
Charon Posted November 23, 2022 Posted November 23, 2022 5 hours ago, Avimimus said: Just move your head to the right (as if you were leaning in a normal cockpit)... you can now switch seats (in the Ju-52 as well). Oh, you got my hopes up. I was really hoping these were real positions. The Mosquito, especially, would benefit from being able to carry a second person for co-op. 1
=EXPEND=CG_Justin Posted November 23, 2022 Posted November 23, 2022 17 minutes ago, Charon said: Oh, you got my hopes up. I was really hoping these were real positions. The Mosquito, especially, would benefit from being able to carry a second person for co-op. Or AT LEAST call out enemies. 2
Avimimus Posted November 23, 2022 Posted November 23, 2022 6 minutes ago, =EXPEND=CG_Justin said: Or AT LEAST call out enemies. It'd help if tank crews did this too... One can hear allied (and even enemy) tanks calling out spotted enemies, approximate ranges etc. But my commander is silent if I'm in the gunner position, and my driver or gunner never tells me what they've seen when I'm in the commander position. It'd improve things a lot if the other crew in the tank contribute to spotting (even if it was just equivalent to the communication other allied tanks give)!
[CPT]Pike*HarryM Posted November 23, 2022 Posted November 23, 2022 2 hours ago, BladeMeister said: Thanks for a great update. I just took the SkyTrain for a AQMB mission to drop some troops over Normandy. Spectacular. The cockpit and exterior modelling of the C47 looks very good Gents. Bravo! I did drop my Paratroopers, but I didn't figure how to tell the rest of my flight to drop their Paratroopers? A little help? I look forward to exploring more of this update over this holiday weekend. Thank you for working so hard to release 5.003 early this week as I have a 4 day weekend off starting on Thursday. S!Blade<>< There is a "do what I do" or some such command, I tried it with other planes in flight and they dropped their paratroopers. 1
RossMarBow Posted November 23, 2022 Posted November 23, 2022 Quite often I see people saying buying direct results in slow downloads. This update saturated my line, fastest speed I get in speed tests is 315, and I was waiting for my disk to catch up. It's always been pretty quick. But this is the first time I have bothered to check. This is faster than Steam, or even Microsoft's update speed. By a large margin. I guess a thank you for doing what you're doing to the devs is in order. 1
zan64 Posted November 23, 2022 Posted November 23, 2022 Kameraden, stupid question but wish to confirm, the new WWI map has verdun? I thought so but want to make sure
danomite Posted November 23, 2022 Posted November 23, 2022 I badly want to buy and enjoy these new tanks, because each tank gives a unique experience in VR, where you get to physically feel like you are inside and operating the vehicle. But the tank sights are still plagued by a lack of stabilization in VR that makes them almost unusable. Are the tank gunsights ever going to get stabilized like is done for bomb reticles? 1
DN308 Posted November 23, 2022 Posted November 23, 2022 2 hours ago, Blitzen said: This was an Official skin...It took a re-install and all is now well!? How did you do that exactly? I tried to reinstall the skins but it won't work. Still this puzzle look on the skytrain...
=NOSIG=Ask Posted November 23, 2022 Posted November 23, 2022 I get "Failed to update" to 5.003. I tried to remove the updates folder and let it analyse. Still no dice. Anyone know what the problem can be?
DN308 Posted November 23, 2022 Posted November 23, 2022 7 minutes ago, [NOSIG]Ask said: I get "Failed to update" to 5.003. I tried to remove the updates folder and let it analyse. Still no dice. Anyone know what the problem can be? I had it since I had the viewer opened and the ME as well. Try to close them and it reboot the update.
RavN_Alienzo Posted November 23, 2022 Posted November 23, 2022 (edited) Great update and big congrats to Ugra for allowing us to grab the C-47 yoke! The first thing I decided to do, of course, was to start a new career as a C-47 pilot. And here, unfortunately, I have a serious remark about generating a mission in which we have to drop paratroopers ... As an person which now something about military parachutes (i.e. not those nice civilian wing type parachutes that allow us to land with the grace of a ballerina, but the military ones that ensure a landing with the grace of a sack of potatoes), I am terrified of the height at which career missions order to drop paratroopers... That's 1500m(4921ft). Have mercy on those poor paratroopers In fact, they had a problem finding themselves after a jump from 300-2000ft In fact, combat parachute drop is performed from a height of 500-1000ft depending on the army. Additionally, the speed should be between 90mph and 140mph. Above this speed, the following occurs: - breaking parachute lines ☠️ - incorrect inflation of the parachute canopy ☠️ - incorrect parachute opening process ☠️ In case someone didn't believe in my reasoning and needed sources from the Internet:https://www.historyonthenet.com/d-day-airborne-operations Quote Normal parameters for dropping paratroopers were six hundred feet of altitude at ninety miles per hour airspeed. Owing to weather and tactical conditions, however, many troopers were dropped from 300 to 2,100 feet and at speeds as high as 150 miles per hour. The values I gave above are not well represented in the career mode. EDIT: It seems, that AI pilot behaviour after para drop are also wrong, not only because of speed, but also, AI just after droping the first paratrooper are starting to make a tight turn... That's a big immersion killer. During the drop, the aircraft must have stable flight parameters so that the air streams do not threaten the jumping paratroopers Edited November 23, 2022 by RavN_Alienzo 3 3
1CGS LukeFF Posted November 23, 2022 1CGS Posted November 23, 2022 (edited) 48 minutes ago, RavN_Alienzo said: Great update and big congrats to Ugra for allowing us to grab the C-47 yoke! The first thing I decided to do, of course, was to start a new career as a C-47 pilot. And here, unfortunately, I have a serious remark about generating a mission in which we have to drop paratroopers ... As an person which now something about military parachutes (i.e. not those nice civilian wing type parachutes that allow us to land with the grace of a ballerina, but the military ones that ensure a landing with the grace of a sack of potatoes), I am terrified of the height at which career missions order to drop paratroopers... That's 1500m(4921ft). Have mercy on those poor paratroopers In fact, they had a problem finding themselves after a jump from 300-2000ft In fact, combat parachute drop is performed from a height of 500-1000ft depending on the army. Additionally, the speed should be between 90mph and 140mph. Above this speed, the following occurs: - breaking parachute lines ☠️ - incorrect inflation of the parachute canopy ☠️ - incorrect parachute opening process ☠️ In case someone didn't believe in my reasoning and needed sources from the Internet:https://www.historyonthenet.com/d-day-airborne-operations The values I gave above are not well represented in the career mode. EDIT: It seems, that AI pilot behaviour after para drop are also wrong, not only because of speed, but also, AI just after droping the first paratrooper are starting to make a tight turn... That's a big immersion killer. During the drop, the aircraft must have stable flight parameters so that the air streams do not threaten the jumping paratroopers Yes, good points. The August 1945 manual gives an altitude of 800 feet, but it also says it could vary: I'll report it up the testing chain and see what they say. Edited November 23, 2022 by LukeFF 3 1 1
fergal69 Posted November 23, 2022 Posted November 23, 2022 Christmas has come early...... Very impressive work folks, thanks to all involved. The TC Premium addition will be a bonus for some, but not for me as purchased the collector vehicles separately, but it's a bargain for those that haven't. Thanks again.
SYN_Vander Posted November 23, 2022 Posted November 23, 2022 (edited) 7 hours ago, RNAS10_Oliver said: I've not tried out the new damage model for FC aircraft yet but it's very very much appreciated. First impressions on the map are that it's nice improvement from the Arras map. The rivers/canals are much improved IMHO as before the Somme and other rivers were little more than mass of individual ponds. And modern features such as the pond to the West of Bapaume have thankfully been erased. Many new villages (including those in NML) and aerodromes also. ? So close to reaching Dunkirk and the sea! Though there does also appear to have been some historical features removed such as roads. I realise the maps WIP so figure should mention in case they are not intentional. Or maybe down to resources and the need to sacrifice some roads for the larger map? For example one road that I've noticed has been erased is the Arras-Herliere-Mondicourt-Doulens road which existed during the war (alongside the now added railway) and is very visible on the historical maps. Explore georeferenced maps - Map images - National Library of Scotland (nls.uk) Index for WWI Maps & Air Photos (mcmaster.ca) North West Europe showing Allied progress on the front between Arras and Aisne (oldmapsonline.org) The goal of the new Western Front map was to have at least feature parity with the old Rise of Flight map plus a number of improvements such as new 3d models and more villages, camps, detailed train stations, bigger airfields etc. The road/railway network is an exact copy of the Rise of Flight map. The later Arras map included some extra roads that you don't see in this map. However, I agree that some glaring omissions such as the Douai-Doullens road should be added (I have in fact added this to the bug list). 2 hours ago, zan64 said: Kameraden, stupid question but wish to confirm, the new WWI map has verdun? I thought so but want to make sure Yes, it's there. It's fully functional, but WIP as mentioned in the release notes. The Verdun citadel is still missing for instance. Edited November 23, 2022 by SYN_Vander 1
RavN_Alienzo Posted November 23, 2022 Posted November 23, 2022 (edited) 32 minutes ago, LukeFF said: I'll report it up the testing chain and see what they say. I've now noticed that this is also a problem with the Ju-52 missions, but since I'm mostly multiplayer I haven't had a chance to test it before with the AI in Junkers. From what I know (and I can't find the internet source now - my instructor used to be the source) German paratrooper jumped from a height of 150m. Although as far as the eastern front is concerned, the Fallshrimjaggers moved away from airborne operations due to the heavy losses they suffered during the Battle of Crete. EDIT PS: I would suggest considering adding the ability to kill paratroopers when someone drops them at too high speed ? Edited November 23, 2022 by RavN_Alienzo
jollyjack Posted November 23, 2022 Posted November 23, 2022 Fantastic update ! BTW the c47 player; great, but skins are confusing as they use the same naming allover as the Ai c47a version. Ignore? I was vaguely hoping for the Li-2 version included with it's gun turret; saved quite a few Ju42 player flights from disaster.?
Lusekofte Posted November 23, 2022 Posted November 23, 2022 1 hour ago, RavN_Alienzo said: I am terrified of the height at which career missions order to drop paratroopers... That's 1500m(4921ft). I did the same , started a career and was about to find a place to report this. Initial I believed it might save me from AA but first mission only triggered a few search light and a few puffs The rest of the mission was awesome in terms of flying
1CGS Regingrave- Posted November 23, 2022 1CGS Posted November 23, 2022 7 часов назад, Blitzen сказал: I get this in all skins except default in Steam install only What skin and mission is that? Is this a custom or a generated mission? In the already created single missions skins could be wrong, because the naming has changed. C-47A skins are now consist of two textures, and in the editor you have to select skins with #1 in the name (not #1#1, those are additional textures).
FeuerFliegen Posted November 23, 2022 Posted November 23, 2022 Anyone else notice in the update notes, a couple mentions of torpedos? 18. USS Gleaves: torpedo launcher effects are aligned with its position. 19. USS Gleaves: torpedoes in the water are visible at a distance correctly. 32. Fixed an error in submarines' torpedo launching algorithm, which sometimes caused the torpedoes to explode prematurely. I've never even seen a torpedo used by ai in the game. I've seen torpedo boats and subs but didn't know they actually did anything. I really hope this means we might eventually get torpedos. 1
MiGCap Posted November 23, 2022 Posted November 23, 2022 3 hours ago, zan64 said: Kameraden, stupid question but wish to confirm, the new WWI map has verdun? I thought so but want to make sure Yes, look in the FC Screenshot Thread, last pic currently. 1
moustache Posted November 23, 2022 Posted November 23, 2022 (edited) before a first fix arrives: is it possible to ask the stug loader to lower his head a little behind the shield when he fires with the MG? he makes himself stupidly sensitive to machine gun fire... when he is busy throwing 7.92mm at the allies, the reloading speed remains the same as if he is in charge of the reloading, whereas when he is dead, the reloading is well and logically slowed down... (is that pervitin gives extra arms?) some appearances of bugs (or even reappearance): nice the triggering of smoke canisters by machine gun fire! does it also work with shells? Does anyone know of a way to move crew members' heads laterally? the positioning of the stug conductor is not very practical... Oh also if possible: Edited November 23, 2022 by moustache 2
jollyjack Posted November 23, 2022 Posted November 23, 2022 8 minutes ago, moustache said: is it possible to ask the stug loader to lower his head a little behind the shield when he fires with the MG? he makes himself stupidly sensitive to machine gun fire... One for this thread?:
[SN]_Reaper_ Posted November 23, 2022 Posted November 23, 2022 24 минуты назад, moustache сказал: is it possible to ask the stug loader to lower his head a little behind the shield when he fires with the MG? Correct 1
jollyjack Posted November 23, 2022 Posted November 23, 2022 7 hours ago, LukeFF said: The old custom skins won't work anymore, because the model was updated. sh*t
Vastarien Posted November 23, 2022 Posted November 23, 2022 Please, consider improving the fields textures on the western front map and add some farms. It’s disappointing going back to BoBP bland countryland textures from Normandy.
Pablos16 Posted November 23, 2022 Posted November 23, 2022 All aboooooard the Skytrain! Time to shake the dust from my VR headset and deliver some goods. Thank you so much for this, team. With my most favourite planes (Spitty Mk.XIV and C-47) now available, all I need is month off from my real life duties. ? 1
Trooper117 Posted November 23, 2022 Posted November 23, 2022 7 hours ago, ACG_PanzerVI said: the animation of the paratroopers exiting is completely wrong. I was going to highlight this as well... I suspect the animation is for a pilot bailing out at high speed, not for a paratrooper, who in Allied armies had to exit feet first in a tight position as his parachute was deployed by static line. German airborne forces also used a static line, but their exit has a headfirst dive, as the static line was at the base of the parachute pack, unlike the allies. Conclusion, please fix paratroopers exit to their proper exit position, not the bag of spuds exit... it would also look more historical if there were visible static lines 1 2
Wardog5711 Posted November 23, 2022 Posted November 23, 2022 The paratrooper exit stance has been noted, and is on the list of things to get fixed. But it is not at the top of that list right now. As for the trailing static lines, I think it would be cool as well. But I've seen no mention of that. I would imagine an increasing number of lines piling up would be a bit of effort to add. But, I will ask. And speaking of exits. These are modern era jumpers, but notice the exit styles. The first pic, the jumper has pulled some free fall maneuver and appears flared out, face to the wind. Not as floppy as the current jump animation, but close. ? The second, the jumper is in a proper tuck and is still more or less ass to the blast as the chute is pulled from the pack. 5
CosmiC10R Posted November 23, 2022 Posted November 23, 2022 Landing in Carentan last night i nearly got shot down 200 ft from touchdown. It was a cargo mission so i had to land and unload. I managed to get it down but barely as one of the wings had no lift and i was at full lock to keep it flat. Once i got down i got the prompts to unload but then it said i was unable. Was i just in the wrong place on the airfield or was it actually because i was so badly damaged? Didnt really matter as i wasnt getting back across so i failed it but it was kind of cool if it was damage.
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