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Update 5.203 has been published


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=621=Samikatz
Posted

If I am understanding the career changes right there should be a constant flow of new units appearing as old ones are destroyed? That's interesting, will have to try a few missions and see how it feels

=SqSq=Civilprotection
Posted

"Large-caliber anti-aircraft guns will stop firing when friendly aircraft are nearby and will not distinguish the player's aircraft from other available targets."

This^ is huge-- especially if it can be brought into multiplayer. Can we get more details about how this was accomplished, and maybe how to set this functionality up in the editor?

  • Upvote 2
Posted

For the "Power Balance" setting, does it still mean that you, when flying a ground attack aircraft or bomber, will have two escort fighters in enemy superiority and six escort fighters in enemy inferiority setting, when flying east front scenarios?

LF_Mark_Krieger
Posted (edited)

The Dinamic Resource Allocation System looks like a very important improvement if I  am understanding it right.
Wow, and the new information on the planes is very important too, although a bit confusing in some cases. Thank you!

 

Edited by LF_Mark_Krieger
=USMC=DirtyT
Posted

I wonder how this will effect Pat Wilson's Campaign Generator? I know PWCG doesn't use career mode, but I wonder if some of the optimizations here could be implemented. I know PWCG already does a lot of this though too. 

 

Either way, looking forward to trying some new career stuff!

AEthelraedUnraed
Posted

This new "Dynamic resource allocation system" sounds big! Is there any way to use it in scripted missions? It sounds pretty useful to be able to dynamically scale the amount of objects depending on a user's system.

 

 

On another note, excited to see my Hürtgenwald campaign merged into the official game :dance:

If anyone finds any issues or bugs (which, let's be honest, is bound to happen despite my best efforts since nothing is perfect) or has any questions, be sure to say so in the campaign announcement thread :)

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  • Upvote 4
Posted (edited)
32 minutes ago, LF_Mark_Krieger said:

The Dinamic Resource  Allocation System look like a very important improvement if I  am understanding it right.

 

Definitely agree.  Should be fun to test out.  Anxious to hear how the changes go for everybody.

Ditto to the comment about flak changes - fantastic to hear about this for single player, and hopefully this can come to MP also before long.

Great to hear about all the other changes in here as well, such as new mission types added, and ongoing aircraft description updates (I'm curious to see what those entail).

THANK YOU to the dev team for your ongoing hard work & these continued improvements.  :good:

 

P.S. Congrats to you, @AEthelraedUnraed and @Juri_JS for the addition of your careers!  Thanks for the painstaking work you share with us!

Edited by =FI=Blue2
Adding a quick final comment.
  • Thanks 4
Ghostrider147
Posted

Excellent update and many thanks to the dev team for their great work! 

  • Thanks 1
  • Upvote 1
Posted

Be sure to note this part: "WWII career mode escort scenarios"

So it's not used elsewhere at this time. Make sure you are aware of what you're trying out.

  • Upvote 1
Posted

Thank you kindly, Devs, for making IL-2 even better. Love this sim! Thanks for the hard work!💜👍

  • Thanks 1
  • Upvote 1
Posted
6 minutes ago, AEthelraedUnraed said:

On another note, excited to see my Hürtgenwald campaign merged into the official game :dance:

If anyone finds any issues or bugs (which, let's be honest, is bound to happen despite my best efforts since nothing is perfect) or has any questions, be sure to say so in the campaign announcement thread :)

 

Well done Æthelred!

  • Like 2
  • Upvote 1
Posted

A welcome suprise!

 

I'm can hopefully test it out in the next weeks 😄 The campaign changes sound really really interesting 😄 

=MERCS=JenkemJunkie
Posted

Thanks for the surprise ShVAK changes ❤️. That change looks perfect.

JG4_Moltke1871
Posted

Career: evacuation mission previously only available on the Normandy map has been added to all theaters;
 

This mission type I never had so far….. Was it exclusive for C47 on Normandy map?

Is it now available for Ju52‘s and Li2‘s ?

 

Btw:

Will be there be added Ju52 transporter careers on Normandy map?

FeuerFliegen
Posted

Really appreciate the update and all the hard work you guys do.

 

Please don't take this the wrong way; it's just some constructive criticism-  I must say, I think the updated plane descriptions were not done very well and much of it seems to just be slapped together without much thought, and was not ready to be placed into the game.  It even makes it look like it's not at all a true "sim", and just a game without a focus on historical realism.  I hope no one was paid to do that.

 

When you say, regarding fuel consumption, "cruise engine mode", do you mean maximum continuous power?  I would argue that max continuous is not at all the same as "cruise", especially considering how different this is from the flight endurance.

You mention position of mixture control levers on planes with no mixture control whatsoever; on planes like the La-5, you just say cowl flaps two different times, but don't specify which one is inlet, or outlet.

 

Some of the radiator settings, I would not recommend someone follow.  They also don't really consider outside temperature except for a couple points where you mention closing them in winter condition.  For the Ju88, the radiator settings will have most people overheating for your recommendations for cruise and combat.

 

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  • 1CGS
Posted
1 hour ago, JG4_Moltke1871 said:

Career: evacuation mission previously only available on the Normandy map has been added to all theaters;
 

This mission type I never had so far….. Was it exclusive for C47 on Normandy map?

Is it now available for Ju52‘s and Li2‘s ?

 

Btw:

Will be there be added Ju52 transporter careers on Normandy map?

 

We've searched all over the place but from what it looks like all the Ju 52 units were somewhere on the Eastern Front at that time, and what was there in the West were small detachments supporting higher HQs, etc - or they were transport He 111s.

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LF_Mark_Krieger
Posted (edited)
21 minutes ago, FeuerFliegen said:

Really appreciate the update and all the hard work you guys do.

 

Please don't take this the wrong way; it's just some constructive criticism-  I must say, I think the updated plane descriptions were not done very well and much of it seems to just be slapped together without much thought, and was not ready to be placed into the game.  It even makes it look like it's not at all a true "sim", and just a game without a focus on historical realism.  I hope no one was paid to do that.

 

When you say, regarding fuel consumption, "cruise engine mode", do you mean maximum continuous power?  I would argue that max continuous is not at all the same as "cruise", especially considering how different this is from the flight endurance.

You mention position of mixture control levers on planes with no mixture control whatsoever; on planes like the La-5, you just say cowl flaps two different times, but don't specify which one is inlet, or outlet.

 

Some of the radiator settings, I would not recommend someone follow.  They also don't really consider outside temperature except for a couple points where you mention closing them in winter condition.  For the Ju88, the radiator settings will have most people overheating for your recommendations for cruise and combat.

 

I agree with Feuerfliegen. More information is good, but I have doubts of the origins of this information. For example, the FW190 A5. 70% cowl flaps open in combat? Is that based on the manual? Besides the fact that it doesn't consider the external temperature I think that at least in the game is very difficult to overheat a 190 at least if you take care of keeping enough speed in combat, even  in warm  climates. Would be interesting to know if in reality the pilots had to open more the cowl flaps. In game you can fight with them almost completely closed or even totally. Perhaps the problem in this case  could be the simulation of the temperature of the engine? I don't have data about that, so I just can say that some recommendations don't match with the game.

Edited by LF_Mark_Krieger
I./JG52_Woutwocampe
Posted

Really intrigued by this new ressource allocation system in careers, cant wait to try it out.

 

Hopefully I'll get an escort mission soon.

Mtnbiker1998
Posted

Holy Sh**!!! Was NOT expecting an update like that for career mode, this sounds pretty huge!! Will certainly have to give that a try... And here I had mostly given up on Career mode. This could breath some real life back into it! Looking forward to it.

 

Are there any "recommended" careers to best take advantage of the new mission sets? Maybe P-51 Squadrons as they do a lot of escorting? 

Posted

Awesome update!

 

Just one issue:

 

I started a brand new career (Battle of Moscow, I./JG52), played one mission on the first day and proceeded to the next day. However, it never generates the next day and tosses me back into the main menu with an Error message saying "Cannot find the mission target point.". This happens no matter how often I try.

JG4_Moltke1871
Posted

Really nice to see that the big bomber airfields on the Western Front are now implemented in the AQMB 😊😊

 

Now give some far rear targets, let’s force us to need the full fuel capacity for some sick long range missions 😜

Posted
3 hours ago, LukeFF said:

 

We've searched all over the place but from what it looks like all the Ju 52 units were somewhere on the Eastern Front at that time, and what was there in the West were small detachments supporting higher HQs, etc - or they were transport He 111s.

I recently was setting up a Normandy Campaign thinking of flying the 52, and when it wasn't available I researched also and came to the same conclusion. Also, I recall reading that the Allies had about 11,000 aircraft available for the Normandy theatre, and the Axis had about 800. Given that the Allies were actively patrolling and searching for anything in the air (which they had been doing since about January '44), I believe the Axis had only had 52's in the air for VIP missions, and even then probably heavily escorted. I'm quite sure it was safer and more efficient to transport supplies by ground. I can't imagine any supplies that were so important that they would have sent them by air, which would require escort to have a good chance of getting through. They just didn't have the assets to do that, it would make no sense.

  • Like 1
Posted (edited)

Ok that is great for career users ..   Good work.. 

Edited by GOZR
Posted

For the changes to be implemented, do we have to start a new career or can we continue the old one?

Posted

It would be interesting to know how this DBS works. It could be just check zones and triggers, but hopefully something else, as this would be needed very much in Dserver environment also where AI is used.

Posted

Huge update!  Thanks for all the hard work.

 

"Large-caliber anti-aircraft guns will ... and will not distinguish the player's aircraft from other available targets."

It would be great if this would apply to enemy ac throughout the sim as well.  Number 1 on my wish list.

the_emperor
Posted

13. "Synchronized ShVAK guns on all aircraft have the muzzle velocity of projectiles increased by 25 m/s, from 815 to 840 m/s due to the difference in the length of the rifled part of the barrel"

is that for the 12.7mm oder 20mm gun?

BlitzPig_EL
Posted

This has to be the 12.7mm guns as they are synchronized to fire through the propeller disc.  The 20mm gun fires through the prop hub and is not synchronized.

Posted (edited)
16 hours ago, AEthelraedUnraed said:

This new "Dynamic resource allocation system" sounds big! Is there any way to use it in scripted missions? It sounds pretty useful to be able to dynamically scale the amount of objects depending on a user's system.

 

 

On another note, excited to see my Hürtgenwald campaign merged into the official game :dance:

If anyone finds any issues or bugs (which, let's be honest, is bound to happen despite my best efforts since nothing is perfect) or has any questions, be sure to say so in the campaign announcement thread :)

Played it 3 times and never had a bug occur. Your mission coding seems foolproof. 😄 

 

Congratulations on it being official! it's one of my favorites! Looking forward to the hurricane one. 🙂

Edited by Sandmarken
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  • Upvote 1
Posted

Thanks Devs,  I especially like #5:  "Advanced Quick Mission mode on Western Front WWI map: added Balloon Defense, Artillery Spotting, and Photo Reconnaissance mission types;"

  • Like 1
the_emperor
Posted
47 minutes ago, the_emperor said:

13. "Synchronized ShVAK guns on all aircraft have the muzzle velocity of projectiles increased by 25 m/s, from 815 to 840 m/s due to the difference in the length of the rifled part of the barrel"

is that for the 12.7mm oder 20mm gun?

 

21 minutes ago, BlitzPig_EL said:

This has to be the 12.7mm guns as they are synchronized to fire through the propeller disc.  The 20mm gun fires through the prop hub and is not synchronized.

 

the La-5 series fires the 20mm through the propeller synchronized.

but if the 840m/s is for the 20mm, that is much to fast, especially for the 96g shell

as the 91g shell is rated at 815-800m/s depending on the source.

 

 

Posted

Do we have any aircraft with the 12.7mm ShVAK? I thought we only had the UB (which had a 20mm variant that we don't currently have in game, but may get if they do the later war fighters)?

Deacon352nd
Posted

All the improvements sound great. Hopefully they can be extended to multiplayer missions. 

Posted

Well this might get me to try career mode again. I miss that bit a little. Just need to find one that keep me going. 
I did wish for a gunner ai tweak too. But one can’t have it all

thanks🤗

=MERCS=JenkemJunkie
Posted
1 hour ago, the_emperor said:

The La-5 series fires the 20mm through the propeller synchronized.

but if the 840m/s is for the 20mm, that is much to fast, especially for the 96g shell

as the 91g shell is rated at 815-800m/s depending on the source.

The vanilla version is 800-815, but it says in the patch note that the synchronized version is modified, and shoots at a higher velocity.

RNAS10_Mitchell
Posted (edited)

Glad to see the problem with the sort order of custom skins has been fixed.👍

Edited by RNAS10_Mitchell
the_emperor
Posted
42 minutes ago, =MERCS=JenkemJunkie said:

The vanilla version is 800-815, but it says in the patch note that the synchronized version is modified, and shoots at a higher velocity.

 

But what does the synchronization change?

the longest version (motor cannon) still is rated for 815m/s with the 91g shell. why should the 96g shell be even faster?

 

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