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Posted

Single Player

If a single player game is properly made, this simulator will be revived a lot and will be popular again. But for each static campaign, pilot statistics (pilot log) would have to be created, the number of planes shot down, what types of planes were shot down, the place and time of the shot down, ground targets, and other things related to it. There are so many static campaigns, but it's no fun to play like that when you're like an idiot writing down on paper how many planes you shot down, while single player is the basis for every simulator, most people don't have time to play online and be on the PC for half a day ... when will TFS finally realize that most players are Single players.

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Posted

They need to fix the AI, right now it's unplayable 

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FTC_Rostic
Posted
33 minutes ago, Rei-sen said:

...right now it's unplayable 

 

That is not true! 

I completed both original CloD campaigns and have several in progress. It is absolutely playable. At least for me.


sgt_fresh releasing gameplay videos every few days: 

DunkzGam1ng has three playlists of completed campaigns and random missions in BLITZ.
 

Spoiler


 

 


 

Though yeah, I'd like to see some improvements made to AI at least to the level of AI in IL-2:1946.

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FTC_Rostic
Posted (edited)
1 hour ago, Buffo002 said:

Single Player

If a single player game is properly made, this simulator will be revived a lot and will be popular again. But for each static campaign, pilot statistics (pilot log) would have to be created, the number of planes shot down, what types of planes were shot down, the place and time of the shot down, ground targets, and other things related to it. There are so many static campaigns, but it's no fun to play like that when you're like an idiot writing down on paper how many planes you shot down, while single player is the basis for every simulator, most people don't have time to play online and be on the PC for half a day ... when will TFS finally realize that most players are Single players.

 

There is so many stuff that TFS has to improve... I think player stats is that last thing that have to be done.

 

Technically there is a way to create custom Add-In that allow anyone to add page to the Single Player menu with custom content inside.

1) Add-In can be custom campaign with own statistics page. Most members here already know about https://github.com/silkyskyj/CloDDce/releases though I did not tried last version. Have no idea if statistics page was implemented or not.

2) Add-In can be a page that just display stats, that have to be generated by missions scripts. Such a scripts have to be added (or injected to existing ones) to every existing mission. This is bad way though. Better be buit-in in game engine by devs.

Edited by FTC_Rostic
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Mysticpuma
Posted

@paul_leonard has been doing some great work in Single Player which will be released in V6. Lots of testing to eliminate the barrel roll effect (often into the ground) has been done and seems to have been addressed just by careful work in the current custom AI settings, available to everyone.

 

He did identify an issue with the combat timer and has fed that back to the team, however, whether they decide Single Player needs addressing ahead of the usual Multiplayer priority is to be seen 

 

Details of the work done can be read here:

 

That said, we won't see any benefit of his work until V6 is released.

How many people will still be here is yet to be seen, but years after it was promised, we still have no indication when it will be completed, let alone released, and until then Paul's great work will sit in the TFS bunker, like the "Ark of the Covenant" at the end of "Raiders of the Lost Ark", hidden away, somewhere in the depths, maybe never to be seen again :(

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Dagwoodyt
Posted

A typical response to others' suggestions for improvements is that to get the suggested feature(s), the requester should join TFS and make it happen. Well, go for it🙂

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paul_leonard
Posted (edited)
8 hours ago, Buffo002 said:

Single Player

If a single player game is properly made, this simulator will be revived a lot and will be popular again. But for each static campaign, pilot statistics (pilot log) would have to be created, the number of planes shot down, what types of planes were shot down, the place and time of the shot down, ground targets, and other things related to it. There are so many static campaigns, but it's no fun to play like that when you're like an idiot writing down on paper how many planes you shot down, while single player is the basis for every simulator, most people don't have time to play online and be on the PC for half a day ... when will TFS finally realize that most players are Single players.

I’m working on this.  Have a working prototype built courtesy of generative AI, given I have no idea how to program in C#.  Appears I don’t need that skill, the AI does.  I only know how to program in COBOL.  Not a helpful skill these days. I think you mentioned this a while ago.  I was listening.

 

oh yeah, Copilot has figured out how the log can be persistent and additive and formatted like an RAF log.  I have a friend looking at enhancing it.

 

also more than willing to share the script the AI wrote for me.  It was a frustrating couple of days getting the AI do do what I wanted… and make it work.  But generative AI is a frickin’ idiot savant.  When it works it really does some cool things.  When it doesn’t, dumb as a box of hammers.

 

It all started with a question… I want to write a script in c# for Cliffs of Dover Blitz that will create a log of outcomes for a single player mission…

Edited by paul_leonard
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Dagwoodyt
Posted
11 hours ago, paul_leonard said:

I’m working on this.  Have a working prototype built courtesy of generative AI, given I have no idea how to program in C#.  Appears I don’t need that skill, the AI does.  I only know how to program in COBOL.  Not a helpful skill these days. I think you mentioned this a while ago.  I was listening.

As a survival technique it might be best to assume that TF 6.0 is not happening and to instead figure out how to make Blitz/DWT more accessible to new users whose primary interest is SP.🤔

FTC_Rostic
Posted
36 minutes ago, Dagwoodyt said:

As a survival technique it might be best to assume that TF 6.0 is not happening and to instead figure out how to make Blitz/DWT more accessible to new users whose primary interest is SP.🤔


About a third part of new to CLoD "virpils" require VR. VR require core update and bug fixes what is a primary work in progress according to this year beta tests.


But, I think most new players (who are new to air sims in general) do not have VR. Those require modern 3D graphics and UI, tutorials (interactive missions or at least video guides on youtube).

 

If players like what they see and can understand how to play, then they need more stuff. That is where AI and content is needed. So, just improving AI will not "fix" everything for CloD.

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Posted

Would like to fly it offline (waiting for VR) but the AI roll rate kills it for me (Unrealistic roll rate, like a f18).

 

Man this AI behavior s'been there for so long. So much talking about this and no fix yet. Makes the game unplayable for me.

 

This game has so much potential. Nothing like this in 2025. Fix the AI please.

 

Nice day all. 

 

 

 

 

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paul_leonard
Posted
2 minutes ago, Roover said:

Would like to fly it offline (waiting for VR) but the AI roll rate kills it for me (Unrealistic roll rate, like a f18).

 

Man this AI behavior s'been there for so long. So much talking about this and no fix yet. Makes the game unplayable for me.

 

This game has so much potential. Nothing like this in 2025. Fix the AI please.

 

Nice day all. 

 

 

 

 

There have been a lot of posts over the past few months about adjustments to the AI settings that can address some of the above concerns.  

Posted (edited)

 

On 11/13/2025 at 3:58 AM, paul_leonard said:

I’m working on this.  Have a working prototype built courtesy of generative AI,...

...also more than willing to share the script the AI wrote for me...


Sounds exciting, do it. The more we share the more we get.

Edited by BENKOE
FTC_Rostic
Posted

I just remembered one detail about CloD single Player missions. Due to CloD game engine, player is not limited to first aircraft he spawned. If difficulty settings allow, player can despawn from first aircraft and enter any other (including enemy faction). So, making some sort of "campaign pilot log book" and "general player statistics" should take that in to account.
Also, will be nice if TFS add to FMB featur, like in DCS - "force difficulty settings to mission". So mission/campaign author could force some settings like allowed switching of aircrafts and factions. (Optionally, specifically disabling possibility to leave aircraft, could be done through mission script, but that is not the good way of doing that).

Mysticpuma
Posted
6 hours ago, Roover said:

Would like to fly it offline (waiting for VR) but the AI roll rate kills it for me (Unrealistic roll rate, like a f18).

 

Man this AI behavior s'been there for so long. So much talking about this and no fix yet. Makes the game unplayable for me.

 

This game has so much potential. Nothing like this in 2025. Fix the AI please.

 

Nice day all. 

 

 

 

 

As @paul_leonard indicates, there has been a lot of work on that, and in testing of a selection of his very much improved on old missions, as well as in his new missions, that behaviour has pretty much been eradicated. In fairness, there are times when you can see it wants to do that, but the Ai settings having been improved, it effectively stops a second or third roll, and it has to choose another manoeuvre to combat you.

Still WiP, but from what I have already seen of his work, the difference is very much for the better of the Single Player experience.

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Posted

From my point of view concerning CLOD Single Player:

-SP missions are absolutely most importent for me.

-AI during air combat is now more or less okay for me.

-The Dynamic Campaign by TheOden is very importent for SP, especially for the desert.

-I liked always the TheEnlightenedFlorist Dynamic Campaign very much. When I installed the Team Fusion Mod first time in ca. 2015 this campaign mission generator was already integrated. And I liked the newer version with the option to fly as a wingmen very much too. And it is great that the configuration files can be customized so easily.

An further optimized version, extended to Channel 1941/42 and integrated in CLOD would be great.

-In respect of realistic SP air combat very importent would be warning radio messages by the wingmen. This is missing in Great Battles too but there I could create some workaround - mods with subtitles / audio messages that report at least the distance to the enemies. I install these mods in each campaign / career mission (ca. 5minutes per mission). I suppose with the scripts this should be possible in CLOD too. 

-In respect of radio communication I had always problems to command the planes of the flight, e.g. to motivate them to attack bombers or to attack ground targets. And on the other hand when I was a wingman in a fighter bomber flight my bombs were frequently dropped automaticly by others, even when I flew with manual control.

 

 

 

paul_leonard
Posted
8 hours ago, FTC_Rostic said:

I just remembered one detail about CloD single Player missions. Due to CloD game engine, player is not limited to first aircraft he spawned. If difficulty settings allow, player can despawn from first aircraft and enter any other (including enemy faction). So, making some sort of "campaign pilot log book" and "general player statistics" should take that in to account.
Also, will be nice if TFS add to FMB featur, like in DCS - "force difficulty settings to mission". So mission/campaign author could force some settings like allowed switching of aircrafts and factions. (Optionally, specifically disabling possibility to leave aircraft, could be done through mission script, but that is not the good way of doing that).

The prototype I created did reflect the ability to fly in multiple aircraft during a mission and keep track.  I’m not so fussed about adjusting difficulty in mission.  Nice to have but then has to be explained in briefings and such.  More work.
 

There is a new post at ATAG by Doctor_Ramble who looks to have done some cool things and written server code to capture info in the log.txt.  Check it out.

paul_leonard
Posted

Responding to kraut1.  I am working with what exists in the in-game engine (inclusive of VR, TrueSky and Speedtree, and updated maps).  I avoid scripts, except Sleepy_Fly’s Tacview tool That I use to polish missions.  The single player experience is intended to be an accurate reenactment of ALL combats, day by day, in BoB.  I started on July 2nd because that was the date the Germans declared the Luftschlact um England, and I am finishing off July 27th right now. July 28 next.  Some days are active, some not so much.  I expect things are going to get hotter. The great things about @Mysticpuma’s recent post on Wellington’s is that he shows that the engine really can deal with a lot, especially on new PC’s and even VR. It also includes Bomber Command offensive missions as info and the map permit. Each combat can be flown from the perspective of the aircraft and units that were there, so lots of choice. 

 

The dynamic campaign engines are great but to me they are works of historical fiction.  I am writing non-fiction. I attempt to set up each combat with everything as it was, weather, altitude and direction, ground units, airfield details, and even going so far as to match individual aircraft squadron codes with serial/wrk numbers. What will be different are the outcomes.  You the player are the major variable. I have a map with all Ack-ack geo-located and calibered.  I’m also having some fun right now adding trains that run on the 1940 schedules. So maybe I’m building a train set where the scale is 1 inch equals 1 inch.  Whatever.  I’m having fun creating this, hopefully single players will enjoy the sense of realism.  My larger hope is that someone will be able to  translate this to the multiplayer arena.

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Dagwoodyt
Posted
5 hours ago, paul_leonard said:

I am working with what exists in the in-game engine (inclusive of VR, TrueSky and Speedtree, and updated maps).

So this whole plan is contingent on a future harmonious interaction of VR, trueSKY and Speedtree? Should the plan require another five years of refinement, what happens to Blitz/DWT in the interim?

Posted

Please keep on topic. This topic is for discussing single player comment. Posts referencing other features or concerns will be removed.

zippyPerrserker
Posted

Hey Paul, I'm 99% sure the answer is going to be 'no', or 'not that I'm aware of', but have you heard anything at all regarding improving the ai comms? 


Even a peep, a hint of a whisper of a rumor? 


Honestly as a single player guy what you're working on sounds so, so great, but I still can't imagine playing it with the horrendous comms. I did my semi-annual reinstall recently, and found the same broken, robotic voice just as maddening as I did over a decade ago. I drove me so crazy I even ran all the files from 'Actor1 and Actor2' through audacity and sped them up a little (keeping the same pitch), hoping that would make the strange pauses between words slightly less torturous (it did not). Then I created an 'Actor3' and 'Actor4' folder, and copied over the files from 1 and 2, but pitch shifted to sound different (desperately hoping since there was a German actor3 and 4 in game, that maybe they just ran out of time to record other gb voices and these would just show up somehow?). Unsuccessful of course, but I had to try. 


I know the state of the comms is not news to anyone, but I can't help but ask once again after hearing about the work your doing. I also realize that there is most likely nothing to be done, but it's such an important part of the single player experience I can't help it but to ask. 

 

Thanks by the way, for the work you and others are doing plugging away this. 

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paul_leonard
Posted
6 hours ago, Dagwoodyt said:

So this whole plan is contingent on a future harmonious interaction of VR, trueSKY and Speedtree? Should the plan require another five years of refinement, what happens to Blitz/DWT in the interim?

It is not predicated on VR, TrueSky or Speedtree.  But the version I work with is a few steps ahead of the VRbeta (the full visual version, not the current testing version) with a lot of new mapwork, and big improvements to the airfields.  I have then built on that work and populated the airfields so there is a bit of a reward if you invest the time to fly home from combat.  It's incredible what is now available on the interwebs.  As noted above re train schedules, I also have geolocated UK data on things like pillboxes, AAA, air raid shelters and other stuff.  Eye candy, but hopefully brings the sim to greater life.  Since I am working with an updated map, I would have to recreate all of the airfields and other ground objects all over again for the current Steam version map.  Not an insurmountable amount of work, but the combination of VR, historical weather, improved map (including Speedtree) is compelling enough for me to keep moving forward using the version I have, and not regress at this point.  Particularly as I personally am confident that the VR problems are going to be solved, and the Visual Update completed.  If I lose confidence I could refit, but I'm nowhere near that decision point yet.

6 hours ago, zippyPerrserker said:

Hey Paul, I'm 99% sure the answer is going to be 'no', or 'not that I'm aware of', but have you heard anything at all regarding improving the ai comms? 


Even a peep, a hint of a whisper of a rumor? 


Honestly as a single player guy what you're working on sounds so, so great, but I still can't imagine playing it with the horrendous comms. I did my semi-annual reinstall recently, and found the same broken, robotic voice just as maddening as I did over a decade ago. I drove me so crazy I even ran all the files from 'Actor1 and Actor2' through audacity and sped them up a little (keeping the same pitch), hoping that would make the strange pauses between words slightly less torturous (it did not). Then I created an 'Actor3' and 'Actor4' folder, and copied over the files from 1 and 2, but pitch shifted to sound different (desperately hoping since there was a German actor3 and 4 in game, that maybe they just ran out of time to record other gb voices and these would just show up somehow?). Unsuccessful of course, but I had to try. 


I know the state of the comms is not news to anyone, but I can't help but ask once again after hearing about the work your doing. I also realize that there is most likely nothing to be done, but it's such an important part of the single player experience I can't help it but to ask. 

 

Thanks by the way, for the work you and others are doing plugging away this. 

Not that I'm aware of.  I spent a little bit of time trying to manage the comms using VoiceAttack, but I got distracted...  

 

But I'll state my usual saw... sounds like you have skills.  Could you contribute?

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FTC_Rostic
Posted
13 hours ago, zippyPerrserker said:

Hey Paul, I'm 99% sure the answer is going to be 'no', or 'not that I'm aware of', but have you heard anything at all regarding improving the ai comms? 


Even a peep, a hint of a whisper of a rumor? 


Honestly as a single player guy what you're working on sounds so, so great, but I still can't imagine playing it with the horrendous comms. I did my semi-annual reinstall recently, and found the same broken, robotic voice just as maddening as I did over a decade ago. I drove me so crazy I even ran all the files from 'Actor1 and Actor2' through audacity and sped them up a little (keeping the same pitch), hoping that would make the strange pauses between words slightly less torturous (it did not). Then I created an 'Actor3' and 'Actor4' folder, and copied over the files from 1 and 2, but pitch shifted to sound different (desperately hoping since there was a German actor3 and 4 in game, that maybe they just ran out of time to record other gb voices and these would just show up somehow?). Unsuccessful of course, but I had to try. 


I know the state of the comms is not news to anyone, but I can't help but ask once again after hearing about the work your doing. I also realize that there is most likely nothing to be done, but it's such an important part of the single player experience I can't help it but to ask. 

 

Thanks by the way, for the work you and others are doing plugging away this. 

 

 

Some missions have mission script where radio comms commands are executed by timeout. You can change those. Most AI comms are built in to game engine. I guess those are also executed by timeout. So, to eliminate pauses you have to make voice files longer enough to compensate pause between timeouts, but not too long to overlap.

.

Though, simplest thing to do, is to set Voices to 0% in game settings.

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Dagwoodyt
Posted
10 hours ago, paul_leonard said:

But the version I work with is a few steps ahead of the VRbeta (the full visual version, not the current testing version) with a lot of new mapwork, and big improvements to the airfields. 

As I understand it your "updated" map isn't going to be available to end users until TF 6.0 is available for sale. Sale cannot happen until VR, trueSKY and SpeedtreeX work in harmony. It seems you are making a distinction without a difference. What I am saying is that TF 5.0 Blitz/DWT remain stagnant from a development standpoint. There is no bridge to a very uncertain TF 6.0 future. That is the real and current problem for CloD. TBC: this is a SP issue.

FTC_Rostic
Posted
14 minutes ago, Dagwoodyt said:

As I understand it your "updated" map isn't going to be available to end users until TF 6.0 is available for sale. ...

 

BLITZ Channel_1940 map is one of updated. Part of free VR/VU (aka 5.500) update for all owners of BLITZ. It is not clear if VR/VU will be released same day as TFS6.0 or before it.

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Dagwoodyt
Posted
2 hours ago, FTC_Rostic said:

 

BLITZ Channel_1940 map is one of updated. Part of free VR/VU (aka 5.500) update for all owners of BLITZ. It is not clear if VR/VU will be released same day as TFS6.0 or before it.

Thanks for the clarification. It is clear though that the VR/VU, as described by TFS, demands harmonious interaction between VR, trueSKY and SpeedtreeX. Given those requirements there is no commercial incentive to release a "TF 5.5" update. Once again it seems that this is a distinction without a difference. A related concern is that advanced stages of mission development would seem to imply an internal agreement that current AI and radio comms coding will remain in effect through release of TF 6.0.🤔

FTC_Rostic
Posted (edited)
1 hour ago, Dagwoodyt said:

Thanks for the clarification. It is clear though that the VR/VU, as described by TFS, demands harmonious interaction between VR, trueSKY and SpeedtreeX. Given those requirements there is no commercial incentive to release a "TF 5.5" update. Once again it seems that this is a distinction without a difference. A related concern is that advanced stages of mission development would seem to imply an internal agreement that current AI and radio comms coding will remain in effect through release of TF 6.0.🤔

 

Depends on product strategy. VR/VU is a huge update. Releasing 5.5 prior to 6.0 may allow to better test new systems on wider existing player base. If critical issues discovered team, should fix them and after that be sure about successful 6.0 release.

 

Release of VR/VU (aka 5.500) same day as 6.0 has a risk to release product with hidden bugs that may pop up on much wider player base than bunch of beta testers. Due to Steam allows new customers to refund this may lead to no money if some serious issue appears.

 

All of that is just my own thoughts.

.

Though in case of successful 5.500 release, 6.0 could be released in just two weeks :)

.

Regarding SP. I can't remember any TFS update mentioning specific changes in AI behavior improvements (other than AI settings refinement for all missions in FMB). Well, also there was screenshot with new QMB item.

Maybe I forgot something else.

Edited by FTC_Rostic
zippyPerrserker
Posted
15 hours ago, paul_leonard said:

......

Not that I'm aware of.  I spent a little bit of time trying to manage the comms using VoiceAttack, but I got distracted...  

 

But I'll state my usual saw... sounds like you have skills.  Could you contribute?

 

Thanks Paul for responding, I don't know if I'd go so far as to say 'skills', as opposed to desperation induced copying/pasting/fidgeting with free software. (although I guess through such things skills could be acquired!)

 

 If there was some way I could contribute to fixing the comms I would love to, but the problem seems to be that it's not possible to fix them. I'd like that to not be true (hence the messing around with files and the post) but realistically I know it is. It's just such a shame that I could not help but inquire (and if I'm wrong I would help for sure).

 

7 hours ago, FTC_Rostic said:

 

 

....

.

Though, simplest thing to do, is to set Voices to 0% in game settings.

 

Sadly this seems to be true, but I just can't see myself enjoying a wwii sim without radio comms. They all have their quirks, some are better than others, all can get old after hearing them over and over, but not having them at all really doesn't work (for me at least). 

 

Anyway, thanks again -

 

 

Dagwoodyt
Posted (edited)
3 hours ago, FTC_Rostic said:

Regarding SP. I can't remember any TFS update mentioning specific changes in AI behavior improvements (other than AI settings refinement for all missions in FMB). Well, also there was screenshot with new QMB item.

Lack of specifics regarding AI behavior update features is exactly the problem. From the 2024 "Year in Review" AI enhancements is last item mentioned":

 

"AI Behaviour Improvements

- Improvements to player command of AI to be assigned.
- Improvements to AI return to base and threat reaction behaviours to be assigned."

 

Still yet to be assigned perhaps?

 

WRT the QMB screenshot I asked for update and to best of my recollection no one was willing to take responsibility for its' inclusion in that promo YT video.

Edited by Dagwoodyt
paul_leonard
Posted
7 hours ago, Dagwoodyt said:

Thanks for the clarification. It is clear though that the VR/VU, as described by TFS, demands harmonious interaction between VR, trueSKY and SpeedtreeX. Given those requirements there is no commercial incentive to release a "TF 5.5" update. Once again it seems that this is a distinction without a difference. A related concern is that advanced stages of mission development would seem to imply an internal agreement that current AI and radio comms coding will remain in effect through release of TF 6.0.🤔

Dagwoodyt:

 

Not entirely true.  My understanding has been that the improvements to the map will be applied to the current 5.0xx Steam version.  There will be a new map for 6.0 Dieppe reflecting the changes, particularly to airfields, that occurred between 1940 and 1942.  There was a significant investment in building concrete runways, revetments, hangars, blister hangers, taxiways, etc, that occurred to airfields across England in 1941-1942.  Those improvements I expect will be reflected in the 6.0 map.  But there are improvements that will be implemented, as I understand it, to the existing map.  I attach two pictures of RAF Yapton/Ford, the first from the current 5.0xx Steam version, and the second from the Enigma video showing new mapwork.  So new map coming for existing version.

 

I have no insight to AI (except to the extent I am making changes) and radio comms.  I have to admit, radio comms is basically a mystery to me.

Yapton - Steam.jpg

Yapton - Enigma.jpg

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major_setback
Posted (edited)
5 hours ago, paul_leonard said:

Dagwoodyt:

 

Not entirely true.  My understanding has been that the improvements to the map will be applied to the current 5.0xx Steam version.  There will be a new map for 6.0 Dieppe reflecting the changes, particularly to airfields, that occurred between 1940 and 1942.  There was a significant investment in building concrete runways, revetments, hangars, blister hangers, taxiways, etc, that occurred to airfields across England in 1941-1942.  Those improvements I expect will be reflected in the 6.0 map.  But there are improvements that will be implemented, as I understand it, to the existing map.  I attach two pictures of RAF Yapton/Ford, the first from the current 5.0xx Steam version, and the second from the Enigma video showing new mapwork.  So new map coming for existing version.

 

I have no insight to AI (except to the extent I am making changes) and radio comms.  I have to admit, radio comms is basically a mystery to me.

Yapton - Steam.jpg

Yapton - Enigma.jpg

 

For clarity: I assume the bottom one - with the haystacks and harvester - is the later, improved version.

.

[Edit] These ...

 

image.thumb.jpeg.a67470f5dd96c75486276797de2ed02a.jpeg

Edited by major_setback
FTC_Rostic
Posted (edited)
38 minutes ago, major_setback said:

 

For clarity: I assume the bottom one - with the haystacks and harvester - is the later, improved version.

.

[Edit] These ...

 

image.thumb.jpeg.a67470f5dd96c75486276797de2ed02a.jpeg

 

I have seen same visual improvements on 1940 map. In compare to current released map, updated maps in VR/VU got way more details. You can find those on previously published screenshots and videos.

.

I guess biggest difference between old 1940 map and new 1942 will be only in buildings (ports, airfields etc.) and roads layouts. Forests, fields, cities, towns, villages, static decorations probably will be the same. At least I do not see sense in making 1942 map from scratch.

Edited by FTC_Rostic
major_setback
Posted

BTW I think that harvester/bailer is a screenshot from a video shown here some time ago.

 

image.jpeg.60002752b338ffda518cf5de50632368.jpegimage.jpeg.4c64a7e6c863d97ef784f460ca7a1adc.jpegimage.jpeg.e1f4a56933e353b33460e43d20120906.jpegimage.jpeg.fc79d7f34ad0dc058bd1e398bfb34bff.jpeg

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