Re: Patchs WiP ...
Posted: 02 Apr 2012 19:42
Não gostaria de ver os melhores simuladores de voo da atualidade virarem um arcade, para adolas brincarem de bang bang!
Fórum do 1º Grupo de Aviação de Caça Virtual - Senta a Pua!
https://www.gavca.com/phpBB3/
Eu acho que será a operação Taifun, ou seja planeset da segunda metade de 41. Tirando o il2 e a casquinha do i-16, não há certeza dos outros planeset, a não ser bombers, para o eixo, que já estão aí e são historicamente os mesmos;komet163 wrote:Estou na realidade preocupado em saber qual o período da guerra do leste que será abordado nesse Batalha de Moscou? Espero que os caras sejam fieis as questões históricas no que diz respeito aos equipamentos e aeronaves.
Ué, o periodo da batalha: 2 de outubro de 1941 a 7 de janeiro de 1942. O limitado periodo facilita o trabalho dos dev's, limitando o "bendito" planeset.komet163 wrote:Estou na realidade preocupado em saber qual o período da guerra do leste que será abordado nesse Batalha de Moscou? Espero que os caras sejam fieis as questões históricas no que diz respeito aos equipamentos e aeronaves.
Hummm, até pelo menos o final de dezembro de 1941, a força área do exército vermelho tinha perdido quase que a totalidade das suas forças. Somente em meados de janeiro de 1942 é que novas forças com treinamento e material novo foram dispostas no fronte.21_Sokol1 wrote:Ué, o periodo da batalha: 2 de outubro de 1941 a 7 de janeiro de 1942. O limitado periodo facilita o trabalho dos dev's, limitando o "bendito" planeset.komet163 wrote:Estou na realidade preocupado em saber qual o período da guerra do leste que será abordado nesse Batalha de Moscou? Espero que os caras sejam fieis as questões históricas no que diz respeito aos equipamentos e aeronaves.
Vide o IL-2 já mostrado, a versão de um tripulante.
Sokol1
Fotos - de vilarejos russos e blindados para o BfM: http://forum.1cpublishing.eu/showthread.php?t=30949BlackSix
Friday Update, April 6, 2012
Good day everyone!
The patch is still laggy at times. Last week’s problems are harder to crack than expected. Particle and effects-related problems are still there. We’ll be working over the weekend to make sure the patch is ready ASAP because, we know, come on!
Today’s update meanwhile shows off some new ground vehicles made for the sequel as well as the screenshots of WIP Russian villages. The landscape is being built by an external team and they are extremely excited about hearing your feedback. Constructive, if at all possible, but I know, come on.
Hope this will keep you busy over the weekend!
Esse "mimimi" da COOP no CloD é a coisa mais non sense no 1C.28_Condor wrote:S!
The Top FIVE:
1. Coop Interface/GUI
2. Landing gear shown down at other planes even when retracted.
3. Missing - Ju87 B-2 - Jericho horn.
4. The broken parts of damaged aircrafts don´t impact on your aircraft.
5. In-game Communications System Inoperative.
SP!
Sokol1BlackSix
Friday Update, April 13, 2012
Good day everyone!
We're very glad to announce that the beta patch is largely done. It's going into wide internal testing today, which will last through the weekend and probably a couple of days more. After we make sure nothing is amiss, we'll make the beta patch available to everyone
We're ready to release details on some of the improvements you'll see in the patch. Here we go:
Performance
We've performed a huge amount of work improving both average and minimum FPS in the game. Most recommended-spec machine will see a roughly double average FPS and a significant reduction in the micro-freezes that had previously plagued the game. Their frequency, duration, and overall FPS impact will be greatly reduced or completely redone.
Some of the changes include:
• Completely rewritten rended pipeline, which reduced CPU load;
• Rewritten texture manager, reducing stutter when loading new textures;
• Moved landscape geometry generator to its own CPU core, reducing stutters;
• Optimized tree code, reducing stutters when moving across landscape or rotating camera;
• Moved grass generator to its own CPU core, decreasing stutters during low-level flight;
• Moved all building and vehicle damage models to be pre-loaded, rather than dynamically loaded when they are destroyed. This increased mission loading times and memory usage, and reduced stutters when blowing things up;
• Improved multithreading in many other aspects of the code, improving minimal FPS on most multicore machines.
Finally, we need to mention the launcher.exe crashes. This was a very hard issue to address as it wasn't caused by a single 100% reproducible bug, but rather rare combinations of various uncommon events. The work described above, coupled with a huge volume of general bug-fixing performed, should have at least minimized the number of instances that lead to crashes. We haven't encountered one in months, but determining whether that'll be the case for the general player base will be one of the leading goals for this beta test.
Flight Model
We've performed a tremendous amount of work testing and improving flight models in the game, as well as improving various aircraft engines. We used actual pilot's notes and flight testing data during the process (thank you Sean!). Unfortunately some deeply-set limitations in the engine code do not allow us to minimize the margin of error at altitudes about 7 km (21,000 ft) where most aircraft begin to perform worse than their real-life counterparts. Fixing this requires more extensive code rework and will therefore only appear with the upcoming sequel. However at lower altitudes most flyables will perform much closer to real life. We also have to note that some aircraft, most notably Spitfire Mk.II, had better performance than the real thing. Others, especially their engines, had reduced performance. We've addressed these serious issues and made our planes fly much closer to the real thing.
More specifically:
G.50
Temperature models of the engine were wrong due to incorrect data. The engine could not get up to required power at all altitudes. We've also added +100 boost for WEP mode.
Spitfire Mk.II
The aircraft's speed performance was too good at all altitudes, sometimes 60 mph better than the real thing.
Spitfire Mk.I
Fixed the top speed dip above 18,000 ft.
Hurricane Mk.I
Speed performance was also too good at all altitudes, similar to the Spit II.
Blenheim Mk.IV
Had many problems with the engine model. The engine overheated at normal RPM, the plane could not get up to stated airspeed at all altitudes. Maximum allowed airspeed was too great, and the plane could get up to 560 mph (deve ser KMH) in a dive. A huge amount of work was performed to improve the plane's FM and bring it up to speed.
For a better example, here's a comparison of the old and new speeds of the Fiat G.50. The data was taken by a special internal module that tests speeds at a range of altitudes using optimal engine settings. Human players will likely not be able to set their engine precisely the same way, or fly exactly level at the exact altitude, so testing this for yourselves may give you slightly different results. The vertical axis is the speed in kph, the horizontal is the top speed.
Artificial Intelligence
Partial list:
• Fixed some non-working orders, removed others from the list. There are no more orders available to the player that the AI does not follow.
• Added a request for available targets;
• Turned off friendly fire for ground battles (improving FPS);
• Added the ability to query current waypoint for scripts;
• Told AI pilots not to commit ritual suicide when their leader crash-lands;
• Fixed out of turn take offs for AI pilots;
And there's lots more!
Finally, we continue to introduce you to the upcoming sequels. Here's some more village landscapes, showing the few churches still left around 1940s Russia. Once again, these are all coming from an external team that is very eager to do a great job and please the community. We'd also like to remind you that parts of the landscape such as the grass and the trees are temporary placeholders and will definitely not be a part of the final landscape.
Fotos: http://forum.1cpublishing.eu/showthread.php?t=31097
Porque o patch não esta 100% pronto, assim é liberado como Beta para a comunidade testar e reportar. Mais gente testando, em computadores diferentes, da melhores resultados.komet163 wrote:Não entendo bem essa questão do path beta??? Porque esse cara o B6 não divulga como um path de atualização do CloD e sim como beta?
Esse é o caso da maioria dos softwares, veja por exemplo o ... rWindows...Por acaso o CloD nunca será um software 100% desenvolvido e finalizado?
Ainda bem que a Microsoft não utiliza esse jargão de Beta... Lança uma versão e depois faz paths de atualizações e melhorias e correção de bugs.21_Sokol1 wrote:Porque o patch não esta 100% pronto, assim é liberado como Beta para a comunidade testar e reportar. Mais gente testando, em computadores diferentes, da melhores resultados.komet163 wrote:Não entendo bem essa questão do path beta??? Porque esse cara o B6 não divulga como um path de atualização do CloD e sim como beta?
Esse é o caso da maioria dos softwares, veja por exemplo o ... rWindows...Por acaso o CloD nunca será um software 100% desenvolvido e finalizado?![]()
Sokol1