Sim news courtesy combatsim.com

Sunday, May 12, 2013

Butchering the Butcherbird

Video of P51D vs the new AI FW190D in the latest DCS update, from 'tracefantaps'



And here is a brief external video from farber2.

http://www.youtube.com/watch?v=NcRWF-3Lcxg

 I will very soon do a full writeup of the DCS FW190D, with screenshots and external video, as they are almost certain to make it flyable.

BOB2 Wings of Victory update

Boreas has updated his RAF engine sounds based on some new sound sampling of real Merlins he has done. I am a big fan of Boreas work. You can get them here:

http://www.fileden.com/files/2009/2/3/2305200/RAF%20engine%20sounds.zip

Hazzie has posted some nice 109 skins. See them in action at
http://www.youtube.com/watch?v=L6Ergxl5wo0
http://www.youtube.com/watch?v=UmZ7unp3eCk

Skins downloadable at http://www.mediafire.com/?agyr6s3o3sla1o3

Cherkassov is updating the Bf110 skins in the multiskin mod

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Stickman has remade the Sheerness region with historical precision, as usual

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Hazzie has also been working on prop blur at various engine speeds and settings:

Low:

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High:
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And work has started on version 2.13, with the following wishlist and work in progress identified (may or may not make it into the final update):

- Terrain elevation
- Multiskin additions
- City, airfield, port and landmark updates to further improve historical accuracy
eg Newhaven, swing bridge area

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- Chalk Cliffs (at the moment there is a bug making some cliff tiles 'see through')
- Campaign map

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- Ongoing work on 'Buddye's Buglist'

1. Still some minor warps in AI behavior to fix when changing maneuver codes (nevertheless huge improvement over original ones).
2 Pilot to bail-out 3-5 seconds after final punch (currently with no delay). Bail-out delay time could be randomized based on skill and damage.
3. Bombers formations to spread-out in panic, drop bombs and return home when attacked fiercely. Shooting down the whole group of unescorted JU88s without any panic signs across the whole slaughter process seems a bit unrealistic.
I've seen some "automatic" panic only with single stuka pilot when attacked directly (here it could be more randomized). His few comrades could join in as well at a random manner depending on skill and situation.
4. Personalized squadron roster in SPC like in EAW. Newcomers, KIAs,wounded score, rank etc, pilots to fly the mission/rest, current AI level for a given pilot.
5. Label types to be toggled continuously from none through single character to long ones with different key stroke than labels on/off
6. Different labels for quick check where direct wingmen are
7. Clouds to cast shadows on the ground (maybe it is there and I missed it).
8. 3D sound in external views - currently only fly-by sound present
9. Fix replay problems
10 Fix MP Beta issues and refine
11. Prevent AI from seeing through the clouds
12. Review report in the Campaign (bad counts for Hurri, Ric reported on beta forum). --- I think Randy mostly fixed this one?
13. Fix the winds so they can be evoked (now only below 1000 feet)
14. Real gunsites for the BOBII flyable A/C
15. Fix the not working or broken 3D gauges ------------ Stickman will need to Status this one but we fixed most. Ithink?
16. All RAF spits will have Two Speed/Constant Speed propeller ----------------- We know how to do this but the question is impact to Game play?
17 Fix the problem with adding A/C in BOBII. Add the Tiger Moth to BOBII
18. Players can man the gunner position in the BF110 and Ju87
19. Start the process of AI being able to improve and not make the same mistakes
20. Continue Fred’s Mission Editor Concept
21.Correct adverse yaw effect – Blue Six interest ----------- I think Ken fixed this one?
22. Fix RAF 303's number of bullets and rate of fire issue ----- I fixed this one some time ago, I think.
23. Investigate solution to AI blacking out like player
24. Formation jitter
25. Jittering Gauges (really just not smooth operation)
26. Broken Gauges ---------------------------------------------- Oops, thei is the same as 15?
27.. Small jumps intermittently during combat
28. "Hicup" that results in the Min FPS display hitting 1,2,3,4
29. Fix AutoPiolt so that it does not go to external view but stays in cockpit view.

'Full Real' battles in Gaijins War Thunder

While 'full real' is a bit of an overclaim, War Thunder does have an in cockpit mode with most HUD features disabled that enables players to get a more realistic dogfight experience.

GloDark has produced a nice video to show how this mode works.



See also this thread from GloDark on the topic

http://simhq.com/forum/ubbthreads.php/topics/3735410/Continued_Adventures_in_Full_R#Post3735410

CoD REDUX campaigns now updated for TF Mod



The RAF and Luftwaffe REDUX campaigns have been updated to make the most of the new features in the TF MOD for those using it.

These versions are for use only with the TF MOD. If you don't have the TF MOD version of Cliffs of Dover, these campaigns are available in normal versions (see links below).

REDUX campaigns feature missions designed by Heinkill, with scripting by Bolox and Gabuzomeu, giving you campaign kill counts, medals and promotions.

The TF MOD version has been enhanced with high altitude missions, new objects and different aircraft types including 100 Octane RAF and LW fighters.

This package contains both the RAF and LW campaigns, for separate install as desired. You will see 'For TF MOD' in yellow letters on the splash screen, if you have installed correctly.

If you have a campaign in progress, you can just install straight over the top and continue where you left off. More detail in the extensive README documents.

Enjoy!

Download REDUX for TF MOD

Get BOTH the RAF and LW REDUX campaigns for TF MOD from Airwarfare, here: http://airwarfare.com/sow/index.php/down...igns-for-tf-mod

Looking for the REDUX campaigns for the stock version of Cliffs of Dover?

If you don't use the TF MOD here are the original versions. (These will also work with the TF MOD, they are just not optimised for that MOD, so they don't include high altitude missions, new objects such as the ships, or the new 100 Octane fighters...)

RAF: http://airwarfare.com/sow/index.php/down...ux-raf-campaign

Luftwaffe: http://airwarfare.com/sow/index.php/down...ampaign-seelowe

Enjoy!

Heinkill, Bolox, Gabuzomeu and testing teams.

_________________________

New effects work by Team Fusion for CoD

Team Fusion has continued to work on improving effects and trying for higher framerates with effects like smoke and contrails.

See video here:

http://vimeo.com/65968983

They have also shown a screenshot of work in progress on a new naval unit - the Rodney class British cruiser.



Bringing capital ships like this into the game will mean they also need to bring in weapons which can be used to attack them.  In the 1940s the only German munition capable of sinking a British cruiser or battleship was the LTF5 torpedo, so for CoD that would mean adding it to the loadout of the He115 seaplane. The LTF5 was a particularly ineffective torpedo, as it had to be dropped at exceedingly low airspeed or it would dive to the bottom. So any aircraft delivering it, was a sitting duck. Still it would make for an interesting mission or two to set up a brace of He115s to attack the HMS Nelson!


Sunday, April 28, 2013

FW 190D for DCS

An upcoming patch for DCS World will possibly include a FW190D as a long awaited adversary for the DCS P-51D Mustang.

http://forums.eagle.ru/showthread.php?t=104773




This is fantastic news for those of us who have been grumbling about the fact there were no prop adversaries for the beautiful DCS P-51, which meant there was no COMBAT in this Digital COMBAT Simulator product.

The FW190 will be released as AI only at first, but later as a full fidelity aircraft on the same level as the P-51.

Team Fusion mod for Cliffs of Dover: full review!

Images like the WWII inset photo are now replicable in IL-2 Sturmovik: Cliffs of Dover.New flight models, contrails, high altitude dogfighting, but especially the ability to join online battles with 100+ players on the server at a time in a lag free environment, this is what the new Team Fusion Mod for IL2 Sturmovik Cliffs of Dover can offer.

Read the full review by Heinkill and Sokol1 here:

If you already have the mod and are looking for a fantastic offline campaign specially optimised for the mod, look no further than Bolox Spitfire on my tail campaign: here http://theairtacticalassaultgroup.com/forum/showthread.php?t=3843

New Luftwaffe REDUX campaign for Cliffs of Dover!

Now available for free download: Luftwaffe REDUX campaign for Cliffs of Dover; Operation Seelöwe



Mission design and storyline Heinkill, scripting by Bolox and Gabuzomeu, beta testing by W1ndy and BlackLion

Download self installer (.exe) here: https://www.box.com/s/um183lta0m9n4pzwt4cq
Or ZIP install file here: http://airwarfare.com/sow/index.php/down...ampaign-seelowe

Seelöwe, or Operation Sealion, was the planned invasion of England by German forces in the Autumn of 1940.

It never happened. But what if it had?

Using REDUX campaign scripting by Bolox and Gabuzomeu, we have revisited the stock CoD Luftwaffe campaign and completely reshaped it to craft an Operation Sealion invasion campaign flown from the Luftwaffe perspective.

You will fly as a pilot in the rebellious unit Stab I (Jabo), I/JG53 – a unit of battle hardened Luftwaffe veterans who not only took on the British, but also the Nazi high command during their stay in France in 1940. In this scenario hand picked pilots, including yourselves, have been selected to form a Bf109E4b Jabo, or ground attack unit, to support ground forces in the invasion.

The Seelowe Luftwaffe REDUX campaign offers you both air to ground and air to air action, and:

- takes you from the eve of the invasion, defending the invasion fleet at Calais, to the full fury of the invasion in the skies and over the cities of England.
- features the popular REDUX scripting of Bolox and Gabuzomeu with air and ground kill counts, campaign victory totals, and medals.
combat AI settings optimised to provide best possible aerial combat experience
- missions including escort, airfield attack, sea convoy attack, shipping cover, air convoy escort, AAA and AT suppression, combat air patrol
- daily combat reports, using period photographs, track the progress of the invasion
the usual attention to ground object detail at airfields, ports and in cities. Armour and ground forces clash on the ground below as you fight in the skies above.
- historically appropriate order of battle on both sides, including Axis support by Italian forces
- compatible with TEAM FUSION mod v. 1(3)
- includes a 23 page readme with the history of Operation Sealion and the featured unit, JG53.

What's different to the popular RAF REDUX campaign?




Ground attack! This is a jabo campaign with ground and air missions, so naturally the campaign script keeps track of your ground kills, as well as your air kills.



Installation and uninstallation

The REDUX campaigns are supplied in a self installing EXE program. Run this program and when prompted by the installer, browse to where you have your ‘IL2 Sturmovik Cliffs of Dover’ directory, usually C:\Program Files (x86)\Steam\SteamApps\common\il-2 sturmovik cliffs of dover\parts\bob\mission\campaign. The campaign will then install and replace your existing Luftwaffe campaign in the campaigns menu.

If you do not choose your game directory, the campaign folder (campaign_de) will be placed in your My Documents folder. To uninstall you can simply ‘verify’ your game in Steam and it will restore your game to its original condition, but this will also remove any other mods you may have installed.

If you wish to uninstall manually, a backup of your stock Luftwaffe campaign can be found inside the campaign_de folder called ‘campaign_de.zip’. Just copy this zip file onto your desktop, delete the existing campaign_de file, and unzip the old campaign into the C:\Program Files (x86)\Steam\SteamApps\common\il-2 sturmovik cliffs of dover\parts\bob\mission\campaign directory.

REDUX and the ‘Open Battlefield’ concept

REDUX campaigns are built on an ‘Open Battlefield’ concept. This means mission events do not center around the player, rather the player is just one part of a dynamic ongoing war. At the time of your mission, other Luftwaffe and British aircraft will be flying and executing their own missions, completely unrelated to yours. While you are flying East to attack Manston, you may see German bombers headed West to attack Tangmere. You may be tasked to execute a straightforward ground attack on a neighbouring British airfield, and see a nice, juicy unescorted RAF bomber flight cross your path shortly after takeoff. On the ground, German and British forces will clash and the front line will be constantly moving from mission to mission.

We do not employ spawn triggers to set up meetings between the player and other friendly or enemy flights. This may be an easy way to guarantee the player some action, but is completely unrealistic. In combat, pilots were assigned precise take off, rendezvous and ingress times and other units and actions depended on their ability to execute to these.

Whether you as a player follow the waypoints assigned in a mission briefing is entirely up to you – if you are flight leader, the route you take is yours to decide, but it will have consequences. In REDUX missions, if you miss an escort rendezvous because of poor navigation or timing, you will miss the rendezvous, and your bombers may get slaughtered. If you are sent to intercept incoming bombers and spend too much time on the deck, or miss a waypoint, you can miss the intercept, and the bombers will get through unscathed. If you do not take the route outlined in your briefing, you may avoid enemy contact – or you may meet a superior RAF force en-route to their own target.

How plausible is the Seelöwe Luftwaffe REDUX campaign storyline?


The original CoD Luftwaffe missions have been extensively reworked, based on the notes from a Royal Military Academy Sandhurst wargame conducted in 1974 to simulate a September 1940 invasion by Germany. (See Readme).

In this exercise, each side (played by actual British and German officers respectively) was based in a command room, and the moves plotted on a scale model of SE England constructed at the School of Infantry. The panel of umpires included Luftwaffe ace Adolf Galland, Admiral Friedrich Ruge, Air Chief Marshal Sir Christopher Foxley-Norris, Rear Admiral Edward Gueritz, General Heinz Trettner and Major General Glyn Gilbert.

The main assumptions were that:

a) the Luftwaffe had not yet won air supremacy;
b) the possible invasion dates were constrained by the weather and tides (for a high water attack); and c) it had taken until late September to assemble the necessary shipping.

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One of the clever tactics used by the German planners in this wargame, to secure the success of the initial landings in Britain, was a decoy ‘invasion fleet’ which sailed from Norway toward the North of England. By setting out from Norway with a force of heavy warships escorting merchant ships, and allowing themselves to be spotted on a course for the north of England, the Kriegsmarine convinced the British commanders a ‘pincer’ movement of landings in the north, and south, was underway. The Royal Navy was forced to send the British Home Fleet into the North Sea to try to intercept the decoy fleet, and rely on its more vulnerable destroyer squadrons to intercept the Channel invasion.

The Sandhurst wargame concluded that with good weather, this strategy could have succeeded in allowing the first wave of German troops to get ashore. The storyline for this campaign closely follows the events of the Sandhurst wargame.

In addition to the Sandhurst wargame, this campaign draws on the work of British and German historians and writers such as Peter Fleming, Egbert Keiser, Richard Cox and Derek Robinson, whose analyses provide inspiration for the political back story you will see unfolding in the Seelöwe REDUX campaign.

Thursday, March 21, 2013

The 5 simple reasons you shouldn't change to Win8

I just bought a brand spanking new ASUS G75VW loaded with kit. New games should absolutely kick butt on this rig. Except for one thing. It comes preloaded with Windows8 OEM.

You will get a million hits on Google if you type this phrase 'Windows 8 sucks'. But I am going to repeat it here unless there is any doubt, WINDOWS 8 SUCKS.

And here is why.

1. Unless you have a touch screen, there is no  advantage (ZERO, NADA, ZIP) over Win7 whatsoever. No great new feature, no speed advantage, smart new way of working, nothing whatsoever.

2. You have to learn a new user interface which is just annoying because there is no incentive to learn it (refer to point 1.)

3. Many of your games will NOT be compatible with Win8. Even in Emulation Mode (and BTW there is no Win7 Emulation mode that seems to work). My two favourite sims BOBII and Cliffs of Dover, did not work with Win8. A user created a workaround for Cliffs of Dover, but BOBII still will not work.



4. You cannot create a separate partition on your PC for Win 7 and run your games there because they use different HD formatting. Win8 Pro will let you 'downgrade' (I'd call it an upgrade) your install to Win7 if you have a Win7 key, but only if you have the Pro version.

5. Once you realise how useless the new interface is, getting back to a Win7 look and feel is not easy. There are freeware progs to help you boot straight to the desktop, and avoid the stupid Win8 START screen (created for Touch screens, not mouse users) that has replaced it. But if you want your old Win7 START button and interface back in all its simplicity, the most popular freeware program for doing this is now a 20USD payware program, so great has the demand been.

Here is what to do if your new PC comes with Win 8 preinstalled:

1. Take your lovely new PC out of the box and plug it in
2. Do not install any new programs
3. Reformat the hard drive
4. Install Win7, and update to latest Win7 Service Pack and drivers
5. Now install your favourite games and periphals

Win8 is the new Windows ME (remember that dog?) of Windows updates. Unless you absolutely must have a touchscreen for your PC, stay on Win7 and skip right on past it.

Wednesday, March 13, 2013

News roundup: March 2013





IL2 1946

New quick missions pack from Ian Boys. Heavy on the air to ground. Get it here:

http://www.mediafire.com/download.php?s70ihue4z95sg32

Neural Dream has also created a fantastic aircraft reference guide, which you can get on M4T.

http://www.mission4today.com/index.php?name=Downloads&file=details&id=316

IL2 Cliffs of Dover

Team Fusion continues to work on their new mod which is currently in beta testing. The main focus is updates to flight modelling, with a few new or tweaked visual effects. Spokesperson MysticPuma says, "Players will need to learn to fly the aircraft all over again..." (Not sure if that is a good thing or a bad thing guys! You might not want to include that in the release PR!)

You can see videos of work in progress on vimeo: http://vimeo.com/60197559

Or Youtube:

 
Luftwaffe REDUX campaign:  Yours truly and Bolox (with assistance again from Gabuzomeu) are giving the REDUX treatment to the stock LW campaign and it is currently in beta testing. You can see sample AAR of the first mission here:



Or a video AAR from the second mission here:


Battle of Britain 2

Following up on the very positively received 2.12 update, the BDG is now canvassing for requested improvements to include in the 2.13 update. You can post yours here:

http://a2asimulations.com/forum/viewtopic.php?f=10&t=33748

One little nugget that didn't make the 2.12 release but should be included next time, was a revised RAF campaign/plotting map from Scoobared, lovingly crafted from photographs of the plotting tables at RAF Uxbridge and RAF Duxford; illustrations in The Narrow Margin; the Royal Observer Corps website; plus various other sources scattered across the web.

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Battle of Stalingrad

1C Game Studios has been pretty good at updating news about the sim every couple of weeks, and answering questions from Eastern Front enthusiasts. You can always get the up to date summary here:

forum.il2sturmovik.net/topic/146-what-we-know-so-far-battle-of-stalingrad/

Or read the weekly updates like this one, which are always done in a direct but humorous style:

Here is a shot of work in progress on the LaGG3 interior and BoS landscape/airfield

http://forum.il2sturmovik.net/uploads/monthly_03_2013/post-74-0-77729200-1362165181.jpg
http://forum.il2sturmovik.net/uploads/monthly_03_2013/post-5-0-14025400-1362138041.jpg

Full size here: http://forum.il2sturmovik.net/uploads/monthly_03_2013/post-74-0-77729200-1362165181.jpg

1) Will the bombers and attack aircraft need in the strategic plan or they will just as prey for the fighters?

Each class (fighter, attack aircraft, bomber) will have their own mission in the main campaign. So, whether they are needed, it depends on the players. Gameplay for each class will be unique in many ways. I think that of course you need to try everything.

2) Whether you considered opportunity to make the map of Gulf of Finland in the future, as in "IL-2"?

It's almost standard issue. I'll no longer respond to such questions, because the answer is always the same. About the future we need to talk in the future. Of course, we dream to make all theaters for all the wars in which the aircraft used. But after the dream work starting and we're working to make this future a reality. It is a matter of probability.

3) Loft, I have a question. Very often we can find on the forums arguments to players about what is a "simulator" as a game genre. Tell me what you mean by "simulation"? Is this some kind of an objective entity or it depends on the needs of the target audience? If this is the first, what characteristic features should have the game and on which the principles it should be built so that it can be called a "simulator"? Thank you.

This is a great and very personal question. I'll answer it, speaking only for myself. I.e. let's assume that my colleagues may not agree with my opinion.

The definition of the genre can be found in Wikipedia. But the question was about something else; Where does the simulator end and where does the game begin (and vice versa). The border is very unsteady. And for the audience it is also very shaky. Simulations can be divided into two global camps:

1) Simulation of equipment
2) Simulation of situations and events

Both types can be part of a whole, or they can be completely independent. I was always more interested in the second type. Every day I drive my car, it's available for me, as many other people do. But, nevertheless, I have no opportunity to participate in the Dakar Rally. This example describes my attitude to the subject. I’ve flown in different aircraft, propeller-driven and jet, but I never took part in a dogfight. I’ve also never killed a dragon, didn't shoot an arrow at an Orc, never driven a space repairman, not fought with swords under the walls of Troy and in general I try not to expose myself to danger without the need.

The question is about the depth of the simulation, as you rightly pointed out, depending on the target audience (including age). In general, this is a huge question and answering it is like defending a doctoral dissertation. The quality of the simulation should be evaluated according to the result (without regard for what audience it's directed). You need to look as far as the result is correlated with the data that we see in the real world. If the planes are breaking the laws of physics then the simulation is shit, but it does not say anything about how the way we obtain the result. You have created a million lines of code to get a good result in the simulation or you wrote thousands lines of code. I think this is Chinese proverb: it's easy to draw the gods and demons because no one has seen them, but it's hard to draw a rooster and a dog because all seen them.

From Jason: This is the biggest problem for any flight-sim development team. What systems to create faithfully with full realism and which to compromise on. Albert has touched upon the big issue. Are we going to just simulate the systems and machinery or also the external situations and events with extreme accuracy? Unfortunately, it is impossible to do both in a PC simulation, especially when you have a finite amount of resources and time. Albert likes to create the overall illusion and experience of flying an airplane in combat, which he does very well. Some in the community want every button and knob to work as it did in real life. I am more inclined to that approach since I love to learn about systems and machines and that can be a challenge itself. But if we try to do both “situations and systems” to the extreme, will only end up killing the project. We are confident that in the end we will have a simulation, not an arcade game that the large majority of flight-simulation enthusiasts will enjoy.

4) Do I need a permanent connection to the internet? Or everything will be done as in RoF: I once logged in and then I can always play in offline mode.

Connection required for activating the game or installing any add-on. Also, some game modes (including the main mode) will require an internet connection. But we also make a mode where you can play even disconnected.

5) Will criticisms from CloD taken into account for BoS?

Yes, they are already taken into account. And for this reason, this forums has a lot of dissatisfied people J

6) What would you do if you see that you don't have time?

I dismiss myself and dismiss all who believed me. J More seriously, we need to take into account too many factors to answer you. You can not keep up in different ways. But if we don't have time and it will be a critical influence on the quality of the final product then I'll insist on the postponement of the release. I promise you that I'll say this openly and loudly.

7) Now enthusiasts from ATAG themselves correct CloD (copyright for this game belongs to you). Whether any cooperation with this team?

So far none of them have tried to contact with me (or with anyone else from 1C-777) and discuss this possibility. This is a bad sign. They don't respect us. If there is no respect for other people's property, any dialogue is impossible. I hope that this is due only to the fact that this boys don't yet know what they want and what they have done. Therefore, they are shy.

8) Will there be special and elite bonuses for registered and paid for pre-order, intended to stimulate teleporting money out of our wallet in your wallet?

Yes, of course. All details will be disclosed in a future announcement, but I'm sure that we can thank those who help us in the most difficult first step.

9) Will there be reflections from scratches in the canopy glass?!
IMO this would look absolutely great as it really gives you the feeling that you are sitting in glassed in surrounding. It doesn't have to be disturbing and should maybe be visible in certain angles only while maneuvering...


Yes.