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#3008027 - 05/07/10 02:09 PM LockOn Flaming Cliffs 2 Patch 1.2.1  
Joined: Dec 2006
Posts: 517
159th_Viper Offline
Flyin' it like I Stole it......Always!
159th_Viper  Offline
Flyin' it like I Stole it......Always!
Member

Joined: Dec 2006
Posts: 517
Texas, USA
Released:

LOCKON FLAMING CLIFFS 2

The Fighter Collection, Eagle Dynamics (c) 2010. All rights reserved.

News and updates available on the following links:
http://www.lockon.ru
http://forums.eagle.ru

------------------------------------------------------------------------

WARNING!

Version 1.2.1 is not multiplayer compatible with the original release version 1.2.

Track (flight recordings) recorded in the original release version 1.2 will play back incorrectly in version 1.2.1.

----------------------------------------------------------------------

PATCH INSTALLATION

The patch must be installed over a clean original release version without third-party modifications.

Locate the downloaded patch file on your disc and double-click to begin the installation process. Follow the prompts.

Installation on Microsoft® Windows® Vista and Windows 7 Operating Systems requires system administrator access.

---------------------------------------------------------------------

FIXED ERRORS

+ Corrected the 1st LOD model of the Su-25. Added missing damage model parts
+ Fixed the errors in the mission “Su-25 – Route”
+ Fixed AI logic for route navigation after conducting an attack
+ Fixed the AI aircraft parking errors in Sochi/Adler airport
+ The F-15 will no longer have the capability to identify friend or foe for a target masked in ECM
+ Aircraft will have the capability to refuel inside hangars
+ Fixed the error in the A-10 campaign structure
+ Fixed documentation errors
+ Reduced the turn rate of the F-15 below 0.4M
+ Fixed numerous errors in the encyclopedia
+ Fixed errors in the radio commands menu
+ Fixed the auto-start, installation and uninstallation functions
+ Increased the draw distance of foreground ground textures
+ The PgUp key will now function correctly during a cold start in an Su-25
+ Throttle input increments on the Su-25/T using the PgUp/PgDn keys have been made more even
+ Tuned the Z-axis for TrackIR
+ Fixed the input commands after opening the coalition chat window. RCtrl will no longer stick
+ The Su-25 skin names will no longer be duplicates
+ Added smoke rockets to the A-10 “AFAC” task payload
+ Fixed the error with the target zone setting when the target zone radius is entered before the zone is placed on the map
+ Numerous enhancements for increased multiplayer game stability
+ Fixed the score count in multiplayer in cases of multiple hits on a target
+ Simultaneous running of DCS: Black Shark and Flaming Cliffs 2 on one PC is now possible
+ The LoGetWorldObjects function will now return correct names “.Name”, “.UnitName” and “.GroupName”
+ Neutral airbases will no longer report air traffic without contact
+ ATC will no longer be stuck on the phrase “Unable to clear for take-off” when a ground unit is present on the runway
+ Fixed the logbook error not counting the completion of a first campaign mission
+ Fixed Russian localization errors
+ Fixed the crash when pressing the Start button in the Training menu
+ Increased the WP smoke marker burn time
+ Fixed the error in fighter aircraft AI target detection logic due to incorrect radar range calculations regardless of target aspect
+ Fixed the error causing incorrect track playback after significant time compression is used
+ Added default tasking to air groups based on aircraft type
+ NAVY helicopters landing at Russian ships.
+ Was removed a first wide FOV from Su-25T Shkval which caused noticable frame rate drop. Now Shkval has a two FOV like a real prototype.
+ Subtitles of player and AI radio can turn off with corresponding option.
+ Fixed numerous other insignificant errors

---------------------------------------------------------------------

ANTI-CHEATING MEASURES

To prevent cheating by exploiting altered visibility range settings in the graphics.cfg file, the the \Config\ServerGraphics.cfg has been created. Some parameters of graphics.cfg are exported to this file, which is included in the file integrity check system for online play. If the file contents on the client machine differ from the host’s, the client will not be able to connect.

---------------------------------------------------------------------

FLIGHT MODEL CHANGES

+ Fixed an error in the F-15 polar curves that had caused a reduction in time required to achieve sustained turn rate at reduced speeds.
+ For the A-10 and F-15, added automatic flaps extension/retraction based on indicated airspeed when the flaps are set in the “down” position in the cockpit.
+ For the Su-27 and Su-33, adjusted the flaperon mechanization logic (the indicator will blink while the flaperon is adjusting depression angles – this is not a bug).
+ MiG-29 flaps will move with the wind force.

---------------------------------------------------------------------

ERROR PROBABILITY FOR RADAR-GUIDED MISSILES ON LOW ALTITUDE

Increased the error probability for radar-guided missiles (ARH, SARH, radio-command guided) based on altitude above ground. Currently the error probability increases from 300 meters to 0. Maximum error probability is at ground level for a target with minimum radial velocity. Error probability is reduced as radial velocity increases to 500 km/h. Above 500 km/h, error probability is minimal regardless of altitude.

---------------------------------------------------------------------

TRACK IR

For proper functionality, TrackIR software needs to be update via the “Check for Game Updates” command in the TrackIR software.

---------------------------------------------------------------------

FAQ

Q: Upon mission start, the game does no respond to commands and does no unpause. Some buttons do not work, I am unable to save and restore a control profile.

A: Most likely your system has either PuntoSwitcher or NewView software installed. Add the simulation executables (launcher.exe and simulator.exe) to PuntoSwitcher exceptions or stop the program while running the game. For NewView, you will need to rename the working NewView folder prior to starting Flaming Cliffs 2.



Download: http://lockon.co.uk/index.php?end_pos=2539&scr=products


Airframe #36
159th Guards Aviation Regiment
"Airspeed, Altitude, or Brains; you always need at least two."
Inline advert (2nd and 3rd post)

#3008049 - 05/07/10 02:30 PM Re: LockOn Flaming Cliffs 2 Patch 1.2.1 [Re: 159th_Viper]  
Joined: Sep 2004
Posts: 10,595
Arthonon Online content
Veteran
Arthonon  Online Content
Veteran

Joined: Sep 2004
Posts: 10,595
California
Thanks for the info!


Ken Cartwright

No single drop of rain feels it is responsible for the flood.

http://www.techflyer.net

#3008155 - 05/07/10 05:05 PM Re: LockOn Flaming Cliffs 2 Patch 1.2.1 [Re: Arthonon]  
Joined: Sep 2004
Posts: 4,564
Eugene Offline
Senior Member
Eugene  Offline
Senior Member

Joined: Sep 2004
Posts: 4,564
Oregon
Good to see this support from ED fairly soon after release (as opposed to the day after release, which seems to happen with FPS games fairly often. Makes me think they already knew about many flaws but released it anyway?).

Any word on the compatability patch for Black Shark? The release notes refer to "simultaneous running" of Black Shark and FC2 now possible on one computer. But that doesn't sound like multiplayer compatibility yet.


Eugene
i9-9600K
GeForce 2080ti
Creative Z
Win10
32 gig RAM
Cougar
#3008169 - 05/07/10 05:30 PM Re: LockOn Flaming Cliffs 2 Patch 1.2.1 [Re: Eugene]  
Joined: Sep 2006
Posts: 4,353
HitchHikingFlatlander Offline
Senior Member
HitchHikingFlatlander  Offline
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Joined: Sep 2006
Posts: 4,353
California
It means you can run Black Shark and FC2 at the same time not together......

Thats interesting too maybe we'll be able to have the editor in one app open and can test the mission in the other. Very cool, now we just need that BS patch to tie everything up together, can(t) wait!


I've got a bad feeling about this.....
#3008188 - 05/07/10 05:52 PM Re: LockOn Flaming Cliffs 2 Patch 1.2.1 [Re: HitchHikingFlatlander]  
Joined: May 2001
Posts: 1,943
Nate Offline
Member
Nate  Offline
Member

Joined: May 2001
Posts: 1,943
Dublin, Ireland
Originally Posted By: Ulrich;897466
Development of 1.2.1 FC2 patch is finished and we'll focus on BS 1.0.2 patch now. Currently RC2 is in progress.


http://forums.eagle.ru/showthread.php?t=52775&page=4

Not long now hopefully.....

Nate

#3008248 - 05/07/10 07:22 PM Re: LockOn Flaming Cliffs 2 Patch 1.2.1 [Re: Nate]  
Joined: Sep 2004
Posts: 4,564
Eugene Offline
Senior Member
Eugene  Offline
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Posts: 4,564
Oregon
Thanks, Nate.


Eugene
i9-9600K
GeForce 2080ti
Creative Z
Win10
32 gig RAM
Cougar
#3017208 - 05/23/10 07:13 PM Re: LockOn Flaming Cliffs 2 Patch 1.2.1 [Re: Eugene]  
Joined: Apr 2005
Posts: 309
mazex Offline
Member
mazex  Offline
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Joined: Apr 2005
Posts: 309
Sweden
Originally Posted By: Eugene
Good to see this support from ED fairly soon after release (as opposed to the day after release, which seems to happen with FPS games fairly often. Makes me think they already knew about many flaws but released it anyway?).


Let's step back from the keyboard a few seconds... Why do software companies that release shrink-wrapped products on dvd:s that are shipped with covers and manuals that are available the same day in retail stores around whole countries release zero-day patches?

Why do we then see zero day patches from the publishers of monster budget titles like "Modern Warfare 2" and not from small russian developers?

wink /Mazex

#3018859 - 05/25/10 11:58 PM Re: LockOn Flaming Cliffs 2 Patch 1.2.1 [Re: mazex]  
Joined: May 2010
Posts: 6
Marcocom Offline
Junior Member
Marcocom  Offline
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Joined: May 2010
Posts: 6
United States
The eplaination is simple. When a game is published, it takes months to be printed on disks, decorated and packaged and then finally shipped and sold. So right when the game ships, the devs have months of patches and fixes to now bring the CDROM version to its latest build revision. Hence, the day-one patch. Its a good thing not a bad thing.

#3019697 - 05/27/10 05:37 AM Re: LockOn Flaming Cliffs 2 Patch 1.2.1 [Re: Marcocom]  
Joined: Dec 2002
Posts: 2,499
VF-2 John Banks Offline
Member
VF-2 John Banks  Offline
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Joined: Dec 2002
Posts: 2,499
Berlin, Germany
And most of us have to reinstall LOMAC all over again due to the mods. Damn! Did anybody try to install the patch over a modified version? Maybe it works and all you have to do is to reinstall the mods which have been effected by the patch?


Intel Core I7-4790K @ 4x4GHz (oc'ed to 4x4,5 GHz on air)
be quiet! Dark Rock Pro 3 CPU Cooler (250W TDP)
ASUS Z97-C motherboard
ASUS STRIX-GTX970-DC2OC-4GD5
ASUS ROG Xonar Phoebus Solo Soundcard, PCIe
2 x 4GB GEIL DDR3 Value RAM
ANTEC PSU (750W)
Toshiba 37" LCD TV (1920x1080x32)
Win 7 Home Pro (64bit)
240 GB Corsair SSD (Force Series 3)
TrackIR4 Pro
HOTAS Cougar + "Uber NxT advanced" gimbal mod
SIMPED F-16 Pedals
SAITEK Throttle Quadrant
A2 leather jacket & leather gloves
#3019904 - 05/27/10 05:06 PM Re: LockOn Flaming Cliffs 2 Patch 1.2.1 [Re: VF-2 John Banks]  
Joined: Sep 2004
Posts: 4,564
Eugene Offline
Senior Member
Eugene  Offline
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Posts: 4,564
Oregon
John, are you asking whether to remove any mods prior to patching? Yes. Assuming you always use mod man to install mods, this is simple and is quickly done. Don't run a patch over a modded install, period. Remove all the mods.I believe the patch readme discusses this.


Eugene
i9-9600K
GeForce 2080ti
Creative Z
Win10
32 gig RAM
Cougar
#3019959 - 05/27/10 06:38 PM Re: LockOn Flaming Cliffs 2 Patch 1.2.1 [Re: Eugene]  
Joined: Dec 2002
Posts: 2,499
VF-2 John Banks Offline
Member
VF-2 John Banks  Offline
Member

Joined: Dec 2002
Posts: 2,499
Berlin, Germany
Okay. Yes, i use modman. I thought that when you simply patch over the modded install,you start modman and see, which mods are red, i.e. have been overwritten and reinstall them.


Intel Core I7-4790K @ 4x4GHz (oc'ed to 4x4,5 GHz on air)
be quiet! Dark Rock Pro 3 CPU Cooler (250W TDP)
ASUS Z97-C motherboard
ASUS STRIX-GTX970-DC2OC-4GD5
ASUS ROG Xonar Phoebus Solo Soundcard, PCIe
2 x 4GB GEIL DDR3 Value RAM
ANTEC PSU (750W)
Toshiba 37" LCD TV (1920x1080x32)
Win 7 Home Pro (64bit)
240 GB Corsair SSD (Force Series 3)
TrackIR4 Pro
HOTAS Cougar + "Uber NxT advanced" gimbal mod
SIMPED F-16 Pedals
SAITEK Throttle Quadrant
A2 leather jacket & leather gloves
#3020083 - 05/27/10 10:17 PM Re: LockOn Flaming Cliffs 2 Patch 1.2.1 [Re: VF-2 John Banks]  
Joined: Sep 2004
Posts: 4,564
Eugene Offline
Senior Member
Eugene  Offline
Senior Member

Joined: Sep 2004
Posts: 4,564
Oregon
Good to have used modman. But no, you want to uninstall all mods so that you have a fully clean install of the program. Then should work fine.


Eugene
i9-9600K
GeForce 2080ti
Creative Z
Win10
32 gig RAM
Cougar
#3020566 - 05/28/10 04:55 PM Re: LockOn Flaming Cliffs 2 Patch 1.2.1 [Re: Eugene]  
Joined: Dec 2002
Posts: 2,499
VF-2 John Banks Offline
Member
VF-2 John Banks  Offline
Member

Joined: Dec 2002
Posts: 2,499
Berlin, Germany
Roger. smile


Intel Core I7-4790K @ 4x4GHz (oc'ed to 4x4,5 GHz on air)
be quiet! Dark Rock Pro 3 CPU Cooler (250W TDP)
ASUS Z97-C motherboard
ASUS STRIX-GTX970-DC2OC-4GD5
ASUS ROG Xonar Phoebus Solo Soundcard, PCIe
2 x 4GB GEIL DDR3 Value RAM
ANTEC PSU (750W)
Toshiba 37" LCD TV (1920x1080x32)
Win 7 Home Pro (64bit)
240 GB Corsair SSD (Force Series 3)
TrackIR4 Pro
HOTAS Cougar + "Uber NxT advanced" gimbal mod
SIMPED F-16 Pedals
SAITEK Throttle Quadrant
A2 leather jacket & leather gloves

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