By the way, did you know that 7./SchG 1 (later redesignated 7./SG 2) had operated Hs 123s on the eastern front (as ground-attack aircraft) as late as mid-1944? Well, I didn't Amazing. Quoting after Wikipedia: "The greatest tribute to the Hs 123 usefulness came in January 1943 when Generaloberst Wolfram von Richthofen, then commander-in-chief of Luftflotte 4, asked whether production of the Hs 123 could be restarted because the Hs 123 performed well in a theater where mud, snow, rain and ice took a heavy toll on the serviceability of more advanced aircraft. However, the Henschel factory had already dismantled all tools and jigs in 1940".
Thank you Team Diadalos (and of course also Maddox & Co) for your hard work and dedication! Looking forward to this one and whatever comes next (triggers ?)...
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Originally Posted By: Lagarto
By the way, did you know that 7./SchG 1 (later redesignated 7./SG 2) had operated Hs 123s on the eastern front (as ground-attack aircraft) as late as mid-1944? Well, I didn't Amazing. Quoting after Wikipedia: "The greatest tribute to the Hs 123 usefulness came in January 1943 when Generaloberst Wolfram von Richthofen, then commander-in-chief of Luftflotte 4, asked whether production of the Hs 123 could be restarted because the Hs 123 performed well in a theater where mud, snow, rain and ice took a heavy toll on the serviceability of more advanced aircraft. However, the Henschel factory had already dismantled all tools and jigs in 1940".
I remember reading about this some time ago. I developed somewhat of a respect for the machine thereafter.
There's something about these WW2 biplanes (I-15, Gladiator, B534, CR42, etc.) that appeals to me.
Registered: 12/03/08
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Originally Posted By: Stratos
Those AI planes will be made flyable for mods I hope. Even with a different cockpit will be great to fly them.
I am thinking that they may be made flyable by the Daidalos Team at some point. I've never seen an AI plane show you its power percentage being changed like you see in the video.
Oh shoot, I may have to reload the game . . . just how to fit in modding with school, wife and career . . . ?
Good news, wish we had a Judy and "The Beast" as that would really go far to completing the plane set. At least we can do a decent Coral Sea and Midway now.
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Those AI planes will be made flyable for mods I hope. Even with a different cockpit will be great to fly them.
I am thinking that they may be made flyable by the Daidalos Team at some point. I've never seen an AI plane show you its power percentage being changed like you see in the video.
Wheels
+1 While we're at it, how many planes have DT released so far that did not get a cockpit in a later patch (S.328 is the only one I can think of). The historical campaign possibilities of the Hs123 make it irresistable as a flyable subject IMHO. The reference materials exist to support it as well.
new pits look great, now only if diadlos hsfx and ultra pack can all work togther instead of griping to better the community in only 1 addon/mod pack HL would get back on track.
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new pits look great, now only if diadlos hsfx and ultra pack can all work togther instead of griping to better the community in only 1 addon/mod pack HL would get back on track.
A single mod pack/official patch will never happen. This is not because the community is incapable of co-operating (the truth should be quite the opposite) but rather because DT has some restrictions that the modding doesn't. Things like the Northrop-Grumman issue, battle of Britain/med restrictions and mods that would potentially exposed DT and/or Maddox Games to copyright infringement lawsuits will ensure that there will always be a subset of mods that cannot be included in a DT patch, regardless of those mods' quality and relevance. I do think that a DT/mod community mega patch could potentially include the bulk of the important stuff like 6DoF, widescreen support, map repaints, sound mods, etc. There will always be people who wish to fly with swastikas on or in the F8F Bearcat, so the modding community will provide support for those people. An atmosphere of respect and co-operation is a very good thing for everyone, so I supprt it whole-heartedly.
just do it anonymously 3rd party daidlos they can just take all the UP and HSFX maps and models use the HSFX fms and would be all set grumman cant find them if its a 3rd party addon its north american. I definatly think they are more then capable of working together just kick out the bickering aholes not getting along
Edited by Leadspitter (04/11/1107:10 PM)
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Those AI planes will be made flyable for mods I hope. Even with a different cockpit will be great to fly them.
I am thinking that they may be made flyable by the Daidalos Team at some point. I've never seen an AI plane show you its power percentage being changed like you see in the video.
Wheels
+1 While we're at it, how many planes have DT released so far that did not get a cockpit in a later patch (S.328 is the only one I can think of). The historical campaign possibilities of the Hs123 make it irresistable as a flyable subject IMHO. The reference materials exist to support it as well.
Cheers,
Fafnir_6
Not too many. The G.55 is one that was introduced by DT but has not yet been made flyable. My guess is that one day it will be...especially with so many versions now represented.
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Yes, it is planed to make G.55 flyable. The cockpit is already started, but there was no time yet to complete it. We maybe will change the priorities for this one soon. ;-)
Yes, it is planed to make G.55 flyable. The cockpit is already started, but there was no time yet to complete it. We maybe will change the priorities for this one soon. ;-)
Very exciting! Interesting aircraft too!
Edited by IceFire (05/23/1108:14 PM)
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Registered: 12/03/08
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Originally Posted By: EJGr.Ost_Caspar
Yes, it is planed to make G.55 flyable. The cockpit is already started, but there was no time yet to complete it. We maybe will change the priorities for this one soon. ;-)
Great stuff! Too bad with all the stuff that once was done but weren't implemented. The FW200 and B-29 cockpits, as far as I remember they were all done, also all those different types of Ju88's complete with cockpits and all, plus all other stuff that once was done and finished but weren't implemented..
Great stuff! Too bad with all the stuff that once was done but weren't implemented. The FW200 and B-29 cockpits, as far as I remember they were all done, also all those different types of Ju88's complete with cockpits and all, plus all other stuff that once was done and finished but weren't implemented..
Although I don't know from first hand... I'm fairly certain that all of those that you referenced were started and did in some ways look complete but needed serious work before they could be implemented into the game. Even the Ju88A-4 apparently had quite a bit of work done between initial submission to Maddox Games and when it was finally added to the game in a patch. Still hopefully something from at least the Ju88C-6 is something that we can salvage at some point. On the Eastern Front the C-6 had a fairly long career including some notable train busting and supply disruption operations in 1943 and 1944.
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Today we would like to introduce two new features in 4.11. Sorry no video this time. Later we might do more these mini updates with text only.
Difficulty menu changes: In 4.11 the difficulty options are divided and grouped logically into five separate sub-pages for easier navigation. "Weapons & Stores" page has two new options and "Views" page has five new difficulty options.
Bomb Fuzes option: When Bomb Fuzes is enabled, the arming dialog shows the new fuze selection combo boxes that were shown in earlier update and fuzes are active in the sim. When the option is disabled, the arming dialog shows same components as in 4.09 and bombs behave same way as in 4.09.
Fragile Torpedoes option: When this options is enabled, the torpedoes can be broken easily when dropped and all the constraints introduced in 4.10 apply.
No Players Own View option: When this options is enabled, the player cannot view his own plane in external view. However this has one exception. When player is on ground, he still can access the external view for easier taxing. As soon as the player gets airborne, he is forced back to cockpit view.
No Enemy Views option: When this option is enabled, player cannot view any enemy external views. This also includes any static cameras which have different army color than player's own army.
No Friendly Views option: Basically same thing as above, but for friendly external views.
No Aircraft Views option: When this option is enabled, all aircraft (excluding player’s own) views are disabled.
No Carrier Views: Normally the external views have always included aircraft carriers too. In some cases these views might reveal too much information for the players. When this option is enabled, the carrier views are not available.
Static cameras in 4.11 have new “army” parameter, so for example it is possible to add “red” camera to red home base which blue players cannot access. Later this might be used to create “recon cameras” that are enabled by certain triggered event or presence of recon plane.
Smart Axis feature: Many players with dual throttle setup have realized that flying planes with more engines than two can be little hassle. If engine power 1 & power 2 axis are mapped the throttles, that still leaves two unmapped throttle axis 3 & 4 if player is flying 4 engine plane. In this case players usually needs to go to controls menu and map one throttle axis to the old power which controls all engines.
The smart axis feature notices the situation when player’s aircraft has more engines than mapped axis (both throttle and prop pitch). For example with four engines and two mapped axis, both left engines are controlled by one mapped axis and both right engines are controlled by the other mapped axis. In case of three engines and two axis, the center engine gets the average value between left & right engines, so all three engines are throttled up/down roughly same way.
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These are fantastic improvements.
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Registered: 11/05/07
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Would it be too much of a stretch to think that one could be a testbed for the other? Surely with CloD's more "advanced" engine whatever you can do in IL-2 you can do in CloD.
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I wouldn't! I love watching parachutes!
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-------------------------------------------------------------------------- Update 19 June 2011
Greetings dear IL-2 fans. Another small text & pics only update today...
Control surface & pilot's head positions transfered over network
This feature was briefly demonstrated in the spawning video. So basically this means that online players will see other player's control surface movements and pilot's head position (where the pilot is looking) since this information is propagated over the network.
Mouse wheel zooming
This was also hidden in the spawning video and there is even more hidden features in that clip Simply put, this is normal mouse wheel zooming which works in FMB, mission briefing screen and in minimap. The view is zoomed centered on current mouse position; i.e. you place a mouse cursor where you want to zoom in and scroll the wheel.
Default skin changes
In 4.11 we added a small internal feature which allows us to determine in the code more freely which default skin should be used. Previously most planes simply had summer & winter skins and few planes had unique default skin for pacific maps. In 4.11 we have possibility to load certain default skin based on mission date, aircraft regiment, etc. basically any information available. For example a Bf-110 which belongs to night fighter regiment could have a black NF default skins while other regiments have a normal day fighter skin.
Previously we were reluctant to add new country specific default skins because this would have mean that the aircraft 3D meshes, material & damage textures would need to be duplicated. Now we can add new country specific default skins more freely without adding unnecessary content to increase patch size. Here is one example from 4.11:
Other example for allied skins would be invasion stripes. Here is a pic of few allied stationary planes when mission date is pre-D-day:
Same mission, but now with date that is after D-day:
Another example of few pre-war skins:
And same situation with later mission date:
Yellow eastern front markings are another good example. Here we can see few Finnish planes during Winter War period. Notice that there is no yellow eastern front markings visible.
When we se a mission date which indicates a start of Continuation War, we get following default skins. Notice that this is historically correct situation for early Continuation War. Yellow eastern front markings have been introduced, but not applied to engine cowlings yet. In few cases the markings have been applied over old Winter War paints.
And if push the mission date little further, we get again correct default skins. Now the eastern front markings have been applied to engines and planes have received "war paints" instead of original French/ German/Italian colors.
Skins shown here might not be the final ones.
Thanks to all the artists. Cpt_Farrel Emel Hurri-Khan Macwan
The mouse zoom is great! A question on the skins though... can we set the default skin? I aske because I havew been using the old skinmod.. and I have Mustangs, P-47s, P-39s & P-40s set to default 99th/332nd skins... Will I still be able to do this or will this effectivelyh render the skinmold unuseable? I know you guys dont advocate mods perse.. but I alos see that you are incorporating some of the better feature enhancing mods.. which IMO is a good ting. Woluld it e possible to add another slot inot the defaults... ? It seems as if the new system for 4.11 will be tied to the date on the mission.. could there be another switch so to speak that would allow for a custom skin?
I know earlier on one of the concerns about this was that folks would use a default skin mod to load up the enemy planes with holt pink skins.. but trujth be told.. the better pilot will usually win in a given fight.. even if he doesn't have te element of surprise... so that is kind of moot..
The mouse zoom is great! A question on the skins though... can we set the default skin? I aske because I havew been using the old skinmod.. and I have Mustangs, P-47s, P-39s & P-40s set to default 99th/332nd skins... Will I still be able to do this or will this effectivelyh render the skinmold unuseable? I know you guys dont advocate mods perse.. but I alos see that you are incorporating some of the better feature enhancing mods.. which IMO is a good ting. Woluld it e possible to add another slot inot the defaults... ? It seems as if the new system for 4.11 will be tied to the date on the mission.. could there be another switch so to speak that would allow for a custom skin?
I know earlier on one of the concerns about this was that folks would use a default skin mod to load up the enemy planes with holt pink skins.. but trujth be told.. the better pilot will usually win in a given fight.. even if he doesn't have te element of surprise... so that is kind of moot..
Nice updates!! Thanks
Well... we just added the possibility to have more default skin paths for one plane, without the need to copy all the 3D model stuff and such. So if you have an opened game, you generally could add/exchange skins still to your liking. You probably can even better refine the development of the 99th/332nd paintshemes over the time by this.
But I still am not sure enough to tell you, that it will work at all in the end, as there may be other preventing reasons, that I dont't know about.
EDIT: speaking of the possibility to add/change default skins in the stock game by users... then no, they will stay fixed.
The new system for the default skins sounds great to me!
And the new default skins for the Stukas looks gorgeous. Perhaps some love for the Zeros as well (their default skins are... not the top of the line, if I may say so)?
Dear Il-2 jockeys! Finally, after some time of silence, an official update again!
General overhaul of AI-behaviour
The following video gives a first impression of a lot of subtle or major changings we have done on the AI, so that it is behaving more like human players - so it is more comprehensible, more unforeseeable and more varied. Thus it also will become a bit more challenging. This video shows the differences in aiming abilities between patches 4.11 and 4.10.1. More details will come soon.
"One of the rarest and least documented versions of the versatile de Havilland Mosquito, the Mk XVIII "Tse-tse" was armed with a 57mm gun. Originally intended for anti-tank duties, the 17 airframes produced served instead with Coastal Command on anti-ship and anti-submarine missions."
Registered: 02/06/00
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Interesting icons.
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Wow, this is definitely a game changer, IMO. Acknowledging that the AI has an inherent advantage by "knowing" exactly where you are at all times, therefore does not require "seeing" you to calculate lead angle, this is going to raise the bar significantly for human pilots. I enjoy the P-38, but its gunsight height obscures the target, making leading shots a very guesstimated thing, something AI would not be concerned with.
One of the more troubling aspects of AI behavior to me has been their ability to fly their aircraft with perfect settings (i.e., trim, radiator or cowl flap settings, etc.) which allows them to often outperform aircraft that would not historically be left behind, particularly in climb speed. Is this being addressed as well or is the AI tweak just for gunnery skills? IIRC, one of the many early IL-2 patches seemed to alleviate some of the AI's climb-to-the-stratosphere tendencies, but it was reinstated later patch.
Hats off to Team Daidalos for all your work in advancing this great sim!
The AI's performance is not due to perfect trim or anything like that. The AI uses an entirely different flight model than the human player, a simplified one. You can see this by riding along with the auto pilot turned on. You will see that when you go into "rocket climb" the aircraft is horribly out of trim in the yaw axis.
Registered: 05/29/10
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Originally Posted By: I B Spectre
I enjoy the P-38, but its gunsight height obscures the target, making leading shots a very guesstimated thing, something AI would not be concerned with.
If you have TrackIR, it's possible to alleviate this problem a little: Duck down in your chair and reset the TrackIR centering. When you sit upright again, your view should be in the right position: looking over the horizontal bar at the top of the wind-down windows (l&r)... and the circle of the gunsight should be in the top-half of the reflector.
(as you can already see in the beginning (20"-30") of this this clip.)
The AI's performance is not due to perfect trim or anything like that. The AI uses an entirely different flight model than the human player, a simplified one. You can see this by riding along with the auto pilot turned on. You will see that when you go into "rocket climb" the aircraft is horribly out of trim in the yaw axis.
Interesting. I could have sworn Oleg stated years ago that the AI used the same FM as for human players. I so seldom use autopilot, I've never noticed that. I'll have to give that a try and watch the indications.
I don't have TrackIR, but it's nice to know it can do that for those who do.
I think that AI dont suffer Overheat. when flying in Autopilot, they put full throttle (110%) for hours and dont overheat. In my beginning I used this to reach higher enemy planes faster Most usefull for the Me262
Today again AI is one topic of our update. No longer will AI gunners behave like 'Duke Nukem' and violently shoot at any target, no matter, if some poor fellow is in the line of fire - or directly behind the target. Means, line of fire check is ON, so much fewer friendly fire kills will appear. Still it is possible, but will happen very rarely:
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Ok, release it already. Save some stuff for 4.12.
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Thanks to Team Daidalos for the work that they continue to put into IL-2. I never imagined that I'd ever get to see a Toryu in the game! Also thanks to Caspar and Saqson for keeping us updated on the current plans.
Whenever anyone has asked about a new version of the DGen campaign series I made, I have always told them that based on what I had gathered about Team Daidalos intentions, there was to be a triggers system introduced for missions which would seem to make DGen less relevant. Has the triggers system had to be dropped or is work on it still ongoing? Also, would Team Daidalos consider updated DGen campaigns for inclusion in a future patch were they to be submitted?
Also, while I realise that the team are busy with their current projects, would it be possible for an experienced modeller to comment on the status of the externals on the later P-40 models? Its just that after it was drawn to my notice, the dihedral of the wing seems extreme. Are the aircraft in fact modelled correctly in the game? I'd appreciate a confirmation one way or the other.
Lastly, are there any current members of Team Daidalos who are drawn to shipbuilding? I know that ships offer relatively little in return for the effort modellers have to put in, but I keep hoping anyway. Is the comparative lack of interest in naval warfare due to the preferences of the people involved, or are there other constraints which I am unaware of?
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Nice to see you again Amagi. You might get an answer more quickly for your question if you post it at the 1C forums. The Daidalos Team have their own forum at 1C.
Has the triggers system had to be dropped or is work on it still ongoing? Also, would Team Daidalos consider updated DGen campaigns for inclusion in a future patch were they to be submitted?
Is is not abandoned and will probably be included in next patch 4.12. Due to some of our own changings in 4.10, the way, triggers where programmed like up to then (and presented) was obsolete, so we had to postpone it to be completly reworked.
Quote:
Also, while I realise that the team are busy with their current projects, would it be possible for an experienced modeller to comment on the status of the externals on the later P-40 models? Its just that after it was drawn to my notice, the dihedral of the wing seems extreme. Are the aircraft in fact modelled correctly in the game? I'd appreciate a confirmation one way or the other.
They are indeed badly modeled in a few ways and yes, somebody is on it. Personally I hop, there will be time for an -N version too.
Quote:
Lastly, are there any current members of Team Daidalos who are drawn to shipbuilding? I know that ships offer relatively little in return for the effort modellers have to put in, but I keep hoping anyway. Is the comparative lack of interest in naval warfare due to the preferences of the people involved, or are there other constraints which I am unaware of?
No. The reason why no ship has been made yet, is that there was no time for. It is in fact easier to have a new plane than a new ship. However, interest in naval warfare is healthy in the team, also regarding the game. I hope, we will find maybe some help in the 3rd party section.
Thanks Caspar, good news on the P-40s. I realised that new ships aren't easy to get into the game. I'm not aware of any new Japanese warships even as mods, which just shows how difficult they are to model. The new Devastator is very welcome though.
Sometimes I wonder whether IL-2 will ever be appropriate for naval combat, the amount of flak around even a small fleet is prohibitive in gameplay terms, even if computers are more capable these days. Pearl Harbor syndrome is the curse of Pacific War development. Also, unlike land units ships simply cannot move appropriately without triggers, and a mission series at sea is far more dependent on the results of previous missions being taken into consideration by the next one.
Could you go into more detail on what is and isn't possible with triggers? Are they confined to in-mission considerations, or will it also be possible to create mission paths based on mission results, with retention of destroyed objects from previous missions?
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"..the amount of flak around even a small fleet is prohibitive in gameplay terms" When you include large groups of ships you can give each ship a "reload time" independently so that not all ships will be firing simultaneously, you can make it 10,20 secs or really any duration it's not perfect but it does make it better.
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