Below is a little sneak peek of some what we are working on for version 1.026. In this video you see some of the interesting changes we have coming that add a bit immersion to ROF. This video shows:
1.) The Sharper Image setting which makes texture a bit clearer. 2.) Our new Synchronizer technology which affects rate of fire. 3.) Camel Weapon Mod (Wider Overwing Window Cutout) which is helpful in a dogfight. 4.) Heat Blur Effect for fires.
1.026 is an important step in the continued evolution of ROF. Probably the biggest since the Career release. I have purposely not shown many other features due to the constant tweaking and WIP nature of our current work. We are in Beta and slowly, but surely marching to release. We are a couple weeks behind schedule, but progress is being made every day. You will definitely enjoy 1.026 and the weapon mods when they are released.
Your continued support is crucial and appreciated thoughout the long, hot summer months. After 1.026 we will pivot to concentrate our work on release of the Channel Map and associated features and seaplanes.
:S!:
Jason
P.S. I filmed this with video capture software DXtory and tried to max out quality and maintain good frames. There are some hiccups in the video, but in-game framerate was fine. Neither Sharper Image setting or Heat Blur had any noticeable affect on performance.
P.S.S. Yes I hate Invulnerable set to On in the dogfight. :-)
Last edited by 777 Studios - Jason; 06/19/1205:59 PM.
That was very nice.I appreciate all the hard work that has been done to make ROF such a solid sim, even though Im not playing it right now.All I wish is for you guys to keep expanding more and more.
This is really interesting update. So the fire rate of the gun we have now is fixed to specific value? Does this mean, after update, it'll be more easier to hit target at higher rpm (and run out of ammo much faster than before?)
This is really interesting update. So the fire rate of the gun we have now is fixed to specific value? Does this mean, after update, it'll be more easier to hit target at higher rpm (and run out of ammo much faster than before?)
Yes, in short, the firing rate of your guns will now depend in large part on the RPM of your engine.
#3594079 - 06/19/1211:08 AMRe: Video Sneek Peak of version 1.026!
[Re: LukeFF]
A real sync gear! I've been waiting for 3 years for that
Originally Posted By: LukeFF
Originally Posted By: nadal
This is really interesting update. So the fire rate of the gun we have now is fixed to specific value? Does this mean, after update, it'll be more easier to hit target at higher rpm (and run out of ammo much faster than before?)
Yes, in short, the firing rate of your guns will now depend in large part on the RPM of your engine.
But then again, higher RPM can also decrease your rate of fire. There's a good wikipedia article on it: Wikipedia In short, as the guns are triggered once per revolution or so, there's a sweet spot where RPM best coincides with the reloading cycle of the MG, go faster than that and the guns are still cycling the bolt at your next trigger impulse, thus in effect only firing every second revolution.
This, afaik, is also why for example the Albatros D3 has the tachometer mounter in such a skewed fashion, so the RPM sweet spot for firing is at the top, go above 1280 or so and your firing rate would drop markedly.
And the British complained about their Vickers sync gear going pop-pop-pop as opposed to the German's ratatatata
Da lagen wir im grossen Krieg der Räuber, Und drüben lagen die gleichen dreckigen Leiber, Arbeiter wie wir, da haben wir gedacht, Das ist nicht unser Krieg, nicht unsre Schlacht
#3594137 - 06/19/1202:04 PMRe: Video Sneek Peak of version 1.026!
[Re: RoFfan]
Looks interesting and nice work. No more flight model fixes after the SE5a, Nieuport 11, and Nieuport 17?
As the weaponsmods affect the FM, there was much to do FM-wise ...
Sorry if I wasn't clear. I wasn't asking about the effect of the weapon mods on performance. I keep waiting and hoping that Petrovich will have a chance to fix some errors that are well known; the new SE5a and Nieuports (not the 28) were the best thing that happened to Rise of Flight in the last year. Here's to Petrovich!
#3594177 - 06/19/1203:47 PMRe: Video Sneek Peak of version 1.026!
[Re: RoFfan]
I know what you mean and I would like that too. But I assume there is no time to redo FM of an existant plane when there is alot of work to be done with the FM-effects of the weapon mods. And there are alot of different weaponmods and combinations, believe me.
FM reviews haven't been announced for 1.026. If we get any, that would be a pure bonus. The video Jason posted was a teaser about some of the things coming in 1.026, so don't look at it as a comprehensive demonstration.
IMO, the variable rate of synchronized fire is an important step forward. I've been waiting years for somebody--anybody--to implement it. Good show!
Next, or eventually, need to implement engine stoppage as a result of holed pressurized fuel tanks, rather than have planes fly on and on and on until the fuel finally drains out. For planes with reserve and/or gravity tanks, implement the ability to switch tanks.
Also, any plans for in-cockpit damage?
Again, fantastic work. Looking forward to it very much.