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#4488290 - 09/03/19 04:54 PM WOTR (and WOFF) a taste of things to come in the next versions  
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Hi Guys,

Work continues on the next updates for both WOTR and WOFF.

WOFF's next version will be an add-on which currently has around 44 new features and improvements not counting many great aircraft improvements (details will be revealed at another time).

We are also creating some very nice changes to WOTR - currently around 22 changes of work in progress too. Most of the changes are around improving the immersion more, and focussed on the campaign, QC, and the player squadron itself. Flights, numbers, formations and more are being revised to produce more authentic situations. We hope to reveal more soon, but we are not standing still!

To both, we are adding some improved damage situations - one example includes the pilot bleeding out (added to both sims), and a great improvement over the way clouds were handled by AnKor to stop a lot of the straight line cloud edge flickering sometimes seen. As long as testing goes OK these should be good smile

It's confusing for us working on both so don't be surprised if you find a Camel lined up next to your Spitfire one day. wink



Regards,

Polovski,
OBD Software, developers of immersive flight sims;
Wings Over Flanders Fields and Wings Over The Reich
http://www.overflandersfields.com
http://www.wingsoverthereich.com
#4488295 - 09/03/19 05:16 PM Re: WOTR (and WOFF) a taste of things to come in the next versions [Re: Polovski]  
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Many thanks!

#4488307 - 09/03/19 07:00 PM Re: WOTR (and WOFF) a taste of things to come in the next versions [Re: Polovski]  
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Great news for both sims Pol,can't wait to see the new stuff. cheers


"Vis unita fortior"

"United Strength is Stronger"
#4488309 - 09/03/19 07:46 PM Re: WOTR (and WOFF) a taste of things to come in the next versions [Re: Polovski]  
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Good stuff Pol. You and WM never ceases to amaze me. OBD's characteristic attention to detail and desire to better both WOFF UE and WOTR are very admirable. I cannot wait to see what you guys are working so hard on and are being tight lipped about. I anticipate some nice Christmas presents this year. yep

SBlade<><

Last edited by Blade_Meister; 09/03/19 07:46 PM.
#4488433 - 09/04/19 09:00 PM Re: WOTR (and WOFF) a taste of things to come in the next versions [Re: Polovski]  
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Originally Posted by Polovski

don't be surprised if you find a Camel lined up next to your Spitfire one day. wink


So, North Africa campaign is on it's way then?

Just kidding, you guys are doing some awesome work and I can't wait to see what else you come up with.

#4488477 - 09/05/19 10:16 AM Re: WOTR (and WOFF) a taste of things to come in the next versions [Re: Polovski]  
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Pilot Bleeding Out ? Ah man , as if I can make all the way through the game.

#4488483 - 09/05/19 11:51 AM Re: WOTR (and WOFF) a taste of things to come in the next versions [Re: Polovski]  
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Very nice !!...please...realistic German ranks at the Staffel/Gruppe level: although one could find some Flieger or Obergefreiter as fighter pilot the ranks were at this time of the war Uffz, Fw, Obw,Lt, Oblt, with Hpt or Mj as Gruppe leader...Thank you


"Anyone can shoot you down if you don't see him coming but it takes a wonderfully good Hun to bag a Camel if you're expecting him."
Tom Cundall.
#4488856 - 09/09/19 10:59 AM Re: WOTR (and WOFF) a taste of things to come in the next versions [Re: Polovski]  
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Awesome.......carry on!!! Thx

#4488959 - 09/10/19 02:03 PM Re: WOTR (and WOFF) a taste of things to come in the next versions [Re: Polovski]  
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WOTR list has grown to 30 changes and improvements some are fundamental to how things work. Here's a few tasters (all subject to change after testing of course):

A+B flights are now technically merged now (which was quite a bit of work) to be able to fly as one group. For example the Brits are split into up to 2 flights, each containing 2 Vics (3 aircraft in each Vic) all flying the same mission/waypoints together.
Complete with the correct section names such as Red-1 etc added to labels at runtime.

In campaign this means often you fly as a 12 strong flight. QC flights are also now increased to 12 aircraft to allow allocation of up to 4 'sections' of 3, or 3 'schwarms' of 4 aircraft in the flights.

Given you no longer have a separate A and B flight going up for the player squadron, where we had A covering, now more correctly Spitfire squadrons will provide the top cover more often and fly higher.

Robert is improving and revising the skins for the new system too, a mammoth task in itself.

RDF direction pops up at the start of the mission to give you a heading and angels on scramble missions.

Performance is improved in various ways more on that another time.

Many more interesting changes too are coming your way - hopefully more info soon.



Regards,

Polovski,
OBD Software, developers of immersive flight sims;
Wings Over Flanders Fields and Wings Over The Reich
http://www.overflandersfields.com
http://www.wingsoverthereich.com
#4488964 - 09/10/19 03:09 PM Re: WOTR (and WOFF) a taste of things to come in the next versions [Re: Polovski]  
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Awesome Pol! You gents are relentless in your pursuit of realism. This is a marathon effort to bring the BOB to life in WOTR and you & WM are setting quite a pace so far. I know you both are neck deep in the WOFF UE add-on, so I just want to say thank you for plugging away at WOTR when possible. Never In The History Of Combat Flight Sim Development Has So Much Been Owed By So Many To So Few! winkngrin

S!Blade<><

Pol, CHECK UR PM SIR.

Edit: Keep up the fantastic Skin work Robert! Great job Sir!

Last edited by Blade_Meister; 09/10/19 03:14 PM.
#4488969 - 09/10/19 03:41 PM Re: WOTR (and WOFF) a taste of things to come in the next versions [Re: Polovski]  
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Thanks haha Blade


Regards,

Polovski,
OBD Software, developers of immersive flight sims;
Wings Over Flanders Fields and Wings Over The Reich
http://www.overflandersfields.com
http://www.wingsoverthereich.com
#4488984 - 09/10/19 06:40 PM Re: WOTR (and WOFF) a taste of things to come in the next versions [Re: Polovski]  
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Great bit of news,as always thanks Pol,WM and of course Robert for all that you collectively do to make this great sim better and better.


"Vis unita fortior"

"United Strength is Stronger"
#4489119 - 09/11/19 03:00 PM Re: WOTR (and WOFF) a taste of things to come in the next versions [Re: Polovski]  
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All sounds fantastic! Thank you.
Also great to hear about performance improvements - much welcomed as well.


Win10/ i5-7600/ 16GB RAM/ GTX1660 Super
#4490972 - 10/01/19 03:08 AM Re: WOTR (and WOFF) a taste of things to come in the next versions [Re: Polovski]  
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Glad to hear we have an update on the way. WOFF UE is the most complete WWI simulation made to date in terms of history, variety of planes, campaign, and overall feel.

#4491102 - 10/02/19 10:03 AM Re: WOTR (and WOFF) a taste of things to come in the next versions [Re: Polovski]  
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Polovski Offline
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More on WOTR soon, but for WOFF fliers see the update post on the WOFF forum here :


Regards,

Polovski,
OBD Software, developers of immersive flight sims;
Wings Over Flanders Fields and Wings Over The Reich
http://www.overflandersfields.com
http://www.wingsoverthereich.com
#4491109 - 10/02/19 11:12 AM Re: WOTR (and WOFF) a taste of things to come in the next versions [Re: Polovski]  
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Great news Pol,the changes mentioned regarding WOFF are going to be incredible,and even if most of my flying nowadays is on WOTR il still support WOFF in any way I can.

I'm really looking forwards as to what you guys are going to be including in WOTR ..exciting times ahead. thumbsup


"Vis unita fortior"

"United Strength is Stronger"
#4491210 - 10/03/19 12:19 AM Re: WOTR (and WOFF) a taste of things to come in the next versions [Re: Adger]  
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And I think to myself …. "well I'm gonna have to bite the bullet I guess. It's about time I ventured into an immersive WWII BOB sim". Get off the bed darlin' I need to get under the mattress …. "or did I stash the cash in my sock draw"? Anyway I'll sort it out ….

#4491264 - 10/03/19 12:44 PM Re: WOTR (and WOFF) a taste of things to come in the next versions [Re: Polovski]  
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OK guys here is the current list of features and changes for next version of WOTR :

It's work in progress and may change...

1) Formation spacing is now selectable in workshops : Tight (default - 0.9x formation separation values), Tighter (0.8x formation separation values), and Tightest(0.7x).

2) Map Player Aircraft Icon can now be switched on and off in workshops.

3) Implemented tighter Formations and revised formation layouts to be more historically accurate - see 1) above.

4) All AI air formations now comprise of the normal multiples of 3 or 4 craft as dictated by Nation and Aircraft Type i.e. 'sections' and 'schwarms' for British and German fighters respectively, and 'kette' for German bombers.
Player squadrons total pilot complement for British squads ins now 16 Pilots and 12 for German.
Players may still use existing pilot dossiers which have 15 British pilots and 14 German Pilots total complement, but ideally should start new pilots.
Note that if using older pilots prior to V1.19 update, the sections that are allocated each mission all still work to the new V1.19 section rules system.

5) Player air formations now comprise of multiples of 'sections' or 'schwarms' depending on player nation and is displayed as such in the duty roster of the campaign interface etc

6) All QC flights are now increased to 12 aircraft to allow allocation of up to 4 'sections' or 3 'schwarms' in the flights complete with the correct section names in rumtime.

7) The new Section names for the player squadron now form part of the AI aircraft Identity Label in run time.

8) Implemented progressive damage modelling on Player Aircraft and AI, for Main Tank Fuel Leak (fire Risk if engine not switched off) and Pilot.

9) Implemented progressive damage effects for Engine Oil and Coolant system damage to engine on player aircarft for more visual cues.

10) Implemented TAC messages for the player aircraft for the new progressive damage modelling.

11) Cloud edge clipping in cockpit view is now eliminated.

12) QC mission waypoints now vary randomly from QC mission to QC mission when appropriate.

13) British Player Flights now vector straight to the target area rather than going via the reported enemy ingress point - to conserve fuel.

14) British Player Flights no longer return to base via the reported(vectored) enemy egress point - to conserve fuel.

15) Search pattern in a vectored area, or on patrol, are now reverted to the original 3 point waypoint pattern around the target area, (rather than a simple circular loiter) - it will randomly vary in direction: CW and CCW and start end point location - see V1.14 10)

16) There are no longer two separate formations for the player squadron 'A and B' 'flights' in runtime - the squadron now flies as one combined formation.

17) 4 Pilots of the total complement of 16 in the British squadrons are in a reserve pool and only get put into duty when required due to squadron shortages.
German squads have no reserve pool.

18) The player's squadron always puts up the maximum number of complete 'sections' that they can muster under the circumstances - so squads without a full complement of pilots due to death missing , low aircraft due to losses etc will still fly and fight but with reduced complement
Only when the players squad is reduced to less than one flyable section are missions 'put off' until more craft or pilots come in as needed - T+

19) Player squad members now always fly with the same aircraft/skin untill they are killed or missing then the craft will be reallocated as a new squadron member comes in.
Reserve pilots will be allocated until such time as the new pilot becomes available, but will all use a common aircraft/skin ident. (AP - skin)(see 20)

20) At the moment the 4 reserve Brit pilots all have a common aircraft (AP skin) - this will be expanded in a later update to make all 16 craft unique within the players squad.
This limitation does not apply to German squads as their max complement is 12, versus the 16 British.
NOTE the skins are still being worked on for V1.19 and are not fully sorted yet!!!!

21) Increased the altitude that the Spitfires fly Patrols or Scrambles at to ensure they act more as top cover for the Hurris, when scrambled.

22) Implemented a new workshop setting: Historical Squadron Complement (max 4 British Sections or 3 German Sections in Player formation) or: Reduced Squadron Complement (Max 2 British Sections or 2 German Sections in player formation) - to aid users with lower end PCs.

23) Tweaked the large formations (must be enabled in workshops - Medium and Heavy Air Activity setting only) to get closer to a BoB feel in terms of bombers and supporting 109s. Note these larger big wing formations only appear in the last 3 phases of the battle and will not happen every scramble mission.

24) Fixed an issue that prevented skins from displaying correctly when Aircraft Skin Res is set to High in Workshops.

25) Various performance improvements.

26) Scramble missions now have the RDF data displayed to the player in the briefing - Vector bearing, Distance, Height of Enemy craft, and direction that they are coming from.
In upcoming updates the player will be able to radio to the Tower for a vector to the Incoming Raid in runtime.

27) Scramble missions now fly directly to the Vectored incoming enemy flight.

28) Night time reticle light lens (Spit and Hurri) now not as bright.

29) Various Spitfire and Hurricane model improvements.

30) Revised German Ranks - will automatically update when a pilot dossier is used in campaign.
Note: Old Pilot Dossiers created prior to V1.19, when viewed in the Pilot Dossier Interface, will still display the old Rank until the dossier is used in campaign.

31) Fixed an issue that sometimes allowed engine damage sounds for AI aircraft to be heard in the players cockpit.

32) Reduced distance that Stuka Dive siren can be heard.

33) Player will now always be low in the ranking list until he has flown 5 missions if he enlists as a Rookie, irrespective of his Rank, when Player position By Rank is selected in workshops - players can overide as they see fit or enlist as a Veteran.

34) Adjusted various sound levels.

35) Town terrain Tile updates.

36) Revised Pilot attrition rates when time advancing a week or a month (Note these are 'simulation runs' for when player advances time - to better match BoB attrition rates).

37) Fixed an issue in the aircraft training files that caused the AI Spitfires and AI 109s, when in formation, to climb too slowly between waypoints.

38) Addressed an issue that would still log a squadron as 'grounded by weather' despite player selecting Inclement Weather Flyable in workshops - missions were flown, but log incorrectly still recorded grounded.

39) Addressed an issue that would sometimes prevent the player from switching to cockpit view when starting at certain airfields in external view.


Regards,

Polovski,
OBD Software, developers of immersive flight sims;
Wings Over Flanders Fields and Wings Over The Reich
http://www.overflandersfields.com
http://www.wingsoverthereich.com
#4491275 - 10/03/19 02:18 PM Re: WOTR (and WOFF) a taste of things to come in the next versions [Re: Polovski]  
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Wow what a brilliant update on its way.
jawdrop


"Vis unita fortior"

"United Strength is Stronger"
#4491283 - 10/03/19 03:27 PM Re: WOTR (and WOFF) a taste of things to come in the next versions [Re: Polovski]  
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Wow, good list! Jolly good show! boing


Win10/ i5-7600/ 16GB RAM/ GTX1660 Super
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