#4488290 - 09/03/19 04:54 PM
WOTR (and WOFF) a taste of things to come in the next versions
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Joined: Mar 2003
Posts: 8,149
Polovski
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Joined: Mar 2003
Posts: 8,149
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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
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.
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#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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Joined: Jun 2005
Posts: 8,232
Trooper117
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Joined: Jun 2005
Posts: 8,232
UK
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#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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Joined: Jan 2001
Posts: 3,586
kaa
Senior Member
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Senior Member
Joined: Jan 2001
Posts: 3,586
France
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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.
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#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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Joined: Apr 2013
Posts: 2,079
Blade_Meister
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Member
Joined: Apr 2013
Posts: 2,079
Atlanta, GA, USA
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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! 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.
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#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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Joined: Mar 2003
Posts: 8,149
Polovski
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Posts: 8,149
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#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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Joined: Oct 2018
Posts: 250
Redwolf
Member
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Member
Joined: Oct 2018
Posts: 250
Maple Ridge, B.C., Canada
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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
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#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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Joined: Mar 2003
Posts: 8,149
Polovski
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Joined: Mar 2003
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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.
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#4491590 - 10/05/19 06:57 PM
Re: WOTR (and WOFF) a taste of things to come in the next versions
[Re: Polovski]
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Joined: Jun 2012
Posts: 7,993
Robert_Wiggins
BWOC Survivor!...So Far!!
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BWOC Survivor!...So Far!!
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Joined: Jun 2012
Posts: 7,993
Lindsay, Ontario, Canada
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Blade, thanks for the recognition, it's appreciated but I am just a small cog in the big machine. Because I am a skinner ai am a visible cog but the real magic lies with OBD crew.
Best Regards
Case: Cooler Master Storm Trooper PSU: Ultra X3,1000-Watt MB: Asus Maximus VI Extreme Mem: Corsair Vengeance (2x 8GB), PC3-12800, DDR3-1600MHz, Unbuffered CPU: Intel i7-4770K, OC to 4.427Ghz CPU Cooler: Cooler Master Seidon 240M Liquid CPU Cooler Vid Card: ASUS GTX 980Ti STRIX 6GB OS and Games on separate: Samsung 840 Series 250GB SSD Monitor: Primary ASUS PG27AQ 4k; Secondary Samsung SyncMaster BX2450L Periphs: MS Sidewinder FFB2 Pro, TrackIR 4
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#4505007 - 01/26/20 10:38 AM
Re: WOTR (and WOFF) a taste of things to come in the next versions
[Re: Polovski]
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Joined: Feb 2011
Posts: 263
gwalch
Member
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Member
Joined: Feb 2011
Posts: 263
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This is great but I have problem. My old pc died without warning and left me without my previous email server, virus protector and so on. My question here is how do I get my WOTR and WOFF on to this my new computer so that I can continue to enjoy this wonderful work. I could not start a new conversation for some reason, but please move this to appropriate place if necessary. Thank you. Fully understand and apologise but desperation. Have lost old email so probably impossible what you say but will open new fresh account. Thank you.
Last edited by gwalch; 01/26/20 06:21 PM.
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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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