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Gr.Viper

We got a patch!!!

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any problems please post them here so they can passed along to TK..or at the Thirdwire forum.

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No problems yet. All my graphic/sim settings were reset but it's no problem...

 

Just tried Instant Action - Hard AI really started to bite... Fokkers turn faster than ever ;)

Nice exhaust smoke effect added to all planes...

 

:clapping: :clapping: :good:

 

And we got the rear view! And flight orders menu got redesigned...

 

Oh... I shouldn't get so excited at 5:30 in the morning before going to sleep... but the patch definitely brought more drive to air combat... Bloody two-seaters now fly in tight formations and DO drop bombs, turning airfield into smoke and ashes...

And with these machine gun animations planes look much more alive...

Edited by Gr.Viper

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No problems yet. All my graphic/sim settings were reset but it's no problem...

 

Just tried Instant Action - Hard AI really started to bite... Fokkers turn faster than ever ;)

Nice exhaust smoke effect added to all planes...

 

:clapping: :clapping: :good:

 

And we got the rear view! And flight orders menu got redesigned...

 

Oh... I shouldn't get so excited at 5:30 in the morning before going to sleep... but the patch definitely brought more drive to air combat... Bloody two-seaters now fly in tight formations and DO drop bombs, turning airfield into smoke and ashes...

And with these machine gun animations planes look much more alive...

I echo Gr. Viper. I tried a single mission with a Fokker D. VIIF and I felt like I was in the middle of Hell's Angels. All the details that Gr. Viper mentioned......real big difference in the feel of the game. I love the changes. TK is awesome! What does everyone else think?

Edited by MJmorrow

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Hells Angels is right!!!

very lively stuff indeed!! reckon he's nailed the AI agression problem well and truly...they are opening fire bullets flying all over the place....

the smoke effects from the engines are ok...like the new serial numbers on the SE5a's and the gun animations..definite radical change in FM/AI behaviuor so much so in fact that if you slap one of the pre patch aircraft in they AI can't keep them in the air any more they stall and spin them...not just the spad either...so definite major changes gone on !! to early in the morning to have a real go at it but this certainly shakes the cobwebs out..definitely the Hell's Angels patch!!!

i tried an mision one on one with an D7f in an SE5a...he got on my tail..i did all the usual maneuvering expecting to see him appear in my gunsights as per usual...nothing...panned the view back..yup he was still there...hadn't fooled him for a second...looks good!

 

 

ive had a butchers in the new Aircraftobject.ini and there are some new entrys refering to windnoise so perhaps he's added some extra sound effects ??any one notice?

 

and as i say he's definitely had a look at the AI pilots gunnery agression and vastly improved it..

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Bortthefarm,

The sound is great, isn't it? :good: There seems to be so many changes in the sound that it is hard to put a finger on it all. I like how you covered the AI and I couldn't agree more. I really enjoy the added sense of peril in dogfights. I almost put my hands over my eyes a couple of times when I thought I would collide as the enemy pulled hard into me. I really got into trouble a couple of times! :help: Real good stuff. The game has so many refinements! I love the way the aircraft handle. There seems to be a greater sense of mass and resistence to movement. TK and team did a very fine job. :smile:

-MJ

Edited by MJmorrow

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there MAY be a slight issue with the AI ability and thenew FM's...i have tried a campaign mission and just went thru all the aircraft watching them perform...some mighty good stuff going on...loops spiral dives to get into position on aircraft etc very nice....but that stall and spin thing seems to happen quite often and with the patched aircraft allso...not too bad as that in itself isn't beyond the pale....but the two seaters seem to occasional completely lose the plot...i watched a formation of DWFC's drop their bombs ( great stuff) on a village (the butchers!!!) but as soon as they had dropped them they immediately went into endless loops eventually losing control entirely spinning down to crash...summat to tinker with no doubt we can sort it out if it wasn't just an case of bad timing on my part (perhaps they had been damaged ?)

 

anyhuw...apart from the smoke (which kills my poor PC's FPS) it looks good...the AI pilots fire their guns at every opportunity...sometimes even just for the heck of it.. :clapping: (they are still as inaccurate as ever tho...but it's got the ball well and truly rolling)

 

any one else notice the stall and spin issue??

perhaps the change in CoG when the two seaters drop the bombs throws them into a spin?

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No I haven't seen that BUT I will look for it and report it to TK.Thanks.

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I'm enjoying the new patch. Multiplayer Co-op worked fine through Hyperlobby. My biggest bug bear though is still the damage modelling (too extreme) and bullet effectiveness (too strong).

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Heh... started a new campaign flying Fokker during St. Mihiel Operation. We ran into swarm of SPADs and SE5a. There were lots of turns, dives and climbs - the AI no longer wants to die. Somehow I managed to kill engines on a couple of planes(random hit - no more sniping) then killed another pilot and managed to set 2 SPADs ablaze(upper wing fuel tank seems to be the weak spot). It was real fun to be aiming at one plane and hear bullets hit wings just near your head...

The battle ended after a mid-air collision with the last SPAD. 2 out of 7 AI pilots of my squadron were shot down. Not bad :ok:

 

Dagger, how about adding FABRIC armor type which would randomize greatly the amount of damage dealt to structure, thus simulating 'hit through fabric'/'hit structure' type of damage? This way several bullet hits can go either unnoticed or rip the wing off. Giving this armor cover an StructureDensity parameter would also allow to change the amount of structure elements under the fabric for various plane components, this way imitating different placement of stuff, e.g. high Density for fuselage to mark engine, and fuel placement and a low one for wings and wingtips in particular.

This way we will have relatively low chances of destroying a wing with non-explosive projectile hit and have an incentive to shoot at the engine or pilot. And we'll see even more realistic kills :wink:

Edited by Gr.Viper

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I'm enjoying the new patch. Multiplayer Co-op worked fine through Hyperlobby. My biggest bug bear though is still the damage modelling (too extreme) and bullet effectiveness (too strong).

 

One of 2 things can be done. Edit the bullet effectiveness in the weps editor or increase all the armor hit points on all the aircraft. I believe the first would be easier to do. Thoughts?

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How about adding the StructuralFactor= rating? From the SF Editing Notes:

 

Structural factor

There is a property you can add to any component of an aircraft's data file called StructuralFactor that can multiply the 'hit point's that component has. e.g StructuralFactor=5.5. This can have very dramatic results, and can make planes invincible. Use with caution.

 

Remember a setting of 2 DOUBLES the number of hit points.

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if you go down the pilot armour and engine armour route...this reduces your kills drmatically without affecting the normal airframe damage model..as most easy kills come from knocking the engine out or getting the pilot...that's my take...and it pans out well in game...

 

 

======

there is definitely an issue with the bombs on hard flight model in the campaign....

lost an entire squadron of SE5a's when equiped with bombs for a ground support mission...a soon as i told them to attack they fell out of the sky...maybe the bombs are too heavy or need moving slightly in the FM

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The AI seem to have gained limited range. I mean, before the patch they would follow you anywhere across the map, walk you home(even two-seaters) - now they don't go far from their airfield into enemy territory. That's actually very nice 'cause it gives a chance to escape. Yesterday I had both ailerons and elevators blown off, SE5a and SPAD on my tail and was ready to be finished off when they suddenly turned around and left(headed back according to the map)... I managed to land at friendly territory using only rudder and throttle. Mission was failed but survival is a bit higher priority in the campaign :wink: In other mission I noticed AI shoot at me after I landed...

The patch is great :ok:

The issue with bombs and frequent AI stalling seems to be PC-dependent, because I never had any problems with bombs and AI flies just fine(i.e. like me)

 

Just before they turned away.

img00362.jpg

Edited by Gr.Viper

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Yes - I had noticed being "followed" home back over the lines by a German fighter pre patch - I had run out of ammo - he followed me all the way home and got taken out by my airfields archie :-)

 

I thought that was not historically correct - so if it's fixed in the patch that's more good news.

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Ok, TK might want to look into this

post-21726-1168022492_thumb.jpg :this:

post-21726-1168022535_thumb.jpg :rofl:

 

These AI guys were following a SPAD, and firing at it. They weren't stuck in this position - were flying wing to wing for some time or one's landing gear right above the other's stab - but they performed nearly identically for at least a minute until I came and blew the SPADs engine. The blue couple closed in on it and then finally split both sides. None of the planes were harmed.

 

I didn't disable any collisions and FM is set to hard. I even remember crashing into other planes. Do AI have some privileges or is it a bug? That sync flying was really creepy too...

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I've seen that in Strike Fighters but I can't remember what causes it....have to do some checking.

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....but that stall and spin thing seems to happen quite often and with the patched aircraft allso...not too bad as that in itself isn't beyond the pale....

 

Absolutely. I don't have a quote at hand, but I think about the same number of aircraft were lost in accidents as in actual combat. So the occasional loss of a wingman by entering an unrecoverable spin might be quite realistic...

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