Hellshade 110 Posted March 13, 2019 Polovski from simhq post: Here are some future fixes, improvements and new features currently being tested. It will be released sometime in the future, in the next patch or quite possibly in the next addon (we will decide).. (some will please 77_Scout). 1) QC - Fixed an issue with the mouse pointer mode over the enemy skin selection pulldown menu 2) QC - Player position in flight now has two modes - based on workshop selection - by Rank and Always Leads 3) Campaign Dialogue interface imagery now looks neater with the scrollable outcomes window 4) Fixed an issue with the AI Balloon kill reporting (it was reported on number of Airkills instead of Balloon kills) 5) Because the Player can in some instances no longer issue attack commands in QC (as he is not leader) the AI now carry out the QC Mission Objectives automatically. 6) A limit of a maximum of two aircraft will attack the same target (Ground or Air). 7) Revised LePrieur Rocket effects. 8) Improved AI Balloon Attack capabilities. 9) Improved Searchlight function. 10) Fixed an issue in QC where bombers would only bomb if player selected the default campaign Bombing Payload (Payloadnum = 1)) - Now selection of any payload with bombs instructs the AI to Bomb (Friendly or Enemy) 11) Gothas will now use more bombs on each bombing pass (was single drops) 12) Corrected the aircraft database: changed the BE2c HD version to correctly reflect that it has a fixed gun. 13) Fixed an issue whereby A-Flight when assisting would sometimes be directed to attack the Target irrespective of what the mission directive was or whether the Target was friendly or not (AI will never attack friendly targets so they simply ignored the mission directive). 14) Players flying Gothas will now only attack England on the correct historical dates. 15) Implemented Aircraft startup sounds for all AI aircraft at code level and with 21 associated unique engine startup sounds matching the aircraft engine types. 16) Headshake can now be controlled via workshops - severity and on/off. 17) Implemented latest shader version. 18) Incorporated some extra scenario missions for Britain and Germany 19) Aircraft can now navigate tighter and closer mission waypoints. 20) Increased Morale of QC AI pilots (Skill dependant) 21) Revised Fight V Flight tactical decision making. 22) Revised Squadron base morale settings. 23) Fighters should now engage more frequently. 24) Change QC Fighters to Target Ground 'Structures' when directed to attack Ground Installations to ensure they attack targets of significance. 25) Revised some sounds volumes. 26) RAF BE2 and BE12 series aircraft cooper bomb loadouts reduced to 4 (was 8) 27) Observer allocated to player upon enlistment is no longer always the first Observer - an Observer is now randomly allocated. 28) Observers are now randomly allocated to AI flight members - the Player is allocated the same Observer unless he is killed or not in service. 29) Form up at action directives is no longer circular - the aircraft will form up in transit to next waypoint. Note: form up at non action directives or after action whilst in transit may still be circular! 30) Reduced kills and flying hours of incoming replacement pilots. # 1 Share this post Link to post Share on other sites
Hellshade 110 Posted March 14, 2019 Wow. Almost a full day and nearly 50 views on a post about, arguably, the biggest update to WOFF UE in well over a year (two?) And not one comment. I guess folks have moved on to other things, perhaps. Share this post Link to post Share on other sites
jeanba 1,920 Posted March 15, 2019 That is looking good ! Share this post Link to post Share on other sites
Hellshade 110 Posted April 25, 2019 Pol just posted in SimHQ that the patch should be coming to an airfield near you soon. Great stuff! Share this post Link to post Share on other sites
JFM 18 Posted April 26, 2019 I hope someday they either replace or allow us to mod the sound of the Maxims. Share this post Link to post Share on other sites
+Polovski 460 Posted May 22, 2019 It should be released very soon, and we will see if we can improve the maxims JFM. Share this post Link to post Share on other sites
JFM 18 Posted May 22, 2019 Well, for clarity here, Pol showed me where the sound files are, so I went through all of them. None of them sounded as they do when I fly the sim. So something is wonky on my end or my ears just hear them oddly when combined with wind, engines, and the sound of my plane burning. Share this post Link to post Share on other sites
Hellshade 110 Posted May 24, 2019 So did you figure out how to get your maxims to actually sound right when in the sim, JFM? Share this post Link to post Share on other sites
JFM 18 Posted May 25, 2019 I haven't even messed with it, just way too busy in the last few days to do any sort of simming. I'll have more time this week. Share this post Link to post Share on other sites