IL-2 Sturmovik: Cliffs of Dover (Anuncio Oficial)

Iniciado por GAE_Castor, 18 de Enero de 2011, 01:50:27 PM

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GAE_Castor

C.F. Castor

GAE_Castor

C.F. Castor

GAE_Baco

Muy bueno.. pero como se presta pa incharlas pelotas en la base he? jajajaja.

GAE_Castor

Friday Update, February 24, 2012
Good day gentlemen!

Most of us are busy preparing the beta version of the upcoming patch. We did make a whole lot of FPS benchmarking, and the great news is, it?s all in line with the previously announced numbers. The performance increase is very significant.
Unfortunately we could not do any benchmarks on the famous Black Death track. We know everyone?s been asking about it. The track however is currently broken due to changes in other unrelated parts of the code. We probably won?t get the old version to run anymore and have to make a new Black Death to go with the new patch. So any comparison between the old and the new Black Death will only be approximate (can?t wait for the conspiracy theories BTW).

So our today?s update is small but it?s got it where it counts.

We are showing the third and final ground vehicles video today. As most of you have guessed, it focuses on drivable tanks.

Watch it here:

As always, I?d like to remind you that the feature is still a work in progress. We continue to test and improve the feature.

The sound is far from final. For example we are working on making weapon sounds more varied and historically accurate.

We have also made other changes since the version in which the video was made. The damage model for the vehicles was improved. Destroyed ground objects have inertia and continue moving after death. Component damage system (tracks, crew, gunners etc) has also been improved. Unfortunately due to yesterday being an official holiday we simply had no time to make additional footage and splice it into the video.

Most importantly, I do want to note one more time that at this time we do not know ourselves when and in which shape the feature will make it into the game.

Have a good weekend!
C.F. Castor

GAE_Castor

BlackSix
        
Friday Update, March 2, 2012
Morning everyone!

As everyone is worried about the development progress, a few words about that first.

You will see the beta graphics patch very shortly. I know you?ve been waiting for it forever. We?re working on it non-stop, and what can I say, it can only be ready when it?s ready. We?re not working on an externally set schedule, so we can sit down and do things right rather than rushing them out to meet a deadline.
I want to apologize to everybody for it taking so long. But I?d rather apologize for this than for releasing things quickly and for it to be of inferior quality.

Now with that out of the way, let?s continue looking at more project for the upcoming sequel. It?s the good old Il-2 we?ve already shown before, but you?ll get a quick glimpse at some progress with the still WIP fall landscape.
The colors, trees and grass is precisely what we?re working on this very second, and it?s just as obvious to us as well as you that this version is not yet perfect.

Have a good weekend!








C.F. Castor

GAE_Castor

Friday Update, April 13, 2012
Good day everyone!

We're very glad to announce that the beta patch is largely done. It's going into wide internal testing today, which will last through the weekend and probably a couple of days more. After we make sure nothing is amiss, we'll make the beta patch available to everyone

We're ready to release details on some of the improvements you'll see in the patch. Here we go:

Performance

We've performed a huge amount of work improving both average and minimum FPS in the game. Most recommended-spec machine will see a roughly double average FPS and a significant reduction in the micro-freezes that had previously plagued the game. Their frequency, duration, and overall FPS impact will be greatly reduced or completely redone.

Some of the changes include:

? Completely rewritten rended pipeline, which reduced CPU load;
? Rewritten texture manager, reducing stutter when loading new textures;
? Moved landscape geometry generator to its own CPU core, reducing stutters;
? Optimized tree code, reducing stutters when moving across landscape or rotating camera;
? Moved grass generator to its own CPU core, decreasing stutters during low-level flight;
? Moved all building and vehicle damage models to be pre-loaded, rather than dynamically loaded when they are destroyed. This increased mission loading times and memory usage, and reduced stutters when blowing things up;
? Improved multithreading in many other aspects of the code, improving minimal FPS on most multicore machines.

Finally, we need to mention the launcher.exe crashes. This was a very hard issue to address as it wasn't caused by a single 100% reproducible bug, but rather rare combinations of various uncommon events. The work described above, coupled with a huge volume of general bug-fixing performed, should have at least minimized the number of instances that lead to crashes. We haven't encountered one in months, but determining whether that'll be the case for the general player base will be one of the leading goals for this beta test.

Flight Model

We've performed a tremendous amount of work testing and improving flight models in the game, as well as improving various aircraft engines. We used actual pilot's notes and flight testing data during the process (thank you Sean!). Unfortunately some deeply-set limitations in the engine code do not allow us to minimize the margin of error at altitudes about 7 km (21,000 ft) where most aircraft begin to perform worse than their real-life counterparts. Fixing this requires more extensive code rework and will therefore only appear with the upcoming sequel. However at lower altitudes most flyables will perform much closer to real life. We also have to note that some aircraft, most notably Spitfire Mk.II, had better performance than the real thing. Others, especially their engines, had reduced performance. We've addressed these serious issues and made our planes fly much closer to the real thing.

More specifically:

G.50
Temperature models of the engine were wrong due to incorrect data. The engine could not get up to required power at all altitudes. We've also added +100 boost for WEP mode.

Spitfire Mk.II
The aircraft's speed performance was too good at all altitudes, sometimes 60 mph better than the real thing.

Spitfire Mk.I
Fixed the top speed dip above 18,000 ft.

Hurricane Mk.I
Speed performance was also too good at all altitudes, similar to the Spit II.

Blenheim Mk.IV
Had many problems with the engine model. The engine overheated at normal RPM, the plane could not get up to stated airspeed at all altitudes. Maximum allowed airspeed was too great, and the plane could get up to 560 mph in a dive. A huge amount of work was performed to improve the plane's FM and bring it up to speed.

For a better example, here's a comparison of the old and new speeds of the Fiat G.50. The data was taken by a special internal module that tests speeds at a range of altitudes using optimal engine settings. Human players will likely not be able to set their engine precisely the same way, or fly exactly level at the exact altitude, so testing this for yourselves may give you slightly different results. The vertical axis is the speed in kph, the horizontal is the top speed.


Artificial Intelligence

Partial list:
? Fixed some non-working orders, removed others from the list. There are no more orders available to the player that the AI does not follow.
? Added a request for available targets;
? Turned off friendly fire for ground battles (improving FPS);
? Added the ability to query current waypoint for scripts;
? Told AI pilots not to commit ritual suicide when their leader crash-lands;
? Fixed out of turn take offs for AI pilots;

And there's lots more!

Finally, we continue to introduce you to the upcoming sequels. Here's some more village landscapes, showing the few churches still left around 1940s Russia. Once again, these are all coming from an external team that is very eager to do a great job and please the community. We'd also like to remind you that parts of the landscape such as the grass and the trees are temporary placeholders and will definitely not be a part of the final landscape.

Have a great weekend!
C.F. Castor

GAE_Chape


GAE_Charrua

C.F. Charrua

GAE_Chape

#204
Cita de: GAE_Charrua en 13 de Abril de 2012, 10:39:18 PM
Me tiene podrido con las Betas.

El juego que lanzaron a la venta era una beta!!!!!  ;D (y lo sigue siendo!!) 2funny

GAE_Alma

Mejor que sigan lanzando parches... ya esta para bajar?

GAE_Castor

Friday Update, June 01, 2012
Good day everyone!

We continue to work on the patch. We?ve just completed all scheduled tasks dealing with performance improvements and will start on the list of various graphics glitches tomorrow. We?re also continuing to work on improving aircraft FM and system modules. These tasks will take at least four days, meaning we won?t being internal testing until next Friday at the earliest. If the internal test version is good and stable, it won?t take too long after that to release it to the public.

We also continue to introduce you to aircraft from our future not-yet-announced project. The official announcement is just a few short weeks away. Until then, we won?t be able to provide more details and answer specific questions, but please rest assured we aren?t in any way shape or form planning to move away from our reputation as the most realistic WWII sim on the market.

The plane we?re showing today is the famous Soviet LaGG-3 fighter that bore the brunt of the fighting alongside the I-16, Yak-1 and the MiG-3 in the most difficult early years of the war. Opinions on its quality differ greatly, however this forefather of the fearsome Lavochkin line of fighters remained in service with the Soviet VVS until the very end of the war.

(This screenshots from the special "viewer" and not the actual game engine).




C.F. Castor

GAE_Castor

Friday Update, June 08, 2012
Good Morning!

We?ve completed most of the outstanding tasks this week, most importantly fixing most serious issues and speeding up the graphics engine. The game is now even faster, and the FPS slow-downs have been reduced even further. We are currently testing the new version and fixing various small issues as they are discovered. A public version of the new patch will not be ready before next Wednesday even if everything goes extremely well.

We?d also like to describe the work performed with the FM this week in more detail:

· Added new Hurricane Mk I and Spitfire Mk I variants with constant speed propellers and fuel tanks filled with 100-octane fuel. Older 87-octane variants also remain available. (Please note that the new planes use existing cockpits, so the boost indicator gauge shows new extrapolated values)

· Corrected (increased) low-altitude airspeeds for RAF fighters.

· Corrected Bf-109 rudder model, making it more effective to allow real-world maneuvers to be performed with just the rudder pedals.

· Corrected fuel model for more realistic gas mileage.

· Increased drag created by the radiator.

· Corrected throttle control model; now the entire range is used.

· Corrected flap sounds for the Bf-109.

· Corrected the pitot heat light on the Bf-109.

· Corrected the overspeed sound for aircraft; the sound will now increase in volume gradually and depend on airspeed.

Finally, as we approach the official announcement of the upcoming project, we continue to showcase the aircraft you will get to fly there. Today we?re showing the model of the Soviet Petlyakov Pe-2 bomber for the first time. This venerable aircraft fought with the Soviet VVS throughout the war, going through numerous improvements and modifications. Despite its many shortcomings it continued to play a more important role than its more refined successor the Tu-2 all up to the final days of the way.

We?d like to note that the screenshots are not taken in-game but rather in the internal model viewer app.

Have a great weekend!







C.F. Castor

GAE_Chape


GAE_Castor

#209
Friday Official Update, June 22, 2012
Good evening gentlemen!

This week we have completed all the planned work on the patch and are planning to start its assembly and testing in the coming days. Therefore, we do find it difficult to give an exact release date. List of changes will also be published later.

We are however releasing some more screenshots from the upcoming sequel. This is the Soviet La-5 fighter that appeared in the skies over the Eastern Front in the latter half of 1942.
As always, we?d like to mention that everything you see is Work In Progress.





C.F. Castor