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Everything posted by Friar
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Found another bug in the latest release of GBS (in tank crew). When in the Commander position the ammo count is not being updated. Disappointing that they can break something that was working perfectly well. In the below example FT was Gunner and I was Commander and he reported that he was nearly out of shells but below is what I could see
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Lets Go for This Sunday then! get the word out there chaps! JOINT PLANES AND TANKS EVENT THIS SUNDAY (unless enough people say they can not make it)
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Posted by DED-Rapidus (QA at IL2) in response to a question about gun keys not working. Posted yesterday at 05:46 AM New functions have been added, so the control keys have been updated. We apologize for the inconvenience caused.
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I just tried another mission (the one I am planning for Saturday - Phase 2 of the Panzer III mission - Attack the airport), but it did not happen?
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Salute, I have just posted the below issue on the IL2 forum. Could someone else check it happens to them please?
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Event to take place on 15th or 17th ? Would you guys like to run this event on this Sunday? which would mean that Fenrir could run the PWGC Classic mission on original P38 night, Tuesday? Does this then fit both requirements? Would mean we need a good turn out on Sunday? What do you guys want? Please let me know
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@Icer Thanks for stopping by the Dogz and posting.
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Dear friends, IL-2 team reports that the new update 4.603 is released. It's a significant one for Flying Circus Vol.II - three airplanes are added to the Early Access program of this project at once. Also in this update is the long-awaited Collector Vehicle - German AA half-track Sd.Kfz.10/5. It was an interesting experience to develop: this is the first player controllable half-truck chassis in our sim. A lot of work went into ballistics data and other ammo parameters research. Our partners at Digital Forms did a stellar job at references research and creation of the 3D model and myriad of its parts based on them. Oyster_KAI improved all Flying Circus aircraft cockpits (both Vol.I and Vol.II) and Martin =ICDP= Catney created 4K quality external textures for the German Collector Plane Hs 129 B-2. And finally, Alexander =BlackSix= Timoshkov finished his new campaign "Steel Birds" about Fw 190 A-5 missions over the Kuban and it is available in the game now (you can get it on our website if you haven't done so already). Meanwhile, the work on Marshal multiplayer mode, fuel systems and drop tanks, environment graphics, Normandy and Western Front WW1 maps continues and we hope to show you the results sooner than later. This update contains many changes in addition to mentioned above: Main changes 1. Collector Vehicle 20 mm Flak 38 anti-aircraft gun on Sd.Kfz 10/5 half-track is now available; 2. Pfalz D.XII is now available to all customers who pre-ordered Flying Circus Vol.II; 3. The early version of the Spad VII.C1 fighter with a 150-horsepower engine is now available to all customers who pre-ordered Flying Circus Vol. II; 4. The Airco DH4I two-seater single-engine bomber is now available to all customers who pre-ordered Flying Circus Vol. II; 5. New historical scenario campaign “Steel birds” is now available; 6. All Flying Circus Vol.I and Vol.II airplanes cockpits detail improved (Oyster_KAI); 7. Hs-129 B-2 attack aircraft now has 4K quality external texturing (Martin 'ICDP' Catney); Aircraft changes 8. Fixed invisibility of paratroopers on Ju-52 and C-47 in a multiplayer game; 9. Removed the ability to select a pistol and fire it when the cockpit is closed (it is automatically holstered); 10. Fixed overload indicator for ‘guest’ gunners (other players) in multi-crew airplanes in multiplayer; 11. Adjusted the maximum wing lift of the Hawker Typhoon Mk.Ib. The flight model of the aircraft was reconfigured in such a way that most of the flight characteristics of the aircraft (speed, rate of climb, control stick balancing positions, roll angular velocities) practically did not change; 12. The indicator in the bombsight showing the impossibility of dropping bombs from the current position has been fixed; 13. AI pilots won’t shake their aircraft along the pitch axis when attacking a ground target with cannons that have a mix of different types of ammo; 14. AI pilots won’t ignore a heavily damaged but not destroyed ground target; 15. The angle of a shallow bombing dive for Pe-2, Il-2, Fw-190, Ju-87, Ju-88, Bf-110, Hs-129 aircraft has been increased to 30°; 16. Bomb release sound has been added to all Flying Circus aircraft; Player controllable tanks changes 17. "Turn off the engine" command works as it should and has voiceover; 18. Fixed an infinite rotation of AI-controlled detailed tanks after giving them a turn and stop order; 19. Fixed "turn shaking" of AI-controlled detailed tanks that sometimes happened after stopping; 20. Fixed "looping" of AI-controlled detailed tanks hat sometimes happened after "Turn by 180°" order; 21. Movement to a point and movement according to the mission scenario commands correctly function after issuing commands "Stop and hold position" and "Turn and stop"; 22. The camera won’t be randomly stuck in external view after the death of one of the crew members and it won’t be possible to switch to a killed crew member; 23. The gunner now uses a manual turret traverse drive and its different gears if available depending on the aiming correction required (small adjustments are made using the manual drive); 24. Killed gunners won’t visibly "turn" after death; 25. Detailed tanks won’t "bounce" when collided with static versions of vehicles (static_ ...); Graphic effects 26. Ship wake trails and splashes effects are improved significantly; 27. New ship explosion and sinking effects added; 28. Improved ship fire effects added; 29. New aircraft fuel tank explosion effect created; 30. Bomb ground detonations, railroad and road fuel transport explosions are improved and optimized; Pilot's Career 31. New bombing mission types added for all fighter/bombers in all careers (8 types in total): artillery position, fortified area, troop concentration, airfield, river crossing, railway junction, warehouse, bridge; 32. The mission logic in all ground attack and bomber missions has been improved: the player's flight planes returning home with unused bombs and missiles should happen much less often; 33. The player’s fighter/bomber flight in all ground attack and bomber missions should have an escort depending on the type of the player's aircraft and the time period; Other changes 34. The deletion of train cars by the MCU: Delete mission command fixed (previously it only deleted the locomotive, leaving the cars); 35. Fixed a problem with the part of the game interface missing in the screenshots; 36. A default tactical code can be set in the spawn point settings in the mission editor; 37. The discrepancy between the ship movement effects for different players in multiplayer has been fixed; 38. Corrected ballistics and penetration ability of German 20mm rounds used in anti-aircraft guns; 39. Thorny 13 pdr AA anti-aircraft gun firing sound restored; 40. Fixed the “Engageable” flag for GAZ-MM 72K anti-aircraft gun in mission editor (previously AI pilots attacked the vehicle even with it set to 0).
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For those of you that do not go via the IL2 forum (if you don't, you should), here is an update from Jason on the next release... Everyone, I apologize, but we need to delay the 4.603 update a short while as we work out last minute issues. We had hoped to have it out tomorrow, but it's better we delay a short bit. Hopefully, just a day or two. Hang in there. Jason
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PWCG P-38 Lightning Strikes Co-op Campaign
Friar replied to DD_Fenrir's topic in IL-2 Sturmovik: Great Battles Series
I have created my own thread here So please do not clog up this thread with posts about the joint event. -
Salute Chaps, I have created this thread to take posts away from the P38 Campaign thread. For those of you that have not seen Fenrir's post, he is having a couple of problems with the updates to the PCGW campaign and may need to stall for a couple of weeks. He was asking what people would like to do in the meantime. I have been working on a Syn_Vander plane generated dogfight mission that had a scenario of German 110's and 109's flying a ground attack mission against AI and tyhought that this would be a good time to "put it out there" to see if you guys wanted to give it a go. To this I have added a tank scenario advancing on ground units and targets. It is a dogfight so people can swap between flying and tanking if you wanted to. If you ever wanted to have a go in a tank, now is your chance, I have included the German free tank, the Panzer III. The main German tank will be the Panzer IV. You could also have a go at multi crew in a tank (its what we tend to do now on a Saturday and is a lot of fun, somehow getting blown up with a friend seems more fun!). My idea is that we could run it on a suitable gap in the calendar. If you think this would be a suitable filler, please let me know. If it works and proves popular, perhaps we could do it again on other non P38 Sundays?
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PWCG P-38 Lightning Strikes Co-op Campaign
Friar replied to DD_Fenrir's topic in IL-2 Sturmovik: Great Battles Series
If an evening slot were to open up where good attendance could be hoped for, I have been working on a Syn_Vander generated mission that is a dog fight where the objective was ground attack, flown from the German side against AI using 110's and 109 (I could add other planes if requested) I have also added in extra scenarios once the AI air defence has been despatched to attack trains and road convoys. Whilst all that is going on I have added in a German Tank scenario attacking ground units which could use air support. I was looking for a suitable chance to suggest it, so perhaps this is the time? My idea was to pull all the "Tankies" and "Jockies" together for a one off event? Its a dogfight so you could swap between the two if you wanted. Pilots could have a go at multi-crewing a tank as well with other Dogz (its what we mainly do on a Saturday and is a lot of fun). It also has an air start position which has to be activated by the Tanks taking an objective, the air field will have repair and re-arm if you want to try to keep the same air frame. I can start a separate thread if preferred so as not to clutter this one? -
Salute Come and join us tonight as we take the Panzer III on a dawn attack to capture a Russian town. It is known to be defended by light tanks and lots of dug in infantry. The Panzer III M and L (free version) will be available so even if you do not own Tank Crew you could still join us and see what all the fuss is about. You can either take your own tank (you will need about to half an hour before we start the main event (approx at 20:30 UK time) to sort your controls out. To set up the basics its quite straight forward and a lot of the controls / mappings are the same as what you might have mapped for planes eg engine start, hatch open, fire main and secondary weapons. Turning left and right can be done by the rudder pedals, power by the throttle. The turret can be controlled by either joystick or mouse. Many players have said they get sweaty palms going into battle, come and see how much fun it is to make stuff go "boom!"...
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Even if you do not want to use the skin, could I ask that you download it so that you can see the others that do use it? Thankyou muchly. Friar
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Salute I am working on some Panzer III missions and thanks to Sid I have posted below a skin that if you have a moment would ask that you save down so it can be used when we play them. The zip file contains two .dds files. Extract them both into the skins folder for the Panzer III-M Not essential, but would be nice if we are all dressed the same. Cheers Dogz_Pz.KpfwIII_Wiking_N111C&1#1.zip
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Thanks Parts, much appreciated. I know the last couple of weeks have been a bit of a mess due to going on line. It is difficult to keep supplying fresh missions all the time, the hardest part being coming up with ideas strangely. Note: Did you mean to post your location in Windsor located in the US of A (or did I miss the sarcasm card?)
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Hi @BluBear I used to use some prescription lens' for my Rift. They came from Germany and cost about £50. I sent them my prescription for each eye and they supplied the lens' that clipped over the rift lens. Best thing I did as I too have to wear glasses for distance. This is who I used. https://vr-lens-lab.com/ Cheers Friar
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Salute, This poll is running over on the IL2 forum (link below if you want to go and vote). Shows we are not alone.... https://forum.il2sturmovik.com/topic/73123-ages-of-the-flying-community/?tab=comments#comment-1109441
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Yes, I actually re-read the full thread properly and saw that. Doh!
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Perhaps those that use a wide variety of them could provide an explanation with screen shots as to what they do?
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Perhaps it is time for us to update this thread....There may be ones being used that we do not know about that would be a good addition for everyone. I also get that mods are not everyone's cup of tea, but if it improves our experience in a fair and reasonable way, then perhaps they should be explored a bit more. Perhaps we could create a "Dogz Pack" that would be easy to apply via JSGME? The only ones I use are the ones Sid put together for tank and plane icons.
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If we decide to accept it as an "Official Dogz Mod" then it would only be used by us on our closed co-op's. Because mods effect your local machine, so I could be running one and you not, so yes something like shell effects would need to be global and perhaps raises more questions, however being able to tune back the AI rear gunners if that could be isolated as a separate mod then that would be a good addition I think?
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Salute An absolute tremendous High Five to @BluBear for giving me the heads up about the "We have Ways of making You Talk" podcast. I have been listening to some fantastically interesting stuff whilst on walks and doing chores around the garden. I would like to STRONGLY recommend the following episode (which will probably have a lot of meaning for those that went to Normandy a while back. The episode is called "Walking The Normandy Ground". It is a chat with a tour guide who has worked the area for a number of years and his enthusiasm for the subject just pours out. Its about an hour, so download it and take it on a walk or kick back with a coffee. https://play.acast.com/s/wehaveways/344.walkingthenormandyground "Its a 10 from me!" Friar
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Did you know a Typhoon weighed the same as 2 empty Spitfires...