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Everything posted by Friar
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Oh do keep up 007. I know you are probably tired from all the Le Mans (good finish wasn't it? - that man with the flag needs to change, it may be tradition but he nearly got taken out!) Roger has had to disable some of the add-ins to help resolve some issues he is working on with support. There was a post for it.
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A mans gotta do what a mans gotta do...
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Hey Swep, hope all is all ok with you. We have missed you on a Saturday for Tanks.
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Just browsing and came across this.... https://new.teamspeak.com/ something to be keeping an eye on perhaps?
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We use TEAMSPEAK for our comms so if you do not already have it it can be downloaded from here https://www.teamspeak.com/en/downloads/
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Hi Kozmo, One of our admins that deals with assigning you membership, permissions and issuing passwords (once we have told you we may have to kill you several times in planes and tanks!) will be along shortly. If you have not had any communication towards the end of the day, re-post and we will get you sorted. Salute Friar.
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Came out last week Toad, but thanks for the heads up, I know you have been busy with your marrow - plus there has also been a follow up patch to fix some stuff but there is is still things that worked which have been broken
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Doh! Just gone to IL2 forum and seen your reply to my message. Gentlemen, Kozmo is from the Lone Star state of Texas. Here is what he sent me... I've been primarily a single player campaign type of flyer but have been around sims for about 20 years. I'm 50 so slightly above your 18 year old restriction! Multi-crew in TC sounds like a great time and I would like to try out the P38 campaign too. I think my only concern is the time difference. I'm in Texas on US central, probably about 9 hours behind you. I should know this time difference exactly, as I lived in Leeds for 2 years, but that was many years ago! Hope to see you and the others online! T
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Hi Kozmo, welcome to the pound. Is the flag on your account correct, and you are from the States? What time timezone are you in? We have a number of guys from North America and Canada that play with the UK guys and also as a group on their own (due to the time differences). On Saturdays we play at around 20:00 UK time.
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Salute I have corrected the German AA truck to now have unlimited ammo. Friar
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Joint Ops Event - De-Brief / Lessons Learned
Friar replied to Friar's topic in IL-2 Sturmovik: Great Battles Series
I am pretty sure its the AI planes that gives the overload. I did not have that many moving objects. -
When I was on the range on Saturday in the German AA truck (which I had forgotten to set to unlimited ammo) it did count down and record that I was empty, so I dont think its that.
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I have stuff in my roof space in boxes that came from our flat over 30 years ago, never been touched sine the day we put it there.
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Salute Chaps I hope you all enjoyed last night as much I did. It took many hours to put this together and I took much pleasure from seeing it play out with real players. As with all events of this type, if we were to do it again, there are things that we could take forward. I would be pleased to receive your comments / suggestions, but here are mine. Things to Change - There were too many AI planes all at the same time which lead to some performance issues. - Multi-Crew tank teams should have set up whispers to their crew mates to cut down on the noise on TeamSpeak. - I should have left the icons against the units and had tankers use the tank icon mod and pilots use the flying icon mod. - Tanks needed to work together more. In a multi-crew 4 eyes are better then 2. If we had been more co-ordinated 6 or 8 pairs would have been even better. - I should have added another friendly airfield closer to the front line. Things that worked - Having the air jocks spot targets for the tanks was a new dimension we had not done before and was pretty cool. - The mission duration. I did not expect it to take 2 hours! but every one seemed involved all the time. - The map scenario and location. - Pinch points that made the tanks call for help to the pilots. Cheers guys for your support DD_Friar.
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Ok delta, thanks. Will this help as well?
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What time should we start the joint plane and tank event today (uk time) 20:30 (usual co-op start), 21:00 (usual PWCG start) or in the middle 20:45? It will not be as long as the P38 mission.
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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).