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Crash

3. Danger Dogz
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Everything posted by Crash

  1. I might have to spend some money soon then.
  2. Like tanks? 216 Hello everybody, Before we return to telling about the Battle of Bodenplatte and Flying Circus in our DDs, today we'd like to tell you more about Tank Crew. The most important thing is that we prepare the next big update that will include two new tanks, M4A2 "Sherman" and Panzerkampfwagen III Ausführung M, that were used in Kursk area and the map of the southern part of the Kursk salient made for joint ground and air warfare. But of course, we work not only on the new content. The main areas of the Tank Crew development at this moment are: 1. Improving the damage and armor-projectile interaction model both for the player controlled tanks we're making for Tank Crew and the other objects. Several consequent updates for the sim we released this month contained most part of this work, but this was only a part and we continue. Ricochet modeling will be improved and 'simple', non-player controllable, vehicles will get even more detailed armor (which will be noticeable especially when you attack them from the air). We're beginning the work on the detailed systems of the player controllable tanks (fuel, electric, transmission, cooling, etc.) which will allow for more variable and realistic damage of Tank Crew vehicles. We also plan to make them repairable in the field. 2. Developing and expanding the tank and tank platoon commander functionality. The basic commander functionality is done - a commander can give all the orders we planned for this stage of development in relation to the current position, target, firing, maneuvering and some additional commands that make the playing experience more diverse. A commander will be able to give orders to other players in his tank in multiplayer and to AI crewmen alike. It looks like the commander role will be the most interesting one. 3. Developing AI for crew members. Again, the basic functionality is done and now detailed tanks controlled by AI can follow the orders that can be specified in a mission like the simple AI vehicles always did. This means that detailed tanks can be fully used in a mission scenario. Now we begin the work on implementing the functionality that will make possible for a player to give orders to crewmen of his tank and other tanks in his platoon. We hope to have this functionality mostly done by the end of Spring and release it into Tank Crew Early Access. 4. Developing the scenario campaigns which should carry out the main idea of the project - let you experience not the fictional gladiator-like balanced tank duels, but the tank warfare of July 1943 with its balance of power and technical characteristics of the armored vehicles involved. Moreover, we'll try to show the historical events since the scenarios will be based on the tour of duty of the units that participated in these events. Later we'll tell you more about these scenarios. All this - detailed, true to history tank models including interiors with crews, the historical map with variable detail level, buildings with detailed damage modeling, realistic movement kinematics, improved tank damage modeling, detailed weaponry, all important crew roles, especially the commander one, acting as a part of a tank platoon, history-based and educational scenario campaigns telling about the major event of WWII, ability to control one tank with several people in multiplayer - all this combined should give you the new experience and impression you can't get anywhere else. To make this DD less dry, our studio and our partners Digital Forms prepared several WIP screenshots for you that show what will be released in the next big update: The map of the southern part of the Kursk salient you'll see in the game. The zone containing detailed buildings developed for tank warfare and scenario campaigns in the historical events of Clash of Prokhorovka project is marked inside (106x106 km, the detailed zone is 19х23 km): KV-1S crew: PzKpfw III Ausf.M impact shot demonstrating the improved damage modeling with certain parts detaching: M4A2 "Sherman" interior renders: PzKpfw III Ausf.M interior renders:
  3. Didnt see that coming
  4. I was thinking about this, it would be a once in a lifetime chance.
  5. I will wait for the PDF
  6. As I understand it you set your soundcard as input 1 usb headset as input 2 and your seat would be input 3, as windows will see 3 audio devices. The sliders under the inputs like my Rift (input 1) sets the volume of the mic for that device. The buttons underneath select where the mic sound goes. If I select A1 I will here what I say in my Rift headphones and as I havnt selected it it goes straight to TS and VoiceAttack via virtual channel B1. The 2 virtual inputs to the left of the Hardware inputs are your game/system sounds so you could separate TS output from Game output. You select you headphones/speaker/seat A1 A2 A3 here. As you can see I have Rift, USB and onboard sound all selected on both channels although TS is the right hand slider and I need to deselect A3 as I dont want TS to go to the BK. The sound then goes to the mixer on the right and you adjust the outputs to the 3 devices plus the virtual game/system sounds and for me TS here. You also need to set your mic volume in the widows sound settings as this will affect your mic volume as well. It gets very confusing as you set the default input to voicemeeter output (I think)
  7. The problem is I have a USB headset, OR, and an output for the BK. Not an issue if you have 1 usb headset as you set the sound input to listen to this device and send it to usb, but if you have 2 usb headsets to set the BK up you have to rearrange the Windows sound preferences each time. Also it is possible to send the TS output to a different channel so preventing the BK doing its thing if anyone has a deep voice. Setting up diffent levels for each mic is also important as I also use VoiceAttack to toggle icons open and close map and other stuff.
  8. An interview with Jason https://stormbirds.blog/2019/02/06/part-1-an-interview-with-jason-williams-and-daniel-tuseev-il-2-great-battles-series/
  9. It MIGHT be playing nicely with Teamspeak and VoiceAttack
  10. Has anyone else booked a room apart from Nick and me?
  11. Sympathy for the Devil, however I really like "start me up"
  12. So was Fen "working from home" or has he installed it at work?
  13. I got trim on a rotary encoder http://www.leobodnar.com/shop/index.php?main_page=index&cPath=98_75 just switch it for the pot
  14. Where is Mr Grant?
  15. Crash

    LoLz!

    Use the Force Luke
  16. Another update The year has just begun, but we're already preparing the new update for you. Version 3.010 will be focused on improving the functionality of several modules of the sim and some of the changes are long-awaited and important. In the meantime, the work on all the Early Access projects progresses according to the schedule and many new things will be ready shortly after 3.010 release, in Q1 2019. Our map designers are finishing the map of the Southern Kursk salient that includes Prokhorovka. As we announced before, it will utilize the higher detailed landscape wireframe and higher detailed buildings damage. When it is finished, the work on the scenario campaigns for "Clash at Prokhorovka" will begin. The campaigns will recreate the large scale historical events of July 1943 to the South-West of Prokhorovka. Today we can show you several screenshots of this map: We plan to show you the new tanks soon - M4A2 Sherman, Pz.Kpfw.III Ausf.M (to be released at the end of the Winter) and T-34 mod. 1943 and PzKpfw IV Ausf.G (to be released at the beginning of Spring). We also started the implementation of the major feature - animated tank crewmen. This is a very laborious and time-consuming task since each tank has 4-5 crewmen and each one of them has his own unique pose and animations (many can also lean out of their hatches). This forced us to find new technical approaches for character animation that open new prospects not only for the Tank Crew but also other projects: For "Flying Circus" project we're making the map of 100 km front line near Arras (Spring 1918). It will be made using the same techniques we're using for the creation of the large Bodenplatte project map, so it should also be a step forward visually. Here are first in-game screenshots of Sopwith Dolphin and Fokker D.VII which will be ready soon: For our main project, Bodenplatte, we're preparing the next wave of the new aircraft. FMs for P-51D, Fw 190 D-9 and Me 262 A-1/2 are already in the works, while artists create 3D models of Hawker Tempest Mk.V, P-38J-25, P-51D-15, Me 262 A-1/2 and B-25 Mitchell-II (non-playable). Here are some screenshots of Me 262 A-1/2 (its paint schemes and cockpit are nearly ready):
  17. Neat job
  18. Finally got arround to booking a refundable room.
  19. quote from Jason the Pony is scheduled for end of June, but may slip a little.
  20. Maybe not so perky now, he is getting on a bit;)
  21. Fix reinstall 3dmigoto this one https://forum.il2sturmovik.com/topic/39748-3dmigoto-mod-icon-masked-by-cockpit-zoom-for-vr-color-change-sight-strengthened12-features/
  22. Er well yes I do have the Haynes so if it breaks "can we fix it, Yes we can"
  23. Crash

    Oculus

    It all seems to work fine and Voice Attack recognises most of the comands. On test I told it to put the landing gear down and it baled me out still I think that was a volume setting on the mike input. That Voicemeeter Banana is a bit hard to get my old brain around.
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