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Crash

3. Danger Dogz
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Everything posted by Crash

  1. Has anyone else booked a room apart from Nick and me?
  2. Sympathy for the Devil, however I really like "start me up"
  3. So was Fen "working from home" or has he installed it at work?
  4. 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
  5. Where is Mr Grant?
  6. Crash

    LoLz!

    Use the Force Luke
  7. 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):
  8. Neat job
  9. Finally got arround to booking a refundable room.
  10. quote from Jason the Pony is scheduled for end of June, but may slip a little.
  11. Maybe not so perky now, he is getting on a bit;)
  12. 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/
  13. Er well yes I do have the Haynes so if it breaks "can we fix it, Yes we can"
  14. 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.
  15. Crash

    Oculus

    Well I unplugged the usb plug and reinstalled Oculus software and plugged it back in. I knew I was going to be asked if I had done that and lo and behold it worked again So the good thing is I still have a year left on my gaurentee and I know where the reciept is. This afternoon I will give it a good work out.
  16. Crash

    Oculus

    I will find out tomorrow. I have the box in the loft and will take all the bits back but I think it will have to go away
  17. Crash

    Oculus

    Looks like the mike is stuffed so it goes back to currys tomorrow. Good job it has a 2 year guarentee
  18. We might soon be able to do campaign coops quote from Pat Wilson That is in development right now. PWCG currently supports coop with one squadron. Unfortunately PWCG is a desktop application, so users other than the host have no UI. They can only fly the missions. First step (in progress) is to create a web based code that the host can run. Players in the campaign will be able to access the servers on the hosts machine and interact with it to see the campaign in a view that will replicate the information available in the PWCG desktop app. After that comes the more challenging part: extending PWCG coop capability such that any number of players can play for any side. In 5.0 PWCG added the ability to handle ore than one human player, so that is already out there. That concept has to be extended to human players in any squadron. Some of the uses are obvious: a continuous campaign being played by multiple users. It is not MMO - participation will be controlled by the host. But once this is in place a group of fliers will be able to play either side. Squads can use PWCG for online wars. I'm sure that there will be any number of uses.
  19. Interesting
  20. Are we still doing the hotel this time? Might as well start booking if we are
  21. I think this one is better
  22. It is a stand alone that is very handy for starting the game with or without VR and checking/managing modules
  23. Are the controllers seen by windows? What OS ?
  24. Are the controllers seen by windows? What OS ?
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